@ChevyRay I think you're really dang good at it to achieve that pace. It takes me like forever and a million years for editor features ;_; (Today)

@infinite_ammo cancel all my meetings that i didn't have. looks like i have other plans for today. (Today)

@infinite_ammo hahahh fuck I dont remember that and I should be all caught up. I must have missed that... (Today)

RT @Draknek: The Stugan deadline is coming up soon and @bnhw and I want to work on a new project there, looking for a 3D artist: t.… (Today)

@infinite_ammo oh god he's slamming the baby in the toilet. it's only a matter of time before he turns his toilet seat into a subwoofer too. (Today)

@infinite_ammo my fav is my upstairs neighbor who slams his toilet seat down also now apparently has a screaming baby in his apartment?? (Today)

@ChevyRay ugggghhhhh I LOVE MAP VIEWS OF THINGS AHHH (Today)

@jwaaaap I don't think you need to be SUPER HARDCORE but you def need platforming skills and the map system can seem kinda brutal at first (Yesterday)

@ChevyRay hi here is my tutorial on regular expressions this is how to verify an email address s/g+.a-Z0-9[]{/gi-?@/f-[a-Z]0-9??/gmail.com (3 days ago)

@TommyRefenes the lengths you'll go to become a metal gear solid boss amaze me (3 days ago)

@shaneneville t.co/9H8F5KlgFA (4 days ago)

@shaneneville well that sounds rad as fuck jfc (4 days ago)

@shaneneville tell me more (tabletop / pen and paper rpg systems are super duper fascinating to me) (4 days ago)

@Fruckert depends on my pace. if I'm working super fast I'll just have a text file in my csproj folder. if I'm slower I'll use trello. (4 days ago)

@ADAMATOMIC I'm not far into this talk yet but do they discuss how most of the costumes make characters look entirely different and incompre (4 days ago)

I'm excited to make games today! *checks task list* Oh right I'm stuck on like 50 bugs I don't know how to solve. (4 days ago)

@ADAMATOMIC just now realizing that I need a giant motivational poster of nasir over my desk at all times (5 days ago)

@obskyr YEAH I was bummed that the Hollow Knight soundtrack turned a bunch of the loops into short songs or arrangements :I (5 days ago)

I humbly request for video game soundtracks to feature more than one loop on the tracks that normally loop in the game~ (ESPECIALLY BOSS TRA (5 days ago)

RT @bitmOO: Hi, I make playful art! :) If you like my work please consider supporting me: 🐮 t.co/dFSRVxbXzf ☕️ t.co/F2hPwao… (5 days ago)

posts dated from: april 2015

2015 - 4 - 30 / 6:03 pm / general

Dev Log: Options Menu

Dev Log: Options Menu

As I totally procrastinate on the final art tasks for Super Sky Sisters I went over the options menu again really quick to add some cool polish. In the options menu the player can configure the sound and music volumes, the quality of the graphics, the hud style, and even reassign all of their keyboard controls.


I swear this game is almost done!

1 Comment

2015 - 4 - 30 / 3:48 pm / doodle

Doodle Post


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2015 - 4 - 30 / 3:47 pm / doodle

Doodle Post


No Comments

2015 - 4 - 30 / 12:51 pm / general

Doodle Post


1 Comment

2015 - 4 - 29 / 5:14 pm / general

Otter Surface Example

Otter Surface Example

Just a quick post going over how I usually use Surfaces in Otter. A surface is basically a render texture, or render target. The idea of calling it a surface mostly comes from Game Maker.

By default Otter will render all of the graphics to the main surface. However you can make your own surfaces and use them in various ways. The main point of this quick example is to show how to separate HUD elements and gameplay onto different surfaces. The big advantage of doing this is you can now freely rotate and zoom the camera and the HUD will be unaffected.

Alright let's check out the codes!

class Program {
static void Main(string[] args) {
// Create a new game to play.
var game = new Game();

// Set the scroll of the surfaces to 0 so they never scroll on the camera.
Global.SurfaceGameplay.Scroll = 0;
Global.SurfaceHud.Scroll = 0;

// Start the game with a new GameScene.
game.Start(new GameScene(1000, 1000));


class GridBackground : Entity {
public GridBackground() : base() {
Layer = 10;
Surface = Global.SurfaceGameplay;

public override void Added() {

// Just render a simple grid background so when the camera scrolls we can see it.
AddGraphic(new Grid(Scene.Width, Scene.Height, 40, 40, Color.Cyan));
Graphic.Alpha = 0.4f;

class Player : Entity {
public Player(float x, float y) : base(x, y) {
// Add a basic red box for the graphic.
AddGraphic(Image.CreateRectangle(20, 20, Color.Red));

// Assign this entity to render to Global.SurfaceGameplay instead of the default game surface.
Surface = Global.SurfaceGameplay;

// Set up a collider for movement.
var collider = AddCollider(new BoxCollider(20, 20));

// Set up the rest of the movement stuff.
var axis = AddComponent(Axis.CreateWASD());
var movement = AddComponent(new BasicMovement(400, 400, 30));
movement.Axis = axis;
movement.Collider = collider;

class PlayerHud : Entity {
public PlayerHud() : base() {
// Basic hud test with just some text.
AddGraphic(new Text("This is the HUD!", 20));

Surface = Global.SurfaceHud;

class GameScene : Scene {
public GameScene(int width, int height) : base(width, height) {
// Add the entities to the scene when the scene is created.
Add(new Player(HalfWidth, HalfHeight));
Add(new GridBackground());
Add(new PlayerHud());

public override void UpdateLast() {

// Set the scene's camera to follow the player.
var player = GetEntity<Player>();
CenterCamera(player.X, player.Y);

// Set the surface's camera to follow the scene's camera.
Global.SurfaceGameplay.CameraX = CameraX;
Global.SurfaceGameplay.CameraY = CameraY;

// Zoom the surface up and down with the arrow keys.
if (Input.KeyDown(Key.Down)) {
Global.SurfaceGameplay.CameraZoom -= 0.005f;
if (Input.KeyDown(Key.Up)) {
Global.SurfaceGameplay.CameraZoom += 0.005f;

public override void Render() {

// Render the surfaces.

class Global {
// Keep global references to the surfaces used for rendering the game.
public static Surface SurfaceHud = new Surface(640, 480);
public static Surface SurfaceGameplay = new Surface(640, 480, Color.Gray);

The full version is available on pastie.

I have a simple player class, and background class which both render to the surface designated for gameplay. Then the player HUD class is assigned to render to the hud surface. The scene will then take care of rendering both of those surfaces to the game's main surface. I render in the scene's Render method because that will be the very last thing that renders in the frame.

I know some people have been having trouble understanding surfaces fully and how to use them so I hope this example helps. Surfaces can be really powerful especially when you start getting into shaders and one of my main goals for Otter was to make using surfaces as painless as possible.

No Comments

2015 - 4 - 22 / 7:47 pm / general

Dev Log: Game Mode Arts

Dev Log: Game Mode Arts

In the continuation of adding art to the menus in the game I recently added art to the difficulty selection screen.


Gonna be tough to finish the game this month as I have to travel a bit this coming weekend, but we're almost there!

No Comments



Hi! My name's Kyle, and I make video games most of the time in Denver, Colorado. Here you will find my thoughts, games, websites, doodles, and other stuff like that. I worked on Snapshot, Offspring Fling, and a whole bunch of other games. I also created and maintain Otter, a 2d game making framework. If you want to get a hold of me use the form on the bottom of the page, leave a comment, or just tweet at me. I try to post three times a week. Thanks for stoppin' by! You're the coolest.

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