@MoviusC soooo unreal tournament definitely tried terrain maps with their twitch-fps weapons and they were god damned awful lol (Today)

@MoviusC well if it were like a quake map there'd probably be less giant open spaces, or if there were they'd be in… t.co/0LK7FJCbVs (Today)

if PUBG was just like the same concept but a giant quake map and played like quake then I would be dead from playing it for 999999 hours (Today)

@TeddyDief ancient me: "my bloodline will carry out this task for me sometime before the sun consumes our home plan… t.co/T27Mb6a93W (Today)

RT @fell_martins: 💰💎✨ Boys and girls, I'm open for business ✨💎💰 Resposting artwork because most of my stuff is under very secretive NDAs.… (Today)

@RYStorm actually now that I think about it when I get really excited "dude" is one of the first things out of my m… t.co/xjxRg7aZtf (Today)

@dkoontz the brite side (Today)

@MOOMANiBE I grew up in ultra rural upstate new york and somehow I still got it (Today)

when i spend hours on a bug caused by typing x twice instead of x and y t.co/nOkvbJ2XQg (Today)

@NoelFB @RobClemmonsJr coffee totally kills my appetite and I may lean into that more than I should *passes out fro… t.co/QEri4qx8On (Today)

@NoelFB this is a "bad" habit, you say? hmm... interesting... heh heh... *totally not sweating nervously*... (Today)

I've accepted the fact that I'm just going to say "like" 500 times per minute when I'm talking, and that's just, like, how it is. (Today)

@raiganburns yeah something really frustrating about watching a term's meaning totally erode, especially when a ter… t.co/LnabpYVyJQ (Today)

@floatvoid holy poop I havent heard this one yet!! (Today)

@raiganburns seems folks have been using rogue-whatever when they just mean procedural generation for awhile now. (… t.co/yYGOokKJUu (Today)

when are these so called major "esports" teams going to pick up players for link to the past randomizer races?? t.co/mxXI5JRG2X (Yesterday)

@AshBlueWD @ESAdevlog this is legit one of my favorite games of the past couple years. amazingly executed metroidva… t.co/WAQq7r3MQs (2 days ago)

@dannyBstyle Yeah it was an insane disaster and I'm amazed everyone signed on and was like yeah cool this sounds good let's do this (2 days ago)

RT @ESAdevlog: Btw, ESA is 60% off (and OST 30%) this weekend on Steam & Humble Store!! Completely forgot to announce that, whoops https://… (2 days ago)

@dannyBstyle Haha too late. It was... a thing. The original trailer for it was amazing though so I'll just keep watching that. (2 days ago)

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posts dated from: june 2015

2015 - 6 - 30 / 3:54 pm / doodle

Doodle Post

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2015 - 6 - 30 / 1:10 am / general

Dev Log: Imp Anims

Dev Log: Imp Anims

The animation train has kept rolling on somehow with some animations for the Imp enemy. Although I'm not totally satisfied with this, it is better than the static image version for now. I don't know how much I'm going to be motivated to keep going over animations until they're perfect.

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For now that just leaves the player animations left. Then when those are done I'll really have to figure out what I'm going to do with this game...

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2015 - 6 - 26 / 6:15 pm / general

Dev Log: Bloat Animations

Dev Log: Bloat Animations

Managed to get another animation done! (Until I decide that it's crap and I redo it again.) This time for the bloat monster that spawns mini versions of itself.

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This one came out a little better than I expected it to! My workflow for animations in Photoshop is at least improving, I think.

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2015 - 6 - 26 / 12:06 am / general

Dev Log: Better Animation

Dev Log: Better Animation

I put that animation of the purple squid enemy into the game and realized it looks really bad, yahoo! This is why I hate animation... so I redid the animation to try to tone down the movement a bit.

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It looks pretty good now, and I think this guy is just going to have one animation like this, so onto the next stuff!

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2015 - 6 - 25 / 10:43 pm / otter

The Future of Otter

The Future of Otter

Time for some thoughts!

I have this game engine called Otter. It's heavily inspired and influenced by Flashpunk which I used for a number of years for a number of games including Offspring Fling.

I really like using Otter, and it was a lot of fun developing it, but lately I'm not feeling super sure if I can depend on it for the future. Otter really fits my coding style, and I've learned a lot making it, and I feel like it can always be improved (often times I have to resist the urge to start a new version of it that would improve on the core of it now that I know way more about .net, SFML, and openGL,) but I'm not sure how worth it is to keep using.

Unity is gobbling up a lot of game devs these days. Everyone and their grandma is using Unity to develop games. I don't have anything against Unity, but I have a hard time leaving my fate to a tool that is essentially a black box. I have a lot of friends that use it, and sometimes their stories about core Unity bugs disrupting their entire project can give me nightmares. Being at the mercy of a crazy Unity bug that wont be addressed for a few versions seems incredibly stressful... so I'm not totally sold on jumping ship to the Unity train.

I think the core hesitation I have with Otter lately is its dependency on SFML.Net. SFML has had a lot advancements lately thanks to the recently formed core SFML team, but I think SFML.Net and the C bindings are going to be left by the wayside as they start making progress on the core C++ version. There's just not enough people using SFML.Net, and often times I feel very isolated when trying to solve weird issues since the community is so tiny.

So maybe one of my options is to go to XNA/Monogame, but that isn't a perfect scenario either. Unity's main draw to me right now is the whole built in editor and inspector thing, and XNA/Monogame doesn't leave me in any better of a position than SFML in that regard. I don't have any editors for Otter, and once I step outside the realm of pixel art there's absolutely zero good solutions out there for editing content (for something like a platformer, for example.) There are a couple of spun up editor projects out there, but they are barely useable and have way too many bugs for any project outside of the scope of a 48 hour game jam.

Another option is Haxe, but honestly I'd do anything to stick with the world of .net and C# for as long as possible. I love C# and it's amazing, and I don't want to go back to anything that resembles actionscript.

I'm just sort of using this blog post to think outloud really. I really like Unity's editor aspect lately, but their 2d support still seems really dumb... and relying on a third party tool is something that I'd rather not do (I've been scarred though my years of using Klik & Play and all of it's successors.) Maybe I can port Otter to XNA/Monogame and that would be a good solution, but I'm not exactly looking forward to spending a month or so doing that. What I was really hoping for was for someone to join up with me for Otter development but unfortunately I don't think Otter is cool enough for that to happen. Really what I probably need is more info about how to get started using Otter. The little info I've put out there has now become outdated, so starting up with Otter can be pretty though for the average person.

All in all I think I'm going to keep using Otter for the time being, and I think the most realistic scenario is a port of the internals to something else. The XNA/Monogame route seems very tempting, but I know there are a number of problems with that that need to be solved beforehand. There were some specific reasons I went with SFML over XNA and I'm not sure how I'm going to get around some of the issues there. Maybe I can cut out SFML and just go straight into openGL or something... but then I know things like text rendering is going to be an even bigger nightmare than it already is now.

There's never a perfect solution for this kinda thing! If only I had a little bit better of a programmer brain I could make Otter into the perfect portable engine for different platforms, and I'd make a sweet editor to go along with it... oh well! Really I have no idea what to do right now, but that's par for the course. Guess I'll just keeping working on Sky Sisters and a couple of other projects I have spun up and see what happens.

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2015 - 6 - 22 / 5:14 pm / general

Dev Log: Animations

Dev Log: Animations

Whoa what is this! I opened up Photoshop and I'm actually working on an animation for Super Sky Sisters!

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Just a simple little animation for the squid guy enemy:

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Progress!

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About

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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