@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: november 2016

2016 - 11 - 30 / 5:12 pm / general

Character Sheet Updates

Character Sheet Updates

Not really sure if any portion of my followers play Pathfinder, but I'm still working on my character sheet manager anyhow! It's actually been a lot of fun to work on since web development is way easier than game development, and I get instant feedback on it from my pathfinder group every time we play.

Here's how it looks now.

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Added fancy icons from the Bootstrap glyphicons and did some formatting work on some of the headers to make them readable.

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Also added a dropdown menu with a "hamburger" button to open it. The icons make it look even cooler than it actually is.

Behind the scenes I made the sheet auto ping the server every 15 seconds so that the player session will remain active and not get garbage collected by the server.

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2016 - 11 - 27 / 8:46 pm / doodle

Gameboy Doodle

Gameboy Doodle

I've been messing around with Otter FNA and at some point I'm going to need a test project to throw together. I thought it would be fun to make something in the Gameboy style. Maybe something that looks like this!

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Oh right... I should be finishing Super Sky Sisters...

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2016 - 11 - 26 / 8:22 pm / doodle

Doodle Post

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2016 - 11 - 26 / 8:20 pm / general

FNA and SDL Events

FNA and SDL Events

I've been poking away at the new version of Otter which will be using FNA instead of SFML. At first I thought it would be super easy and cool to use the XNA "state" systems for input. Stuff like KeyboardState, MouseState, etc. The problem with this though is that at lower framerates this way of detecting input can totally miss inputs.

I couldn't find any examples on how to plug into FNA's SDL event loop, but I eventually stumbled into something that worked. All I knew was that I had to use SDL_AddEventWatch. So here's a quick example on how to use SDL events with FNA:

SDL_AddEventWatch((data, ev) => {
var sdlEvent = (SDL_Event)System.Runtime.InteropServices.Marshal.PtrToStructure(ev, typeof(SDL_Event));
switch(sdlEvent.type) {
case SDL_EventType.SDL_KEYDOWN:
Console.WriteLine("keydown: {0}", sdlEvent.key.keysym.sym);
break;
case SDL_EventType.SDL_KEYUP:
Console.WriteLine("keyup: {0}", sdlEvent.key.keysym.sym);
break;
}
return 0;
}, IntPtr.Zero);

I added this code in the Initialize method of Game, and I'm now getting my own key up and down events. Eventually this will be hooked into my input classes and I should have the same input functionality that SFML Otter has.

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2016 - 11 - 23 / 11:43 pm / doodle

Doodle Post

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2016 - 11 - 23 / 8:14 pm / general

State of my Brain

State of my Brain

Progress on things has been pretty weird lately. I've been all over the place with what I've been working on and how I've been spending my time. I'm struggling to find things to talk about on the ole blog so I figured I'd write up just a bunch of thoughts and feelings that are bouncing around my noggin.

Super Sky Sisters
I've been feeling like this game is "almost done" for the past year. It's always felt that I'm one bullet point away from finishing it, but each bullet point reveals two or three more that I then have to work on. It just doesn't seem like the game has enough stuff for it to be called "finished." That and I'm also struggling with a lot of anxiety about the game.

Honestly what I really want to do is just release it on itch.io and call it a day, but I feel like I'm missing possible opportunities to do way more with it. Steam, Humble, maybe actually trying to get any sort of press for it... but all of these things make me feel incredibly anxious. I would be perfectly happy just quietly releasing it on itch, but am I just screwing myself over by doing that? I mean I do have to make money on my work otherwise it becomes pretty difficult to eat, but right now the thought of putting Sky Sisters in front of a potentially huge audience makes me feel pretty uneasy and I'm not sure exactly why.

These feelings of weird social anxiety that somehow carries over to my work is probably the biggest reason I haven't hurried up and finished it. My anxiety and "introvertedness" just gets stronger and stronger all the time and I'm not sure how to fight it! Whoops this part isn't exactly about Sky Sisters anymore. read more

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about

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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