2013 - 11 - 18 / 1:23 pm / games
Just a quick update to All the King's Men to address some feedback and fix some bugs. The current version is now v1.1.
* Adjusted the camera zooming to zoom out in more situations.
* Made it so you can skip the intro by holding down Start.
* Changed explosions so that actors always get launched by them.
* Adjusted a lot of the rendering stuff to fix bugs that probably nobody noticed but me.
* Fixed bugs with adjusting the volume levels in the console.
* Fixed the King's death sequence which I broke before I released v1.0.
The download for All the King's Men is still located right here.
For more info on All the King's Men check out my original blog post about it.
2013 - 11 - 12 / 2:39 pm / games
Over the weekend I went to a local game jam in Phoenix to try out making a game using Otter. I was fully prepared to face the reality that Otter would have major problems preventing me from using it for this jam... but everything turned out way better than I expected. Check out the first game ever made using Otter!
All the King's Men v1.0 - Windows (6mb)
Apologies to Mac and Linux people, I don't have a solid way to get builds for anything but Windows right now.
There's a readme included in the download that has some more info in it as well.
Eventually I would like to open source All the King's Men, but right now I need to figure out what kind of license I should use for it. Open sourcing a game is a little different than open sourcing a framework. I want to maintain control of the distribution of the game, but also allow people to look at and use the code for their own projects. Basically I just don't want people to edit the game slightly and then re-release it as their own work, or something sneaky like that. I'm sure whatever license I choose won't actually prevent that from happening if someone really wants to do that, but I guess I would still feel slightly better by using the right thing.
I also recorded a time lapse of the production of the game during the 48 hour game jam, so once I put that together I'll release that as well!
If you have any feedback then leave a comment, or stop over to the Otter forums.
2013 - 6 - 15 / 11:36 am / games
Just now getting back into coding stuff! I'm almost to the point where I can actually start building a game instead of just random testing scenarios, woohoo!
2013 - 6 - 13 / 4:20 pm / games
Now that I'm doing all this stuff with C# and SFML, some people have been wondering what exactly it is I'm doing with it! I have two games that I want to try and make with my new C# knowledge. They're both previous game jam games of mine, and here's what I want to do first:
You may recognize this from the game I made for Ludum Dare 17. It's actually available for download in my games section -- just scroll down to Gaiadi and download it to give it a whirl. Gaiadi is just a prototype, but now I want to turn the concept into a fully fleshed out game.
I've been trying to get this project going for a long time now, and I think attempting it in a high resolution will be pretty fun ... as long as nothing goes horribly wrong! This is by no means a guarantee that I will be releasing this game any time soon, but just what I'll be focusing on for the next big chunk of time.
As for my metroidvania project in flash from Global Game Jam... that's not 100% dead, but right now I am putting it on hold to focus on this.
2013 - 5 - 29 / 7:31 pm / games
Jesse Richmond, also known as YourWifeAndKids has smashed the world record time of Super Ninja Slash. My personal best was 00:50.68, and now the fastest time is now over 2 seconds better!
Seeing any speed runs of my games gives me the warmest and fuzziest feelings. Make sure to follow Jesse on twitch for more!
2013 - 4 - 16 / 11:33 am / games
Just a week or so after I launched Super Ninja Slash my best time was around 1:25. I thought that was possibly the best time I could get, and maybe under 1:20 was possible. Then someone posted a time of 1:07 and my mind was blown, so I went back to try to beat that time. After playing for a couple of days, I finally broke through the 1 minute barrier.
Oh, and that's not my best time anymore.
I don't want to submit my own times to the leaderboards, but there's the time to beat if you want to be faster than me!
I think Super Ninja Slash is the first game I've played longer than I developed it. (The game actually only was in development for 4 days!)
Hi there, my name is Kyle, and I'm a 27 year old kid with adult powers. I'm making video games and living the indie game developer life in Tempe, Arizona. 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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