So I'm using System.Drawing.Bitmap as part of the process to Texture2D here, but I'm thinking this might not be the best idea... (Today)
Okay lets try to take this SharpFont library and uhh somehow... render text with XNA... and uh... *barf* (2 days ago)
Dear FNA people, what is the process of getting a shader compiled and loaded? (Trying to avoid content pipeline stuff, using just files.) (2 days ago)
2015 - 11 - 17 / 10:13 am / games
I think things are finally settling down in good ole Denver, Colorado. I probably should update the little paragraph about me on the right. I have my desktop PC all set up and going again with my ridiculous four monitor set up, so I got back to work by diving into itch.io.
You can now find almost all of my downloadable game titles available on kpulv.itch.io! A lot of the games there also have the option of tossing a few bucks my way in exchange for a zip file, but all of my free games are still available for free.
Itch.io seems like a really great platform and I feel really inspired whenever I visit. It feels a lot of like an underground scene of video games which is a pretty stark contrast with booting up Steam. Nothing against games on Steam, but I don't really think the big games on the platform really do anything for me anymore... but that's a blog post for the future (if I feel like diving into my taste in games, oh boy.)
I'm getting back online and back to work on my contract work, as well as Super Sky Sisters and one or two of my other prototype ideas.
2014 - 9 - 9 / 12:45 am / games
A few weeks ago I went to a local game jam in Phoenix! The them was discovery and I set out to make some kind of space exploration procedural thing. The final result was a game I named Starforger II. There is no Starforger I, but maybe I can make a prequel someday.
Starforger II v1.0 - Windows (92mb)
Whoa what's with the file size? Well this game has a lot of weird sounds in it, and maybe I can figure out how to get them more compressed, but right now they take up a lot of space.
The game uses Enter, X, C, and the arrow keys, or a USB game controller (although the game is designed around the 360 controller, so using one of those would be ideal.)
2014 - 2 - 9 / 8:42 pm / games
Apparently there's a game jam going down soon about a recent mobile game sensation. I had a few hours to spare today and I wasn't being productive on my big game, so I decided to whip something up in Otter.
Download Flippy Flop 1.0 (Windows, 1.6mb)
Not really a game jam game, but more like a game doodle.
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.
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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Do you want to make a Let's Play of one of my games, or a just a video featuring footage of my games? You have my full permission to do so! Even if you are monetizing your videos, you still have my full permission to use any footage from any of my games. Go for it!