@infinite_ammo is there a poster of Rick Berman (Today)

@psysal so gdlk (Today)

@NoelFB the party never ends noel... it never ends... (Today)

@Zeomne Whoa thanks! :O (Today)

@ADAMATOMIC @theBanov @infinite_ammo hahahahahh #busted (Today)

@infinite_ammo @redlettermedia @ChevyRay @NoelFB WHAAAAAAAAAATT?? (Yesterday)

@BriProv Been using Spine but mostly because they had ready to roll code to drop into my engine to use their animation data. (Yesterday)

@infinite_ammo don't play with my heart (Yesterday)

@BenRuiz on the 420 bloodmoon all of the world money will turn into weed buy your dlc now before it too late (Yesterday)

Why do I get so mad when I see DLC advertisements on the Steam store page of a game that isn't even out yet? (Yesterday)

@kertgartner Just have an annotation link to your current work in the first 10 seconds ;D (Yesterday)

@konjak @NoelFB @scutheotaku1 why the fuck are we all still using skype (Yesterday)

@konjak @NoelFB Every chat program seems to have the same fate. Start simple, turn into bloated bullshit software over the next 5 years. (Yesterday)

@Fruckert I think there's a mysql hiccup on my webhost for the time being. (Yesterday)

Oh snap today's t.co/1Z1U1YF72t is a triple kill: t.co/iYuqX0xwkU :D (2 days ago)

RT @rabbit_nabokov: t.co/p6kSLCHJtd Momodora 3 is already over 80% on Steam Greenlight! Please consider voting if you haven't! http… (2 days ago)

@KnechtsLevel Hit up chair@igdaphx.org and we can talk details about what you want to do. ;D (2 days ago)

@KnechtsLevel We don't really venture into downtown phoenix for meetings. We used to but attendance in downtown wasn't that great. (2 days ago)

@GarretRandell chevy is the god of the bloodmoon? #whoknew (3 days ago)

I turn to the blood moon tonight for guidance... merciful god of the blood moon, should I use A* or BFS for my path finding (3 days ago)

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posts filed under: general

2014 - 4 - 16 / 4:58 pm / general

Dev Log: Quick Lighting Test

Dev Log: Quick Lighting Test

As a quick experiment I wanted to see how Otter would be equipped to handle a simple lighting set up. The basic set up is just a big render texture that is filled with a dark color with a blend mode set to multiply. Then light is rendered to the render texture with a blend mode of additive. The result is a layer of shadow that can have light rendered to it.

Image

The code for this set up right now is pretty straight forward as well. I'm using a black and white image for the light. Just a black rectangle with a white radial gradient in the center.

Here's some sample code to show how this effect is achieved with Otter!

//set up the surface
public Surface SurfaceLighting = new Surface(Game.Instance.Width, Game.Instance.Height, new Color("379")) {
Blend = BlendMode.Multiply
};

//set up the light
public Image ImageLight = new Image(Assets.ImageLight1) {
Blend = BlendMode.Add
};

//add the surface to an entity to render it
//this happens in an object's initialization
AddGraphicGUI(SurfaceLighting);

//render light to the surface
//this happens in a Render() function
Draw.SetTarget(SurfaceLighting);
ImageLight.Color = Color.White;
Draw.Graphic(ImageLight, Input.MouseX, Input.MouseY);
ImageLight.Color = Color.Red;
Draw.Graphic(ImageLight, Input.MouseX + 500, Input.MouseY);
ImageLight.Color = Color.Blue;
Draw.Graphic(ImageLight, Input.MouseX - 500, Input.MouseY);
Draw.ResetTarget();

3 Comments

2014 - 4 - 9 / 4:11 am / general

Dev Log: Pathfinding Fun

Image

Like a cat chasing a laser pointer, I have some basic enemies chasing paths through the skies.

Right now I'm using A* and although I don't really know what is going on that much, I have a system that enemies can use to find paths to their destinations. Normally I wouldn't bother with any sort of path finding, but for this game I want enemies to have to intelligently navigate through obstacles that the player is deploying, so my usual "make up a path finding function that doesn't actually path find but sometimes works out" function wont cut it.

What I have currently is a pretty straight forward set up:
- One PathFinder instance in my Scene. It extends Entity so that it can be updated by the scene automatically.
- Enemies request a path from PathFinder and also register a callback Action with the request.
- The PathFinder instance adds the request to the queue.
- Every update the PathFinder will take the top item of the queue and start the path finding process.
- The actual A* algorithm and calculations are run on a BackgroundThread so that the game can continue while this is going on.
- When the path is done calculating the callback is fired, and the enemy now knows about its path.
- It chases down the nodes that were added to its path.

I made a quick change to the A* algorithm as well under the sage advice of Chevy Ray: I'm using a maximum movement value that will stop the algorithm if the move costs become too high. The result is that the algorithm will return a partial path to the final target instead of the entire path (which could take a long time to calculate in a set of nodes with a lot of open spaces.) So with this in mind the rest of my logic looks like this:

- When the enemy reaches the last node, it checks to see if its close to its intended target.
- If not it requests a new path to its target.
- If it is then it will enter its attack behavior, whatever that is.

So far this seems to be working out pretty well. I have a lot of work to do with how enemies will end up treating their path nodes in regards to their actual movement. Right now they just try to move toward each node, but with a lot of nodes together they end up having some trouble, like that wiggling in the animation above. Something like an averaged out path between a lot of nodes might work better... hmm!

4 Comments

2014 - 4 - 2 / 11:24 am / general

Dev Log: Anti-clumping Made Easy

Image

Starting to get back into a bit of a groove on this game thing. One little fun thing to work on was the enemy anti-clumping code. I don't want any enemies to stack on top of each other (although it would be smart of them to do so in order to conceal their numbers.) With a short bit of code I can have enemies push each other away, similar to how babies and rocks push away from each other in Offspring Fling.

public virtual void PushAway() {
if (Hitbox != null) {
if (Overlap(X, Y, (int)Tags.Enemy)) {
var e = Overlapped as Enemy;
if (e.Mass >= Mass) {
var push = new Vector2(X - Overlapped.X, Y - Overlapped.Y);

if (push.X == 0 && push.Y == 0) {
push = new Vector2(Rand.Float(-1, 1), Rand.Float(-1, 1));
}

push.Normalize(pushAwayForce);
pushAwaySpeed += push;
}
}
}

var length = Util.Approach((float)pushAwaySpeed.Length, 0, pushAwayForce * 0.5f);

pushAwaySpeed.Normalize(length);


X += (float)pushAwaySpeed.X * 0.01f;
Y += (float)pushAwaySpeed.Y * 0.01f;
}

Pretty neat! This is actually pretty similar to the original code in the prototype many many years ago, except now it's in fancy C# instead of GML. Enemies will call PushAway() every update.

No Comments

2014 - 3 - 31 / 2:31 am / general

Dev Log: Coroutine Example

Image

Thanks to knowledge passed down from Chevy Ray I was able to get Coroutines working in Otter recently! Coroutines are magical chunks of code that are able to yield their execution and remember their state. It's bonkers what you can do with them using this power.

I added an example to Otter to hopefully help out any folks that are looking into using them:

using Otter;
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;

namespace CoroutineExample {
class CoroutineScene : Scene {

public Image ImageBox = Image.CreateRectangle(50);

public Color NextColor = Color.White;
public Color CurrentColor = Color.White;

public CoroutineScene() : base() {
// Center that box.
ImageBox.CenterOrigin();

// Gotta draw the box.
AddGraphic(ImageBox);

// Set the box position.
ImageBox.X = 100;
ImageBox.Y = 100;
}

public override void Begin() {
base.Begin();

// Start the coroutine, yo.
Game.Coroutine.Start(MainRoutine());
}

/// <summary>
/// The main coroutine to execute. This will move the box around and change its color.
/// </summary>
/// <returns>Whatever a coroutine thing returns. Sometimes 0 I guess.</returns>
IEnumerator MainRoutine() {
// Wait for 30 frames.
yield return Coroutine.Instance.WaitForFrames(30);
// Set the next color.
NextColor = Color.Red;
// Move the box to the top right.
yield return MoveBoxTo(540, 100);

// Wait for 30 frames.
yield return Coroutine.Instance.WaitForFrames(30);
// Set the next color.
NextColor = Color.Yellow;
// Move the box to the bottom right.
yield return MoveBoxTo(540, 380);

// Wait for 30 frames.
yield return Coroutine.Instance.WaitForFrames(30);
// Set the next color.
NextColor = Color.Green;
// Move the box to the bottom left.
yield return MoveBoxTo(100, 380);

// Wait for 30 frames.
yield return Coroutine.Instance.WaitForFrames(30);
// Set the next color.
NextColor = Color.Cyan;
// Move the box to the top left.
yield return MoveBoxTo(100, 100);

// Start a new coroutine.
Game.Coroutine.Start(MainRoutine());
}

IEnumerator MoveBoxTo(float x, float y) {
// Used to determine the completion.
var initialDistance = Util.Distance(ImageBox.X, ImageBox.Y, x, y);

float currentDistance = float.MaxValue;
while (currentDistance > 1) {
currentDistance = Util.Distance(ImageBox.X, ImageBox.Y, x, y);

// Determine the completion of the movement from 0 to 1.
var completion = Util.ScaleClamp(currentDistance, 0, initialDistance, 1, 0);

// Lerp the color of the box.
ImageBox.Color = Util.LerpColor(CurrentColor, NextColor, completion);

// Spin the box along with its movement.
ImageBox.Angle = Util.ScaleClamp(completion, 0, 1, 0, 360);

// Actually move the box.
ImageBox.X = Util.Approach(ImageBox.X, x, 5);
ImageBox.Y = Util.Approach(ImageBox.Y, y, 5);

// Wait until next frame.
yield return 0;
}

// Done moving. Update the color.
CurrentColor = NextColor;
}
}
}

I'm actually totally not sure if I'm doing it correctly in the example, but it seems to be working out well so far. Going to try using them for various things now in my current projects!

2 Comments

2014 - 3 - 30 / 4:16 pm / general

Otter Updates

Otter Updates

Over the past week I've finally pushed some updates to Otter after managing to rip out the Spine animation stuff. It turns out that in order to use the Spine runtime you need a purchased copy of Spine, meaning that if I include the Spine code in Otter everyone that uses Otter would need a copy of Spine... not ideal. (I wish Spine wouldn't license their code like this.)

So now the Spine runtime for Otter lives in a separate repository. It can be used along with Otter if you import it into your solution also using Otter. After you import it you need to give it a reference to Otter (also in your solution) and then give your game project a reference to OtterSpine. Then you should be ready to roll with SpineAnimation.cs.

Other updates to otter include:

* Renamed GetClass to GetEntities on Scene
* Add Vertices graphics type
* Added Color.Mix()
* Corrected issue between game angle and graphics angles
* Fixed issue with BoxCollider constructor
* Fixed some collision bugs
* Added shortcut of Left-Alt in Debugger to hide debugger (useful for screenshots)
* Minor updates to Particle
* Added LerpColor to Util
* Slight changes to Vector2

If there's any bugs or horrific things broken then let me know in the Otter forums!

No Comments

2014 - 3 - 28 / 3:29 pm / general

TowerFall Tournament Finals



Check out me playing TowerFall at the Humble Bundle 2014 World Invitational Tournament vs. my good friend and training buddy Will Courtney. It was a best of 5 set and each of us had to play through amazing opponents to get to the finals. Good times!

2 Comments

about

About

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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