@Snealiv sell it to fund your indie game (Today)

game dev tutorial step 1 drink a lot of caffeine step 2 work enough to distract yourself from the panic attack from too much caffeine (Today)

@AdventureMtn @cgbarrett ah, yeah shoebox: t.co/gQ43XXGnBb (Yesterday)

@AdventureMtn @cgbarrett I used the video timeline in Photoshop, you can do render video to export each frame as a png (Yesterday)

Here's hoping for more dog focused action sequences in Independence Day: Resurgence t.co/SHJoMo2LDG (2 days ago)

@Tawnithan ah the ole run the shower, sink faucets, and hair dryer style. (2 days ago)

@Endraxial Now that's what I call a close encounter. (2 days ago)

@MANvsGAME I write in Thomas Whitmore every election. (2 days ago)

I'm just so happy there's a day every year where we can put aside our differences and agree that Independence Day is the greatest movie ever (2 days ago)

@Dan_Adelman Just as planned... (2 days ago)

@NoelFB get confused, live stream hair cut instead (3 days ago)

@mguniverse 48 (3 days ago)

@TommyRefenes @BenRuiz @SanatanaMishra resteroni in pastramalamidingdongerino (3 days ago)

@floatvoid foreach (var sushi in sushiPlatter) { Eat(sushi); } (4 days ago)

@saracecilia the dark ui ;_; (4 days ago)

@floatvoid @C418 yeah the dark ui is pro version only uuugguhfufnsiej3oqbnd (4 days ago)

@C418 Yeah it's like "Oh boy I can try it out for a month for $75!... oh wait I have to pay $900." (4 days ago)

I really don't understand the point of Unity's $75 a month thing when there's a 12 month minimum... :I (4 days ago)

@ADAMATOMIC (the games I've shipped seem big ish to me but are still small compared to most stuff I think) (4 days ago)

@ADAMATOMIC making stuff seems way harder since releasing big ish things. I'm kinda happy but kinda not? (4 days ago)

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posts filed under: general

2015 - 7 - 6 / 8:06 pm / general

Dev Log: Dragging Dice

Dev Log: Dragging Dice

I swear I'm finishing Super Sky Sisters... I had a friend try a copy of it for his multiplayer game night and apparently it was a big hit there, so I'm feeling pretty good about it! It's extremely tough to test it since I'm playing it by myself most of the time.

In the mean time between all of the other stuff I'm working on I've been playing around with getting a drag and drop system working in Otter.

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I have an idea for a thing that involves dice... and I think a big part of it might actually having the dice be "physical" objects. I have a little prototype going, but that version doesn't have dice rolling and instead just buttons that show you what you rolled, but that doesn't seem that fun compared to actually seeing the dice bounce around on the screen. I don't know if this idea will work at all, but for now I'm having fun getting some of this drag and drop stuff working. I might be able to extend the system I made into something generic enough for other uses, like maybe some sort of basic editor for Otter games.

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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 - 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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2015 - 6 - 17 / 7:51 pm / general

Dev Log: Optimization City

Dev Log: Optimization City

One of the last things on my to do list (before animations) for Super Sky Sisters was optimizing the crazy results screen that players will see after a session. This is a screen that shows a graph of your orb's health, each player's health, and your score over time. On top of that you also see the timeline of the game events that the players had to endure.

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My first attempt at this was pretty crude but I did whatever I had to do to get it done. I basically just have some dictionaries with timestamps as keys. My first attempt at this screen would just render out the graph by iterating through all of the keys of each dictionary and plot the value using a draw line method in Otter. This worked fine except the players can also zoom and pan around the graph. Needless to say on long play sessions this lagged horribly since whenever the graph moved or zoomed it had to redraw the entire thing based on the new zoom and pan values. At least it only rendered the graph when it needed to be updated though, right?

My first attempt at fixing this was moving the graph rendering to a coroutine. The coroutine would be fired off when the graph needed an update, so you could see the graph redrawing itself without the game itself slowing to a crawl. So while the framerate maintained itself at 60, the graph updating was still very slow. I tried making two different surfaces for the graph to switch to, and render to one behind the scenes and swap it out when it was done. Some kinda fancy double buffering or whatever, but the fact remained that the graph rendering was just way too slow for this.

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My solution was to render different zoom levels of the graph up front at the start of the scene. This causes a small hiccup at the scene transition, but after that everything is as smooth as butter, or something like that. There are 4 different graphs that are rendered, and when the players zoom in and out the graphs are being scaled up and down. When the scale reaches a certain threshold the graph will be switched out for the higher zoom level one. The final result is that you can zoom and pan freely and there's no lag at all. I guess this is sort of like mipmapping? Maybe? I don't know, but it works.

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About

Hi there, my name is Kyle, and I'm a kid disguised as a grown up. 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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