2013 - 11 - 28 / 9:35 am / general
It's been pretty quiet around here lately. I haven't updated too often this past week because everyone on my twitter feed was talking about how amazing the new Zelda game is, so I had to go out and buy it, and then spend the next week completely engrossed in it. If you're still on the fence about it, I think it's the best Zelda game I've played since Link to the Past and Ocarina of Time.
Aside from playing Zelda I've also been chipping away at some updates for Otter.
Right here you can see part of that update. Those red funny shaped objects are actually entities that have pixel colliders on them, meaning that they only collide where those pixels are. I know that pixel colliders usually aren't the best thing to do, and are often expensive on the performance side, but for some low res games they can be pretty handy.
I've also been going through and adding more image manipulation support. I've expanded the Texture class in Otter to allow for stuff like getting and setting pixel colors, as well as saving to an image. These are all basic SFML functions, but for the sake of Otter I've gone ahead and combined the SFML Image and Texture class into one thing.
Images, and soon other graphic types, will soon be able to be constructed from an otter Texture which supports all kinds of new loading techniques such as loading from a byte stream.
Just a few more things on my immediate to do list for Otter before I really start digging into an actual game project, yahoo!
2013 - 11 - 26 / 12:06 pm / general
I'm dipping back into the wild world of AS3 for the next few days and pushing out a small update for Offspring Fling (if everything goes according to plan.)
You see, many years ago when Offspring Fling was being made into a downloadable application instead of a flash game, I wanted to add joystick support. I ended up going with a native extension called JoyQuery that was able to do it.. sort of. It had a few issues, but the game had joystick support for being an AIR application which was pretty awesome.
Unfortunately, JoyQuery caused some issues on some people's computers. The game would run incredibly slow, or the game would straight up crash on some PCs. I think the game doesn't work at all on Windows 8 right now unless you put it in Windows 7 compatibility mode.
So that's where AIRControl comes in. The creator of JoyQuery released it a little while ago, and so far it's looking super promising. Getting it integrated with Offspring Fling even after not touching the code in a very long time was really straight forward. This is also coming from someone who tried to use the new GameInput stuff that Adobe has exposed to desktop applications in AIR. I really tried to get GameInput to work, but I have no clue how it works still, and AIRControl took me less than an hour to get rolling.
Anyway, stay tuned for an Offspring Fling minor update that should fix the last remaining issues with the game related to JoyQuery!
2013 - 11 - 14 / 7:06 pm / general
Watch me make All the King's Men at lightning speed. 48 hours worth of screenshots compressed into just 4 minutes of footage. I only took one sleep break in the entire course of the 48 hours, so I was pretty loopy by the end of this.
I recommend watching at 1080p if you can!
All the King's Men was created using Otter, my 2d game making framework built in dotnet and SFML 2.1.
2013 - 11 - 8 / 12:12 pm / general
Another round of Otter updates are here! I'm getting ready to go to a game jam for the weekend so I wanted to make sure I was equipped for making rad special effects for whatever I end up making (if I end up making a game, even.)
* Added the Particle entity. It can be used to easily create particles with simple effects.
* Added the Flash entity. It can be used to easily create screen flashes.
* Added the ImageSet graphic. This is used by the Particle entity right now. Think of it as a very very simple SpriteMap. You can render one image from a set of images (a sprite sheet) but there's no automatic animations.
* Added various window options to the Game class.
I have a few more fixes I want to do before the jam starts including a small fix to the Axis class and possibly changes to the StateMachine class to use enums for states, but I don't know if I'll be able to get to those before the jam starts in just a couple hours.
2013 - 11 - 1 / 6:32 pm / general
Just a quick update about Otter! If you don't know already, Otter is a 2d game making framework that I'm making using DotNet/C# and SFML 2.
I just pushed a first pass at some documentation. This should be enough to at least help some people out with basic questions, but I'm sure it all has a long way to go. It's being generated from the source using Doxygen.
I'm going to be attempting to use Otter for a game jam coming up next weekend, and I can't wait to see either what I can make with it, or what horrible bugs will reveal themselves! I've been tinkering away on two different projects in Otter and so far so good, but you never know until your deep in the trenches of a game jam...
2013 - 10 - 30 / 12:55 pm / general
With the release of Otter I got a brand new handful of bug reports and other things to fix, so I've been busy churning away at those over the past couple of days.
My collision code for AABB test was off by just one pixel (because I guess I needed to use >= and <= instead of just > and <, oops) so I got that fixed up. I also fixed some other bizarre bugs in the collision code that was mostly caused by me just using the wrong variable for some things.
I recently changed the input components around to allow for external sources of input. This is a pretty cool feature that I personally like a lot because it goes along with one of my methods for making computer controlled entities, like enemies or characters or whatever.
As an example, I like to code all of my enemies in games as potential players... meaning that they control themselves with input from a controller just like a player would. Instead of just moving left and right by changing their speeds, an enemy will push left and push right on its movement axis, and then other code will read that input and change the speed. For some reason I like doing this a lot because it feels like the enemies are operating under the same rules as the player -- and if I ever wanted to give players control over specific enemies or characters I could easily do that!
Even Dinobaus from Offspring Fling is internally controlled by a fake controller that is being fed input by his "AI."
This also allows for people to potentially record input over time, and then play it back by taking external control of the state of Buttons and Axes, a feature that is often cool for replays, or attract modes.
The one bug I'm currently stumped on is that there is a crash when you close a game in Windows 8 in Debug mode when using an Intel HD graphics card. A very specific weird thing that I have to hunt down... and I have no idea what could be causing it! The joys of programming.
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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