@raiganburns Do not stare into the abyss... just keep... throwing games into it I guess... (Today)

RT @midio: Help fund @theBanov's Wandersong! One week to go! t.co/chwcFCxbAR (Today)

@NoelFB what the fuck is our universe (Today)

Oops obs crashed brb (Today)

hello dev stream continues today check it ooout t.co/GIf07Bkp5u probably doing more background art stuffs (Yesterday)

Today on the streamz we started to throw together some ideas for a new background in super sky sisters :O #neat t.co/6TjiYs6nR5 (Yesterday)

okay lets see what we can do today on the dev strimm!1 t.co/GIf07Bkp5u working on co op shmup arcade survival whatever game (2 days ago)

RT @theBanov: Wandersong's a musical adventure game!! Check it, we hope it hits the right....... "NOTES"! t.co/DSDaHicgu8 t… (2 days ago)

Gonna probably dev stream today starting around 12:30 pst tune in at t.co/80lm9QhUXh it's gonna be fun on a bun or just programming. (2 days ago)

@PrinceJones33 @twobitart oh phew I thought it was a bunch of episodes but it's only this one so I guess that's okay for now........ (2 days ago)

@twobitart why would you link to a pete and pete episode playlist when I'm supposed to be going to sleep ;_; (2 days ago)

@StoryFort I wonder if the cloth thing can be subbed out for an asset store thing? Can you not revert the versions at all? (2 days ago)

@StoryFort was it animation stuff? I'm not too up to date on the changes between unity versions. (2 days ago)

@StoryFort bro that's like upgrading your click and create project to multimedia fusion 1.5 (2 days ago)

@twobitart what a twist!! (2 days ago)

@Livelyivy hahahah <3 <3 (2 days ago)

okay I promise this is the only one of these I'll do t.co/Lg2ZVLAS9b (2 days ago)

@theBanov hahah holy crap. game maker's integer ids for everything can sometimes cause insane chaos for debugging stuff (2 days ago)

@theBanov I wanna knoooowww (2 days ago)

@raiganburns I have received word that the best way to contact is just through the "contact the organizers" button on the bottom right (2 days ago)

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posts filed under: general

2016 - 1 - 30 / 11:13 pm / general

More Music Practice

More Music Practice

For whatever reason I'm having a lot of fun with my midi keyboard so here's a couple of more songs that I tried to write. Song6 is sounding more intentional and I'm actually kinda happy with how it turned out which is pretty rare for any music I write! Check it out!

Song5

Song6

I'm still just using OpenMPT to write these. I'm checking out the demo version of Renoise but I often run into the same issue every time with it: I have no instruments for it and I have no idea where to find instruments. I've found a handful on the forums but it's not really anything that feels useful to me. I'm actually just looking for a decent drum kit to use for chiptune sounding stuff and I can't seem to find anything! I don't know if I'm just not looking in the right spot though...

5 Comments

2016 - 1 - 28 / 1:43 pm / general

Dev Log: Arranging Pixels

Dev Log: Arranging Pixels

I've been taking kind of a longer break from coding than I would like, but I suppose while I'm able to I can just roll with the punches and do whatever my weird brain wants to do. I've tried to refocus on my dice RPG like game by trying to figure out some art stuff for it.

Image

I've been drawing from some Zelda games as inspiration for this top downish kind of view. My idea is that there will be an overworld area and when you encounter an enemy it goes into the dice battle. The overworld will also have other neat interactions with the dice that I haven't totally figured out yet, but I have some rough ideas.

Image
One thing I'm stuggling with is just the overall screen size of the game and trying to do pixel art. I need a high-ish resolution for the dice, I feel, because I want them to have large icons and be very readable, and I also need room for a lot of UI stuff... but this big screen resolution means the overworld can look pretty zoomed out. Right now each movement tile size is 32 pixels, while each art tile is 16 pixels.

I'm trying to put the overworld "game" into a smaller portion on the screen of 640 x 480 because I actually like 4 x 3 way better for 2d games, and I'm trying to compensate for the "zoomed out" feeling. I could try increasing the tilesize, but 64 pixels is too large, and 48 pixels feels weird (it's not a power of 2, blasphemy!)

I think I'll roll with this idea for now, and put a bunch of hud and menu stuff over on the left. I kinda think back on how Desktop Dungeons did it with a square game view and the side of the screen being all HUD, and I think that works out nicely.

The size of your screen and how many "tiles" fit across horizontally and vertically can very heavily inform the feeling of your game! Limiting how "far" the player can see is a very important thing to consider, as it will then inform all of your level design and art choices. That's... probably a rant for another time though.

No Comments

2016 - 1 - 27 / 12:12 pm / general

Musical Doodles

Musical Doodles

So my ability to program is still pretty crappy, but for whatever reason right now I'm enjoying spending some time in openMPT trying to figure out how music works again. Every so often I get into a mood where I want to try to write music and this lasts roughly until I realize how insanely difficult it is to comprehend music.

Anyway, here are some music doodles. One of them is a little test to see if I could decipher a melody from a song I like.

* Song 0

* Song 1

* Song 2

* Song 3

* Song 4

Each one of these is between a half hour and an hour of placing notes and wondering what mysteries this universe still holds.

2 Comments

2016 - 1 - 20 / 3:14 pm / general

Dev Log: Crap

Dev Log: Crap

Ugh I am pretty deep into whatever funk this is. I've tried starting up a few tasks today but to no avail really. I went through my list of stuff for some of my projects and tried grinding on a few of them with little to no actual progress to be found.

Today is one of those days where it feels like I get insanely frustrated at every little thing that doesn't turn out right. Everything feels like it's falling apart, nothing is working, and everything I try to create just turns out totally wrong, and I never know how to fix it.

I figure it would be healthier to share some of my thoughts rather than just keep them all to myself. Even right now I just feel so tired but I've accomplished a whole lot of nothing, so why am I so tired! Even that in itself is incredibly frustrating... I have no idea what I'm doing. I guess it's just another bad day.

5 Comments

2016 - 1 - 19 / 12:53 pm / general

Dev Log: Poop

Dev Log: Poop

Trying to do creative stuff as my job isn't all puppies and rainbows unfortunately. Sometimes I just get into a pretty bad state of mind and my productivity plummets. It's a huge bummer too, because December was one of my best months in a long time as far as spending time productively goes.

Sometimes it just feels like a switch in my brain gets flipped and all the happiness and excitement I felt toward working on a project suddenly just becomes the opposite. It becomes anxiety and dread. Heck, even writing this blog post took way more energy than it should.

It's sort of a self sustaining cycle of bad vibes. I start to feel down about something, which results in me not getting a lot of stuff done as I usually do, which then results in me feeling bad about not getting a lot of stuff done. I'm not really sure how to fix it... but sitting down and writing this out is one of my attempts to.

I'm going to try to be more aggressive in shutting off distractions around me. Social medias, people streaming video games, all that kinda stuff. It is at some points useful, but when I start to drown my sorrows in them is when it becomes a problem.

I wish I just knew how to work all the time and not get these dumb feelings. Sometimes I feel so jealous of all the folks that are just able to sit down and grind out hours and hours of code and art seemingly without any issue. I feel like I'm the worst game developer ever! But hopefully sometime after this I wont feel this way anymore, and I'll look back on this post and be like "why did I write that, ugh."

Here's a screenshot of something which is better than just a picture of me staring into the endless void.

Image

2 Comments

2016 - 1 - 13 / 12:09 pm / general

Snapshot AGDQ Speedrun

Snapshot AGDQ Speedrun

At the start of the new year one of my game development dreams came true! That one game I worked on a billion years ago, Snapshot, was selected to be one of the games showcased in Awesome Games Done Quick!

This was a pretty big deal to me! I love the speed running, the speed running community, and Games Done Quick is like the biggest speed running event ever! This year they raised 1.2 million something dollars for charity, and reached over 200,000 viewers during the event!

But wait, there's more! Not only was Snapshot selected to be a part of the event, but I was also invited to appear live via voice chat to help commentate the speed run! The whole thing was captured on video:



I ended up having to wake up at six o'clock in the morning to catch the run in my timezone, but it was totally worth it. I think we ended up having 100,000 viewers for the Snapshot run, which is absolutely insane, and I'm guessing the largest audience I'll ever "appear" before. I'm happy I didn't puke during the run!

A huge thanks to Games Done Quick, Blechy, and Nightmare for setting it all up. You're all the best!

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about

About

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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