@NoelFB Whenever I flip my drawings and try to fix them I just end up making them warped in the opposite direction ;_; (Yesterday)

RT @theBanov: Everyone should probably retweet this tweet, because this game is gonna be baller: t.co/6jJ01UkEI4 (Yesterday)

@TristanParrish I'm 48 and corey is 24 ;D (2 days ago)

@TeddyDief nice p54 ! (2 days ago)

@MattThorson ya rite that probably has 40ms at least B) #Kappa (3 days ago)

oh my god the internet has been on point with otter gifs lately t.co/UIlHgaL0PQ (3 days ago)

RT @CapForeverRemix: Captain Forever Remix is out now! 15% off week-one sale! t.co/J8DOYJ3vN3 t.co/FfOKzrtPs7 (3 days ago)

@gritfish haha awesome! I'm glad it still works (3 days ago)

@TeddyDief he enjoys the finer things in life (4 days ago)

@TeddyDief adult Teddy is like "dude... I just brewed you some fresh coffee lets DO THIS!" and does a backflip (4 days ago)

@dannyBstyle maybe just go by "your majesty" from now on (4 days ago)

@MANvsGAME like a leaf in the wind (5 days ago)

@phubans @supershigi Phuuuuuubaaannns *studio audience laughter* (5 days ago)

@phubans especially after the patch that fixed a bunch of the funky cube collisions (5 days ago)

@phubans one of my favorite games EVER (5 days ago)

@kinifi t.co/XVuKoqYbFC (5 days ago)

@Livelyivy We're not DONE YET WE STILL HAVE 3 MORE ROUNDS! (6 days ago)

@MattThorson my hyper jumps and dashes are ready (6 days ago)

@Capn_Andy out of ink ;_; (6 days ago)

@Anlysia I am learnin' some more stuff about building menus so it will be useful for a larger game I hope! (6 days ago)

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posts filed under: general

2015 - 3 - 28 / 12:00 pm / general

Dev Log: Hud Options

Dev Log: Hud Options

I'm almost done with all of these menus for Super Sky Sisters! One thing I wanted to add was a bare minimal hud for players that wanted to see as much of the sky as possible. I've also made some changes to the main hud that make it a little bit smaller and less intrusive, but we'll see if that's enough. I figure adding the minimal hud is a good option for people that don't like the normal one.

This is the normal hud right now:

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And you have the option to change it in the options menu:

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When you have the minimal hud mode activated you get a hud that looks like this:

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I'll probably still make some changes to this but for now I'm happy with it. I also added a simple pause screen finally to the main game play because I noticed that I had to actually close the game and reopen it if I wanted to back out of the gameplay scene, whoops.

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I'm giving myself one more month maximum to work on this and then all I have to do is figure out what to do with it... (I have no idea right now.)

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2015 - 3 - 26 / 6:10 pm / general

Dev Log: Editing Controls

Dev Log: Editing Controls

Everyone wants to be able to customize their keyboard controls in games, and I think I figured out a pretty straight forward way to do just that in my menu system for Super Sky Sisters.

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You can configure each player's keyboard controls to make the set up that best works for you. On keyboards with a numpad it's definitely a good option to have one player set up on the numpad, but on laptop keyboards this isn't the case.

Right now you can't edit the game controller controls because I think I want to make those locked in at least for right now.

The to do list grows shorter! But I still need audio for this game, whoops!

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2015 - 3 - 22 / 4:12 pm / general

Dev Log: Fades and Menus

Dev Log: Fades and Menus

Working away at some of the menu stuff for Super Sky Sisters. Every time I have to code menus it amazes me how long it takes compared to making the actual game. I think I spend as much time on menus as I do actually coding the game play which feels totally insane to me.

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These menus are built for the preview or demo version of the game that I've been showing off, but at this point they'll probably be the final menus of the game once I add some more sprinklings of artwork to them.

I spent some time trying to figure out a cool fade out and fade in effect using clouds and a sky type thing, but honestly I everything I tried with clouds fading in looked like crap. So I went for the simple style of having diamonds fill in the screen for the fade which looks super neat and is really easy to do. I just render a square graphic that's been rotated a bunch of times over the screen, and the scale of that graphic is controlled by a value in my Overlay entity, so to fade in and out I just tween that value between 0 and 1.

My to do list is getting pretty short, so hopefully I'll have the game done this month! (Except for audio, whoops.)

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2015 - 3 - 18 / 5:17 pm / general

Dev Log: Title Screen

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Working on some arts for a cool title screen for Super Sky Sisters, and probably using some of this art for the menus as well. Almost done with the game! I should probably add sound too at some point.

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2015 - 3 - 18 / 3:14 am / general

Dev Log: Snakes in the Sky

Dev Log: Snakes in the Sky

Slowly getting the ball rolling again on Sky Sisters after my trip to San Francisco for Game Developers Conference. I ended up getting pretty sick during the week, but I actually didn't realize how sick I was until I got back. Whoops!

So now I'm recovering from being sick and getting back into coding. I really hate being pulled away from projects for stuff like travel, even though traveling is a lot of fun. It takes me so long to get back into working on a project, especially when the code base is getting bigger and bigger, and Sky Sisters's code base isn't even that huge! (Actually it might already be larger than Offspring Fling, haha!)

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I'm now working on the third and final boss that the game will feature. This one is going to be a big snake kinda guy that will crawl around the screen taking shots at the players and their orb. I kinda just feel out the design of these bosses by just throwing stuff into the game and seeing what it inspires, and I'm pretty excited to see where this boss goes!

Back to work!

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2015 - 2 - 25 / 10:19 pm / general

Dev Log: Menus n More

Dev Log: Menus n More

I've been jamming on Super Sky Sisters a lot these past few days getting it ready to show off during Game Developers Conference! I also had a good deadline for tonight which was our monthly Phoenix IGDA meeting. It's always a blast to see two people play the game together, especially if they don't know each other and if both of them have never played before.

I put in a bunch of new menu screens last minute, but so far they're turning out pretty well.

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I also added a better title screen that rotates screen shots of the game so that people kind of have an idea of what to expect before they push start.

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I should note that a lot of these menus are built for demo builds in public venues. I have some ideas of how I want to make the final menus that involves some more polish and artwork, but for now I'm just making the bare minimum I need for showing off the game.

Every time I code up a menu I always think "I should really look into using some sort of UI framework, or make a generic reusable UI framework!" but then I never end up doing either of those things. Otter does have some remnants of a UI system that I was working on, but that's so old and clunky now compared to my current style of coding.

I can never decide if it's worth coding with a UI framework or system especially for UIs that are all controller and keyboard based. Whenever I look into using some sort of framework it always seems like it's way too much for what I'm looking for, and a lot of it seems to be based on mouse interaction which is not what I'm usually doing in my games. If I ever end up with something cool though I'll definitely add it to Otter for other people to (try to) use as well.

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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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