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posts filed under: general

Back from Break!

Back from Break!
As you may or may not know I live in the desert out in Arizona, and in the summer it can get to be quite hot. Just a few days ago we hit an almost record high of 117F! That's 47.2C for those of you outside of the US. So for the past two weeks I fled the desert and returned to my native land of the east coast.

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I spent a lot of time visiting family and friends that I don't get to see often because of living on the opposite side of the country. I did bring my laptop and had the best intentions to try to sit down and do some work while I was on the road stopping from place to place, but it just didn't happen. I decided pretty early on to turn the trip into a proper vacation and not do any work, or think about any work for the entire duration of my trip. That's a pretty big deal for me because I can't really think of the last time I actively tried to not do anything for that long! Overall I think it had a pretty good effect on me.

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Now I'm back in the desert where unfortunately it's still 110+ degrees outside for the time being, but that's all the better reason to stay inside and work on games and other stuff. I'm going to try to catch up on posting on my blog, work on some of my projects, and catch up with Otter examples. At the end of the month I have another trip coming up for PAX, so I gotta squeeze in as much time as I can before that.

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Now resuming normal operations.

Otter Updates

Otter Updates
Some quick Otter updates!

* OnAdded() timing has been changed for Entities. When an Entity is added to a Scene the OnAdded() method is now called after the Entity has updated its component lists. This is so that a component can register with the Entity's OnAdd method before the Entity is added to the Scene.

* Added GetTopEntity() and GetBottomEntity(). These methods allow you to pass in a bunch of Entities and find the top most and bottom most entity in the rendering.

* Added GetComponent() shortcut methods to Component.

* Added CollideEntities<T> method that will return a list of a specific type of Entity.

* Possible graphics changes. I want to explore the possibility of reworking the rendering system to allow for multiple transformations to be applied to graphics. This would possibly allow easier parent to child relationship transformations and more. Mostly because I noticed when working on games that I want to have multiple scales, rotations, and translations applied to graphics at times, and it would be nice if Otter had built in support for it.

That's all for now!

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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.

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...

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.

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!