2014 - 9 - 9 / 12:45 am / games
A few weeks ago I went to a local game jam in Phoenix! The them was discovery and I set out to make some kind of space exploration procedural thing. The final result was a game I named Starforger II. There is no Starforger I, but maybe I can make a prequel someday.
Starforger II v1.0 - Windows (92mb)
Whoa what's with the file size? Well this game has a lot of weird sounds in it, and maybe I can figure out how to get them more compressed, but right now they take up a lot of space.
The game uses Enter, X, C, and the arrow keys, or a USB game controller (although the game is designed around the 360 controller, so using one of those would be ideal.)
2013 - 11 - 12 / 2:39 pm / games
Over the weekend I went to a local game jam in Phoenix to try out making a game using Otter. I was fully prepared to face the reality that Otter would have major problems preventing me from using it for this jam... but everything turned out way better than I expected. Check out the first game ever made using Otter!
All the King's Men v1.0 - Windows (6mb)
Apologies to Mac and Linux people, I don't have a solid way to get builds for anything but Windows right now.
There's a readme included in the download that has some more info in it as well.
Eventually I would like to open source All the King's Men, but right now I need to figure out what kind of license I should use for it. Open sourcing a game is a little different than open sourcing a framework. I want to maintain control of the distribution of the game, but also allow people to look at and use the code for their own projects. Basically I just don't want people to edit the game slightly and then re-release it as their own work, or something sneaky like that. I'm sure whatever license I choose won't actually prevent that from happening if someone really wants to do that, but I guess I would still feel slightly better by using the right thing.
I also recorded a time lapse of the production of the game during the 48 hour game jam, so once I put that together I'll release that as well!
If you have any feedback then leave a comment, or stop over to the Otter forums.
2013 - 10 - 26 / 1:54 pm / otter
For the past couple of months I've been working on a little framework using C# and SFML, and I think it's time to finally release it (in beta form) to the public!
Check out Otter!
Right now Otter is only officially working in Windows with Visual Studio, but if anyone wants to figure out how to get it working in other programs and operating systems then let me know! The SFML dll files should be able to be used with Mono for Mac and Linux, but I don't know how to do that yet.
It's important to know that this is a beta release of the framework. There's still no official documentation, so you'll have to fumble around on your own for now if you're planning on using it. I also would advice against tackling any huge game projects for now unless you're comfortable digging into the source and changing stuff around yourself.
I'll be posting updates about Otter here on my web zone, and the latest version and updates will be available on Otter's website.
2013 - 5 - 11 / 12:13 am / general
When it comes to making a cool platforming game there's all kinds of little tricks you can do to make your game shine above all the rest. I mentioned jump input buffering in a previous post and how silently helping the player out here and there can make a huge difference in the feel of your game. The topic of this post is very similar to that!
Take a look at this typical platforming scenario. Our player is barreling toward a ledge at top speed, just holding right without a care in the world. They're going to want to jump when they get to the end of that ledge, and they're probably going to want to hit jump as late as possible so that they get the maximum distance out of their jump. read more
2013 - 4 - 23 / 4:00 pm / tutorials
I recently got one of them new fangled iPad things and I heard on the internet that Adobe AIR is actually pretty decent at building things for iOS. Offspring Fling used Adobe AIR so I'm already a little familiar with how to build for Windows and Mac, but it turns out that iOS is an entirely different beast... sort of. The set up and configuration of the whole workflow can be a nightmare, but once it's over then you'll have a set up that lets you push F5 to build right to your device!
Follow along on this series of text and images and hopefully you will be enjoying pushing the F5 key on your keyboard and seeing an app pop up on your iOS device! Also put on some relaxing music because some parts of this tutorial might be hard to understand and frustrating. I'm using Windows 7 64-bit for this. read more
2013 - 4 - 8 / 12:21 pm / tutorials
I spent most of yesterday diving into a whole new world of magic and fun: Haxe. I was hesitant at first because I was dreading the whole ordeal of setting up a new development environment, but it turned out to be way more straight forward than most set ups I've experienced.
I ended up getting a quick demo of thousands of entities rotating, scaling, and alpha blending at a steady 50-60fps with the Windows build of HaxePunk, and that has me pretty excited!
Follow along as I take you on a journey of code and game development! (For reference, I'm using Windows 7.) read more
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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