@MANvsGAME t.co/DDbvWGqJTj (Today)

@dom2d Aw man, well I hope you are feelin' better soon <3 (Today)

@dom2d All of the things you draw and post to twitter are just so coooool aahhhh (Today)

@dom2d you are so cool ugh god damn (Today)

@VanDykeConnor @BitEvoGame Hey thanks! You are da best (Today)

@ChevyRay its probably gonna have microtrans anyway (Today)

@BenRuiz Holy shit I just actually read the last part under that red image. This is like over ambitious impossible game ideas 101. (Yesterday)

@BenRuiz They have all the important things figured out like concept art, characters, and the story. (Yesterday)

@MLRTachyon Cool, if you want to talk more in depth than twitter feel free to send me a message hi@kpulv.com (2 days ago)

@MLRTachyon Oh thanks! <3 Good luck :) (2 days ago)

@naughtysecrets Oh sorry, I removed the password from the beta branch, and didn't update the main thread about it. Magic fixes everything :o (3 days ago)

@naughtysecrets The beta branch should take care of any game breaking issues. Is there something specific that isn't working for you? (3 days ago)

@EdgeOfProphecy @FourbitFriday UGH they're just making it worse with every update (3 days ago)

@FourbitFriday hope you didn't update your bed right before going to sleep (3 days ago)

@amora_b I think more games should just suddenly pause after 40 minutes or so with just a message box that says "Hey, fuck you." (3 days ago)

@MllePilgrim @infinite_ammo Gotta be quick about it if you want to keep up with me. (4 days ago)

@MllePilgrim @infinite_ammo they were delicious (4 days ago)

Luigis new final smash is pretty weird t.co/5DNaLrZLRr (4 days ago)

@Demruth My small rural home town in the US got a roundabout a few years ago. People actually protested it, and take routes to avoid it... (4 days ago)

@infinite_ammo The rich get richer. (4 days ago)


2014 - 11 - 13 / 4:07 pm / general

Super Sky Sisters Timelapse

Super Sky Sisters Timelapse

Make sure to watch it in full 1080p at 60 frames per second, yeah!

The game isn't out yet, but you can watch me make it at hyper speed over the course of 48 hours. The game ended up getting a bunch of awards at the game jam, including second place overall which is pretty cool!

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2014 - 11 - 13 / 1:44 pm / doodle

Doodle Post


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2014 - 11 - 12 / 3:20 pm / general

Dev Log: Game Jammin

Dev Log: Game Jammin

Whoops I've totally neglected my blog for the past week or so. I spent last week working on some minor Otter things, as well as getting ready for a local game jam. Then I jammed for 48 hours last weekend!



Here's some shots of what I ended up making:





I also recorded a timelapse, and that'll be coming pretty soon!


2014 - 11 - 2 / 4:22 pm / general

Index Palette Shader

Index Palette Shader

A few months ago I made and released a game jam game that featured a cool shader based off of Dan Fessler's HD Index Painting tutorial. The idea is to take a normal image and render it with an extremely limited palette. Essentially it's like a game boy shader, and with the help of a dither map texture it actually creates the illusion that there are more colors than there actually are.


The game jam version of the shader was rather clunky, and required the game to manually render a dither texture over the entire screen. Yesterday I spent some time figuring out how to apply the dither directly in the shader itself to make it more general purposed. Here's the entire shader:

#version 130
uniform sampler2D texture; // The main input texture (the screen.)
uniform sampler2D palette; // The palette texture.
uniform float shift; // The shift amount on the palette texture.
uniform float offset; // The offset for the random noise generation.
uniform float screenScale; // The current scale of the screen. (1x, 2x, etc)
uniform vec2 screenSize; // The size of the core game screen (320 x 240)
uniform float noiseAlpha; // The amount of alpha the noise should have.

// A weird way to generate a random number with a vec2 seed.
float rand(vec2 co){
return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);

void main() {
// The size of the game window.
vec2 screenSizeScaled = screenScale * screenSize;
// The pixel coordinate being operated on.
vec2 pixpos = gl_TexCoord[0].xy;

// Get dither pixel
vec2 overlayCoord = floor(gl_FragCoord.xy / screenScale);
// Get 1 or 0 based on the pixel location.
float overlayPixelColor = mod(overlayCoord.x + overlayCoord.y, 2);
// Dither is black and white every other pixel.
vec4 overlayPixel = vec4(overlayPixelColor, overlayPixelColor, overlayPixelColor, 1);

// Scale the frag position to match the screen scale
vec2 scaledpos = floor(pixpos * screenSizeScaled);
// Adjust the position based on the scale of the screen.
scaledpos -= mod(scaledpos, screenScale);
// Convert back to 0 - 1 coordinate space.
scaledpos /= screenSizeScaled;

// Get base color.
vec4 pixcol = texture2D(texture, pixpos);

// Mix dither texture.
pixcol = mix(pixcol, overlayPixel, 0.1);

// Determine the brightness of the pixel in a dumb way.
float gray = (pixcol.r + pixcol.g + pixcol.b) / 3;

// Round it to the nearest 0.25.
gray = round(gray / 0.25) * 0.25;

// Add some noise.
gray += (rand(scaledpos + offset) * 2 - 1) * noiseAlpha;

// Map the palette to the pixel based on the brightness and shift.
pixcol = texture2D(palette, vec2(gray, shift));

// Multiply through the gl_Color for final output.
gl_FragColor = pixcol * gl_Color;

The shader does require a 2d texture for the palette itself. For this game the palette I used was this:


The "shift" uniform in the shader determines the Y coordinate to sample the palette on. A shift of 0 will sample the top most Y, and a shift of 1 will sample the bottom most. You can use this to dynamically change the palette during the game.

The shader needs to have the "screenScale" uniform set to the current scale of the screen. This will make sure that the pixel size is corrected for the dither and the noise. The shader also needs to know the "screenSize" in order for the noise pixels to be the correct size. You can also just set the "noiseAlpha" to 0 if you don't want any of that stuff to show up.

To make the noise change every update the "offset" value should be set to a random float 0 - 1 every update.

Here's what the game looks like without the shader:


And turning on the shader:



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2014 - 10 - 29 / 2:45 pm / doodle

Doodle Post



2014 - 10 - 27 / 7:38 pm / general

Dev Log: Snakes and Skeletons

Dev Log: Snakes and Skeletons

The struggle of building creatures out of skeletons and bones continues this week as I try to finish up a Snake class for Otter! One of my other goals with enemies is to be able to construct enemies out of "snakes" of entities. Basically have a series of pieces all following the next piece like a slithering snake.


I already had the ground work for this laid out last week, but today I dug into it some more so that I could actually have each piece of the snake be an entity with a skeleton. Now I can build crazy enemies and objects out of snakes composed of skeletons all animating! The next step is going to be going back to the game project itself and plugging some of this stuff in, as well as cleaning up the code as much as I can in order to have it be useful for people other than me.

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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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