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@rabbit_nabokov nooo island building game I post about it on my site (Today)

@rabbit_nabokov island game with high res art x _ x (Yesterday)

@rabbit_nabokov pretty well. Some folks are using it for games. Almost calling it 1.0 (Yesterday)

@rabbit_nabokov why am I not just making pixel platformers for the rest of my life (Yesterday)

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@MattThorson @NoelFB null propagation is the name of my new band (2 days ago)

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@NoelFB WHOA Is that a thing that actually is going to happen!? (2 days ago)

@Hoaxfish @ColinNorthway Yeah, I'm doing high res graphics for my current project and the work flow sucks compared to small res pixels :( (2 days ago)

@amora_b t.co/2U6A6mKujc that feel when you're trying to sleep and there's a spooky ghost princess whispering to you about dark magic (2 days ago)

@ColinNorthway @Hoaxfish I think it's fine to rotate and scale pixel art if you're not creating weird sized or rotated pixels. (2 days ago)

@ColinNorthway Or when the pixel art moves in sub pixel space *dies* (2 days ago)

RT @infinite_ammo: Reminder - Check out Chevy's patreon: t.co/vPuEH34mm0 it has a pretty funny/cool video :O (2 days ago)

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2014 - 9 - 8 / 6:43 pm / general

Otter Updates

Otter Updates

There's been some recent happenings in the development branch of Otter. I've been busy fixing and polishing up some stuff, and also adding some of the last features I really want to get in before I can call it version 1.0. Here's some of the recent updates that can be seen in the commit log:

* Added LoadGridAutoTile() to the Tilemaps
In an effort to make game jam coding even faster I added auto tiling support to the Tilemap class. This is similar to the LoadGrid functions of Tilemap but now each tile will be placed depending on the neighboring tiles. I'll talk about this more when I merge it into the main branch, but for now it's usable and you should be able to figure out what's going on by checking out the source.

* Added SetAutoTileData() to Tilemap
If you're not using the default data set for auto tiling you can load your own data through this function. Calling this before using LoadGridAutoTile will let you use your own data. There's an example of how this data looks in the source for Tilemap.

* Added GetPowerSet() to Util
This is a handy function that can be used to get every possible combination of any amount of members of a list. Say you have a list of values {1, 2, 3}. GetPowerSet can return a list of lists that is every possible combination. So you would get {}, {1}, {2}, {3}, {1, 2}, {1, 3}, {2, 3}, {1, 2, 3}. This is useful for the auto tiling algorithm, and maybe other stuff.

* Fixed Text OutlineColor and ShadowColor
I think I fixed a bug where OutlineColor and ShadowColor were ignoring the alpha of the Text's main color which lead to some wacky stuff.

* Fixed window scaling bug
Fixed a bug where if you used SetWindowScale() or SetWindow() with only a width parameter you would get a slightly messed up window. Basically what was happening is that the height of the window was off by 1 pixel. This should now be working properly.

That's all of the major changes lately. If you're using Otter you can post questions or your projects on the forums! It's awesome to see what people are making using the engine.

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2014 - 9 - 8 / 6:06 pm / general

Otter Nap



I recently was in Seattle for PAX 2014 so obviously I had to make a stop at the Seattle Aquarium to hang out with some otters. These otters were just chilling out after a hectic day of otter stuff and I was able to get some super cute video of it. I added some random Youtube public domain music to the video since the original video just had waterfall noise.

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2014 - 9 - 6 / 2:51 pm / general

Game Jam Procedural Generation Part II

Game Jam Procedural Generation Part II

In the last episode of Game Jam Procedural Generation I talked about the "outer layer" of my procedural generation code for my yet to be released game jam game. After the outer layer of stuff has been generated, that can be used to inform the "inner layer" of the procedural generation. So the outer layer in this case is the galaxy that the player can explore in their ship, and the inner layer is the actual side scrolling platformer level that they will explore.

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Where do we even begin? First keep in mind that I'm using Otter for all of this stuff, so if you see functions and code that looks totally unfamiliar, it's probably an Otter thing. Also keep in mind that all of this code was written during a 48 hour game jam, so it ain't pretty. I'm just going to be sharing big snippets of code and hopefully try to explain what is happening in each one.

In the last step I talked about how I create a config object to hold all of the possible fields that will be used to generate the level. Here's what that looks like:

class ScenePlatformingConfig {
public int Width;
public int Height;

public int ShipStartOffset;

public int TreasureDirection;
public int TreasureDistanceOffset;

public int GroundLevelOffset;

public bool Explored;
public bool Pillaged;

public int Jagginess;

public int Platforms;

public int DecaySpots;
public int DecayChance;

public int IslandSpots;
public int IslandSize;

public int Rooms;

public string Name;

public int BreakableChance;

public int CreatureChance;
}


Pretty straight forward. Just a simple class that will hold a bunch of values that can be then passed to the classes that generate the platforming level. read more

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2014 - 9 - 5 / 1:53 pm / doodle

Doodle Post

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2014 - 9 - 4 / 2:03 pm / general

Zublax Episode 7

Zublax Episode 7

I recently sat down with some Phoenix area game developer buddies for our "weekly" podcast about game design stuff. This time we talked about randomness in games and how different types of randomness can influence a game's design.

The full episode is available here!

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2014 - 8 - 30 / 1:29 am / doodle

Doodle Post

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Some stuff buried in my notebook!

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about

About

Hi there, my name is Kyle, and I'm a 27 year old kid with adult powers. 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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Do you want to make a Let's Play of one of my games, or a just a video featuring footage of my games? You have my full permission to do so! Even if you are monetizing your videos, you still have my full permission to use any footage from any of my games. Go for it!

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