RT @bytejacker: WELP it was a day full of insane tech issues but a promise is a promise so... FREE INDIE RAPID FIRE! t.co/P9TWo4tgkk (Today)

@Iateyourp1e one little voice is calling me calling me (Today)

@SaltyPepperG @KingOfElks yo I don't want 4chon hacking my brain (Today)

@KingOfElks heads up I'm pretty much only on my phone this weekend and don't have discord on it (Today)

@thenicklask it's a php mysql backend that I wrote myself but I can recommend couch cms for something like my site (Today)

@cchubs you are da bes 👍😎 (Yesterday)

@kinifi no hablo espanol t.co/fq3keN77ts (Yesterday)

for some reason i thought it would be a great idea to drink a huge cup of coffee on a day where i was already feeling anxious YEEEHAAWWW (Yesterday)

@ADAMATOMIC klk has the same property as gurren lagann where I can just watch certain episodes on repeat forever and it still feels amazing (2 days ago)

RT @plasmapuncher: What's behind Plasma Puncher's animation? Sticks and balls! #indiegame #gamedev #animation t.co/NTlZTbG064 (3 days ago)

@JamminGames @lucyamorris @Gaohmee oh yeah, we weren't very good about recording a lot, but that one is here t.co/jZOJlumuoB (4 days ago)

@theBanov @NoelFB t.co/l7P22rNEyh (4 days ago)

@theBanov corey and I are most likely driving up to wyoming to catch it. only a 4 hour trip from our apartment! (4 days ago)

@JamminGames @lucyamorris @Gaohmee we retired it, but I think you might mean t.co/o5gOXtkUJV (4 days ago)

@theBanov apparently hotels and airbnbs along that blue strip of the august 2017 eclipse are already long gone -_- (4 days ago)

@Nifflas doesnt ctrl shift v paste without formatting? (4 days ago)

@pixelnicks yeah I was able to find the monogame template and grab it (4 days ago)

@saint11 I thought they made one of the older versions free. Like CS2 or CS3? (4 days ago)

@AsherVo only for huge components, and some for flavor. our wizard has a necklace of dragon scales that he uses for his crazy dragon spells. (4 days ago)

@fell_martins @AdrianGBauer bbq sauce + mac & cheese is GODLIKE (5 days ago)

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2016 - 12 - 28 / 1:45 pm / doodle

Doodle Post

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I wanna be back on my desktop aaugh

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2016 - 12 - 28 / 1:44 pm / general

Dev Log: FNA Tiles

Dev Log: FNA Tiles

Been working a little bit on getting tile maps set up in the FNA version of Otter along with a quick platforming movement test.

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I'm still wrestling with some issues in FNA that I'm sure are totally my fault, but so far things have been working pretty nicely. Understanding the whole sprite batch drawing thing is still a little bit tricky for me, and I'm hoping that I can wrangle my familiar engine api into something that doesnt perform like garbage. Trying to manage when I should be calling End() and Begin() is a little bit more challenging than I hoped, and I don't want to just be calling them both for every single draw if I can help it.

I've hit a weird snag with my initialization process and render targets, and I think it's related to some kinda weird race condition that I can't pin down... but probably more on this in a future post.

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2016 - 12 - 27 / 1:08 pm / doodle

Doodle Post

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Trying my best to draw on my laptop but gotta have my tablet on my lap and it ain't pretty.

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2016 - 12 - 26 / 9:53 am / general

Dev Log: FNA Font Stuff

Dev Log: FNA Font Stuff

I'm currently in the midst of an actual break from development but I'll try to catch up on some recent developments while I'm loungin' about.

I'm still developing my new version of Otter using FNA instead of SFML. I'm slowly but hopefully surely finding out the best way to go about certain things like rendering and input. Fonts and text graphics are working pretty well now and I also have some basic input stuff hooked up for things like keyboard, mouse, and text entry.

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I'm using a C# binding of freetype for rendering fonts and text, and recently I implemented a system to handle huge font sizes. I say system but all it's really just a list of textures for the font instead of just one texture. Unfortunately the upper limit of font sizes is still the maximum size of the texture though... so right now 2048 I think.

I've almost got enough in my FNA engine to make a simple game aside from a few missing collision overlap checks and a handful of bugs. As much as I hate to say it I think I actually like SFML's rendering system better because so far using SpriteBatch feels like a giant pain in the butt most of the time. I understand why SpriteBatch is so important, but it seems like it'd be easier just to pass my own vertices and textures into the renderer... but for some reason that's mega slow. Right now one of the bugs I have to look into is the fact that rendering 10 or so primitives already starts to take a toll on performance, and it's only rendering a bunch of untextured vertices! Nothin' makes sense.

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2016 - 12 - 26 / 9:44 am / doodle

Doodle Post

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2016 - 12 - 21 / 9:49 pm / general

Dev Log: Upgrade Path Arts

Dev Log: Upgrade Path Arts

I'm home for the holidays so that gives me plenty of time to catch up on my missing blog posts for the month!

Here's something I updated in Sky Sisters a little while back:

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The assets for the "upgrade path" were a little lacking. Previously they were just some simple monocolored assets that had some minor effects. What I found though was that they were very hard to see against certain sky palettes. I tried some tricks like shifting the color of the asset around to make them stand out more, but I was having a hard time making them out. If I was having a hard time that meant that any players would have an even harder time, so out they went.

I opted for a more detailed asset that is trying to be more in line with how the upgrade diamonds look themselves. There are some minor issues with these but I don't see them changing much beyond this iteration.

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about

About

Hi! My name's Kyle, and I make video games most of the time in Denver, Colorado. 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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