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Visual Studio and Itch.io Refinery

Visual Studio and Itch.io Refinery
Itch.io just released their brand new Refinery tools to the public and I immediately jumped into them head first. After just a little bit of set up I was able to get their new magic up and running for Super Sky Sisters. I have a set up now in Visual Studio in which I can select "Itch" as my build target and push F6 to build and deploy the game to my beta testers on Itch.

So using Visual Studio 2013 (and probably other versions can do this as well) here's how to set up your game to publish on Itch with just the push of a button!

Doodle Post

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This was a fun moment in the Pathfinder campaign I'm in! (My character, Ryn, had a conversation with this cloaked four armed dude that may hint at crazy things to come for my character but who knows!)

Dev Log: Health Pick Ups

Dev Log: Health Pick Ups
Whoops I have been totally neglecting my blog this month. I've got a lot of posts to catch up on! I think when I stream a few times a week that actually gives me the same feeling as making a blog post, so I end up just totally forgetting to make a post about what I've been up to.

One of the things I'm playing with to make the demon sisters boss fight a little bit more fair is having the demon sisters drop health whenever they're knocked out by the players. Basically the demon sisters obey the same rules that the players do so they can be temporarily disabled by damaging them enough. Eventually they will revive though and continue their assault.

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Sometimes the best course of action in this fight is to try to knock one of them out before they unleash one of their crazier attacks. Right now this boss fight is incredibly tough but most of their attacks are a lot easier to deal with if one of them can't join in. I think I'm actually approaching the end of this boss fight and that just leaves a few things left on the list (until I add more stuff but I actually don't see that happening again for real this time.)

Doodle Post

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Dev Log: Damage Numbers

Dev Log: Damage Numbers
This week I did a quick experiment with Super Sky Sisters. I didn't really think it would work out, but it I was proven wrong, I think! I ended up adding damage numbers to the game. Check it out!

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One problem in the game (and in any game I think) is letting the player know how effective their attacks are. In a game as fast as this one it can be pretty tough. There are a lot of objects that don't actually take damage from your bullets, but they still react. Some players end up continuously attacking things that don't take any damage, so hopefully this will help with that.

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Not only is it useful for communication with players, but it also looks super cool. Why do numbers flying off of things make everything better? I'm pretty sure it's some sort of fundamental rule of game design.

Doodle Post

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