Just a quick post to say Offspring Fling is once again available on Steam for 50% off its normal price, and I'll just give you the heads up now that it will not be featured as a flash sale or a daily deal unfortunately. There's also a new update available on the Steam beta branch that should improve the controller support and get rid of those nasty crash bugs that a few people were encountering. The password for the beta branch is iwannatestosf.
I also just want to say thank you for all the support from everyone out there. I never expected Offspring Fling to become the game it did, and because of awesome people buying the game I can keep being an indie developer for the time being. I also deeply appreciate the super fans of Offspring Fling out there that have analyzed every last pixel of the game and really pushed it to its limits. I knew I could count on the internet to destroy my developer times!
For those Offspring Fling super fans out there, Offspring Fling Momma plushes are also available from Frank 'n Stitch. These plushes are really awesome and lovable and worth every penny. They're also very easy to throw around at things.
December is looking like a pretty slow month for me as far as development and blog posts go. I spent a lot of last week getting ready to travel back to the cold north east, and spent all day on airplanes yesterday. I'm slowly grinding away at some stuff.
I managed to push a new build of Offspring Fling to Steam for both Windows and Mac. The controller support for the builds has been vastly improved thanks to AIRControl. Achievements are now also working for both versions of the game which is super cool, thanks to FRESteamWorks. Currently the only way to get the new build is through the Beta branch on Steam, which you can access with the password iwannatestosf.
Some small updates are coming to Otter as well, and if I can manage to record a video or two while I'm traveling that'd be pretty neat, but right now I don't think I'm going to have much time for that. As I start to chip away at the project tentatively titled Gaiaden, I'm making a lot of minor tweaks to the engine. I'm still playing around a lot with the exact order of updating and rendering stuff, so we'll see what happens when the dust settles.
Also check out this blurry cell phone photo of a crazy mansion in Albany, NY all decked out for Christmas.
Whoops! I really let myself go on the blog updating schedule. I've been still cranking away at some updates for Otter.
The latest update that I've pushed includes some new stuff for rendering Images. Images can now be drawn by using only a specific source rectangle from the Image with the function Draw.ImagePart(). This resulted in me also making Draw.ImageWaveX() and Draw.ImageWaveY(). You can see those two functions in action up there in that image. Yeah, I know a shader can also do this, but I thought it'd be fun to do it an old fashioned way as well.
I've gone through and fixed some bugs in the new StateMachine<>() class as well. The new StateMachine<> lets you use any key you want to keep track of states, and if you use an enum for the states then it will automatically populate the states from the names of the enums and the matching names of functions. For example, if you have an enum with the name "Walking" the StateMachine will look for functions named "EnterWalking" "UpdateWalking" and "ExitWalking" to correspond with that state. This means less boilerplate code for getting a state machine up and running.
There's been some other minor clean up of bugs and I've been tinkering with things as I chip away at my next big project. The latest version of Otter is always available here. I wonder if anyone will use it for the upcoming Ludum Dare! That would be super cool.
The RichText class I posted about is now available in the latest update for Otter. That means you can do things like this:
With just a string with mark up codes, like this:
"{shadow:2}I can levitate {color:f00}birds{color:fff} but {waveAmpY:5}{waveRate:5}nobody cares..."
Also included in the latest update are a bunch of minor fixes for things that I've stumbled across, and also a minor change in how the update loop works... if this breaks anything then I'll change it back, but so far it looks fine.
The other thing I added in these latest updates is the PixelCollider class. So far the PixelCollider can only work against other PixelCollders, BoxColliders, and GridColliders. I'll be adding the other types of collision soon, but for now that should be enough to get by on for most cases where you want to use pixel colliders.
Hi! I'm Kyle Pulver, and I make video games most of the time in Seattle, Washinton. Here you will find my thoughts, games, websites, doodles, and other stuff like that.
If you want to get a hold of me leave a comment, check out my email at the bottom of the page, or just tweet at me. Thanks for stoppin' by! You're the coolest.