@AsherVo I just want to make cheeseburger backpack: the game (Today)

@pietepiet chronolapse at like 10 sec intervals (Today)

@RatalaikaGames thanks. Will check it out next week. Super busy weekend for me! (Today)

In case anyone was wondering the air over the US between 30k and 40k feet is a turbulent nightmare today #thunderstorms #fuck (Today)

@NoelFB welcome to Lord Demetrius's Eternal Purple Burger Dimension what can I get started for you (Yesterday)

RT @konjak: With the help of Bifrost Entertainment, I am finishing up Iconoclasts for PC, PS4, and Vita! t.co/7M3Hl1O7KL (Yesterday)

Mega man x2 is starting soon get in here t.co/iLwPRwlSKL (2 days ago)

Don't miss the mega man x2 race tonight it's an insane speedrun and should be mad hype! t.co/tNIX5iKAaf (2 days ago)

@Lumin0via haha yeah I only get 2 or 3 on most stuff ;p (3 days ago)

RT @rvjaeger: @kylepulver [ ] [ ] [ ] [ ] (3 days ago)

RT @OasusTheDingo: @theBumpus @kylepulver [ ] [ ] [ ] [ ] (3 days ago)

RT @theBumpus: @OasusTheDingo @kylepulver [ ] [ ] [ ] [ ] (3 days ago)

[ ] [ ] [ ] [ ] (3 days ago)

@mossmouth for now... (3 days ago)

I want to live in a world where all disputes are settled with terror instinct shirase mode (3 days ago)

@BeeMickSee @MANvsGAME borne. (3 days ago)

Oh my god there's a plush otter on the couch and a guy wearing a shirt that says otter club everyone donate immediately #SGDQ2015 (4 days ago)

@MllePilgrim @NoelFB wow how did you find those rare noels?? :o (4 days ago)

@Johnson20XX Yeah, also some of the combos that are just pure linked normals look insane. I'm still going to miss FADC... (4 days ago)

@Johnson20XX maybe, looks fun. I'm down to play anyone though because sakura probably wont be in it. (4 days ago)

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posts tagged with: art

2015 - 6 - 30 / 1:10 am / general

Dev Log: Imp Anims

Dev Log: Imp Anims

The animation train has kept rolling on somehow with some animations for the Imp enemy. Although I'm not totally satisfied with this, it is better than the static image version for now. I don't know how much I'm going to be motivated to keep going over animations until they're perfect.

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For now that just leaves the player animations left. Then when those are done I'll really have to figure out what I'm going to do with this game...

No Comments

2015 - 6 - 26 / 6:15 pm / general

Dev Log: Bloat Animations

Dev Log: Bloat Animations

Managed to get another animation done! (Until I decide that it's crap and I redo it again.) This time for the bloat monster that spawns mini versions of itself.

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This one came out a little better than I expected it to! My workflow for animations in Photoshop is at least improving, I think.

No Comments

2015 - 6 - 26 / 12:06 am / general

Dev Log: Better Animation

Dev Log: Better Animation

I put that animation of the purple squid enemy into the game and realized it looks really bad, yahoo! This is why I hate animation... so I redid the animation to try to tone down the movement a bit.

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It looks pretty good now, and I think this guy is just going to have one animation like this, so onto the next stuff!

No Comments

2015 - 6 - 22 / 5:14 pm / general

Dev Log: Animations

Dev Log: Animations

Whoa what is this! I opened up Photoshop and I'm actually working on an animation for Super Sky Sisters!

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Just a simple little animation for the squid guy enemy:

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Progress!

No Comments

2015 - 5 - 28 / 2:48 am / general

Quick Explosion Stuff

Quick Explosion Stuff

Last night I had the opportunity to talk about explosions in front of a group of game developers. I ended up doing a live demo of making an explosion effect from scratch. Here's what I ended up with after about 45 minutes:

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Not my best work but not bad for having to come up with something on the fly in front of a bunch of people. I ended up using Photoshop for animations, ShoeBox to spit out sprite sheets, and Otter to implement the effects.

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One of the fun things of the presentation was adding suggestions from the audience which included spawning more explosions from the first explosion. This is why the whole screen briefly fills up with explosions and then calms down again. It uses a quick recursion to make the explosions chill out after a couple of booms.

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I had a lot of fun doing this and I want to turn it into some kind of screen cast or stream. I didn't end up recording it since I didn't want to really complicate the set up at the last minute. Running a live demo is already scary enough.

The full source code is available here. The assets needed are uploaded here. If I do a more full version of this talk I'll be sure to post it here!

2 Comments

2015 - 4 - 30 / 6:03 pm / general

Dev Log: Options Menu

Dev Log: Options Menu

As I totally procrastinate on the final art tasks for Super Sky Sisters I went over the options menu again really quick to add some cool polish. In the options menu the player can configure the sound and music volumes, the quality of the graphics, the hud style, and even reassign all of their keyboard controls.

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I swear this game is almost done!

1 Comment

about

About

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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