@ADAMATOMIC (the games I've shipped seem big ish to me but are still small compared to most stuff I think) (Today)

@ADAMATOMIC making stuff seems way harder since releasing big ish things. I'm kinda happy but kinda not? (Today)

I was going to do some tests in Unity today, first time I opened it in like 2 years, and of course the licensing server is down #rip (Today)

@achebit I make sure to push them out of the wall entirely before reversing the speed. if (x < wallLeft) { x = wallLeft; speed.X *= -0.9f;} (Today)

@achebit dice don't collide with each other yet, but once I tackle that I can tell you more if I solve that issue. (Today)

@castpixel those are otter dice! :o (Today)

@saint11 Dang, pixel tattoos seem so tough to get right. That came out great :O (Today)

@mguniverse yes i just added it to early access (Today)

Think I got drag n drop stuff working the way I want finally x_x t.co/wZZNfKCOCn (Today)

@NoelFB is this the first time the noel to logan transformation has been captured (2 days ago)

@_Gaeel_ Ah interesting, seems like a good method! Right now these things only react to being dragged pretty fast. (2 days ago)

@GreyAlien Hahah it is really fun for me so I get sucked into it. Then I look up and everyone else has made 100 games in that time #WHOOPS (2 days ago)

@GreyAlien I just get so caught up in the engineering of it. I always want to code stuff in the most amazing elegant way... #ripproductivity (2 days ago)

@rabbit_nabokov pretty much. you play as a group of otters fighting fish and turning them into sushi... (2 days ago)

Messing around with making a drag and drop interface for a game idear... it's way more complicated than I thought x_x t.co/6Wufj6594U (2 days ago)

@floatvoid all of my wildest dreams have come true (3 days ago)

@still @floatvoid yay! ;D (3 days ago)

@amora_b It is my sworn duty to send a picture of an otter! t.co/zqYMFlMObj (3 days ago)

My backpack just fell over into my bedroom door and scared the crap out of me what an exciting time to be a game developer (3 days ago)

@floatvoid yeah fuckin' MADNESS (3 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.

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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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