@TodesBrot420 cool, I'll check it out (Today)

@ADAMATOMIC gdc all-access now $64,000 (Today)

@ADAMATOMIC yeah it was "I dunno how to fix it *speed walks away*" hahah (Today)

@ADAMATOMIC oh yeah and steve set off the fire alarm! (Today)

@blindmessiah777 right seems like tri/vert would be way better for performance vs. a billion sprite batch draws (Today)

@celsiusgs t.co/kOgiELFLPG (Yesterday)

@BradyInstead at least in FNA it is. you can render vertices with texture and color, so having them all in a big vertex array mite b cool? (Yesterday)

@antumbral @flibitijibibo whoa dang thanks! lot to gander at here :O (Yesterday)

@konjak oh feel better ;_; <3 (Yesterday)

@BretHudson oh jeez is it already time for another one of those oh god (Yesterday)

@SaltyPepperG yeah like that feeling where you're struggling to figure out any exam questions and then someone is already turning theirs in (Yesterday)

@SaltyPepperG dang dude i'll email you exodia (Yesterday)

@SaltyPepperG JEEZ (Yesterday)

Do any XNA/FNA folks out there use triangles/vertices for rendering tiles or does everyone just spritebatch each tile on render? :o (Yesterday)

@laurclinn :3 (Yesterday)

@larsiusprime "i'm currently meeting the minimum requirement for existence, and you?" (Yesterday)

@larsiusprime hahah oh man I noticed that I never respond to "how are you" with "good." I always say "not bad" at best -_- (Yesterday)

@Mattendo21 merry christmas to me (Yesterday)

RT @EventheOcean: Even the Ocean is out NOW!! t.co/7Ez89tEpCX (Yesterday)

@Mattendo21 GIVE ME THE CODE TO ALWAYS HAVE TANOOKI SUIT (Yesterday)

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posts tagged with: art

2016 - 11 - 27 / 8:46 pm / doodle

Gameboy Doodle

Gameboy Doodle

I've been messing around with Otter FNA and at some point I'm going to need a test project to throw together. I thought it would be fun to make something in the Gameboy style. Maybe something that looks like this!

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Oh right... I should be finishing Super Sky Sisters...

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2016 - 11 - 22 / 4:17 pm / general

Travel Pillow Mock Up

Travel Pillow Mock Up

One of the main reasons I need to finish Sky Sisters is so I can get started on this dang game.

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The full version is on my twitter. This is the main reason I'm still looking for an editor that easily supports tiles with bleed over on the edges. If this mock up were using strict tiles I would end up with a billion different tiles and a billion tile layers to make it all work.

Anyway just dreaming of what I want to do next. Probably with FNA!

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2016 - 11 - 17 / 5:37 pm / general

Dev Log: Sky Palettes

Dev Log: Sky Palettes

Back to chomping away at small tasks in Sky Sisters. One of the things I've been meaning to do is go back and make new palettes for the skies. When the players go through a portal that leads to more action the sky palette will undergo a big shift. This helps in showing the players that they're making some sort of progress, I think! Here are some of the new skies:

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I'm still using a shader to color the sky that uses a color look up table. I just load up a grayscale image of the game's background in Photoshop and then mess with a bunch of settings until I get a palette that I like. I then export a little strip of color that ends up being a 16 x 16 x 16 cube of color, and the game then uses that to colorize the sky in real time. I will never be able to make a game without shaders ever again.

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2016 - 9 - 21 / 5:45 pm / general

Dev Log: Super Star Effects

Dev Log: Super Star Effects

One of the main issues with Super Sky Sisters was the "star pad." I added this feature to the game to try and solve the problem of one player having "nothing" to do. How it works is every so often an energy circle will appear on the arena. If one player is inside of it, the other player will get a big boost to their attacks. This seemed like the perfect thing to add so that one player could try and help their ally by taking a position in the star pad, but the problem is that nobody understood what was going on.

A few people at PAX picked up on it, but overall I'd say about 90% of players didn't understand the use of the star pad, and even worse some confused it for something else (like healing.) To try and message it better I went back and added some more effects to the star pad. I have yet to actually test this so I'm not sure if it will work, but it does seem pretty dang better than before.

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It should be pretty hard to miss what is happening here now, or at least I hope!

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2016 - 8 - 25 / 11:49 pm / general

Dev Log: Story Arts

Dev Log: Story Arts

Just a quick update with some art from the intro of Super Sky Sisters!

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Working hard on getting stuff together for PAX!

2 Comments

2016 - 8 - 22 / 10:09 pm / general

Dev Log: New Title Screen

Dev Log: New Title Screen

The old title screen of Super Sky Sisters wasn't really doing it for me anymore. It was one of the first things I did when figuring out the art style, and after the game evolved more and more over the course of a year, it just didn't fit anymore. I wanted something a little more dynamic, and maybe a little artsy fartsy? So here's what it looks like now.

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And when you press a button it does this:

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Hey pretty cool! Now it looks all dynamic and stuff, and I even have a new logo.

I'm getting to the point where I can't remember if I've already done a blog post on something or not... I'm basically working a lot on the game and not really remembering to do blog posts, so hopefully I don't accidentally double up on something!

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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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