@winkclub23 it's called travel pillow and it only exists in my mind for now sry ;_; (Today)

@r_rdein so far I'd say it leans a little bit more toward fighting enemies than platform challenges? but I dont have a lot of items yet (Today)

@konjak could u (Today)

@konjak do what you feel. the platforming is really snappy and felt weird to me at first, but once I got used to it it made sense ~I M H O~ (Today)

I've been playin' Hollow Knight and I like it A LOT, feels super fun, dark & spooky & somehow cute at the same time~ t.co/kZTPFlbBB5 (Today)

@theBanov keep a cycle of 12 hour sudafed running. I'm not even sick and I'm going to be doing that for GDC. sleep as much as you can. (Today)

RT @TeamCherryGames: The wait is over! Grab @HollowKnight and start exploring the strange, amazing, insect world of Hallownest! #Steam: htt… (Today)

@flurrycow get plenty of sleep and eat well (Yesterday)

@pietepiet jfc paul (2 days ago)

@midio here take this HM01 (2 days ago)

@konjak sounds good <3 <3 (2 days ago)

RT @MattThorson: Celeste is coming to Nintendo Switch in 2017! See you on the mountain :) t.co/TMOon1iCAs t.co/Aqm2AXcqKo (2 days ago)

it always amazes me when making games you can jam out a playable thing in a weekend but then it still takes somehow 3 years to complete (2 days ago)

RT @NightInTheWoods: NIGHT IN THE WOODS: AVAILABLE ON STEAM AND BASICALLY EVERYWHERE ELSE t.co/oPPY4OY754 (3 days ago)

RT @NightInTheWoods: (Night In The Woods will be out in all its glory on PC/Mac/Linux at 1pm EST tomorrow. get hype. etc.) (4 days ago)

@ADAMATOMIC @nealen y yes I'll have this burger... *wipes tears* With two patties (6 days ago)

@ADAMATOMIC @nealen help t.co/Yz9wHJq2St (6 days ago)

RT @ishisoft: The beach is Leilani's territory! New Leilani's Island devlog update t.co/t7Pj7xSzeh 🌺🌴🍍 t.co/OyhOEsDGbM (6 days ago)

looking forward to hanging out with fellow introvert devs at gdc. lets all sit in the same room together with laptops in comfortable silence (7 days ago)

@ChrisBellDesign oh whoops I also read that as expo pass. I think that's supposed to be ONLY expo hall, but you can be sneaky sometimes. (7 days ago)

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posts tagged with: art

2016 - 12 - 21 / 9:49 pm / general

Dev Log: Upgrade Path Arts

Dev Log: Upgrade Path Arts

I'm home for the holidays so that gives me plenty of time to catch up on my missing blog posts for the month!

Here's something I updated in Sky Sisters a little while back:

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The assets for the "upgrade path" were a little lacking. Previously they were just some simple monocolored assets that had some minor effects. What I found though was that they were very hard to see against certain sky palettes. I tried some tricks like shifting the color of the asset around to make them stand out more, but I was having a hard time making them out. If I was having a hard time that meant that any players would have an even harder time, so out they went.

I opted for a more detailed asset that is trying to be more in line with how the upgrade diamonds look themselves. There are some minor issues with these but I don't see them changing much beyond this iteration.

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2016 - 12 - 16 / 1:06 pm / general

Dev Log: Particle Polish

Dev Log: Particle Polish

I've just been hopping around on Sky Sisters revisiting some areas that needed a little bit more love. I wanted to make the upgrade diamonds a little bit more clear when the players touch one.

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The changes are super subtle but hopefully they get the message across a little bit more. I adjusted the screen flash and the particle burst when the orb touches the diamond, and I also added a flashing effect onto the diamond itself that gets more intense. I also shortened the overall time it takes for the whole effect to play out.

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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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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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