Today on the streamz we started to throw together some ideas for a new background in super sky sisters :O #neat t.co/6TjiYs6nR5 (Today)

okay lets see what we can do today on the dev strimm!1 t.co/GIf07Bkp5u working on co op shmup arcade survival whatever game (Today)

RT @theBanov: Wandersong's a musical adventure game!! Check it, we hope it hits the right....... "NOTES"! t.co/DSDaHicgu8 t… (Today)

Gonna probably dev stream today starting around 12:30 pst tune in at t.co/80lm9QhUXh it's gonna be fun on a bun or just programming. (Today)

@PrinceJones33 @twobitart oh phew I thought it was a bunch of episodes but it's only this one so I guess that's okay for now........ (Today)

@twobitart why would you link to a pete and pete episode playlist when I'm supposed to be going to sleep ;_; (Today)

@StoryFort I wonder if the cloth thing can be subbed out for an asset store thing? Can you not revert the versions at all? (Today)

@StoryFort was it animation stuff? I'm not too up to date on the changes between unity versions. (Today)

@StoryFort bro that's like upgrading your click and create project to multimedia fusion 1.5 (Today)

@twobitart what a twist!! (Today)

@Livelyivy hahahah <3 <3 (Today)

okay I promise this is the only one of these I'll do t.co/Lg2ZVLAS9b (Today)

@theBanov hahah holy crap. game maker's integer ids for everything can sometimes cause insane chaos for debugging stuff (Yesterday)

@theBanov I wanna knoooowww (Yesterday)

@raiganburns I have received word that the best way to contact is just through the "contact the organizers" button on the bottom right (Yesterday)

"Everybody has a plan until they push 'Start Streaming.'" -Mike Punchman (Yesterday)

@ADAMATOMIC uggh I had to deal with so much comcast bullshit in the first like 3 days of moving to denver. isps are the worst ;_; (Yesterday)

@MattThorson I think the entire bay area TF community is a huge threat now :O (Yesterday)

GDC people come play TowerFall with me and other cool games on March 15th! t.co/kUt4DryHdq (Yesterday)

RT @IndieOlympics: The #IndieOlympics are March 15th @Gamenest (Tuesday of #GDC)! #TowerFall World Champs + more! RSVP for free! t.… (Yesterday)

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posts tagged with: art

2016 - 1 - 28 / 1:43 pm / general

Dev Log: Arranging Pixels

Dev Log: Arranging Pixels

I've been taking kind of a longer break from coding than I would like, but I suppose while I'm able to I can just roll with the punches and do whatever my weird brain wants to do. I've tried to refocus on my dice RPG like game by trying to figure out some art stuff for it.

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I've been drawing from some Zelda games as inspiration for this top downish kind of view. My idea is that there will be an overworld area and when you encounter an enemy it goes into the dice battle. The overworld will also have other neat interactions with the dice that I haven't totally figured out yet, but I have some rough ideas.

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One thing I'm stuggling with is just the overall screen size of the game and trying to do pixel art. I need a high-ish resolution for the dice, I feel, because I want them to have large icons and be very readable, and I also need room for a lot of UI stuff... but this big screen resolution means the overworld can look pretty zoomed out. Right now each movement tile size is 32 pixels, while each art tile is 16 pixels.

I'm trying to put the overworld "game" into a smaller portion on the screen of 640 x 480 because I actually like 4 x 3 way better for 2d games, and I'm trying to compensate for the "zoomed out" feeling. I could try increasing the tilesize, but 64 pixels is too large, and 48 pixels feels weird (it's not a power of 2, blasphemy!)

I think I'll roll with this idea for now, and put a bunch of hud and menu stuff over on the left. I kinda think back on how Desktop Dungeons did it with a square game view and the side of the screen being all HUD, and I think that works out nicely.

The size of your screen and how many "tiles" fit across horizontally and vertically can very heavily inform the feeling of your game! Limiting how "far" the player can see is a very important thing to consider, as it will then inform all of your level design and art choices. That's... probably a rant for another time though.

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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...

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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!

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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!

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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!

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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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