@ZackBellGames In GM there are no rules. I would have to copy my create script into a notepad file to remember what my variable names were. (Today)

@Carvuh I heard that somewhere else, but I know nothing of the fabled C++ lands. (Today)

@NorthernlionLP dude I don't know I've seen it in a lot of code and I thought that was correct but now my world is flipped turn _upsidedown (Today)

@flibitijibibo @connorjshea Dang, yeah mine is nowhere near that optimized/efficient at the moment, but it works for now ;D (Today)

Okay is the underscore prefix thing only meant for fields that are used with properties? I can't seem to find any solid answers on this :I (Today)

@Fenreliania whooaa interesting! :o (Today)

C# programmers I pose the ultimate question to you (Today)

Recent developments in rendering fonts with SharpFont and FNA~ t.co/B3xEC5ZwT3 (Today)

@ambocclusion dang I think I might just have too much on my plate this weekend :( (Today)

@NoelFB and thats how greg got banned from canada (Today)

RT @IamDeanTate: WHAT! Captain Forever Remix launches THIS FRIDAY! t.co/xUO1bVV7If (Today)

RT @IamDeanTate: I'm tweeting this now because I just did a lot of work & it's the middle of the night & no-one will see this. t.co… (Yesterday)

@psysal People are all bout the one punch man these days (Yesterday)

@shaneneville @ChevyRay the three pillars of happiness (2 days ago)

RT @infinite_ammo: I'm doing the music for Moonlighter, a rad game that is coming to Kickstarter in a few days! t.co/CvA1JjnrZ3 htt… (2 days ago)

@gertjanstolk that would be cool as heck. Can get me at hi@kpulv.com (2 days ago)

@codeapparat Hmm okay, there's BufferData, but now how to convert any of that to color data o __ o (3 days ago)

@codeapparat Hmm right but how do I get such an array from SharpFont's bitmaps? (3 days ago)

So I'm using System.Drawing.Bitmap as part of the process to Texture2D here, but I'm thinking this might not be the best idea... (3 days ago)

Yeeehaw loadin' a whole font into FNA with SharpFont t.co/TJfjxY1MPs (3 days ago)

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posts tagged with: dev log

2016 - 5 - 16 / 3:30 pm / general

Dev Log: Health Pick Ups

Dev Log: Health Pick Ups

Whoops I have been totally neglecting my blog this month. I've got a lot of posts to catch up on! I think when I stream a few times a week that actually gives me the same feeling as making a blog post, so I end up just totally forgetting to make a post about what I've been up to.

One of the things I'm playing with to make the demon sisters boss fight a little bit more fair is having the demon sisters drop health whenever they're knocked out by the players. Basically the demon sisters obey the same rules that the players do so they can be temporarily disabled by damaging them enough. Eventually they will revive though and continue their assault.

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Sometimes the best course of action in this fight is to try to knock one of them out before they unleash one of their crazier attacks. Right now this boss fight is incredibly tough but most of their attacks are a lot easier to deal with if one of them can't join in. I think I'm actually approaching the end of this boss fight and that just leaves a few things left on the list (until I add more stuff but I actually don't see that happening again for real this time.)

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2016 - 5 - 12 / 9:45 pm / general

Dev Log: Damage Numbers

Dev Log: Damage Numbers

This week I did a quick experiment with Super Sky Sisters. I didn't really think it would work out, but it I was proven wrong, I think! I ended up adding damage numbers to the game. Check it out!

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One problem in the game (and in any game I think) is letting the player know how effective their attacks are. In a game as fast as this one it can be pretty tough. There are a lot of objects that don't actually take damage from your bullets, but they still react. Some players end up continuously attacking things that don't take any damage, so hopefully this will help with that.

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Not only is it useful for communication with players, but it also looks super cool. Why do numbers flying off of things make everything better? I'm pretty sure it's some sort of fundamental rule of game design.

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2016 - 4 - 28 / 6:22 pm / general

Dev Log: Boss Attacks

Dev Log: Boss Attacks

Been working away at prototyping some attacks for the big demon sisters fight in Sky Sisters. Check it out!

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This week I made some good progress on a lot of their attacks. Their main style of attacking is with these "void bullets." The bullets can shrink and grow and almost all of their attacks utilize this in some way. They also can shoot normal bullets just like the players, and even have access to one or two special attacks that the players also have.

I do believe this is the final part of the game before it is ... done! (Except music, whoops.)

1 Comment

2016 - 4 - 27 / 10:57 am / general

Dev Log: Star Pads

Dev Log: Star Pads

One of the issues I'm trying to solve in Super Sky Sisters right now is keeping both players engaged. After some playtesting and feedback some players end up in scenarios where one player becomes the "dominant" player and the other just follows that player's lead. This can be somewhat effective for playing the game, but the non-dominant player ends up just kinda tailing along and isn't really having that great of a time.

One of the things I'm playing around with is the idea of having these "star pad" type things that appear on the map every 30 seconds. When one angel is in the star pad, the other angel will get a big boost of power. This has two effects that I'm hoping will shine through.

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The first one is that in the situation where one player can't get a good shot on an enemy or a boss, that player can now try to position themselves on a star pad to give the other player a big boost in weapon power. I'm hoping this will give the non-shooting player an option to not feel like they're doing nothing.

The second is that it gives the players another reason to move and to end up in positions they wouldn't otherwise approach. I believe the game plays really well when the players are actually going for points, but a lot of players wont do that their first few times playing. Most players are just interested in survival for the first few times they play.

Probably more thoughts and changes regarding this soon!

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2016 - 4 - 19 / 11:20 am / general

Dev Log: Shield Effects

Dev Log: Shield Effects

Chipping away at some of the new work I've created for myself with Super Sky Sisters. So far it's been going pretty well! I'm trying to get the new boss's look and feel to a certain level of quality before pushing into the actual fight too much. Here's some of the effects for their shield!

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And regaining the shield

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The basic idea is that you'll have to use both sisters to take down their shield and then you can go crazy on their orb. After dealing a set amount of damage their shield will turn back on and the fight will most likely be separated into different phases based on how many times their shield was brought down.

5 Comments

2016 - 4 - 7 / 7:04 pm / general

Dev Log: Runes n More

Dev Log: Runes n More

Warning! This is now mega spoilers for Super Sky Sisters if you ever want to play it without knowing the most secret of secrets.

The latest developments on Sky Sisters have been working on the super secrets that will be in the game! The basic idea of it is that the players can activate these secret rune things that trigger based on different game play events. The events are things like taking no damage for a certain amount of time, beating all the bosses, getting all the power ups, and all that kinda stuff. Whenever one of these events is triggered a game event appears that is unlocking one of the runes.

This is all still pretty work in progress stuff!

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When the players complete the unlock sequence they add the rune to their collection.

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What happens when they get all of them?! Well it's going to be a big secret boss fight. I'll be working on that next week, and then cleaning up all the effects and art for all of this nonsense... and then I think the game will actually be content complete except for audio. Yeah!

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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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