@RakurinHD It was Ibuki who I was kinda interested in checking out so maybe it was just destiny (Today)

@Capy_Nathan I think I still like 4 better but that is probably just due to how much time I spent with it, and 5 doesn't have sak ;_; (Today)

@Capy_Nathan hmm yeah I am having fun with mika, karin, and juri but right now the characters feel more samey than they did in SF4 maybe? (Today)

@mattjbaldo It purchased it with my fight money which is the first option in the menu, so when it buffered my input it just selected that. (Today)

@Capy_Nathan yes the core game is really fun and cool and great which is why I am so dang frustrated at everything else (Today)

I cannot help but laugh at what a horrible mess SFV is other than the actual core game itself. It amazes me more and more every day. (Today)

accidentally bought a character in street fighter v because I tried to select a locked char and it lagged and I hit A during the lag fffffff (Today)

@aceriou not an otter thing. You could use some windows api methods on init to force focus I believe. (Today)

@aceriou yeah sorry that's something in windows I think. When you run without debug console it should just focus the game window (Today)

@TyrusPeace I hear guilty gear is pretty good. The new KoF looks... weird. I liked KoF13 a lot though. (Today)

@RakurinHD Yeah they look... alright? But dang between the UI, survival mode, and the excessive DLC I'm amazed it has players (Today)

I like the core system and fighting part of street fighter v but wow everything else surrounding it stinky poop garbage (Today)

@aceriou There was a Flashpunk "port" to C++, and Otter is based off Flashpunk: t.co/PBf41S4KRh Hasn't been touched in awhile though (Yesterday)

@aceriou Not sure, but if you're using C++ I would look into just using SFML directly, or look into C++ built frameworks rather than Otter. (Yesterday)

@StoryFort yaye yaaaaaaye (Yesterday)

@dejobaan I'M FIRED (Yesterday)

Working solo is cool and all but it also means that when I'm in a huge funk I don't have anyone else on the project to snap me out of it x_x (Yesterday)

RT @x01010111: If YOU help make @HaxeFlixel better, I can make better games for YOU to play!!! t.co/glJDPr5Oiw #indiedev t.… (Yesterday)

RT @gabetelepak: I'm looking for freelance design work to pay the bills! Plz RT 🙏 I have a wife + two fat pugs to feed t.co/TPdeMq… (Yesterday)

@SteveSwink hello yes my cat is ascending to godhood in my dining room please advise (2 days ago)

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posts tagged with: dev log

2016 - 7 - 26 / 8:54 pm / general

Dev Log: Some Background Stuff

Dev Log: Some Background Stuff

Dang I don't know what it is, but my energy is still at an all time low this month. I'm scraping together some background implementations of the new assets though.

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Progress in the game will mix up the background elements a bit.

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Right now I'm listening to a podcast on how to stop procrastination... so that's some sort of progress I guess. I need a one way ticket out of bummertown, stat!

2 Comments

2016 - 7 - 22 / 11:49 am / general

Dev Log: Background Arts

Dev Log: Background Arts

Doggone it July has been a giant mess when I had the best intentions for it. It was going to be so productive, I thought, but little did I know what a giant lump of poop it would all become! Distractions and my brain filled to the brim with depression and anxiety have doomed July to the abyss. Well, I'm still scraping together some work. Here's some new background assets for Sky Sisters.

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I'm also setting up the background changes in my cool spread sheet which gets translated into code with the push of a button in Visual Studio.

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More background arts to come!

No Comments

2016 - 7 - 16 / 10:33 am / general

Dev Log: Background Stuff

Dev Log: Background Stuff

Going to be honest and say July has been kind of a crap month for game development. I think it's been a good month overall so far, but it's been full of crazy distractions. I'm on another break this weekend as I hang out with a bunch of people watching EVO, so I'm still not surrounded by a lot of time to work on stuff... and there's another slight distraction known as Pokemon Go which I've given into since it motivates me to walk around the city a lot more.

Anyhow here's some new stuff for Super Sky Sisters. I'm working on new backgrounds to change things up as players progress through the game.

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Hopefully I can get back on track pretty soon after EVO wraps up, and then I have a pretty long stretch of undisturbed time until PAX!

No Comments

2016 - 6 - 29 / 8:41 pm / general

Dev Log: Sky Sister Portals

Dev Log: Sky Sister Portals

As I gather more feedback and suggestions my task list for Sky Sisters unfortunately is exploding with tasks and bug fixes! I'm having a lot of fun working on the game but by now I'm getting itchy to finish it. Remember when like, last year, I was going to finish it and put it out there? Well, so much for that.

One of the pieces of feedback that has been lingering for awhile is addressing what happens after a boss fight. The original idea was that after a boss fight far enough into the game an exit portal would open up and you'd have the option to take it and end the game. By doing this you double your score and officially "survive" the game. If you waited long enough then the exit portal would disappear and your next chance to take one would be after the next boss fight.

The whole "waiting around until the exit portal disappears" wasn't really working out that well. It was tough for players to understand it, and a lot of times they would accidentally miss their chance to take the portal because they didn't know how to use it right away. So now I've taken out the single exit portal and I've replaced it with two portals.

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The portal with the skull on it takes you further into the game and you will face tougher challenges and more bosses, and the portal with the heart is the path to salvation. I've also made some overall changes to the game's timer system that lets the players wait as long as they want to make their choice. The game now only counts "survival time" which means the game timer only ticks when you're facing a threat. Otherwise it will wait around for you to move on.

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I've also made a change to the way that the sky backgrounds work. Before it would slowly fade through a number of color palettes, but now I change the palette of the sky after taking the skull portal. The sudden change in the sky color after taking a portal feels like some form of progress, I think. There is some demand for more background art, but we'll see if I can get that far.

No Comments

2016 - 6 - 25 / 11:33 am / general

Dev Log: Tougher Foes

Dev Log: Tougher Foes

Part of adding more stuff to Sky Sisters was the addition of yet another difficulty level beyond "Impossible." It sounds crazy, but I do want to make sure that people that put a lot of time in the game have a lot to get out of it. This new difficulty mode doesn't have any effect on unlockables or achievements in the game, and is really there just for an insanely tough challenge.

I wanted to make this mode unique somehow so I spent some time making "elite" versions of all the enemies in the game.

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These enemies have more aggressive attack patterns and will ruin your day a lot faster if they're not dealt with immediately. You can actually run into these enemies in a normal playthrough as well but not until you've made it far into the game. The game does allow you to keep going as long as you can survive, so eventually you face harder versions of the bosses, and now you can face harder versions of the regular enemies.

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2016 - 6 - 24 / 9:21 am / games

Dev Log: Demon Sisters Intro

Dev Log: Demon Sisters Intro

The time of procrastinating on this is OVER! This week I finally tackled one of my big remaining tasks for Super Sky Sisters: The intro sequence for the Demon Sister battle! (Mega spoilers, whoops, but hey, you're reading a dev blog so you get to know all the secrets.)

Here's the start of it:

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The rest of it I'm going to put behind the "read more" link since these gifs get pretty hefty. For whatever reason my motivation was way up this week! So I was able to knock this out pretty quickly (just two days of time, yeehaw!) I think I gained a lot of spirit from the demo I did last Saturday where people really enjoyed the game.

Anyway to check out the rest of it, hit that read more link already. read more

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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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