RT @MattThorson: "It's actually really hot playing in this dinosaur costume." -@theBanov #RIP (Today)

@maxticket nah in a house with a bunch of peoples (Today)

@rabbit_nabokov not really. I'm at gdc this week so I won't be online much (Yesterday)

@maxticket last year's flight we took off and had to go back to the airport because the windshield blew open in the cockpit. (Yesterday)

@kaylasara yeah last year after we took off whoops (Yesterday)

I made it to San Francisco without the airplanes windshield blowing open this time #blessed #unbreakable (Yesterday)

@kinifi just landed at sfo :) (Yesterday)

@celsiusgs I got delayed in Chicago once because it was so cold the planes plumbing froze solid. :I (Yesterday)

@UllCon @AmericanAir noooooooooo (Yesterday)

@UllCon environment string issues? (Yesterday)

so wait were the llamas controlled by twitch chat or (2 days ago)

@kertgartner @ADAMATOMIC hdjdidudhsbsjeirhruwhwbe83h28wgsbsnskowowhsneje872gwbk (3 days ago)

@MattThorson "Tournaments make me too nervous" (3 days ago)

@Data01 yeah saw this awhile ago, captures the genesis game vibe pretty well but I never got around to trying it (3 days ago)

RT @infinite_ammo: Gonna be possibly looking to pick up some more contract work after GDC. Music and/or Code. <3 (3 days ago)

@kertgartner how is your computer even running (3 days ago)

@mandyrosler Found this! t.co/kLToN4kQMt (4 days ago)

@MattThorson Still want the original towerfall elf guy as a ultra secret character (4 days ago)

@katanadash dang I think I'm booked already Sunday night but that looks awesome (4 days ago)

@maxticket I do approve! t.co/Sba4ugiwX9 (4 days ago)

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posts tagged with: dev log

2015 - 2 - 25 / 10:19 pm / general

Dev Log: Menus n More

Dev Log: Menus n More

I've been jamming on Super Sky Sisters a lot these past few days getting it ready to show off during Game Developers Conference! I also had a good deadline for tonight which was our monthly Phoenix IGDA meeting. It's always a blast to see two people play the game together, especially if they don't know each other and if both of them have never played before.

I put in a bunch of new menu screens last minute, but so far they're turning out pretty well.

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I also added a better title screen that rotates screen shots of the game so that people kind of have an idea of what to expect before they push start.

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I should note that a lot of these menus are built for demo builds in public venues. I have some ideas of how I want to make the final menus that involves some more polish and artwork, but for now I'm just making the bare minimum I need for showing off the game.

Every time I code up a menu I always think "I should really look into using some sort of UI framework, or make a generic reusable UI framework!" but then I never end up doing either of those things. Otter does have some remnants of a UI system that I was working on, but that's so old and clunky now compared to my current style of coding.

I can never decide if it's worth coding with a UI framework or system especially for UIs that are all controller and keyboard based. Whenever I look into using some sort of framework it always seems like it's way too much for what I'm looking for, and a lot of it seems to be based on mouse interaction which is not what I'm usually doing in my games. If I ever end up with something cool though I'll definitely add it to Otter for other people to (try to) use as well.

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2015 - 2 - 21 / 3:07 pm / general

Dev Log: Bosses and Explosions

Dev Log: Bosses and Explosions

I've been working away at getting some bosses working in Super Sky Sisters. I don't know how to embed a gifv from imgur so you'll have to click here to check out a super cool explosion.

Over the past year I've gotten more into using coroutines for complex behaviors and "cut scenes" in my games and my conclusion so far is that coroutines are the most amazing thing ever for game development. Back in the days of Flash I actually made my own version of coroutines (kinda) by making my own scripting language that was able to execute code over the course of multiple frames, but with C# and Otter I can just keep using the same code and have it just do the whole magical "yield return" business.

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Working on having three bosses in the game including this big worm snake guy. I'm making use of Otter's Skeleton and Snake components which can take a bunch of entities and move and transform them in various ways to make big monsters. This is a system I've wanted to make for a reaaaallly long time but I finally figured out how just a few months ago.

I'll be at Game Developers Conference next week so if you want to play a round of Super Sky Sisters be sure to find me! I'm hoping it have it done shortly after GDC time and release it as soon as I can. It's been a lot of fun working on a really small project that I feel like I can just mess around with. I think it's been improving my work habits and my attitude a lot, so if I can just figure out how to keep that up then I think this will be a pretty good year productivity wise.

I'm still planning on sharing a bunch of stuff from this game once I feel like I have time to dig into blog posts more. There's a lot of source codes and tricks and shaders that would be cool to share!

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2015 - 2 - 17 / 3:27 pm / general

Dev Log: Bosses and Stuff

Dev Log: Bosses and Stuff

Sorry it's been so quiet around here! I've been in a pretty heads down headphones on kinda zone lately which has been pretty awesome. I've been hammering away at Super Sky Sisters to get to ready to show to people at Game Developers Conference in just over a week! The latest thing I've been tackling is boss battles.

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I'm using Otter's Skeleton and Bone components for the construction of big boss monsters to fight. They all abide by the classic video game trope of dying after all the eyes have been destroyed. Right now only one boss is functioning but I want to try to have three different bosses in the game by the time it's done.

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There are some cool things I've been discovering along the development of this game that I do want to talk more about at some point soon (especially if I want to hit my blog post quota for the month.) I've been pretty focused on working on the game though and haven't really dedicated any brain power to writing up more detailed posts.

Also I'm still using toggl and I've made pretty good use of Trello for this project as well. As of right now things are going pretty well and I've been really focused these past few weeks!

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2015 - 2 - 4 / 4:10 pm / otter

Dev Log: Otter Updates!

Dev Log: Otter Updates!

In case you didn't know I have a free to use open source 2d game making framework named Otter. It's built on top of SFML.NET and uses C#. Here are some recent changes available in the dev branch!

* Color.AddCustom() and Color.Custom() added. This is a handy way to define custom colors by Enum and later retrieve them. I didn't like making my own static colors class for each project to keep track of my custom colors, so I added some functionality to the Color class.

* BitmapFonts have been almost finalized. They should be usable now for the most part and you should be able to import fonts from a handful of different editors. You can check out what editors are supported in the class itself with the Enum BitmapDataType.

* RichText has been updated and fixed once again. I guess I've been doing kerning wrong all this time and I think I finally have it corrected. RichTextCharacters also have some new values to play with like their X and Y offset positions, scale and rotation and more.

* Added Enum.HasFlag() as an extension method. This is a handy way to check if an Enum with a [Flags] attribute contains a specific flag. I guess you can use this if you're not comfortable looking at the bitwise operators or whatever they're called (I sure am not!)

* Shader.AddParameter() is now available to register your shader parameters as an Enum. Now you can just define it once and use the Enum everywhere which should reduce pesky typos when working with shaders.

* StateMachine has been scrapped and StateMachine<> has been upgraded a little bit. It's now possible to use a stack of States in a StateMachine<> and it will run the top most state. Also now if you call ChangeState (or if you push and/or pop states) during a StateMachine's update function the StateMachine will wait until the update has finished before applying the state change!

* Fixed a typo in the Shader class whoops (SetParamter?)

* Surfaces now have their Display() function exposed. This is crucial in using a Surface that doesn't render at all, like if you're using a Surface as input to a Shader. Without calling Display() the texture will be upside down.

* Updated Collider and Entity and Graphics with more stuff like SetPosition(), SetOrigin(), and other handy stuff.

* Surface.SaveToFile() will now automatically save with a timestamp file name as a png if you don't specify an output file path. Handy for taking a bunch of screenshots during a session.

* NineSlice has some new utility functions like SetBorderPadding. I found it easier to define the areas of a NineSlice object in this way instead of trying to figure out what the bounds of the rectangle inside the texture was.

* RichText now will always round its origin since setting the origin to a 0.5f value results in blurry text!

* Fixed a bad bug in the PolygonCollider which resulted in the collider not using the transformed polygon for collision checks.

* Added 3D Audio support thanks to Fruckert.

* Lots of little bug fixes and tuning changes here and there.

Once again this is all available on the dev branch. I'll be pushing a whole bunch of changes to main branch as soon as I can sit down and write some documentation up for the new and changed stuff.

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2015 - 2 - 3 / 10:34 am / general

Dev Log: Super Sky Sisters Remake

Dev Log: Super Sky Sisters Remake

I'm back on Super Sky Sisters for the time being to try and make a finished game out of it as soon as possible. I'm supposed to be showing it at Indie Amigos on Thursday so hopefully I can get a new build ready! I'm also trying to get it ready for Game Developers Conference.

I'm working on some new assets:

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And getting some of the new HUD working:

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And of course spending a lot of time making sure the wings look exactly right:

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Going to try to jam on it as much as possible today and tomorrow to see if I can have the new version playable for Thursday!

4 Comments

2015 - 1 - 16 / 5:02 pm / general

Dev Log: Game Ideas and Toggl

Dev Log: Game Ideas and Toggl

I've been back in my programmers seat for the past couple days and the rust is pretty real. I'm getting back into Otter and pushed some minor updates to it that should fix some issues I've been having with it. I wasn't liking some of the finer details of how Entities were being added to Scenes, and how Components were being added to Entities, but I think I have that figured out now.

To get back into the programming saddle I've decided to just mess around with a prototype for now. I don't know much about it yet, but I'll say that I'm currently making a turn based battle system for it. Who knows what that could mean! If this idea turns out to be cool though I'll have more info the share about it.

One thing I'm trying now is using toggl to track how I spend my time through the day. I think one of my anxieties about being productive comes from not exactly knowing how much time I spend doing stuff. Right now I just have it set up to track exercise, game dev, writing, and drawing. Those are the broad strokes of what I care about, and I might end up breaking down those categories even futher depending on how this experiment goes.

I still have my co op game Super Sky Sisters to finish and release soon, and then there's Global Game Jam coming up and I don't know if I'm going to make a completely new game there, but I'm definitely going to be jamming regardless either on a current project or a new project.

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About

Hi there, my name is Kyle, and I'm a kid disguised as a grown up. I'm making video games and living the indie game developer life in Tempe, Arizona. 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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