@Managore @MattThorson right just rotate your sprite 90 degrees and you're good (Today)

@MattThorson why can't metroid crawl (Today)

@FusionScene @GameGrumps @PutaQLasparina @Clickteam @egoraptor <3 (Today)

@Livelyivy @SteveSwink wow literally resteroni in pepperoni (Yesterday)

@adventureface the conspiracy continues t.co/bhdixPnAiE (2 days ago)

@MattThorson I love how mario just looks really confused (2 days ago)

@LocalNashiora I might have to take my search to the real world which is going to be a pain -_- (2 days ago)

@Livelyivy yeah dang I should have bought 6 pairs when I had the chance (2 days ago)

@gabetelepak I knew I should have bought the entire stock of hot pink pants on ebay two years ago... (2 days ago)

@MoviusC do you want to join my team of investigators (2 days ago)

@aurahack @MllePilgrim @TeddyDief my god i look away for a second and my mentions are blowing up with horrifying imagery (2 days ago)

@gabetelepak yeah I'm after something more like this t.co/zZMauk7Mk3 (2 days ago)

every link I click for "mens pink pants" leads to 404 every image I find leads to a totally different product page how far does this all go (3 days ago)

@legobutts not seeing any on their internets (3 days ago)

@ianlennonford whooaa cool this looks cute as heck :O (3 days ago)

@TeddyDief FAIR guess I need to learn how to make my own clothes now (3 days ago)

@TeddyDief yeah I saw that "video game clothes" store online and it's like "link's tunic: five trillion dollars" (3 days ago)

@TeddyDief why do all clothes SUCK someday we'll have clothes as cool as jrpgs (3 days ago)

@y2bcrazy rainbow is hard to match with other stuff I think (3 days ago)

@Livelyivy haha they're so done. they're going to fade away to nothingness soon unless I do some heavy patching work. (3 days ago)

posts tagged with: game jam

2014 - 11 - 13 / 4:07 pm / general

Super Sky Sisters Timelapse

Super Sky Sisters Timelapse

Make sure to watch it in full 1080p at 60 frames per second, yeah!

The game isn't out yet, but you can watch me make it at hyper speed over the course of 48 hours. The game ended up getting a bunch of awards at the game jam, including second place overall which is pretty cool!

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2014 - 11 - 12 / 3:20 pm / general

Dev Log: Game Jammin

Dev Log: Game Jammin

Whoops I've totally neglected my blog for the past week or so. I spent last week working on some minor Otter things, as well as getting ready for a local game jam. Then I jammed for 48 hours last weekend!



Here's some shots of what I ended up making:





I also recorded a timelapse, and that'll be coming pretty soon!


2014 - 9 - 12 / 12:49 pm / general

Game Jam Procedural Generation Part III

Game Jam Procedural Generation Part III

In the last episode of Game Jam Procedural Generation I talked a lot about generating the base of the platforming level in Starforger II, and carving out rooms into the ground of the level.


So now we have a basic level that with a bunch of empty rooms below the ground. The next step is going to be connecting those rooms together. To do this I built a quick class called a TunnelSnake (tunnel snakes rule) to dig tunnels from any point on the map to any other point. Here's the full source of that class:

class TunnelSnake {
public int X;
public int Y;
public int Width = 1;
public int Height = 2;

public int EndX;
public int EndY;

int verticalSteps;
int verticalStepMax = 4;
int forceHorizontal = 0;
int forceHDirection = 1;

public TunnelSnake(int x, int y, int endX, int endY) {
X = x;
Y = y;
EndX = endX;
EndY = endY;

public void Dig(GridCollider grid) {
while (X != EndX || Y != EndY) {
grid.SetRect(X, Y, Width, Height, false);

if (Rand.Chance(50) || forceHorizontal > 0) {

if (forceHorizontal > 0) {
X += forceHDirection;
Height = 2;
X = (int)Util.Clamp(X, 2, grid.TileColumns - 2);
else {
X += Math.Sign(EndX - X);

if (forceHorizontal == 0) {
verticalSteps = 0;
else {

Y += Math.Sign(EndY - Y);

if (verticalSteps == verticalStepMax) {
forceHorizontal = Rand.Int(3, 15);
forceHDirection = Rand.Sign;

if (Rand.Chance(50)) {
if (Rand.Chance(50)) {
Width += Rand.Sign;
Width = (int)Util.Clamp(Width, 1, 5);
if (Rand.Chance(50)) {
Height += Rand.Sign;
Height = (int)Util.Clamp(Height, 2, 6);

read more

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2014 - 9 - 9 / 12:45 am / games

Starforger II

Starforger II

A few weeks ago I went to a local game jam in Phoenix! The them was discovery and I set out to make some kind of space exploration procedural thing. The final result was a game I named Starforger II. There is no Starforger I, but maybe I can make a prequel someday.

Starforger II v1.0 - Windows (92mb)

Whoa what's with the file size? Well this game has a lot of weird sounds in it, and maybe I can figure out how to get them more compressed, but right now they take up a lot of space.

The game uses Enter, X, C, and the arrow keys, or a USB game controller (although the game is designed around the 360 controller, so using one of those would be ideal.)






2014 - 9 - 6 / 2:51 pm / general

Game Jam Procedural Generation Part II

Game Jam Procedural Generation Part II

In the last episode of Game Jam Procedural Generation I talked about the "outer layer" of my procedural generation code for my yet to be released game jam game. After the outer layer of stuff has been generated, that can be used to inform the "inner layer" of the procedural generation. So the outer layer in this case is the galaxy that the player can explore in their ship, and the inner layer is the actual side scrolling platformer level that they will explore.


Where do we even begin? First keep in mind that I'm using Otter for all of this stuff, so if you see functions and code that looks totally unfamiliar, it's probably an Otter thing. Also keep in mind that all of this code was written during a 48 hour game jam, so it ain't pretty. I'm just going to be sharing big snippets of code and hopefully try to explain what is happening in each one.

In the last step I talked about how I create a config object to hold all of the possible fields that will be used to generate the level. Here's what that looks like:

class ScenePlatformingConfig {
public int Width;
public int Height;

public int ShipStartOffset;

public int TreasureDirection;
public int TreasureDistanceOffset;

public int GroundLevelOffset;

public bool Explored;
public bool Pillaged;

public int Jagginess;

public int Platforms;

public int DecaySpots;
public int DecayChance;

public int IslandSpots;
public int IslandSize;

public int Rooms;

public string Name;

public int BreakableChance;

public int CreatureChance;

Pretty straight forward. Just a simple class that will hold a bunch of values that can be then passed to the classes that generate the platforming level. read more

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2014 - 8 - 28 / 4:31 pm / general

Game Jam Procedural Generation Part I

Game Jam Procedural Generation Part I

My latest game jam game still isn't quite ready for release, and unfortunately at this point it will have to wait until after PAX, but I can still share some source code from it that will maybe help people out when it comes to procedurally generating things in their games.

The premise of my jam game is that you play as a space explorer type person who is flying a ship around the galaxy searching for planets with shiny ore on them. When the game starts the entire galaxy is procedurally generated. This is a fancy way in saying that a bunch of random things happen and hopefully it works out.

for (var i = 0; i < 99; i++) {
var size = Rand.Int(8, 64);
planetSupply -= size;
if (planetSupply <= 0) {
size = 8;
var x = Rand.Float(Width);
var y = Rand.Float(Height);
var d = new Destination(x, y, size);


while (d.CloseToOtherDestination()) {
d.X = Rand.Float(Width);
d.Y = Rand.Float(Height);

This is my CreatePlanets() function for the map scene in the game. What this does is just creates 99 planets and places them in the scene at random X and Y coordinates. The map scene has a Width and Height defined earlier in the game (in this case I believe its 5000 x 5000 pixels.)

The scene also has a planetSupply field that is defined earlier. Whenever a planet is generated, its size is subtracted from the planetSupply. If the planetSupply is less or equal to 0, all planets created from that point on will be the smallest possible size. This was to control how many huge planets were created in the scene. read more

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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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