RT @CapForeverRemix: Captain Forever Remix pre-alpha trailer is GO: t.co/VmmIykCn4a (Today)

This is it. This is the best thing available to me on the internet. t.co/vW9p6k3t6A (2 days ago)

@TommyRefenes @TomFulp back when you had to run a WinNuke protection program whenever you went online (3 days ago)

@rabbit_nabokov its no problem just take water and add gravity (3 days ago)

@floatvoid da fuek is that all about. I guess I don't notice this happening when I use render textures as maps for displacement? (3 days ago)

When using a render texture to control my color grading shader... it interprets the texture upside down? So I'll just use ScaleY = -1 #magic (3 days ago)

@infinite_ammo Did you know that 1 out of 10 cameras will reset your game data? (4 days ago)

@Silvanis_s play with math formulas until you finally google the right thing to find out someone already figured it out in a much better way (4 days ago)

@DrewFitz whaaaaa what is that? :O (4 days ago)

@Silvanis_s it's magic even when writing shaders (4 days ago)

good times with a color grading shader t.co/e43rKm0WTU yahoooo (4 days ago)

Making a game engine/framework is actually not too bad until you get to TEXT RENDERING AAUGHuihaisgha (4 days ago)

@celsiusgs @hippiemanx @TeaRascal that is the sound of a nostalgia bomb going off in the distance (4 days ago)

@celsiusgs @TeaRascal if you say ridge racer, riiiiiiidge racer 5 times while in front of a mirror kaz hirai appears (4 days ago)

@celsiusgs Submitted for the approval of the midnight society... I call this story... we're getting old. (4 days ago)

@MANvsGAME Did you show up for the first day of filming and forget your pants? (4 days ago)

@celsiusgs aauaghguiaghh shuuuuuut uuuuuupp (4 days ago)

@Demruth I love how they can't sell these pictures anymore because everyone just cell phone photos them from the screens. (4 days ago)

@kaylasara @Demruth Go to Disney World in January, that was pretty much the scenario I had last year! (4 days ago)

@kaylasara @Demruth or my spine being super compressed (4 days ago)

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posts tagged with: game jam

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.

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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);
}

forceHorizontal--;
if (forceHorizontal == 0) {
verticalSteps = 0;
}
}
else {
verticalSteps++;

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.

Download
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.)

Screenshots
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4 Comments

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.

Image

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

No Comments

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);

Add(d);

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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2014 - 8 - 19 / 5:30 pm / general

Dev Log: Game Jammin

Dev Log: Game Jammin

Over the weekend I went to a local game jam in Phoenix. I haven't jammed since November and this was another cool opportunity to put Otter to the test!

The game isn't quite ready for release, but here are a few screen shots of it for now:

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And you can see some of it in motion right here.

This jam I decided that I wanted to really limit myself in terms of art so I could spend more time on more stuff in the game. I wanted to restrict myself to a game boy palette, so my first thought was to go for a shader. I ended up getting a shader up and running really quickly that emulates sort of a game boy look. Here's the shader code:

#version 130
uniform sampler2D texture;
uniform sampler2D palette;
uniform float shift;
uniform float offset;

float rand(vec2 co){
return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);
}

void main() {
vec2 pixpos = gl_TexCoord[0].xy;
vec4 pixcol = texture2D(texture, pixpos);

float gray = (pixcol.r + pixcol.g + pixcol.b) / 3;

gray = round(gray / 0.25) * 0.25;

gray += (rand(pixpos + offset) * 2 - 1) * 0.03;

pixcol = texture2D(palette, vec2(gray, shift));

gl_FragColor = pixcol * gl_Color;
}


The shader also does some extra stuff like randomly generates a very faint noise over the entire screen. I couldn't figure out how to make the noise scale with the screen though, so if you are playing with the screen scale at 2x or 4x or whatever the noise will still be every 1 pixel.

The shader also needs a palette to go with it that is passed in through the palette parameter. You can also shift the palette up and down on the texture. Here's the palette file I used:

Image

When the game starts it's using the palette from left to right on the very top of the image. The shift parameter in the shader can be used to read colors from anywhere on the y axis on the image, so if I want to make the game use the blue palette on the bottom I can set the shift to 1. (Texture coordinates are 0 to 1 in shader land.) The shader also reduces the amount of colors with some division and rounding.

The last thing I did to help out with the shader is add a full screen dither texture to the game. This is actually being rendered in the game and not in the shader. It's a very very faint texture of black and white pixels overlaid on the screen at an alpha of 10%. This will add a dithering look between all of the main colors of the palette. This idea was inspired by Dan Fessler's HD Index Painting tutorial. (Actually most of this shader was inspired by that tutorial!)

I think that covers everything with the shader. Hopefully soon I can release the game itself. Just need to fix some bugs and fix some sound issues first. I ended up getting awards in the technical, art, and design categories, and overall I got 2nd place at the jam which is pretty cool!

2 Comments

2014 - 2 - 10 / 1:08 pm / otter

Flippy Flop Source

Flippy Flop Source

Yesterday I made a quick game called Flippy Flop using Otter. The whole thing only took me two hours or so, and the end result ended up being a relatively clean coded game.

I decided to add the Flippy Flop source code to the Otter source repository on BitBucket in the Examples folder. So now when you grab Otter you'll also get the source for the Otter Pong Game, and the amazing Flippy Flop.

Flippy Flop makes use of the EventRouter included in Otter. The EventRouter was originally authored by some smart Phoenix locals, and is used a lot in their Unity projects. Since it was just a C# implementation I grabbed and it stuck it in Otter. The EventRouter is all about following the Observer pattern. It can be a little weird to use at first, but I'm beginning to see the appeal of it.

(Disclaimer: There may be some bugs in the source for FlippyFlop. I didn't really check it over for memory leaks, which can easily pop up when using an Event system. If you don't make sure you're unsubscribing from events when objects are removed, or clearing the event router, you might find yourself in memory leak city.)

If you have any questions about Otter, or the source code of the game, check out the Otter forums or leave a comment below.

2 Comments

about

About

Hi there, my name is Kyle, and I'm a 27 year old kid with adult powers. 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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