@floatvoid yup TVs are terrible. Just saw a huge popular imgur thread about TVs for gaming and they barely mentioned tv lag. Insanity. (Today)

@TyrusPeace Ohh dang I havent tried the text stuff yet! (Today)

@RichFattoretto Yeah! It has so many cool brushes and brush options. I'm still trying to get used to some of the weird keyboard shortcuts. (Today)

Pleasantly surprised by Krita t.co/oEPVemaywX so far it's super solid for art stuff and even has sweet animation tools in beta. (Today)

@unseven Yeah it's like console games first went 3d and visuals were all over the place. I miss this concept art: t.co/xYIFJWZHHJ (Today)

@unseven The visuals are pretty bad :( (Today)

@TimothyFitz Yeah that thing is pretty great on the high end of things, although this has it at 20ms: t.co/4ChUTNyomW (Today)

@ADAMATOMIC great I think if I get 500 of those I should have roughly the power of one normal fork lift (Yesterday)

@Chounard 28ms is... okay... (Yesterday)

@ADAMATOMIC got any hot CyBeR MoNdAy deals on fork lifts ?? (Yesterday)

@ADAMATOMIC ahh a friend of mine in phoenix has a widescreen CRT and it is amazing but unfortunately 10 billion lbs (Yesterday)

@Chounard Can't really find any monitors that are above 27" though that don't shoot up in price like crazy though. (Yesterday)

"this tv is great it has low input lag for gamers" *test shows 45ms* uhhhhhh (Yesterday)

@GreyAlien we don't even get to explore space ;_; (Yesterday)

@celsiusgs oh my god it took me so long to realize lttp had a different meaning and I thought everyone was somehow making a zelda reference (Yesterday)

@theBanov I'm noel francis berry (Yesterday)

I FORGOT to let everyone know that Offspring Fling is 50% right now I am the worst marketeer ever t.co/dIT1qBocg2 (Yesterday)

@amora_b ooohhh~ thanks :3 ᶜ(ᵔᴥᵔ)ᵓ (2 days ago)

@rustym Yeah that's like double the budget I have. :I (2 days ago)

@OneMrBean is it this? t.co/lHg4ja84s2 (2 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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