@MattThorson #ripmattthorson (Today)

ebola is here abandon ship t.co/1mNrgspRov (Today)

@ChevyRay awesoooooooooooome Suzy is mega adorbs (Yesterday)

@ChevyRay did you get a PUPPY? :O (Yesterday)

@Dan_Adelman yay free TSA massage (Yesterday)

@jacobalbano Haha yeah I saw someone mention it and at first I thought they were talking about my barely functional broken UI stuff in Otter (Yesterday)

Whoa what there's a GUI library for C++ called OtterUI? t.co/GdZRAZv6UZ I thought I had the only Otter named thing! :O (Yesterday)

@championchap Are you talking about using a string instead of an enum for the keycode? SFML used enums for keys so that's what I did, is all (2 days ago)

@championchap Yooo feel free to hit me up at hi@kpulv.com if it seems like 140 characters isnt going to cover it (2 days ago)

RT @ChevyRay: Month #1 of my Patreon is coming around! t.co/g4MNyxcnGd My lovely supporters will get some art, concepts, and 3 game … (2 days ago)

@hexxxappeal @djcoreynolan @gabetelepak @garythellama @igdaphx @EndgameBar phoenix! (3 days ago)

@rustym FrankerZ (3 days ago)

RT @fucrate: only the very dumbest shit amuses me anymore t.co/PTydXaqCkW (4 days ago)

@kinifi Hmmm very slowly. Hard not to feel overwhelmed by all the stuff I have to do, and it's all stuff I've never done before! (4 days ago)

@kinifi Ohh going okay but haven't gotten shit done this week x_x (4 days ago)

@NoelFB noel facebook (5 days ago)

@infinite_ammo Hey you MAKE CAKES? I HAVE AN IDEA FOR A CAKE CAN YOU MAKE ME A BUNCH OF FREE CAKES (6 days ago)

@jacobalbano @MrWillHuxtable Oh I'm dumb they're just renamed (6 days ago)

@jacobalbano @MrWillHuxtable Whoa this has changed a lot. No more glide and glidemanager classes? :O (6 days ago)

@gabetelepak @JUEGOSRANCHEROS @SteveSwink @garythellama @djcoreynolan yeah our igda has been nothing but indies for years now (6 days ago)

follow
search
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.

Image

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

No Comments

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
Image

Image

Image

Image

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

No Comments

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:

Image

Image

Image

Image

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.

facebook

videos

Do you want to make a Let's Play of one of my games, or a just a video featuring footage of my games? You have my full permission to do so! Even if you are monetizing your videos, you still have my full permission to use any footage from any of my games. Go for it!

contact

Your message has been sent! Thanks :)
SEND MESSAGE