2013 - 11 - 18 / 1:23 pm / games
Just a quick update to All the King's Men to address some feedback and fix some bugs. The current version is now v1.1.
* Adjusted the camera zooming to zoom out in more situations.
* Made it so you can skip the intro by holding down Start.
* Changed explosions so that actors always get launched by them.
* Adjusted a lot of the rendering stuff to fix bugs that probably nobody noticed but me.
* Fixed bugs with adjusting the volume levels in the console.
* Fixed the King's death sequence which I broke before I released v1.0.
The download for All the King's Men is still located right here.
For more info on All the King's Men check out my original blog post about it.
2013 - 11 - 14 / 7:06 pm / general
Watch me make All the King's Men at lightning speed. 48 hours worth of screenshots compressed into just 4 minutes of footage. I only took one sleep break in the entire course of the 48 hours, so I was pretty loopy by the end of this.
I recommend watching at 1080p if you can!
All the King's Men was created using Otter, my 2d game making framework built in dotnet and SFML 2.1.
2013 - 11 - 12 / 2:39 pm / games
Over the weekend I went to a local game jam in Phoenix to try out making a game using Otter. I was fully prepared to face the reality that Otter would have major problems preventing me from using it for this jam... but everything turned out way better than I expected. Check out the first game ever made using Otter!
All the King's Men v1.0 - Windows (6mb)
Apologies to Mac and Linux people, I don't have a solid way to get builds for anything but Windows right now.
There's a readme included in the download that has some more info in it as well.
Eventually I would like to open source All the King's Men, but right now I need to figure out what kind of license I should use for it. Open sourcing a game is a little different than open sourcing a framework. I want to maintain control of the distribution of the game, but also allow people to look at and use the code for their own projects. Basically I just don't want people to edit the game slightly and then re-release it as their own work, or something sneaky like that. I'm sure whatever license I choose won't actually prevent that from happening if someone really wants to do that, but I guess I would still feel slightly better by using the right thing.
I also recorded a time lapse of the production of the game during the 48 hour game jam, so once I put that together I'll release that as well!
If you have any feedback then leave a comment, or stop over to the Otter forums.
2013 - 9 - 6 / 10:58 am / general
I've been at Indie House Vancouver for a couple days now and my main focus is working on my C# framework with SFML. I'm working on a little example game that will hopefully show people enough stuff on how to get started with the framework and use it. When the example game is totally done I'm going to release it along with the framework all 100% open source.
Right now I have some neat little platforming going on involving running, jumping, wall sliding, wall jumps, and a special skid jump technique sort of like Mario 64 but in 2d. Also to make the game more fun with rectangles I added a lot of squashing and stretching to the player rectangle with tweens. I am planning to do a full set of graphics for this game, but right now I'm focused on getting the whole thing playable before I tackle any art.
Today a whole crapload of people are coming to Indie House so hopefully I can make some more progress before the entire gathering turns into a TowerFall tournament.
2013 - 7 - 24 / 8:14 pm / general
The Special Edition of Indie Game The Movie just came out, and it includes a bunch of extra stuff not in the original release. One of those special things in the special edition is a piece put together about game jams. It was shot at TIGJam in 2010, and I managed to sneak my way into the footage.
They even used me as the thumbnail for the segment, yay! I unfortunately don't have the capacity to listen to or watch myself on screen, so I have no idea what I say or do in the segment, but I hear it's not terrible.
You should definitely check out Indie Game The Movie if you haven't seen it yet. It's one of the best looks into the wild world of independent game development in my opinion.
2013 - 6 - 27 / 3:52 pm / events
TIGJam came and went before I could even process what was happening, and overall it was an awesome event to attend (again!) It's great to be able to visit and see a lot of awesome people that live very far away from me, but it's also tough to really get into the jam groove when sometimes I just want to socialize with the awesome people surrounding me.
The first night we got to play some Magic The Gathering with the fully customized "Indie Cube" set. I think the full spoiler of the Indie Cube will be going up soon, but Edmund and George are still working on fine tuning a lot of the cards so it might be awhile still.
As far as work goes, I was able to get a surprising amount of work done on my C# SFML framework, but unfortunately all I have to show still are boxes. I was doing a lot of work under the hood that will make the framework easier for me to use, and also make it easier to use in game jam scenarios. I've been implementing a lot of things from my old AS3 framework and trying to convert them this new fangled world of not being able to just craft bitmaps for all of my needs. RenderTextures seem maybe like a good substitute, but they seem waaay more intense than just making bitmapdata (my monster video card I think can only handle up to 16 render textures at the same time.) Check out my boxes!
I ate a lot of awesome and gross food over the course of the jam as well. Ranging from fancy pizza, indian food, sushi, and... Burger King. I haven't eaten Burger King is quite some time and now I remembered why. I also got to head up to San Francisco for a day to hang out with some cool indie developers which felt totally surreal since I've only ever been in San Francisco during GDC. While there I of course went to Ryoko's to get God Tier sushi! (I ate like 6 rolls myself.)
Now I am back home in Tempe trying to figure out what the next step of my next game is. Guess I'll just keep coding stuff for now! Oh and here are some neat pictures from my flight back to Phoenix. There also seems to be an eyelash or something stuck in my camera lens now.
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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