@NoelFB @theBanov At first I read this as you guys were just going to ride free transit all day while jamming (Today)

@mikekasprzak I highly recommend 64gb of ram (2 days ago)

I love me some jimmy circles! t.co/vGFlL65wIL (2 days ago)

RT @BigGiantCircles: There Came An Echo is #1 on @Bandcamp! Not even released yet! #EgoBoost Wow, I'm seriously grateful everyone <3 (2 days ago)

@MANvsGAME @Ezekiel_III yoooooo the blow ups!! PogChamp PogChampPogChamp PogChamp (2 days ago)

@bitmOO @NoelFB @infinite_ammo @theBanov I am so jealous ;_; (3 days ago)

@MANvsGAME Tampered in dark sided STUFF (3 days ago)

@floatvoid @pietepiet I'll be sitting on the grass with whole foods sushi waiting for you ... (4 days ago)

@floatvoid please no not yet (4 days ago)

@Lumin0via The important thing is that you know it's bullshit <3 (4 days ago)

RT @MattThorson: Protip: If you want to destroy your friends at towerfall, this is how t.co/uXUTNlBhYC (4 days ago)

@theBanov nuovo award 2016 (5 days ago)

@___discovery sushi (5 days ago)

@amora_b haha wow awesome (5 days ago)

@amora_b how many ram does your computer have *o* (5 days ago)

@Tawnithan now you know the true spirit of adventure (6 days ago)

@rendelmann Yeah I ended up having a scripting thing do it. Extract sprites didn't work for me as there was no transparency between tiles. (6 days ago)

RT @BigGiantCircles: New BGC album dropping in a few days. Yup. (6 days ago)

@BigGiantCircles WHAT! Yo I am so hype :O (6 days ago)

@floatvoid This looks pretty cool but dang there are so many bone animators now. I need level editors at this point! ;_; (7 days ago)

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posts tagged with: gamedev

2015 - 5 - 16 / 4:14 pm / general

Dev Log: Procrastination

Dev Log: Procrastination

Super Sky Sisters is almost done, but I'm having a lot of trouble actually bringing it across the finish line.

The very last thing to do on the game is animations and this is something that I struggle a lot with usually. Animation is probably my weakest skill amongst my game development related talents, and I usually save it for the very end of the project if I can help it. Offspring Fling had almost no animations until I was about 95% done with the game... I think the entire game was totally playable start to finish with all of the secret content and everything before I did a single animation on any of the enemies.

Since I'm not that good at animations I usually get very flustered when trying to work on them. I constantly do not produce results that are good enough for my own taste, which leads to me being very discouraged, which leads to me not liking to do animations, which leads to me procrastinating on doing animations even when it's the last thing to do in the project.

I should probably stop making excuses and just do it because that's the only way I'll be able to get this game done! But first.. I think I'll go work on sounds for a little while.

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2015 - 5 - 5 / 4:03 pm / general

Dev Log: Solo Mode Controls

Dev Log: Solo Mode Controls

Super Sky Sisters has a solo mode! But it's not for the faint of heart. It's going to be pretty tough controlling both of the sisters at the same time.

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Yeah, that looks pretty awful, but is probably the one of the easiest ways I can explain the controls before things get crazy. The game wasn't really designed for solo mode so I hope that most people play co-op, but I understand that not everyone has the opportunity to do so and probably wants to just blow up stuff on their own.

It is actually pretty playable in solo mode until you end up crossing player 2 with player 1. Then your brain melts because the sister on the left is controlled with the joystick on the right of your controller and vice versa, but if you can manage to overcome that madness then it should be a pretty fun way to play the game.

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2015 - 4 - 8 / 1:11 pm / general

Dev Log: Boss Stuff

Dev Log: Boss Stuff

Alright so it's been more than a week since I posted last on here due to a combination of many reasons. Around this time last week I got pretty sick and I think it was some kind of food poisoning thing, and I felt the effects of that for a couple of days. Also for a few days I just felt pretty out of it and I still feel like I can't draw anything lately so doodle posts have decreased rapidly. I also got caught up in organizing all my financial stuff from 2014 and that took a little while and I'm not exactly going to dev blog about that...

So I'm back in the saddle for now working on the third boss for Super Sky Sisters. This is actually the first boss you face in the game now since it feels like the easiest to fight against (at least to me!)

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The snake boss guy just cruises around the sky while casually trying to kill you. This boss at first doesn't directly aim at the players, so it's a little bit easier to dodge at first, however once the eyes open then you have to watch out as at that point it's actively trying to kill the orb.

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Of course there's also a crazy explosion for when this boss dies that can be viewed here. The animated gif for this was 22 megabytes soooo viewing it as a webm on imgur is a better bet than embedding it into this post.

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2015 - 3 - 31 / 12:42 pm / general

Dev Log: Stats Stuff

Dev Log: Stats Stuff

Why does it feel like making menus and interface stuff for a game takes three times the amount of work to actually make the game itself? I'm trying to churn through these menus and stuff as fast as I can, and I got some ideas for how to even make more work for myself... but for now here's the stats screen for Sky Sisters.

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Pretty simple compared to what I originally wanted, but I realized that not every single little thing needs to be tracked. For example there was a lot more stats per enemy, but then as I played the game I realized that you're only interacting with enemies only a small portion of the time, so I reduced it down to just how many times each player has killed an enemy.

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Some stats can be displayed for each player by holding down tab or a shoulder button on the controllers while on the stats screen. This may not actually matter, but I thought it would be a neat thing to have (and that's how things pile up on my to do list under neat things to have and I spend all my time trying to get all of them in.)

Okay only two more menu screens to go, one of them is pretty straight forward and the other is complicated as hell so we'll see where I end up with that next week!

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2015 - 3 - 28 / 12:00 pm / general

Dev Log: Hud Options

Dev Log: Hud Options

I'm almost done with all of these menus for Super Sky Sisters! One thing I wanted to add was a bare minimal hud for players that wanted to see as much of the sky as possible. I've also made some changes to the main hud that make it a little bit smaller and less intrusive, but we'll see if that's enough. I figure adding the minimal hud is a good option for people that don't like the normal one.

This is the normal hud right now:

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And you have the option to change it in the options menu:

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When you have the minimal hud mode activated you get a hud that looks like this:

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I'll probably still make some changes to this but for now I'm happy with it. I also added a simple pause screen finally to the main game play because I noticed that I had to actually close the game and reopen it if I wanted to back out of the gameplay scene, whoops.

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I'm giving myself one more month maximum to work on this and then all I have to do is figure out what to do with it... (I have no idea right now.)

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2015 - 3 - 26 / 6:10 pm / general

Dev Log: Editing Controls

Dev Log: Editing Controls

Everyone wants to be able to customize their keyboard controls in games, and I think I figured out a pretty straight forward way to do just that in my menu system for Super Sky Sisters.

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You can configure each player's keyboard controls to make the set up that best works for you. On keyboards with a numpad it's definitely a good option to have one player set up on the numpad, but on laptop keyboards this isn't the case.

Right now you can't edit the game controller controls because I think I want to make those locked in at least for right now.

The to do list grows shorter! But I still need audio for this game, whoops!

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About

Hi there, my name is Kyle, and I'm a kid disguised as a grown up. 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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