@Snealiv sell it to fund your indie game (Today)

game dev tutorial step 1 drink a lot of caffeine step 2 work enough to distract yourself from the panic attack from too much caffeine (Today)

@AdventureMtn @cgbarrett ah, yeah shoebox: t.co/gQ43XXGnBb (Today)

@AdventureMtn @cgbarrett I used the video timeline in Photoshop, you can do render video to export each frame as a png (Today)

Here's hoping for more dog focused action sequences in Independence Day: Resurgence t.co/SHJoMo2LDG (Yesterday)

@Tawnithan ah the ole run the shower, sink faucets, and hair dryer style. (Yesterday)

@Endraxial Now that's what I call a close encounter. (Yesterday)

@MANvsGAME I write in Thomas Whitmore every election. (2 days ago)

I'm just so happy there's a day every year where we can put aside our differences and agree that Independence Day is the greatest movie ever (2 days ago)

@Dan_Adelman Just as planned... (2 days ago)

@NoelFB get confused, live stream hair cut instead (3 days ago)

@mguniverse 48 (3 days ago)

@TommyRefenes @BenRuiz @SanatanaMishra resteroni in pastramalamidingdongerino (3 days ago)

@floatvoid foreach (var sushi in sushiPlatter) { Eat(sushi); } (3 days ago)

@saracecilia the dark ui ;_; (3 days ago)

@floatvoid @C418 yeah the dark ui is pro version only uuugguhfufnsiej3oqbnd (3 days ago)

@C418 Yeah it's like "Oh boy I can try it out for a month for $75!... oh wait I have to pay $900." (3 days ago)

I really don't understand the point of Unity's $75 a month thing when there's a 12 month minimum... :I (3 days ago)

@ADAMATOMIC (the games I've shipped seem big ish to me but are still small compared to most stuff I think) (4 days ago)

@ADAMATOMIC making stuff seems way harder since releasing big ish things. I'm kinda happy but kinda not? (4 days ago)

follow
search
posts tagged with: gamedev

2015 - 6 - 4 / 3:21 pm / general

Dev Log: Sounds n Stuff

Dev Log: Sounds n Stuff

Hey I'm being productive! Mostly. I'm still 'crastinatin' on the animations I have yet to do for Super Sky Sisters, but I am now getting some final stuff done on other aspects of it. I've been tackling some of the sounds lately and throwing in some temporary music so I can set up the music management system.

For sounds I'm turning to a new program I found on the internet called LabChirp. It's similar to the great and eternal BFXR, but it creates a different style of sound that's (to me) more akin to the old console sound chips.

Image

In other news I'm also working on the balance of the game. I've gone through and tweaked a lot of the game events in regards to how they grow more difficult over time, and I've also done some reworking of the difficulty levels that can be selected at the start of the game. My goal is to have a single play session last around 10 minutes, and during those 10 minutes I want the player(s) to be able to defeat all three of the game's bosses.

2 Comments

2015 - 5 - 30 / 4:54 pm / general

Dev Log: What's Left?!

Dev Log: What's Left?!

Yes, the procrastination continues on the animations for Super Sky Sisters. I've been diving more into doing general drawing and art stuff lately and spending a lot of time with the ole Manga Studio... but this of course isn't really pushing the game closer to completion. I mean, this is pretty much all I have left:

Image

The enemy animations task will be expanded for each enemy, but aside from that everything is pretty much straight forward. I am working a little bit on getting music and sound in there but with just placeholder stuff for each. Balancing the game is also proving to be a little difficult as it's really hard to see the effects of each change without playing a bunch of full games.

I'm at the point of the project where I think I'm spending more time playing the game than working on it since a lot of what's left requires complete play session to test. Sometimes I toss around the idea of making a simple AI that will play the game but I feel like that's just going to be opening up a dark dimension of infinite iterations and procrastination.

I think I'm going to have to super buckle down and do some time boxing to finish this out.

2 Comments

2015 - 5 - 28 / 2:48 am / general

Quick Explosion Stuff

Quick Explosion Stuff

Last night I had the opportunity to talk about explosions in front of a group of game developers. I ended up doing a live demo of making an explosion effect from scratch. Here's what I ended up with after about 45 minutes:

Image

Not my best work but not bad for having to come up with something on the fly in front of a bunch of people. I ended up using Photoshop for animations, ShoeBox to spit out sprite sheets, and Otter to implement the effects.

Image

One of the fun things of the presentation was adding suggestions from the audience which included spawning more explosions from the first explosion. This is why the whole screen briefly fills up with explosions and then calms down again. It uses a quick recursion to make the explosions chill out after a couple of booms.

Image

I had a lot of fun doing this and I want to turn it into some kind of screen cast or stream. I didn't end up recording it since I didn't want to really complicate the set up at the last minute. Running a live demo is already scary enough.

The full source code is available here. The assets needed are uploaded here. If I do a more full version of this talk I'll be sure to post it here!

2 Comments

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.

No Comments

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.

Image

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.

No Comments

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!)

Image

Image

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.

Image

Image

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.

No Comments

about

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.

blog stuff

categories

tags

archives

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