@pietepiet qt pi (Yesterday)

RT @djcoreynolan: Ahh so now I know what @Lumin0via and I would look like if we were assimilated into the @kylepulver universe. <3 t… (2 days ago)

@ComcastMike Oh, no, that would be @goldbuick! (2 days ago)

@chickysprout @dom2d waaaaaa this looks fucking fantastic! STYLIN'~ (2 days ago)

@goldbuick @comcast Yeah it's amazing how progress somehow totally reversed at some point. Bandwidth caps are ancient. (3 days ago)

@goldbuick @comcast Holy shit that's insane. I didn't think companies actually charged for more bandwidth in the US. (3 days ago)

@SteveSwink @MattThorson yooooooooooooooooooooo were you able to fix the shoulder button squish? (3 days ago)

@infinite_ammo David haven't you been watching?! DAVID. (3 days ago)

@ThemsAllTook Auugh I cant stand it. I always feel like I'm the most terrified person on the whole flight. (3 days ago)

Smooth flight: Wow flying is so cool I should do this more. Bumpy flight: FUCK THIS I AM NEVER FLYING AGAIN FUCK (3 days ago)

@notch @TommyRefenes "WOW THIS IS GOING TO BE GREAT I KNOW EXACTLY WHAT TO DO" *sit down at computer* "I have no idea what to do." (4 days ago)

@ChevyRay Silviu Stan strikes again. (4 days ago)

RT @Capy_Nathan: Every year @RichhhardLi puts out beautiful, intense, emotional videos from EVO. This year's is just phenomenal. t.… (4 days ago)

@TommyRefenes YEAH John Hammond was able to place a copyright strike on the painting after google bought it :( (5 days ago)

@Marshall2Re hey thanks! ;D (5 days ago)

Anonymous inside sources confirmed that Google has purchased a pretty cool painting of a Stegosaurus at a yard sale for 0.000000001 billion (5 days ago)

@TommyRefenes dang you got like 9999 pills (5 days ago)

@Livelyivy Oh nooooo I thought we sealed off the murder hole once and for all (5 days ago)

@fncwill I wasn't playing, only saw the screen. (5 days ago)

Nobody is a loser at the Saratoga Casino and Raceway! (You could be a "looser" though.) t.co/b6HOTas7eR (5 days ago)

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posts tagged with: gamedev

2014 - 7 - 5 / 3:56 pm / general

Dev Log: Overworlds

Dev Log: Overworlds

Getting back into the swing of game development has been a little tougher than I thought. Especially since July isn't exactly going to be a calm month for me to really dig into stuff. This 4th of July weekend is pretty busy, and I'm still right in the middle of it. After I'm heading up to EVO with a bunch of folk, and then I'm spending some time on the east coast after that. Traveling and getting work done doesn't really go hand in hand for me, so hopefully I can still salvage some time to get some game development in.

Anyway, my recent developments have lead me into making some sort of overworld map for my game. As I started to work on it, I quickly realized that I have no clue what I'm doing. I haven't really worked on anything like this before, and I'm slowly figuring out how to properly structure and manage it all.

Image

Basically the map screen is going to be some kind of turn based system that will determine what kind of encounter you go into next. The player will be able to choose where to go with their character, and there will also be enemy forces moving about in the area attacking things. The main issue I have right now is that I think I know how I want everything to work, but I have no idea how to code it.

I've never done any sort of turn based anything before, so I've been spending some time researching the internet for any leads. I found a few quick examples, but not really any sort of examples that come with source code to look at. I find it very difficult to go from an abstract concept to actual code, and a lot of times these examples or tutorials I find just explain the broad concepts of a system and don't really dig into the details which is where I always get lost... but hopefully with enough just messing around in a code window I can stumble onto the right answer.

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2014 - 6 - 12 / 2:06 pm / otter

Otter Updates 0.9.6

Otter Updates 0.9.6

Otter is slowly approaching the big 1.0.0 moment, and I've been tinkering with it little by little trying to fix bugs that pop up. I've also been using the dev branch so you can see my updates as I make them. Otherwise the default branch is supposed to be the "stable" one, and every once in awhile I merge the dev branch in with the default one.

Here's some of the recent changes and fixes!

* Text now has CenterTextOrigin() in an attempt to find the center of the actual text, and not the full bounding box.

* RichText also now has CenterTextOrigin()

* Fixed Text bug that would cause text to jitter when the height of the tallest character was changed.

* Fixed the same issue in RichText.

* Tilemaps have had some improvements in their performance for looking up tiles.

* Tilemaps can now use Enums for their layers.

* Fixed bugs with accessing tiles out of range in a Tilemap. Tiles are now automatically clamped inside of the limits of the Tilemap.

* Tilemap GetTiles() will return a list of TileInfo objects for every tile on a specific layer.

* GridCollider now has a Clear() function

* GridColliders can now load collision data from a Tilemap, using a specific layer on the Tilemap.

* Fixed a bug with not updating Graphics when their alpha was changed.

* Game's "SmoothAll" value should now actually affect Textures. Considering changing this to a static value on Texture.

* Fixed crash bug with Surface's SaveToFile() function.

* Updated the Glide Tween Library to the latest revision.

* Updated the documentation.

That's all for now. If you have any issues you can post on the forums and that'll be the easiest way to get help. Hope everyone out there is having fun with the engine!

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2014 - 4 - 16 / 4:58 pm / general

Dev Log: Quick Lighting Test

Dev Log: Quick Lighting Test

As a quick experiment I wanted to see how Otter would be equipped to handle a simple lighting set up. The basic set up is just a big render texture that is filled with a dark color with a blend mode set to multiply. Then light is rendered to the render texture with a blend mode of additive. The result is a layer of shadow that can have light rendered to it.

Image

The code for this set up right now is pretty straight forward as well. I'm using a black and white image for the light. Just a black rectangle with a white radial gradient in the center.

Here's some sample code to show how this effect is achieved with Otter!

//set up the surface
public Surface SurfaceLighting = new Surface(Game.Instance.Width, Game.Instance.Height, new Color("379")) {
Blend = BlendMode.Multiply
};

//set up the light
public Image ImageLight = new Image(Assets.ImageLight1) {
Blend = BlendMode.Add
};

//add the surface to an entity to render it
//this happens in an object's initialization
AddGraphicGUI(SurfaceLighting);

//render light to the surface
//this happens in a Render() function
Draw.SetTarget(SurfaceLighting);
ImageLight.Color = Color.White;
Draw.Graphic(ImageLight, Input.MouseX, Input.MouseY);
ImageLight.Color = Color.Red;
Draw.Graphic(ImageLight, Input.MouseX + 500, Input.MouseY);
ImageLight.Color = Color.Blue;
Draw.Graphic(ImageLight, Input.MouseX - 500, Input.MouseY);
Draw.ResetTarget();

4 Comments

2014 - 4 - 9 / 4:11 am / general

Dev Log: Pathfinding Fun

Image

Like a cat chasing a laser pointer, I have some basic enemies chasing paths through the skies.

Right now I'm using A* and although I don't really know what is going on that much, I have a system that enemies can use to find paths to their destinations. Normally I wouldn't bother with any sort of path finding, but for this game I want enemies to have to intelligently navigate through obstacles that the player is deploying, so my usual "make up a path finding function that doesn't actually path find but sometimes works out" function wont cut it.

What I have currently is a pretty straight forward set up:
- One PathFinder instance in my Scene. It extends Entity so that it can be updated by the scene automatically.
- Enemies request a path from PathFinder and also register a callback Action with the request.
- The PathFinder instance adds the request to the queue.
- Every update the PathFinder will take the top item of the queue and start the path finding process.
- The actual A* algorithm and calculations are run on a BackgroundThread so that the game can continue while this is going on.
- When the path is done calculating the callback is fired, and the enemy now knows about its path.
- It chases down the nodes that were added to its path.

I made a quick change to the A* algorithm as well under the sage advice of Chevy Ray: I'm using a maximum movement value that will stop the algorithm if the move costs become too high. The result is that the algorithm will return a partial path to the final target instead of the entire path (which could take a long time to calculate in a set of nodes with a lot of open spaces.) So with this in mind the rest of my logic looks like this:

- When the enemy reaches the last node, it checks to see if its close to its intended target.
- If not it requests a new path to its target.
- If it is then it will enter its attack behavior, whatever that is.

So far this seems to be working out pretty well. I have a lot of work to do with how enemies will end up treating their path nodes in regards to their actual movement. Right now they just try to move toward each node, but with a lot of nodes together they end up having some trouble, like that wiggling in the animation above. Something like an averaged out path between a lot of nodes might work better... hmm!

4 Comments

2014 - 4 - 2 / 11:24 am / general

Dev Log: Anti-clumping Made Easy

Image

Starting to get back into a bit of a groove on this game thing. One little fun thing to work on was the enemy anti-clumping code. I don't want any enemies to stack on top of each other (although it would be smart of them to do so in order to conceal their numbers.) With a short bit of code I can have enemies push each other away, similar to how babies and rocks push away from each other in Offspring Fling.

public virtual void PushAway() {
if (Hitbox != null) {
if (Overlap(X, Y, (int)Tags.Enemy)) {
var e = Overlapped as Enemy;
if (e.Mass >= Mass) {
var push = new Vector2(X - Overlapped.X, Y - Overlapped.Y);

if (push.X == 0 && push.Y == 0) {
push = new Vector2(Rand.Float(-1, 1), Rand.Float(-1, 1));
}

push.Normalize(pushAwayForce);
pushAwaySpeed += push;
}
}
}

var length = Util.Approach((float)pushAwaySpeed.Length, 0, pushAwayForce * 0.5f);

pushAwaySpeed.Normalize(length);


X += (float)pushAwaySpeed.X * 0.01f;
Y += (float)pushAwaySpeed.Y * 0.01f;
}

Pretty neat! This is actually pretty similar to the original code in the prototype many many years ago, except now it's in fancy C# instead of GML. Enemies will call PushAway() every update.

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2014 - 3 - 12 / 9:22 am / general

Dev Log: Some Shaders

Dev Log: Some Shaders

One of the things I miss about working in FlashPunk and working with a bunch of bitmaps and blitting to the screen is the super easy color overlay blending. FlashPunk had an Image blending mode called Tint and it could be used in place of Multiply and it is amazing for doing effects like fading an entire sprite to a specific color. The world of rendering quads and triangles I don't have such a luxury, but I do have shaders.

I've been working on the building islands animation, and here's a really fast version of it:

Image

At the end of it when the island pops out it's silhouetted with solid white. The white fades to cyan, and also fades back to the normal art at the same time. To get this effect I used a simple shader to handle a color overlay.

uniform sampler2D texture;
uniform vec4 overlayColor;

void main() {
vec4 pixcol = texture2D(texture, gl_TexCoord[0].xy);
vec4 outcol = mix(pixcol, overlayColor, overlayColor.a);
outcol.a = pixcol.a;
gl_FragColor = outcol;
}

I also use this code for enemies as well. When they get hit they turn red for a brief moment. I use code in the C# end to determine the color and intensity of the overlay and pass it along to the shader.

var overlay = Util.ScaleClamp(Combatant.Stun, 0, Combatant.StunMax, 0, 1);
var color = new Color(1, 0.2f, 0.1f, overlay);

ImageSpineAnim.Shader.SetParameter("overlayColor", color);

Soon I'll probably make some sort of system that allows me to easily add a bunch of color overlays to the shader and automatically figure out the final color for the shader to use. I'll probably also use the shader for a bunch of different effects down the road.

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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.

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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!

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