RT @bytejacker: WELP it was a day full of insane tech issues but a promise is a promise so... FREE INDIE RAPID FIRE! t.co/P9TWo4tgkk (Today)

@Iateyourp1e one little voice is calling me calling me (Today)

@SaltyPepperG @KingOfElks yo I don't want 4chon hacking my brain (Today)

@KingOfElks heads up I'm pretty much only on my phone this weekend and don't have discord on it (Today)

@thenicklask it's a php mysql backend that I wrote myself but I can recommend couch cms for something like my site (Today)

@cchubs you are da bes 👍😎 (Yesterday)

@kinifi no hablo espanol t.co/fq3keN77ts (Yesterday)

for some reason i thought it would be a great idea to drink a huge cup of coffee on a day where i was already feeling anxious YEEEHAAWWW (Yesterday)

@ADAMATOMIC klk has the same property as gurren lagann where I can just watch certain episodes on repeat forever and it still feels amazing (2 days ago)

RT @plasmapuncher: What's behind Plasma Puncher's animation? Sticks and balls! #indiegame #gamedev #animation t.co/NTlZTbG064 (3 days ago)

@JamminGames @lucyamorris @Gaohmee oh yeah, we weren't very good about recording a lot, but that one is here t.co/jZOJlumuoB (4 days ago)

@theBanov @NoelFB t.co/l7P22rNEyh (4 days ago)

@theBanov corey and I are most likely driving up to wyoming to catch it. only a 4 hour trip from our apartment! (4 days ago)

@JamminGames @lucyamorris @Gaohmee we retired it, but I think you might mean t.co/o5gOXtkUJV (4 days ago)

@theBanov apparently hotels and airbnbs along that blue strip of the august 2017 eclipse are already long gone -_- (4 days ago)

@Nifflas doesnt ctrl shift v paste without formatting? (4 days ago)

@pixelnicks yeah I was able to find the monogame template and grab it (4 days ago)

@saint11 I thought they made one of the older versions free. Like CS2 or CS3? (4 days ago)

@AsherVo only for huge components, and some for flavor. our wizard has a necklace of dragon scales that he uses for his crazy dragon spells. (4 days ago)

@fell_martins @AdrianGBauer bbq sauce + mac & cheese is GODLIKE (5 days ago)

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posts tagged with: gamedev

2016 - 12 - 16 / 1:06 pm / general

Dev Log: Particle Polish

Dev Log: Particle Polish

I've just been hopping around on Sky Sisters revisiting some areas that needed a little bit more love. I wanted to make the upgrade diamonds a little bit more clear when the players touch one.

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The changes are super subtle but hopefully they get the message across a little bit more. I adjusted the screen flash and the particle burst when the orb touches the diamond, and I also added a flashing effect onto the diamond itself that gets more intense. I also shortened the overall time it takes for the whole effect to play out.

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2016 - 12 - 15 / 12:32 pm / general

Dev Log: Loot Numbers

Dev Log: Loot Numbers

Whoops I forgot to post for like two weeks again. Why do I keep doing that! Oh well.

I'm quickly running out of things to do in Super Sky Sisters now as I try to polish every last bit that I can. I just keep letting my anxiety get the best of me and I refuse to release it because my brain is broken in weird ways. Anyway!

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I added some fancy numbers for when the player collects loot in the game. I figure since damage and healing has numbers then also collecting loot should also give some fancy numbers as well. I tried to make them look very different from the damage numbers so I went with a white fill and a gold outline.

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The numbers also get bigger the more you collect which can be pretty fun at times...

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2016 - 9 - 30 / 2:50 pm / general

Dev Log: Upgrade Queued

Dev Log: Upgrade Queued

One of the main pieces of feedback I recieved about Sky Sisters was something like "it would be nice if the players had a proactive goal instead of just reactive goals." Meaning that instead of just dodging things all the time it would be cool if the players could work toward some goal.

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Right now the idea is to have some sort of outline of a shape in the arena. The players can use the orb to trace that shape. Whenever a lap is completed the shape will change into something more complicated. Right now I have this tied to getting upgrades, which I'm still a little unsure of. The first time you complete a lap you unlock an upgrade. The second upgrade requires two laps, and every upgrade after that requires three laps. I have yet to try this out with two players though. I kind of like the upgrades always coming every 3 or so events, but it also seems like the most worthwhile reward that this shape tracing thing can give you.

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This might have to go through a lot of refinement as right now even I find it tough to find time to complete laps around this thing during all the madness of the gameplay. Having a proactive goal though also introduces the problem of cheesing certain events so I have to come up with ways to address that as well. Basically I don't want the optimal strategy to be to leave events running as long as possible to get more upgrades. We'll see how this turns out through play testing, and this might have to be something I possibly address or change after the first release of the game.

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2016 - 9 - 29 / 7:13 pm / general

Dev Log: Enemy Shields

Dev Log: Enemy Shields

I keep mentioning ways to keep both players involved in the gameplay of Super Sky Sisters in my recent posts. Here's yet another way I've tried to address this issue!

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I've introduced the ability for enemies to spawn with shields that can be either red or blue. These shields operate in the same way that the Orb shield does just placed on enemies instead of the Orb. It's a pretty straight forward challenge: red shields can be destroyed by player 1 and blue shields by player 2. This means that situations will develop in the game where you are forced to switch who is doing the shooting at times.

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Another scenario that can arise as the game goes on is stacked enemy shields. Enemies can have more than one shield on them! So this makes switching who is doing the shooting even more important as now players will have to trade off multiple times in order to take down a single enemy.

So far I'm pretty happy how this change has effected the game, but I've yet to see it in an actual two player situation. I'm looking forward to my next play test opportunity as there's now a load of new things to test!

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2016 - 8 - 9 / 11:04 am / general

Dev Log: Demon Animations

Dev Log: Demon Animations

Things are progressing! I've just been forgetting to document it on my blogosphere. I have some catching up to do!

Last week I finally tackled the animations for the demon sisters.

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Luckily I made a base template for all the sky sister animations, so this process ended up being a lot less painful than I thought it would be. All together it only took me a solid day of work to get together all the animations for the demons, and the demons actually have less frames than the angels so that made it all the more easier.

The task list continues to shrink!

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2016 - 7 - 28 / 7:23 pm / general

Dev Log: Secret Power Ups

Dev Log: Secret Power Ups

I finally got back to my development stream after what feels like a super long hiatus. Today I worked on some effects for one the end of Super Sky Sisters.

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After defeating the demon sisters the players will receive the ultimate orb power up that basically transforms them into gods. The next step is work on the ending sequence that happens when you've activated this power up, and this will be the second of the two endings in the game.

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About

Hi! My name's Kyle, and I make video games most of the time in Denver, Colorado. 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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