@rabbit_nabokov island game with high res art x _ x (Today)

@rabbit_nabokov pretty well. Some folks are using it for games. Almost calling it 1.0 (Today)

@rabbit_nabokov why am I not just making pixel platformers for the rest of my life (Today)

@rabbit_nabokov u r cool (Today)

@MattThorson @NoelFB null propagation is the name of my new band (Yesterday)

@NoelFB MY GOD t.co/V4TO8FYLei (Yesterday)

@NoelFB WHOA Is that a thing that actually is going to happen!? (Yesterday)

@Hoaxfish @ColinNorthway Yeah, I'm doing high res graphics for my current project and the work flow sucks compared to small res pixels :( (Yesterday)

@amora_b t.co/2U6A6mKujc that feel when you're trying to sleep and there's a spooky ghost princess whispering to you about dark magic (Yesterday)

@ColinNorthway @Hoaxfish I think it's fine to rotate and scale pixel art if you're not creating weird sized or rotated pixels. (Yesterday)

@ColinNorthway Or when the pixel art moves in sub pixel space *dies* (Yesterday)

RT @infinite_ammo: Reminder - Check out Chevy's patreon: t.co/vPuEH34mm0 it has a pretty funny/cool video :O (Yesterday)

@Doomlaser YUUUUUP that made me want to barf haha (3 days ago)

@TheCasanovaGirl follow your heart (3 days ago)

@TheCasanovaGirl t.co/n7Ngz6QBez (3 days ago)

Every day I fear that the misspelling of whoa will win out in this war and we will be left with the battered remains of the english language (3 days ago)

@Seagaia2 rip in pepperonies (3 days ago)

@MANvsGAME @mwegner @aireye @BenRuiz @Data01 t.co/NJFh61tIoh (4 days ago)

RT @DiscordGames: Journey into the heart of darkness! Just three days until Early Access! t.co/fXAPZrVWZm (4 days ago)

@ChevyRay lookin goooooooooooooood (4 days ago)

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posts tagged with: gamedev

2014 - 9 - 18 / 4:08 pm / general

Game Jam Procedural Generation Part IV

Game Jam Procedural Generation Part IV

The final part of this series about procedural generation for Starforger II will conclude with the last of the level generation code. In the last episode I talked about some of the details in generating rooms, tunnels, and other details in the level. In this final part I'll wrap it up by talking about how I place enemies, breakable blocks, and some final touches on the treasure room.

Image

The next thing in the generation of the level is the breakable blocks. These are blocks that the player can blow up using their bombs. I added these sort of at the last minute of the jam just to give some more interaction with the world, and it felt kinda fun to forge your own path through a big section of breakable blocks.

// put breakable blocks in random places I dunno
for (var yy = 10; yy < grid.TileRows; yy++) {
for (var xx = 0; xx < grid.TileColumns; xx++) {
if (CheckRect(xx, yy, 2, 2)) {
continue;
}
if (Rand.Chance(config.BreakableChance)) {
if (breakables < breakablesMax) {
Scene.Add(new BreakableBlock(xx * 16, yy * 16));
gridBreakable.SetRect(xx, yy, 2, 2);
breakables++;
}
if (config.Width > 1500) {
xx++;
}
if (config.Width > 1000) {
xx++;
}
}
}
}


I actually use a separate grid "gridBreakable" to keep track of where I've already placed blocks. This is less expensive in Otter. The alternative would be to do a collision check against all other breakable blocks which would take longer and longer if there are more breakable blocks being added. Whenever a block is added I add a 2 x 2 rectangle to the gridBreakable grid, and the function CheckRect() will check against the breakable grid and the ground grid, so I can't accidentally place a breakable block in the ground, or overlapping another breakable block. read more

No Comments

2014 - 9 - 4 / 2:03 pm / general

Zublax Episode 7

Zublax Episode 7

I recently sat down with some Phoenix area game developer buddies for our "weekly" podcast about game design stuff. This time we talked about randomness in games and how different types of randomness can influence a game's design.

The full episode is available here!

No Comments

2014 - 8 - 28 / 4:31 pm / general

Game Jam Procedural Generation Part I

Game Jam Procedural Generation Part I

My latest game jam game still isn't quite ready for release, and unfortunately at this point it will have to wait until after PAX, but I can still share some source code from it that will maybe help people out when it comes to procedurally generating things in their games.

The premise of my jam game is that you play as a space explorer type person who is flying a ship around the galaxy searching for planets with shiny ore on them. When the game starts the entire galaxy is procedurally generated. This is a fancy way in saying that a bunch of random things happen and hopefully it works out.

for (var i = 0; i < 99; i++) {
var size = Rand.Int(8, 64);
planetSupply -= size;
if (planetSupply <= 0) {
size = 8;
}
var x = Rand.Float(Width);
var y = Rand.Float(Height);
var d = new Destination(x, y, size);

Add(d);

while (d.CloseToOtherDestination()) {
d.X = Rand.Float(Width);
d.Y = Rand.Float(Height);
}
}


This is my CreatePlanets() function for the map scene in the game. What this does is just creates 99 planets and places them in the scene at random X and Y coordinates. The map scene has a Width and Height defined earlier in the game (in this case I believe its 5000 x 5000 pixels.)

The scene also has a planetSupply field that is defined earlier. Whenever a planet is generated, its size is subtracted from the planetSupply. If the planetSupply is less or equal to 0, all planets created from that point on will be the smallest possible size. This was to control how many huge planets were created in the scene. read more

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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.

No Comments

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!

No Comments

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

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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