@JonahD @ADAMATOMIC I've had good luck with just parsing the last like 1 second of input for a certain order of buttons/axis changes (Today)

@Capy_Nathan oh my god that is the coolest thing fffffffff (Today)

I really want to make a game that uses a fight stick ahhh (Today)

@ChevyRay Chevy Ray totally eradicates liberal blogs on a sub atomic level erasing all evidence of their existence down to the last atom (Today)

@rabbit_nabokov momo4 is looking so great keep it up! (Today)

@MattThorson #ripmattthorson (Today)

ebola is here abandon ship t.co/1mNrgspRov (Yesterday)

@ChevyRay awesoooooooooooome Suzy is mega adorbs (2 days ago)

@ChevyRay did you get a PUPPY? :O (2 days ago)

@Dan_Adelman yay free TSA massage (2 days ago)

@jacobalbano Haha yeah I saw someone mention it and at first I thought they were talking about my barely functional broken UI stuff in Otter (2 days ago)

Whoa what there's a GUI library for C++ called OtterUI? t.co/GdZRAZv6UZ I thought I had the only Otter named thing! :O (2 days ago)

@championchap Are you talking about using a string instead of an enum for the keycode? SFML used enums for keys so that's what I did, is all (2 days ago)

@championchap Yooo feel free to hit me up at hi@kpulv.com if it seems like 140 characters isnt going to cover it (2 days ago)

RT @ChevyRay: Month #1 of my Patreon is coming around! t.co/g4MNyxcnGd My lovely supporters will get some art, concepts, and 3 game … (2 days ago)

@hexxxappeal @djcoreynolan @gabetelepak @garythellama @igdaphx @EndgameBar phoenix! (3 days ago)

@rustym FrankerZ (4 days ago)

RT @fucrate: only the very dumbest shit amuses me anymore t.co/PTydXaqCkW (4 days ago)

@kinifi Hmmm very slowly. Hard not to feel overwhelmed by all the stuff I have to do, and it's all stuff I've never done before! (5 days ago)

@kinifi Ohh going okay but haven't gotten shit done this week x_x (5 days ago)

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posts tagged with: gamedev

2014 - 9 - 24 / 2:51 pm / general

Platforming Nudging Assistance

Platforming Nudging Assistance

Making a solid feeling platformer isn't as simple as setting up horizontal movement, jumping, and gravity. There are a lot of tricks and behind the scenes magic involved in making something feel good to the player. In the past I've talked about ledge forgiveness, and input buffering, and now I'm going to add nudging assistance to the list!

Ledge forgiveness, input buffering are two tricks that let the player execute their intended action even if they screw it up slightly. Nudging assistance also falls into that category.

The Problem
My latest small game Starforger II is all about roaming around procedural levels. A lot of times the levels have one tile openings in walls that the player wants to navigate into. Take a look at what happens with just a typical platforming physics system when a player tries to navigate into a small tunnel like this.

Image

Even though the player really wants to slide into that hole as they fly by they simply cant because there is no frame in which the player is able to actually navigate into that tile. If their vertical speed is too great they will miss the hole every time even though they are holding down input that would make it seem like they should be able to squeeze into there.

Image

Image read more

3 Comments

2014 - 9 - 18 / 6:36 pm / stratoforce

Dev Log: Building Buildings

Dev Log: Building Buildings

I'm finally getting back to work on my main project which for now is called Stratoforce. Maybe StratoForce? Strato Force? I dunno, who cares for now.

A big part of the game is placing structures onto islands that you build, and for whatever reason I've been totally stuck in how I should be designing the structures. I had a couple of images in the game for the basic Power Generator and Power Node structures, but I hated how it looked over time. They looked too complex, so I decided to try to dial it back to something way simpler with big simple shapes.

Image

From left to right there's the Ammo Generator, the Power Node, and the Power Generator. I've been trying to find references for RTS structure and building design, but I found that a lot of them use 3d which is quite a bit different. I can see how this kind of thing would be waaay easier in 3d though. I do want to have my structures animate, and respond to things, and doing that in 2d is going to be a little challenging. I might be able to make something work with a bunch of tweens or something though... hopefully I'll be able to prototype some animation stuff for the structures soon!

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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

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2014 - 9 - 6 / 2:51 pm / general

Game Jam Procedural Generation Part II

Game Jam Procedural Generation Part II

In the last episode of Game Jam Procedural Generation I talked about the "outer layer" of my procedural generation code for my yet to be released game jam game. After the outer layer of stuff has been generated, that can be used to inform the "inner layer" of the procedural generation. So the outer layer in this case is the galaxy that the player can explore in their ship, and the inner layer is the actual side scrolling platformer level that they will explore.

Image

Where do we even begin? First keep in mind that I'm using Otter for all of this stuff, so if you see functions and code that looks totally unfamiliar, it's probably an Otter thing. Also keep in mind that all of this code was written during a 48 hour game jam, so it ain't pretty. I'm just going to be sharing big snippets of code and hopefully try to explain what is happening in each one.

In the last step I talked about how I create a config object to hold all of the possible fields that will be used to generate the level. Here's what that looks like:

class ScenePlatformingConfig {
public int Width;
public int Height;

public int ShipStartOffset;

public int TreasureDirection;
public int TreasureDistanceOffset;

public int GroundLevelOffset;

public bool Explored;
public bool Pillaged;

public int Jagginess;

public int Platforms;

public int DecaySpots;
public int DecayChance;

public int IslandSpots;
public int IslandSize;

public int Rooms;

public string Name;

public int BreakableChance;

public int CreatureChance;
}


Pretty straight forward. Just a simple class that will hold a bunch of values that can be then passed to the classes that generate the platforming level. 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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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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