@AsherVo I just want to make cheeseburger backpack: the game (Yesterday)

@pietepiet chronolapse at like 10 sec intervals (Yesterday)

@RatalaikaGames thanks. Will check it out next week. Super busy weekend for me! (Yesterday)

In case anyone was wondering the air over the US between 30k and 40k feet is a turbulent nightmare today #thunderstorms #fuck (Yesterday)

@NoelFB welcome to Lord Demetrius's Eternal Purple Burger Dimension what can I get started for you (Yesterday)

RT @konjak: With the help of Bifrost Entertainment, I am finishing up Iconoclasts for PC, PS4, and Vita! t.co/7M3Hl1O7KL (Yesterday)

Mega man x2 is starting soon get in here t.co/iLwPRwlSKL (2 days ago)

Don't miss the mega man x2 race tonight it's an insane speedrun and should be mad hype! t.co/tNIX5iKAaf (2 days ago)

@Lumin0via haha yeah I only get 2 or 3 on most stuff ;p (3 days ago)

RT @rvjaeger: @kylepulver [ ] [ ] [ ] [ ] (3 days ago)

RT @OasusTheDingo: @theBumpus @kylepulver [ ] [ ] [ ] [ ] (3 days ago)

RT @theBumpus: @OasusTheDingo @kylepulver [ ] [ ] [ ] [ ] (3 days ago)

[ ] [ ] [ ] [ ] (3 days ago)

@mossmouth for now... (3 days ago)

I want to live in a world where all disputes are settled with terror instinct shirase mode (3 days ago)

@BeeMickSee @MANvsGAME borne. (3 days ago)

Oh my god there's a plush otter on the couch and a guy wearing a shirt that says otter club everyone donate immediately #SGDQ2015 (4 days ago)

@MllePilgrim @NoelFB wow how did you find those rare noels?? :o (4 days ago)

@Johnson20XX Yeah, also some of the combos that are just pure linked normals look insane. I'm still going to miss FADC... (4 days ago)

@Johnson20XX maybe, looks fun. I'm down to play anyone though because sakura probably wont be in it. (4 days ago)

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posts tagged with: gamedev

2015 - 7 - 25 / 6:35 pm / otter

Otter Example: Spritemap Animations

Otter Example: Spritemap Animations

I want to keep the Otter example train rolling until I manage to flesh out enough examples to cover all the basics of making a game. The newest example covers animating sprites using a quick example sprite sheet from the Spriter's Resource.

The example with all of the code and required image is available right here.

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Also a reminder: if you're using Otter actively make sure to stop by the forums, or sign up for the relatively new Otter Slack Team. There's actually quite a bit of activity happening in the Slack, and recently one of the Otter community members posted a new GUI suite of components to use in your Otter made games!

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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.

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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:

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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:

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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.

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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.

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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.

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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.

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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.

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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.

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