@ChevyRay I think you're really dang good at it to achieve that pace. It takes me like forever and a million years for editor features ;_; (Today)

@infinite_ammo cancel all my meetings that i didn't have. looks like i have other plans for today. (Today)

@infinite_ammo hahahh fuck I dont remember that and I should be all caught up. I must have missed that... (Today)

RT @Draknek: The Stugan deadline is coming up soon and @bnhw and I want to work on a new project there, looking for a 3D artist: t.… (Today)

@infinite_ammo oh god he's slamming the baby in the toilet. it's only a matter of time before he turns his toilet seat into a subwoofer too. (Today)

@infinite_ammo my fav is my upstairs neighbor who slams his toilet seat down also now apparently has a screaming baby in his apartment?? (Today)

@ChevyRay ugggghhhhh I LOVE MAP VIEWS OF THINGS AHHH (Today)

@jwaaaap I don't think you need to be SUPER HARDCORE but you def need platforming skills and the map system can seem kinda brutal at first (Yesterday)

@ChevyRay hi here is my tutorial on regular expressions this is how to verify an email address s/g+.a-Z0-9[]{/gi-?@/f-[a-Z]0-9??/gmail.com (3 days ago)

@TommyRefenes the lengths you'll go to become a metal gear solid boss amaze me (3 days ago)

@shaneneville t.co/9H8F5KlgFA (4 days ago)

@shaneneville well that sounds rad as fuck jfc (4 days ago)

@shaneneville tell me more (tabletop / pen and paper rpg systems are super duper fascinating to me) (4 days ago)

@Fruckert depends on my pace. if I'm working super fast I'll just have a text file in my csproj folder. if I'm slower I'll use trello. (4 days ago)

@ADAMATOMIC I'm not far into this talk yet but do they discuss how most of the costumes make characters look entirely different and incompre (4 days ago)

I'm excited to make games today! *checks task list* Oh right I'm stuck on like 50 bugs I don't know how to solve. (4 days ago)

@ADAMATOMIC just now realizing that I need a giant motivational poster of nasir over my desk at all times (5 days ago)

@obskyr YEAH I was bummed that the Hollow Knight soundtrack turned a bunch of the loops into short songs or arrangements :I (5 days ago)

I humbly request for video game soundtracks to feature more than one loop on the tracks that normally loop in the game~ (ESPECIALLY BOSS TRA (5 days ago)

RT @bitmOO: Hi, I make playful art! :) If you like my work please consider supporting me: 🐮 t.co/dFSRVxbXzf ☕️ t.co/F2hPwao… (5 days ago)

follow
search
posts tagged with: sky sisters

2016 - 12 - 21 / 9:49 pm / general

Dev Log: Upgrade Path Arts

Dev Log: Upgrade Path Arts

I'm home for the holidays so that gives me plenty of time to catch up on my missing blog posts for the month!

Here's something I updated in Sky Sisters a little while back:

Image

The assets for the "upgrade path" were a little lacking. Previously they were just some simple monocolored assets that had some minor effects. What I found though was that they were very hard to see against certain sky palettes. I tried some tricks like shifting the color of the asset around to make them stand out more, but I was having a hard time making them out. If I was having a hard time that meant that any players would have an even harder time, so out they went.

I opted for a more detailed asset that is trying to be more in line with how the upgrade diamonds look themselves. There are some minor issues with these but I don't see them changing much beyond this iteration.

No Comments

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.

Image

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.

No Comments

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!

Image

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.

Image

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

Image

No Comments

2016 - 11 - 23 / 8:14 pm / general

State of my Brain

State of my Brain

Progress on things has been pretty weird lately. I've been all over the place with what I've been working on and how I've been spending my time. I'm struggling to find things to talk about on the ole blog so I figured I'd write up just a bunch of thoughts and feelings that are bouncing around my noggin.

Super Sky Sisters
I've been feeling like this game is "almost done" for the past year. It's always felt that I'm one bullet point away from finishing it, but each bullet point reveals two or three more that I then have to work on. It just doesn't seem like the game has enough stuff for it to be called "finished." That and I'm also struggling with a lot of anxiety about the game.

Honestly what I really want to do is just release it on itch.io and call it a day, but I feel like I'm missing possible opportunities to do way more with it. Steam, Humble, maybe actually trying to get any sort of press for it... but all of these things make me feel incredibly anxious. I would be perfectly happy just quietly releasing it on itch, but am I just screwing myself over by doing that? I mean I do have to make money on my work otherwise it becomes pretty difficult to eat, but right now the thought of putting Sky Sisters in front of a potentially huge audience makes me feel pretty uneasy and I'm not sure exactly why.

These feelings of weird social anxiety that somehow carries over to my work is probably the biggest reason I haven't hurried up and finished it. My anxiety and "introvertedness" just gets stronger and stronger all the time and I'm not sure how to fight it! Whoops this part isn't exactly about Sky Sisters anymore. read more

No Comments

2016 - 11 - 17 / 5:37 pm / general

Dev Log: Sky Palettes

Dev Log: Sky Palettes

Back to chomping away at small tasks in Sky Sisters. One of the things I've been meaning to do is go back and make new palettes for the skies. When the players go through a portal that leads to more action the sky palette will undergo a big shift. This helps in showing the players that they're making some sort of progress, I think! Here are some of the new skies:

Image

Image

Image

Image

I'm still using a shader to color the sky that uses a color look up table. I just load up a grayscale image of the game's background in Photoshop and then mess with a bunch of settings until I get a palette that I like. I then export a little strip of color that ends up being a 16 x 16 x 16 cube of color, and the game then uses that to colorize the sky in real time. I will never be able to make a game without shaders ever again.

No Comments

2016 - 10 - 25 / 11:24 pm / general

Dev Log: Remaining Stuffs

Dev Log: Remaining Stuffs

October is passing me by way faster than I thought! I think this month has proven to me that I'm temporarily out of juice for Sky Sisters. I put a lot of energy into the game toward the end of the summer, and then there was PAX, and then there was the post PAX rush of new features I wanted to put into the game.

Now sitting here in front of my visual studio window I find that I'm totally out of energy. There are some things left to work on still, but I'm not feeling that kick of inspiration to finish them. I know that I have to continue to work on things no matter what I'm feeling, but I also don't want my total lack of energy to show in certain parts of the work.

For now the remaining tasks are pretty simple except for more polish and bug fixing. I need to be doing sound effects which I might tackle if I'm feeling up for it, but I'm not exactly an audio designer and I'm not sure if my chippy sounding effects are really keeping up with the high res art of the game. It's easy to get away with low fidelity sound when the graphics match, but when it comes to high res art it just sounds a little off.

I also need to figure out how I'm releasing this thing! I have maybe a few options in the form of publishers if I wanted to go that route, but I'm still feeling pretty anxious about it. I know that Sky Sisters is a pretty weird game, so I'm not exactly expecting it to sell any sort of crazy amount of copies. I've had fun working on it though and that's enough for me for now.

I suppose this post was just meant as a small vent, and also as I wrote this I'm trying to figure out what exactly it is I want to work on next. I think I might dig back into the secret final boss of the game and see if there's any way I can spruce it up.

If all else fails I'll dip into another project for awhile as that usually makes me feel better, but right now the only side project I have that's worth working on is the new version of Otter that will use FNA instead of SFML. We'll see how that turns out!

I'm just constantly reminded that creating stuff is super dang difficult.

No Comments

about

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.

blog stuff

categories

tags

archives

facebook

videos

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!

contact

Your message has been sent! Thanks :)
SEND MESSAGE