2014 - 9 - 9 / 12:45 am / games
A few weeks ago I went to a local game jam in Phoenix! The them was discovery and I set out to make some kind of space exploration procedural thing. The final result was a game I named Starforger II. There is no Starforger I, but maybe I can make a prequel someday.
Starforger II v1.0 - Windows (92mb)
Whoa what's with the file size? Well this game has a lot of weird sounds in it, and maybe I can figure out how to get them more compressed, but right now they take up a lot of space.
The game uses Enter, X, C, and the arrow keys, or a USB game controller (although the game is designed around the 360 controller, so using one of those would be ideal.)
2014 - 9 - 8 / 6:06 pm / general
I recently was in Seattle for PAX 2014 so obviously I had to make a stop at the Seattle Aquarium to hang out with some otters. These otters were just chilling out after a hectic day of otter stuff and I was able to get some super cute video of it. I added some random Youtube public domain music to the video since the original video just had waterfall noise.
2014 - 8 - 13 / 6:56 pm / otter
I've pushed a handful of updates to the dev branch of Otter over the past week. The commits and source and all that good stuff is always available on BitBucket.
* Fixed a minor bug in the Coroutines. (If you opted to use multiple coroutine managers for whatever reason it would break the game's main coroutine manager. This should no longer be the case now.)
* Changed Direction to a bitfield. (Thanks to Fruckert!)
* Added a Prerender() function to Entities. (I realized I needed to draw some graphics before an Entity has rendered its own graphics, and the way I set it up in Otter made it harder to do this than compared to FlashPunk. Now you can render things before the Entity renders by overriding Prerender() and putting your Draw functions there.)
* Added tagging to the debug logs. (You can now log things to the console with a tag, and add or remove tags that you want to see in the console.)
That's all for now. I might be adding a PathFinder component to Otter soon, but we'll see if it makes sense to do so.
2014 - 8 - 4 / 11:52 am / general
News is spreading fast that the famous Dan Adelman has left his job at Nintendo to pursue helping indie game development teams with business development and marketing. How awesome is that! What's even more awesome is that I got to make Dan's new website for him. Check it out!
The site is actually created as a custom Tumblr theme which ended up being pretty straight forward to set up. I find it way easier to work with than WordPress, although you don't have as much freedom to host it yourself. Working with Tumblr definitely has its kinks though. The work flow can get pretty weird towards the end of the development... I ended up having to copy and paste the entire template for the site over and over again to update things which is pretty strange, but hey it works!
This is also the first site I've done with any sort of real responsive design. Check out how the site changes when the screen width changes.
It can be squeezed down pretty far in case you're viewing it on a Game Boy.
I had a lot of fun making this site! Haven't really taken on any web development work in awhile, so I had to shake a lot of the rust off, and I got to learn a lot of new things along the way.
2014 - 7 - 9 / 4:20 pm / general
I play a lot of TowerFall. So much TowerFall that I broke a 360 Elite controller within one month of purchasing it. I bought the "elite" controller because it was supposed to have that awesome d-pad that can transform and all that good stuff. Well it turns out that using the d-pad excessively results in the shell of the d-pad just cracking and breaking off.
At this point the controller is already broken, so I figured trying to mod it would be the best bet. I grabbed a new d-pad off of ebay, as well as a set of pink controller parts. The d-pad came with the screw driver needed to take apart the controller. After looking at a quick video on how to take apart the controller, here's the result!
Now I am totally ready to take on all opponents in style.
2014 - 6 - 21 / 1:14 pm / offspringfling
It's that time again! Offspring Fling is now available for 50% off on Steam for the duration of the Steam Summer Sale. It's hard to believe this game came out two years ago now. It feels like only yesterday I was working 14 hour days to get the game and the level sharing website ready for the Steam launch.
At some point soon I do want to have a proper postmortem post with all kinds of stats but I first need to make sure I'm able to post those stats without getting in trouble.
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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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!