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Jump Input Buffering

Jump Input Buffering
Yesterday I updated Super Ninja Slash with a few tweaks, including the addition of jump input buffering. I talked about this a little bit on Twitter, but due to the 140 character limit I think I might've caused some confusion as to what I meant by jump input buffering.

First what I mean by input buffering is allowing the player (or any source of input) to input commands into the game and allow those commands to be effective for a short window of time after they are inputted. In the case of jump input buffering, the goal is to allow the player to input the jump button and still have a successful jump even if they mistimed their input by a tiny amount.

I made some doodles to try and illustrate what exactly is going on. Imagine that this is some typical platforming game.

Super Ninja Slash 1.1

Super Ninja Slash 1.1
Just a quick update to Super Ninja Slash.

- Jump input now has a small grace period before landing on the ground.
- ESC will now reset the game from the beginning.
- Audio controls are disabled at the "Enter your name" screen.
- Help screen updated with more useful tips.

The game has been played a few thousand times now, which is pretty awesome! Although, only a small fraction of those people make it to the end... just as planned, ha!

Some Post-GDC Thoughts

Some Post-GDC Thoughts
With another Game Developers Conference behind me I'm sitting here in my room trying to get back on my regularly programmed schedule. My brain still feels like it's recovering from having to go a million miles an hour for a week straight. I'm not really used to having a schedule for my day to day life, so when GDC comes around and I have to set alarms to wake up for things and make sure I'm getting to places at certain times, I get worn out pretty quick. In order to try and get back into the groove, I'm going to try to spit out some quick thoughts about GDC in my post-insanity haze.

Offspring Fling 50% Off!

Offspring Fling 50% Off!
Before I head off to GDC, you should all know that Offspring Fling is currently available on Steam for 50% off! The sale only lasts for this week, so if you've been waiting to get your hands on Offspring Fling then now is your chance for the low low price of $3.99!

Now I'm about to get on a train that will take me across the desert and eventually to the Moscone center. See you at GDC!

Doodle Post

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Namiko Now Available

Namiko Now Available
Hot off the heels of just releasing Super Ninja Slash, I'm releasing another game into the public's hands. Originally available as a bonus game for the Indie Royale bundle back in December, Namiko is a relatively simple wave defense type game that can be played on OSX or Windows. (You can find the downloads on this page.)

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When it was originally created, Namiko scored me 1st place at a local game jam held here in Phoenix at the University of Advancing Technology. The goal of the game is to defend your palace against hordes of attacking humanoid enemies that have three different powers. As the protagonist Namiko, you can scan these enemies and absorb their powers to make them your own. The game is about figuring out each enemy's weakness, and maximizing your chances of successfully defending by choosing the right weapon at the right time. I think the theme of the game jam was "adaptation."

Since the jam version I put a few more days work into it and just tried to generally polish up the experience. On a side note, releasing this game into the public officially makes this my 5th release between GDC 2012 and GDC 2013! I'll post more about that later though.

Have fun!