2013 - 5 - 21 / 5:22 pm / general
Nothing too exciting for a blog post today unfortunately, just a quick update on my SFML C# progress. Over the weekend I was able to add tile maps roughly following the tutorial right on the SFML website about using vertex arrays for custom shapes.
It was surprisingly straight forward to get a tile map with custom vertex arrays rolling. My first attempt actually involved using a render target. I rendered all the tiles directly to the render target, then used that target as a texture for another sprite. In theory this works well enough but the size of render target's is limited by the video card. On my main PC workstation I can make a render texture of 16000 something pixels, but my laptop can only handle 8000 something pixels, so this seemed like a dangerous way to do it. I switched to the vertex array thing and now I am super excited to try out different applications of the vertex arrays.
Still on my list of things to do are animations, tweening, collisions, and texture atlas support, as well as Ogmo Editor support. Plus probably a lot of refactoring. When the framework is lookin' better I'll release the source publicly so people can laugh at my code and help improve it or use it.
2013 - 5 - 18 / 1:58 pm / general
Working on my C# framework for SFML.NET. C# is actually really neat and I've been having a lot of fun with it! Although I'm getting to the tricky parts now... gotta implement some stuff like animations, texture atlases, and collision next! I just found out how easy it is to use shaders on render textures in SFML too, so I'm pretty excited to start messing around in shader land in the coming weeks.
2013 - 5 - 16 / 11:29 am / general
At this point I am becoming an expert at making test applications full of randomly colored squares.
This was made with SFML.NET and right now is just a quick framework put together loosely based off of Flashpunk. I don't have anything concrete yet, just a basic system of Scenes and Entities, but I'm having fun putting this together so far.
One thing I'm worried about is access to cool libraries. In AS3 I make use of TweenLite and AS3Crypto a lot. I'm really surprised there isn't a big "go to" tweening library for C#. I found some C# tweening classes with some help from Twitter, but they're mostly just "here's the code, good luck" type things. I was really hoping for something more like TweenLite with a bunch of demos and test applications to try out. (I know there's tweening options for Unity in C#, but since they are built with Unity integration they don't really help much without going into the core code and tearing it apart which I don't really have the know how to do.)
I think for now I'll move forward with this while also working a little bit on my AS3 project still. If I can actually manage to make a playable thing with SFML C# in the next two weeks or so then I'll call it a success.
I am both loving and hating this period of experimenting with new stuff, haha!
2013 - 5 - 11 / 12:13 am / general
When it comes to making a cool platforming game there's all kinds of little tricks you can do to make your game shine above all the rest. I mentioned jump input buffering in a previous post and how silently helping the player out here and there can make a huge difference in the feel of your game. The topic of this post is very similar to that!
Take a look at this typical platforming scenario. Our player is barreling toward a ledge at top speed, just holding right without a care in the world. They're going to want to jump when they get to the end of that ledge, and they're probably going to want to hit jump as late as possible so that they get the maximum distance out of their jump. read more
2013 - 4 - 30 / 4:28 pm / general
The TIGJam 5 site is now live and registrations are open! Make sure to sign up soon if you want to go to one of the coolest jam events of the year.
(Also ignore the glaring typos on that image of the site for now.)
2013 - 4 - 29 / 5:20 pm / general
Had an awesome day yesterday with some of the coolest people I know! I celebrated my birthday by eating an inhuman amount of sushi (all of the sushi in the first picture was just my order.) My friend Ben remarked "I would offer to buy your sushi, but there's no way I'm paying for a Kyle Pulver amount of sushi." It's understandable... last time I ate sushi with Ben my bill ended up being four times the amount of his.
Then my friend Linda made that red velvet cake with the momma from Offspring Fling on it, and it was amazing. The cupcakes we're also red velvet and delicious (although I feel like there was a missed opportunity there to make the cupcakes all babies from Offspring Fling too, haha!) but hey, now that I have a cake of my game, I can finally make it onto Kotaku, right?
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. 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!
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