January 3, 2018 ryanjuckett No comments

Hyperbot: Making a Discord bot for INVERSUS

The official INVERSUS Discord server (found at discord.gg/inversus) has grown to house an active community of both veteran and new players. Creating the community was my first introduction to Discord and I quickly came to see the advantages of having a bot to help automate common questions and needs. I first searched for an existing […]

December 19, 2017 ryanjuckett No comments

Improving the Font Pipeline

This post will be a bit different than my normal technical posts. Rather than covering a successful finished system, this will be a glimpse into the process of (hopefully) getting to that point in the future. With INVERSUS finally out on all platforms, I can clean up some of the engine’s rough edges, and one […]

October 5, 2017 ryanjuckett No comments

The Complexity of Simplicity: Rendering INVERSUS Deluxe

When discussing the visual style of INVERSUS, there has always been an amusing contrast between the random YouTube comment saying that “this could run on an Atari” and the periodic questions asking how I’m actually managing to draw what is happening on screen. We’re going to take a detailed walk through how INVERSUS Deluxe composes […]

December 6, 2016 ryanjuckett 3 comments

Rollback Networking in INVERSUS

INVERSUS is a fast-paced shared-screen multiplayer game for up to four players. It is the type of game that would traditionally be local-multiplayer, and for a long time I thought latency issues would make it a poor candidate for online. Late in development, I committed to adding online support with the mindset that a “playable but […]

August 12, 2016 ryanjuckett No comments

Analog to Digital Input Translation

It’s common to use an analog input method (control stick, trigger button) to control a digital system. Maybe you want to control menus with an analog stick. Maybe you want to detect a tap or double-tap of the analog stick. Or, as is the focus of this article, maybe you want to fire a bullet with […]

March 24, 2016 ryanjuckett 21 comments

Interpreting Analog Sticks

When a game supports controllers, the player is likely using an analog stick at all times. Nailing the input processing can have a substantial impact on quality throughout the experience. Let’s walk through some core concepts along with examples from INVERSUS. Inspection Before tuning the analog stick, you need to know how it works. What is the hardware […]