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Kaylerr

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A member registered Aug 26, 2020 · View creator page →

Creator of

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Hello everybody! I promised updates: you're getting updates. Working on one rn :0

Hello everyone! We released devlog 1 (or 0 if you want to be technical), of our new rhythm game coming soon! In this video we cover how we got to this point, in a very unprofessional, but engaging and objectively humerous manner...


oh thank you so much for covering my game! :D

when i get time, source code is fucked. Might make a sequel tho

Interesting games from you guys! Here we go:


wait you can do emojis in scratch projects??


all jokes aside this project escalated rq after i hit the ghost by mistake AAA

this game is actually so sick lmao

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Yeah-.  you should be able to quit and start the game though, i can do it. you just have to guess where the cursor is. sorry :s

Sorry about that- Unfortunately i had no control over programming the menu, but pressing escape should unlock your cursor

e

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Thanks Clive, this really means a lot. Continue working on it though? I could, i could. I don’t have enough skill at the current moment to keep maintaining this game like this. I’m currently working on another overhaul that should fix most, if not all bugs and add more content before i stop maintaining it for a while


the game has bad code in every way and the only way to fix the mistakes i made a year or two ago is to rewrite everything from scratch

the game will be kept up to play for anyone, i just need to step away from it and try to make everything better. 

“Boxfight 2?” is definetly going to be a question someone will ask, and i’ll say “aw hell yeah” I’ll try to work as much as possibe to make it better

It has been 2 weeks since the end of the 3rd Scratch Game Jam, and i thought i would write an in-depth post-mortem about what i did, what went wrong an other things.

What did i do?

I made 2 games, one being a rhythm game about hitting blocks like Beat Saber, and one being an endless platformer, with you controlling a baseball. Both of these show themes of survival, Paper Saber having the healthbar mechanic, and Balls. having the endless survival pressure. What i found interesting was how these systems came about. It took 3 full days to create a mostly-functional editor for Paper-Saber, one which you have to manually offset after using the editor. 
With Balls. it was hard to find the proper balance for how many objects to instantiate with the difficulty curve i introduced. This was because of how much testing it took to properly allow enough player flexibility throughout, while still allowing that quite gradual difficulty curve. These systems turned out quite compact and solid, just half baked on the inside, like a cookie, so it took time to get the inside of the cookie to harden eough to be soft and decedant and deliciously gooey (wait, are we still talking about cookies?)


What went wrong?
Everything! Making two games in 5 is absolutely NEVER a good idea unless you have solid ideas for them both - even then it can be hard to build them all up from the point you brainstormed them. With Paper-Saber, i found that instantiation delays were quite an issue because of the way the editor works, procedurally bringing these objects in and not counting the  time for them to actually GET to the player. This resulted in me having to hardcode an 18 vibrasecond (the time the game runs in) offset on all notes. This was okay, but definetly could be improved.
With Balls., as i said before, having the correct difficulty curve between the levels were extremely difficult to develop correctly.

What would i do better?
Definetly take time and feasibility into consideration. I was very lucky to be able to have such a high ranking in 2 categories for Paper-Saber and a few minimal ones for Balls., as my games were developed in a way that allowed the full experience but minimal infrastructure inside of the actual code. Feasibility would be a key factor to have, as you NEED to finish the game, and making a full RPG with 15 minutes worth of cutscenes and over 20 characters, understandably, would take a long time. I mean - look at Elden Ring, it took 25 years to get to the state it's currently in.

Would i do this again?
That's the big question, and i definetly would. The pressure and adrenaline making a game was very exciting and although there was a lot of stress making these two games, i definetly had a lot of fun making them, and would do this all again if i could! (Except get more views on YouTube by making the video better). But yeah.

Thank you for reading this Post-Mortem. Ask any questions you have below, and i will do my best to answer them. 

i shall

hehehehehe

thanks

that's the IDEA bro!! you're lucky the voice overs i made for the game were corrupted (sorry i'm writing this on a Nintendo Switch)

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...no, not that type of submission. I mean after submitting my games - weirdo. Anyway. 

I just finished two video games for the Scratch Game Jam 3, and currently regretting this decision, so, here's a little post on it.

Why the regret?

These games seem kinda half done, although the premises are extremely different, don't do what i've done.  I spent 4 days taking myself to the extreme, pressuring myself with something i shouldn't have done. I have done it though. 

Hates, Regrets, Tips:

I hated that i lost half of my project on Balls. (basically just introduction animations and a few TurboWarp addons, but...) i also hated that i lost almost 70 minutes of a YouTube video because i kept Flashback Xpress on pause.

Regrets? Making more than one game. If you truely want quality, you make ONE game in 1 week, not 2 games in 6 1/2 days.  that just doesn't add up. I'm very lucky that the Balls. game was not an over ambitious idea, and that i could get it done in less than 2 days (i proved myself wrong, i got it done in about 7 hours over 2 days.), and that making a game look like that would take not much of a stretch with time.

Tips? I don't have any yet. I will write a Post-Mortem when the gamejam is fully over, that means rankings and everything.

Why my strategy might not work:

The quality, like i said before, of the two games are astounding. Like, there's barely any bloom or any sort of polishing done on either game, so you get them as is. I've seen way better games than the 2 of mine combined, although their premises seem a bit boring and overused. I'm lucky that at least one of my games hasn't been done before on these submissions yet, (a rhythm game) and that, that rhythm game seems quite graphics-wise and more polished than the other. My strategy might not work because of how hard it is to look at, or the playability of this game. I couldn't play Balls. for more than about 5 minutes because of the insane difficulty after the first 4 minutes (which i highly reccomend you play and rank...!) 

All in all...
Don't do what i did. Seriously, like, it's not gonna work. I was extremely confident about it, but i have regrets. If you have 2 weeks to make a jam, have 2 games, but if not, 1 game is better than none. 1 game is always better than none.


alr see you later

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i am Kaylerr

i do, actually 😅 they just aren’t good

corrupted game files? I’ll look into that. Thanks for letting me know.

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loving the isometric view - how did you do this with Scratch's tools?
p.S: i suggest packaging the game with Turbowarp's Packager (and turn on some settings so the tool doesn't run at 9fps :)

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"Woah!! How'd you make your game so smooth?"
the Turbowarp Packager, baby! Get settings like these and more for your game jam games at https://turbowarp.org
(this is not an ad i just have nothing better to comment)

Yes, but its one of my arch-nemesis’s game jams so I thought it would be funny to win.

i confirmed with WowGames himself, and he allowed to have multiple games in the jam if you can allocate enough time to do yourself so.

This is a postmortem but pre-post mordem. Make sense? ok.

I initially joined this jam thinking i could actually beat this guy, @Wow Games Created, in favouritism on a certain platform. To do that, i actually had to try. Only problem is, theres 65 people in the jam, and assuming at least 50% participate, thats still over 30 games to beat. Gotta beat a lot of stuff. Beating lots of meaty games. Beating some meat. Beating a lot of meat. (Does this sound right to you?)

How to beat it you may ask?

Well, i have a gameplan.

I make 2 games. 

Since having 2 games would BOOST the amount of luck i have of getting an actually good game out for the jam, clearly a lot of work would be needed (and a lot of rendering...)


Now, how to make my games stand out you say? Well...

Interesting Metadata. 

Eye-Catching stuff to look at.

Scratch is so limited in whatever i could do so graphics-wise, so i knew i needed a new engine. How about... Turbowarp! I could bring my projects into there, break the stupid V shape 700 times, then get it to work. 

How to make my games interesting?

I know you didn't ask, but Story. Theme. Seizure inducing stuff, y'know? this would make people like my games more, the music and the fluidity of my games. They gotta be the impostors among glasses of water. Gotta be in-suspicious. Right?

How to win this game jam.

Well... i don't have an answer for that. I could boost my chances of being picked by making 2 games, triple my chances by making my games interesting, hell, even (sex)tupling my chances by making eye-catching graphics, but maybe some stupid potato game might win. But i mean, if anyone other than me wins, i'm gonna blow up my 300 dollar laptop. It's on it's last legs anyway.


With that, i leave y'all some tips n' stuff up there ^^ and its my birthday on monday, so Jimmy you better let me win. C'mon.

But, i'll write another one of these when the jam does end, and it's gonna be more like a post mortem.

ok bye

We took a 2 week hiatus after 0.0.9 to discuss how we can push our game further, like usual. Then we found out that the main creator, Kaylerr had to do stuff with school and devote all his time to it until summer break. After hearing that, the team took a 2 month labour span and overhauled this game with Kaylerr all before he had to focus on school.


Boxfight now has:

  • Custom Skins
  • Scene Transitioning
  • Achievements
  • XP System
  • Single Player (N-Emis)
  • New animations.

Play this update NOW.

watch the new trailer here: 

.

looking good…!

welp, time to change the subtitle! Thanks :)

Unity WebGL freezes near the end of loading to actually bring in and compile everything. Are you on PC? This i made sure that this build of WebAssembly didn’t work on mobile.

yes, it is a bug that would require me to create some kind of system that stops the player from going outside the thing. i’m aware it’s an easy fix but i just couldn’t do it in time to post it… it’ll be fixed next update though.


3:)

Yes, this game is super bad. i’m not gonna lie to you, i spent 4 hours on this because i was late to the jam. but i promise updates to make the game harder, more content added to it, and better mapping. but until then, enjoy the Prototype of my first successful rhythm game


3:)

i don’t know why the bloqs are instantiated everywhere but where the player is. i need to fix my randomizer. thanks for the input, this game will be updated to be better

until you finish impossible you can’t escape 🥷

Yeah, i'm gonna slow it down. 

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some more feedback would be APPRECIATED like.. a LOT! 

MRBeast. we all know him as Jimmy. 

Well, about a month ago, he dropped a video about cleaning the ocean. 

So, me being a natural game developer at heart, i made a really weird game for the thing. and here it is! 


This is an automatically engineered 1st person shooter-kinda game which requires you to clean the rectangular ocean you find your little bean in! You wanna clean up the ocean? well... here's how! 

how i how i made the game (youtube video)

the game (Fence WebGL player)


see ya in the ocean!

hey! We’re back. It’s been a while. We’ve been hard at work making some cool stuff for you guys, and this time, we got a big update for you.

New features

- we added a new FPS mode - its in beta so expect bugs. Not like gamebreaking bugs, but like, 1 or 2 odd bugs here and there that are really rare to replicate.

- we also added TWO new maps! The inlands:


This map is a desert-cybersky themed map, which has loads of buildings and trees and natural terrain to manoeuvre around.


The Stadium: 

This is a simple map with only you and the other players your against. Oh yeah, and physic beans. This map is reference to Redmatch 2’s Arena map, but I made it so I added loads of physic objects and 25,000 tonnes of bloom. Yeah. Have fun getting shot at 10 times a second. Hehe.


- we added custom backgrounds! This has been a while in the making. We finally made custom backgrounds working, so you can apply your FAVOURITE .png images to the menu of the game. 


that’s all of the major changes from us! If you wanna get the game, go to my game, Kaylerr’s Boxfight (my game) or go to https://Kaylerr.itch.io/Boxfight to get the game for Mac, Linux or Windows. Have fun y’all!

Submit any custom backgrounds here! But here are some rules first.

1) if you see any malicious content, or suspect any, do NOT open it, submit it to me. Or ping me on Discord.

2) do NOT submit malicious content or else you will be banned from the game AND banned from this itch.io message board community.

3) any NSFW backgrounds MUST be tagged "Adult Content" or something.

4) no posters with racism, homophobia, sexism, and any of that bad stuff. Keep it clean!


have fun submitting (just reply with the attatchment)

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Hey y’all! I’m Kaylerr, a YouTuber and Game Developer. I was wondering if I could get some feedback on my latest game, Boxfight. I want to know what I can add to my game to make it stand out, or to make it be able to be in a solid and produceable state for other platforms if it ever comes to that (hopefully soon!) 


I wanna know what you guys like about it, what you guys hate about it, and anything I can add to make it better.

I suggest you play Boxfight with some friends, as my servers can get a lil’ lonely at times! (Yes I get 0ccu a day 😅)


thanks in advance guys! 

👉 https://kaylerr.itch.io/Boxfight 


- Kaylerr :)