Friday, November 28, 2008
Irony irony irony, you don't have to be so heavy handed. Subtle irony is better. It's funnier. Hell it's the English way.

Big nasty smiling in your face as it twists the knife in your stomach irony isn't good. Unless it happens to someone really bad who deserves it, but then you're treading on Karmas toes a little.

Two days after writing the post "Xbox, we love you", just after the 3 year extended warranty has expired, just as I'm building up to some quality down time with a clutch of new games for my baby, just as the NXE has come out, we've had a death in the family.

deathInTheFamily.jpg
"Jede dritte stirbt den Hitzetod"

My beautiful, fault free lump of gaming heaven has passed away. Bastard.

For those of you who don't know, that's known as the "Red Ring of Death". It's the Xbox's way of saying "You're going to need to buy a replacement for me, that's money you could do without spending just before Christmas isn't it. That'll teach you to finally do a blog post about me. Irony, that's what that is."

If this has taught me one thing, it's to never write a blog about how great my prostrate is feeling or that I'm glad I've never caught my testicles on razor wire.

Squize.
Friday, November 28, 2008 9:40:14 PM (W. Europe Standard Time, UTC+01:00)  #    Disclaimer  |  Comments [12]  |  Trackback
 Wednesday, November 26, 2008
I know there wasn't a lot of love for the Mii360's when it was announced, if you own a 360 by default you're a hard core gamer. Leave the avatars to Nintendo.

But... they're kinda more-ish. Here's what Olli and I look like when made of polygons.

avatar-body_nGFX.pngavatar-body.png

Obviously Olli isn't a child who's only been fed salt sandwiches for 6 months, nor am I a giant whose only eaten cake for 6 months ( I didn't realise the difference in size until 2 seconds ago when I uploaded them both. It looks like I could, and possibly will, eat Olli ).

Because we like looking at strangers who we don't really care about, here's how to link to your avatar,

http://avatar.xboxlive.com/avatar/YourGamerTag/avatar-body.png

So feel free to post a link in the comments, just so we can be surprised at whose's actually bald, or wears a dress, or is nothing like how we pictured them.
Or even better, if you've made your avatar look like some one famous, and not just the usual staples ( Mr. T, that's the avatar equivalent of going to a fancy dress party as the fucking Blues Brothers ) but the likes of Jesus, Charlie Mansion, the midget from Fantasy Island, John Wayne Gacy in his clown outfit. The more twisted the better actually.

Also if you just want the smaller gamer pic version, link to

http://avatar.xboxlive.com/avatar/YourGamerTag/avatarpic-l.png

Although that only works if you've taken / saved a snap shot of your new avatar as your gamer pic ( It won't link to the pre-NXE gamer pics ).

( Here's me again, trying to get my gamer pic to look like the last person in the world you'd ever want to be stuck in a lift with

avatarpic-l.png

Mental Mii ).

Squize.
Wednesday, November 26, 2008 11:09:00 AM (W. Europe Standard Time, UTC+01:00)  #    Disclaimer  |  Comments [3]  |  Trackback
 Monday, November 24, 2008
What a great title. It sounds nice and gamey. Like a sweet bullet time effect, or maybe a real time rewind function. Picture that, being able to pause and then rewind the action in any game, just by dropping the cessation time distortion component into your game. Nice.

It's actually got nothing to do with gaming or Flash, it's yet another smoking reference. Promise it'll be the last mention of my own personal trial on here ( In 15 mins I'll have been a non-smoker for exactly 1 week, hence my final farewell to banging on about how hard it is etc. etc. ).

"A cigarette is the perfect type of a perfect pleasure.
It is exquisite, and it leaves one unsatisfied.
What more can one want ?
"
Oscar Wilde.
I've been doing a bit of reading about smoking and the effects it has on you, it does help when trying to stop, as it makes you realise it's not just a case of you being weak. It's a bit more than just caving in and eating that last bit of cake.
Ok we all know smokings bad. No one is so stupid as to think otherwise. Non-smokers just don't get how smokers can smoke, I mean it stinks, it's bad for you and it costs the earth. Smokers just hide behind a million different reasons just to keep smoking.
( Personally I used the combination of "I do actually enjoy it", "It helps me think" < Strong reason for me there, "I stopped before, and I remember how hard it was, and now I'm self employed I just don't have the time to effectively write off two weeks suffering withdrawal pangs". If you're a smoker I'm sure you can add your own to this list ).

So we all know all the bad things about smoking, the smell, the social costs ( It's no longer cool kids, try standing outside in the rain smoking, far from cool. Speaking of which, I'm sure I can't be the only smoker ever to stand in the rain, thinking "What the fuck am I doing this for ? I'm not even enjoying it that much anymore" only to do it again the next day. Same as going to a shop at 3am to buy some smokes 'cause there's nothing worse than waking up without a cigarette is there. ).

But here's something I only found out over the past couple of days. I was kinda aware of it, but never really knew the details. It's something that's never really thrown up as a reason to not smoke in the first place, I assume that cancer and heart disease are treated as good ( Bad ? ) enough reasons, in addition to the usual staples ( Smell, cost, ages your skin etc. etc. ).
To me it's caused more of a knee jerk than either of the big boy reasons not to smoke.

( Again, there's this pre-conception that smokers are dumb 'cause smoking greatly increases your chance of getting a million different cancers, with lung cancer being the big one, the mother of cancers. God's way of really smiting the smoker. You want to smoke ? Here's a cancer just for you. That'll fucking teach you.
As a smoker you know that, but it's an addiction non-smokers, so you can twist anything to suit your argument [ To keep smoking ].
Here's some stock replies, that I'm sure I've used before "I could get run over by a bus tomorrow", "You only live once, life's too short to worry about things like that. Anyway they say you can get cancer from <insert whatever has just been in the news recently that can give you cancer> so what can you believe anymore?" or the classic "I know it's bad for me, I'll stop smoking as soon as I notice my health getting worse, so I'll be fine".
I'm sure my Dad used that last one, he also used the other classic "Uncle Tom smoked 80 a day from the age of 14 and died in his 80s and was fit and healthy right to the end". Every smoker has that uncle Tom. My Dad died of lung cancer when I was 20, so 16 years ago. I started smoking when I was 17, and by the time Dad was dying infront of us I was quite happily smoking 20 a day. At his funeral ( Which btw was the first one I'd ever been too. Not the best way to lose your burial virginity ) I was desperate for a smoke, and when I got the chance, I did.
Here's a good definition of an addiction, "The uncontrollable, compulsive drug craving, seeking, and use, even in the face of negative health and social consequences." [source]. That's what smoking is, that's what makes you want to smoke at your Dad's funeral. It really is more than just not being able to turn down that last bit of cake ).

Nicotine is a poison, we all know that. It's the tobacco plants natural protection from insects. Drop for drop it's 3 times more deadly than arsenic. I guess there aren't too many insects eating tobacco leaves. It's also a member of the same family as cocaine, morphine, quinine and strychnine. Nice family.
But here's the detail that I only discovered the other day, the "If only I'd known that before I started smoking" bit of info ( That really wouldn't have made much difference in all honesty, but more than the big guns of reasons not to smoke ).

Eight seconds after your first ever drag your brain releases a ton of dopamine ( You can read the very dry definition here, or if you want to skip that, it increases heart rate and blood pressure. Basically it's an instant rush. It's also connected with your bodies reward system, which is handy in terms of forming an addiction ).
K, you've taken your first ever smoke. Nasty as hell. You're going to have to work quite hard to get addicted to this, but don't worry, smoking messes up your sense of smell and taste, so in effect it masks the fact that it tastes like what it is, poison. Also you know that stat about cigarette smoke containing 4000+ chemicals, included in those are things like Cocoa and Corn Syrup, added to make it smell less like death, and more like a white stick of nice.

Your brain knows poison when it gets a lung full of it. In return it reduces the number of [ Acetylcholine ] receptors available to receive nicotine to try and protect itself. It also reduces the number of transporters capable of moving the nicotine around in your brain, and as a final wave of protection, in other areas not affected by that first ever rush of nicotine it creates millions of extra receptors, so if you do have any more nicotine intake it's spread out more.
That's why you'll never ever get the same hit from a smoke as you did on that first ever time, every cig since that very first draw has been an attempt to re-create that first buzz. Your brain has re-wired itself to protect itself from having too much posion concentrated in one spot.

That's the thing that's freaked me out. That the crap I breathed in is dangerous enough that my brain is physically different, that it adapted itself straight away to avoid the harmful effects of nicotine ( The same thing happens with other drugs, it's the bodies way of coping with having something in it that really shouldn't be there ).

And connected to your brain being different to cope with nicotine ? Cessation Time Distortion.
In that first 72 hours when you stop smoking you have some nicotine left in your system ( It has a half life of 2 hours that's why when you're a smoker going over a couple of hours without smoking is hard as hell, for me it was an hour before I'd start getting really needy for one ), but it's not enough and that's why your brain throws a hissy fit.
This includes mood swings, lack of concentration ( It's exactly a week today that I stopped, and it's only just starting to sort itself out, although this post has taken ages to write ) and all the other things that make you a pain in the arse when you stop. At it's most simple level, you have a panic attack due to not being able to get what you crave, mixed in with your body regaining control of it's fight or flight mechanism, which has been run by nicotine since you started smoking ( Hence the attacks of instant pure rage for no real reason. Your body isn't used to handling anger itself properly any more, it's like when people have their sight restored after years of being blind, it's just over whelming and your brain doesn't really know how to cope ).

After those first 72 hours your brain kinda gets it, and starts resetting the changes it had put in place. Basically you're learning how to be the real you again, as opposed to the smoking-in-the-rain-even-though-you-don't-enjoy-it you. This isn't too smooth either, but should only take a couple of weeks.
Part of this re-wiring process is this really weird side effect, time distortion. Your whole concept of time is screwed. As a rule we all have pretty good internal clocks ( We've all had that "Got to get up in the morning it's really important" and then woken up a couple of minutes before the alarm was due to go off ) but during this process of re-wiring it's a million miles out.

At first that's a nasty thing. You know how when you're waiting at the doctors or the dentist time just drags. It's 'cause you're a bit bored, perhaps a bit worried about what's coming up, and it just seems to go in slowmo.
When you stop smoking, the whole day is like that. It's like the week before Christmas when you're a kid, it just goes on and on forever. Apparently actual physical nicotine cravings only last for 3 minutes at a time, but during the first couple of days you get hit by a lot of these cravings, and mixed in with this newly found no concept of time at all, they really really don't feel like 3 minutes.

Now I'm at the worst is behind me stage, this whole time distortion is nearly as cool as a component you could just drop into your Flash game to control time. I'm getting more done because I have more time on my hands. Not just 'cause I'm not having to shoot outside every 45mins / hour for a smoke, but because my brain really doesn't have a clue how long things take.
Which is such a result, as I have a deadline this Friday, and I've done relatively little the past week because I've had no concentration at all. I'm hoping I'm going to stay ever so slightly mental long enough to get the new game done.

And on that note, we're back onto games and leaving smoking behind. Normal service should resume tomorrow, thanks for indulging me.

Squize.

Monday, November 24, 2008 11:22:27 AM (W. Europe Standard Time, UTC+01:00)  #    Disclaimer  |  Comments [4]  |  Trackback
 Sunday, November 16, 2008
Gears of War2, the most stunning game I've ever seen, and despite some of the on-rails sections being a bit tricky to the point of swearing at the TV, it's a fantastic game.

One of the new features in it is your "War Journal", where your progress is kept.

gearsJournal.jpg

Which is a really sweet feature. Although it reminds me ever so slightly of...

disJournal.jpg

Nice to know that my thoughts aren't a million miles away from Epic's at times ( I didn't come up with the idea of the journal in Death in Sakkara, but I'm pretty sure that having extra hidden collectables was down to me. That was obviously before I started the 3 month crunch to actually code the game ).

Squize.
Sunday, November 16, 2008 6:52:32 PM (W. Europe Standard Time, UTC+01:00)  #    Disclaimer  |  Comments [0]  |  Trackback
 Saturday, November 15, 2008
The indie Flash game community seems to love stats. I guess it's 'cause it's always nice to see someone whose written something good getting the recognition ( Even if it is more in terms of traffic than cash ), and because it's slightly inspirational, that everyone is just one good game away from achieving the same results.

When our game Chimbo got blammed on newgrounds it really shook me quite hard. It's the first time that I've really had a project fail on me ( I've had games I've not been able to sell before, but never something out there which has performed badly on a critical level ).
We thought that was it for the game. We were under no illusions of what the game was, a reskin of an even older game. It's far from great, but both Olli and I chatted about it before hand ( Like we always do ) and considered it good enough to go out under the gyw banner. It's an average game that looks pretty with varying degrees of presentation.
That was it then, a footnote in our history.

And then the traffic started to creep up. It got on some front pages of high traffic sites, only for a day or two ( Such is the turnaround on such sites ) and got spread around a little.

chimboStats.png

At present Chimbo is hosted on 392 sites, and in the 281 days it's been hosted on gamejacket it's served up 1,248,011 impressions. Not a hit by any stretch of the imagination, but average traffic for an average game which started it's life quite badly ( And apparently in gamejacket's all time top 20 hits, although I think that's more through default 'cause it's been there pretty much since the beginining ).
Today it's had 4359 impressions, which is a nice trickle of people ( Hopefully ) having some fun with it. It's proved to be a slow burner ( Hopefully pinball will be the same, as that's done relatively poorly ).

So is there anything you can take away from this ? I mean it's all well and good seeing a nice graph and knowing one of our games hasn't done too badly, but it doesn't help you much.
Hopefully it shows that sites with a typical teenage boy market ( Ninja zombie pirate shoot'em up anyone ?) aren't the be all and end all. There are a lot of sites which are targetted at young girls too which have insane amounts of traffic. Chimbo had 50k+ hits in one day purely by being front paged on a girl site ( That sounds terrible, "A site aimed specifically at girls" is what I should have said ). If you got that sort of traffic on ng or Kong in one day you'd be pretty pleased.

To show this isn't a one off, the game I did for gimme5, Loved Up, died on it's arse on all the "usual" sites, then went on to be g5's top referring game for months.

Is there a large mostly untapped audience for "games for girls" ? Hell yes. I spoke to Barry at gamejacket just the other day and he told me that they're now generating two lists [ Of portals ], the usual one and one for the female audience.
You may think it's selling your soul to do a game targetted specifically at girls. You want to do Metal Slug X, not Me and My Pony, but a game which appeals to a young female audience doesn't have to be overly twee or technically "cheap". Just see it as another genre which should be on your list of ones to try, same as doing a puzzle game or a mode7 racer etc.

Anyway to wrap up this posts about stats, here's a great couple of links where you get to see dirty hard amounts of cash, compiled by Drastika ( Cheers Paul, saved me hunting these down ).

Elite games' earnings ( For Oct )

Emanuele Feronato's one year money making experiment results

Squize.

Saturday, November 15, 2008 6:12:15 PM (W. Europe Standard Time, UTC+01:00)  #    Disclaimer  |  Comments [7]  |  Trackback
 Monday, November 10, 2008
I've posted here before on our google indexing. Also the blog software records what search terms drive people here, the most popular being "as3 frame counter" and "as3 flex preloader". We get a lot of disappointed Cure fans with "I don't care if Mondays blue" as well as some other really obscure searches landing here ( "Boylinks" comes up a lot, don't ask ).

Checking the logs Friday I came across this gem from google.com.au,

"WHY THE FUCK WON'T STUPID FUCKING as3 LET ME FUCKING CREATE AN EVENTLISTENER"

( We've got the number one rank for that phrase, I really don't know why, we can't be the only people using the word "fuck" and "as3" in the same posts surely ).

Anyway to be so pissed off at coding to swear at google is something we totally sympathise with ( As well as admire in a slightly mental way ), and whoever you were, you're a kindred spirit mate.

[Update: I've also noticed other people are entering the phrase into google, is that just to see if we're ranked number one for it ? I think we own it now :)
Also today, "wee sex" gets us a front page hit. I think I may need to calm down the bad language and obscure sex terms on here, as we're going to be getting hits for the most obscure stupid things. golden showers ].

Squize.

Monday, November 10, 2008 7:13:12 PM (W. Europe Standard Time, UTC+01:00)  #    Disclaimer  |  Comments [0]  |  Trackback
 Friday, October 31, 2008
petal.jpg

Meet Petal

As way of a slight added bonus, click here to expand your mind ( Or make yourself feel sick, it'll be one or the other ).

Squize.

Friday, October 31, 2008 4:25:19 PM (W. Europe Standard Time, UTC+01:00)  #    Disclaimer  |  Comments [2]  |  Trackback
 Thursday, October 02, 2008
Air. The future of RIA. Unless you try and actually use it.

I've been wanting to write a swf encryptor for ages and last night I finally cracked ( As I'm working on something that I really don't want decompiling for various reasons ).
It was a toss up between Zinc and Air, but I opted for AIR 'cause in theory it is the future and therefore should have better support than Zinc.

So after all the hype surrounding Air I should just be able to google around, find out how to drag and drop, save a file and some other basics. I develop in Flex rather than cs3 'cause it's a million times better, but any search for Flex and Air just brings up examples using MXML. That's not great.

Eventually I found a hacky way to create an Air project in actionscript in Flex ( It's so convoluted it's untrue. You create a Flex project as opposed to an AS one as usual, tick the Air box, but on the part where you set the document class you alter the mxml extension to .as and it works ).
Getting there. Published the main class and up popped... nothing. More searching and I found out how to set it up ( A big thanks to Toby for blogging about it, without his words I'd have given up all together ).

Cool, got a window in place now. Close it, try publishing it again, and... nothing. Lot's more searching ( And swearing ) and I found out what the problem was, and the cure. If you don't exit your app correctly ( ie call an exit() after adding a listener to the close button ) then it doesn't actually exit correctly ( I found this out myself after a lot of messing about ).
When you publish an air app it runs something called adl.exe ( Adobe Debugging something. I've had enough air googling for a life time so can't face looking it up ) which runs the swf wrapped in the air api.
If you don't call exit() then when you close the app adl.exe keeps running. Ok, that's not the end of the world. What actually is though, is that you can only run one instance of adl.exe. If it's running after you've closed your app incorrectly, then you can't run any more air apps.
The beautiful thing is, it doesn't tell you. Flex doesn't tell you either. It's like they've ganged up to keep us in the dark.

Until I figured out the whole exit() thing, I was working with task manager open closing it down every time. The only solutions I found online were, yep, work with task manager open and...

Ok it kinda makes sense, and if you've got to call exit() then you've got to call it, but c'mon, this is the future of RIA and I've got task manger open to kill it ?
It all feels very beta-ish, from the hacky way to even create an Air project in Flex to that.

Once I got past these hurdles, I must admit it wasn't that bad. The lack of docs ( I only found this after I'd gone through a lot of pain ) has made it a less pleasant exercise than it should have been ( Oh joy, another mxml example for something I want to do with code ).

One weird thing which I'm putting down to me is that when I drag and drop a swf into my sexy little app it runs the app twice. I don't mean it opens another window, it just runs through all the code twice ( In alcon I was getting,
"wtf ?"
"wtf ?"
which was a bit of a give away ). A little kludgy check cleared that up.

At present we've got a simple little app which you can drag a swf onto, it then encrypts that with blowfish via the very nice Crypto library and you can then save that back out.

Next up ( And what I've been swearing at for the past hour or so ) is the decryption routines. Well, the code is being embedded and decrypted, it's just figuring out how to then make that byteArray run as a swf rather than just sitting there annoying me.

Squize.

Thursday, October 02, 2008 9:20:04 PM (W. Europe Daylight Time, UTC+02:00)  #    Disclaimer  |  Comments [7]  |  Trackback
 Monday, September 29, 2008
Moms have tried their level best to prevent their kids from holing up in their rooms with their eyes glued to a computer screen and their hands busy at the controls of that new gaming console. But video game enthusiasts have found a way to beat this hurdle and prove to the older generation that these seemingly useless ways of passing time do have their practical uses in the real world that we inhabit.

•    Video game technology has been used with varying degrees of success to teach children with autism at the University of Victoria in British Columbia. The games are effective teaching environments because of their richness and continuous nature. Video games have also been used by researchers at the University of Edinburg and the Glasgow Caledonian University to study cognitive skills in autistic children by using software that recognizes gestures and movements and translates them to the screen. This would help bring out skills that they possess but are unable to showcase because of their inability to speak.
 
•    Video games are being used as tools to teach business prep programs by global accounting firm Deloitte & Touche USA to help develop their future talent pool. High school children are invited to participate in a gaming competition that will test their skills in conducting and planning events and raising virtual money. The games help them learn business, ethics, money management and decision making.

•    Virtual gaming worlds like Second Life are being used as 3D simulators to view plans and diagrams of real world drawings in three dimensions as opposed to the flat two dimensions we see on paper. The realistic drawings are used to conduct training programs and make changes to the system as well.

•    Corporate houses are saving tons of money by using Second Life as a gallery to showcase their advertisements, posters and other design materials in 3D settings to employees and clients all over the world without having to travel miles to achieve the same. There’s also the fact that this move reduces the amount of fossil fuels used up in traveling and hence is beneficial to the environment.

•    More and more surgeons are taking to video games now that there’s a study done that proves that game-playing improves the dexterity of their fingers and helps them during surgeries.

•    Moviemakers are using 3D gaming environments to simulate three dimensional models of characters in different poses and styles in record time. In a life prior to Second Life, physical models would have to be built and tested to achieve the same effect.

The future of gaming holds a lot of promise – we may be able to visit a supermarket from home, pick up things from shelves and feel them before we use an online checkout cart, all in the near future too.



This post was contributed by Kelly Kilpatrick,who writes on the subject of the top online colleges. She invites your feedback at kellykilpatrick24 at gmail dot com.

Monday, September 29, 2008 6:18:58 PM (W. Europe Daylight Time, UTC+02:00)  #    Disclaimer  |  Comments [0]  |  Trackback
 Friday, September 19, 2008
Credit crunch. Man I am ever sick of that term.

Hold my a hand a minute or two whilst we go on a brief trip back in time.

Way back wealth was gauged in precious metals, mainly gold. Coins were made out of it to make life easier. Then to make life even easier they was replaced by paper bills. A bill is simply a promissory note to be exchanged for specified goods or services. On the £10 note I've just fished out of my wallet at the top it says "Bank of England. I promise to pay the bearer on the demand the sum of ten pounds". Cash is purely symbolic, it's still easier than a big sack of gold, but at the end of the day it's still just a way to show how much gold you've got. That tenner is worth £10 worth of gold, which is known as the "Gold Standard".

Sticking with the whole gold thing, the original bankers were actually goldsmiths. They worked out that it was really unlikely that everyone who had their gold stored with them would ask for the whole lot back in one big hit, so they loaned money to people based on a percentage of the gold they had bagged up in the back office. It was a bit of a balancing act, a war could come along and everyone would want to withdraw their gold in one go ( Which would lead to a "Bank run" ) but as they were charging interest on these loans it was worth the risk.

To quote author G. Edward Griffin, "[bills] are made in such vast quantity that it must equal in amount to all the treasures of the world".

Being able to print your own money is in an easy fix. Governments soon realised that you know what, fuck it, we haven't got that much gold stored away but we can print some more notes as we're running a bit low ( The process of lending out more money than you have actual gold for is called "Fractional-reserve banking" ). The offset of this being, the more money there is, the less it's actually worth  ( So my £10 isn't actually worth £10 of gold, as the Bank of England has printed more notes than they've actually got gold to cover. They no longer adhere to the gold standard ). The process of too much money in the economy causing it's actual value to decrease is inflation ( When it's all going wrong it's just a downward spiral, as can be seen with what's going on with Zimbabwe's inflation rate ).

Let's go back to the good old Bank of England. It sets the base interest rate. This is basically the interest rate it charges banks for borrowing money from it. Currently it's 5%, so all the banks who want to borrow a couple of quid pay 5% on that. Now on the vast sums that are shifted around, 5% is still a ton of money coming back.

Ok, I want to borrow a couple of quid. I can't go to the Bank of England directly for a loan, so I'll go to my local high street bank. Now this is where it gets really beautiful, having a quick look at a loan comparison site, the best I can get is 7.8%
There's a bit of profit there.

Back again to Fractional-reserve banking. It is what it says. A bank only has to keep a fraction of the money it has in reserve. Say you've sold a kidney and have £10,000 to put in a bank. The bank only has to ensure that it holds on to a percentage ( Or Fraction ) of that £10k.
In the UK that percentage is voluntary  (According to the wikipedia link above, in 1998 it was 3.1% ).

You've gone to the bank and paid in your £10k. Looking at savings rates, if you want to be able to take your money out fairly soon then you're looking at getting around 6.5%. Now lets say the reserve rate is 10% ( As it is in the US ). The bank will have to sit on £1000 of your money, the rest it can loan out. At 7.8%.

Not only do banks get a cheaper lending rate from the Bank of England, they make money on your money. Sweet.

So who's actually making all this money ? Who owns the banks ? Well, they all do. It's like cash incest. Despite it not even looking like a direct link, they all own shares in each other.

Right hopefully I've set the scene for why banks are not the most likable institutions. I can finally get to the part that really grinds my gears.
If a bank goes belly up, the government will dive in and "rescue" it. It happened with Northern Rock and the US has just sanctioned a bail out scheme.
As a tax payer ( The driving force behind this huge rant was a really snotty phone call from the Tax man at 5 past 9 this morning. Just 'cause my form and cheque haven't got there yet doesn't mean I want to be spoken to like I'm a fucking rapist first thing in the morning, thanks ) I now own a share of Northern Rock. Or rather, my tax is paying to keep that bank afloat. As more and more banks get into trouble more and more of our tax will be spent shoring them up.
In the current climate mergers are going to be more common place ( Such as the Lloyds / HBOS merger ). The credit crunch is a bad scary thing, we're all paying more for things in shops, getting a loan or a mortgage is a lot trickier, but in two years time it'll all be forgotton. But these huge banking mergers which have actually been sanctioned by the government will still be in place, giving us as consumers less choice than before.

To recap. Banks can borrow cheaper than we can, and then lend to us for a profit. Banks pay interest on what we save with them but then lend it back to us at a profit. If we fail to repay that loan we can either be imprisoned or have our property taken. If a bank gets burnt by lending money to too many people who then default, our income tax will help keep it going, because the other side, the bank crashing, is even worse for the economy than nationalising it.
It's pretty much stacked in their favour on every level. You bounce a cheque you'll pay a £30+ fine, they screw up by taking too many risks ( ie To generate even more profit for their shareholders, the majority of which are their fellow banks ), we pay again to prop them up.

A very simple and naive summary I know, and possibly riddled with flaws. If you want to read real facts rather than my stabs in the dark I can recommend the book "The Shock Doctrine" by Naomi Klen ( Check out Amazon ) which equates the money markets to actual physical torture, and is an eye opening read.

Hang on, this has nothing to do with Flash or games. Arse.

Squize.

Friday, September 19, 2008 4:25:01 PM (W. Europe Daylight Time, UTC+02:00)  #    Disclaimer  |  Comments [5]  |  Trackback
 Friday, August 22, 2008
Ryan at freelanceflashgames has compiled another one of his cheeky lists.

This time it's regards blogs. We're in there at 14, which isn't bad, but I think we need to bump that up a little. I just need to think of a subtle way to do it.

Full flash CS3 serial download, flash CS3 serial serial, flash CS3 serial crack, flash CS3 serial keygen, flash CS3 serial free new torrent ddl.  Full photoshop download, photoshop serial, photoshop crack, photoshop keygen, photoshop free new torrent ddl. Paris Hilton Movie video interviews, celebrity photo galleries,...Paris Hilton Movie Collect the Latest and Hottest Gossip and ya podaru tebe lubov'

So skip on over to the page and see what other 13 blogs you should be reading before coming here.

Squize.

PS. Can I just say it's amazingly hard to find content spam to copy / paste when you're actually looking for it.

Friday, August 22, 2008 3:23:21 PM (W. Europe Daylight Time, UTC+02:00)  #    Disclaimer  |  Comments [10]  |  Trackback
 Tuesday, August 05, 2008
Ryan over at freelanceFlashGames has just posted an epic list of sponsors with links straight to their contact pages, and even sexier, has put them in their alexa rank order.

So if you're in the market for whoring your latest game, pop over there and remember us when you're rich.

Squize.

Tuesday, August 05, 2008 1:20:22 PM (W. Europe Daylight Time, UTC+02:00)  #    Disclaimer  |  Comments [3]  |  Trackback
 Tuesday, July 29, 2008
Here's a funny thing.

Law of the West Pinball was posted to newgrounds. All good so far. Got a score of around 3.15, nothing great. Some helpful feedback, some pointless ( Well, one pointless ).

Being kind of anal I check back on it now and again, and this is the weird thing, it's score is going down every day. Every day, someone is voting it down.

Now it was never really on the radar, I've never linked to the NG page anywhere ( I don't really like to, it feels very "Here's my game. Oh look, you can vote for it, I never noticed that before. Well, whilst you're there, give it a 5. Please. I'm needy." ) so it seems really odd that either one person is going there everyday fuelled with petty hate and knocking it down slowly but surely until it goes the way of Chimbo and gets blammed or someone new is stumbling across it every day, and hating it that much that they're voting it down.

I'm not sure which is worse actually.

I just thought I'd mention it, as it's bugging me slightly, and what other reason is there to have a blog than to be self indulgent and post about petty things ( Tomorrow, "Why do people wear shades on the underground ?" ).

Squize.

Tuesday, July 29, 2008 9:51:00 PM (W. Europe Daylight Time, UTC+02:00)  #    Disclaimer  |  Comments [3]  |  Trackback
 Thursday, July 24, 2008
FINALLY!

CC is going to become early alpha tonight. I spent the last week adding levels and testing them along the way (which takes some time because they are quite ... complex ... and not easy to play). While making sure the game behaves like it should and fixing things that don't work quite like expected.

There are still some features missing and *a lot* of love left to add, but I think the engine is pretty solid now, it runs smooth in the editor and because it's tilesize independent it should also run in game mode (I'll see that later today).

Marmotte from dot-invasion has dome some georgeous tiles so this is done, too.

Basically there are a few renderings left (mainly for the player deaths) and I have to do all the sounds (including a lot of speach) and music.

And for the sake of it:
cc_promo_00.jpg
Our hero ...

nGFX

Thursday, July 24, 2008 8:37:32 AM (W. Europe Daylight Time, UTC+02:00)  #    Disclaimer  |  Comments [2]  |  Trackback
 Wednesday, July 09, 2008
I think it's time to question my motivation.

While working on client projects, I allow myself always a more or less big "sideproject" (because as Bill Murray put it in Groundhog Day: "Keep the talent happy.").

I usually try to stay on the easier side (game wise), but I'm not the button basher game type of developer, although I tried it ...
When sitting there and plotting down ideas, the transform from "one week and done" to "woha that's big" is almost instant.

So let's just accept the facts.
Looking through my sketches it shows that this is again no quick and easy project, I see a lot of locations, all done in 3d, different maps, a story that ties it all together and of course weeks of work.
I think that anyone with some gamecoding background (i.e. coding games beyond the scope of flash) is looking for: the big one. A real game.

Puzzle games are somewhat of a different league beside all the clicketyclick-crap that is called "game" and not many flash games reach into that region for me.

One of the few ones I admire for it's depth is Luxregina's Two Kingdoms.

But how can you compare a flash game to a "real" game?
Savegames? Maybe.
Levels? Maybe.
Story? Maybe.
Depth? Certainly.

What was I talking about?
One of the questions that keep bothering me for the last days is: does it pay out?

Beside the fact that it will be quite fun to do a big game, this one question is really nagging me (espeacially since the LotW hacking incident).

There's the fact that flash isn't save at all. each damn script kiddy ot there could grab this application (which name I won't tell) and just open your swf and change a lot of things without even having to dig through the code. Changing an image or adding a new button is a case of a few mouseclicks. AS3 seems to make it a bit harder, but I doubt that it will be forever. (Maybe there might be some sort of solution, Squize and I have been talking about a ugly way of protecting you game from just changing things on the fly, but we need to test that before I can tell you more)

Using Director isn't an option at all and one of the environments that really would make me go away for coding a game isn't yet reachable because the dev environment is on Mac only and I don't have the space to have another box standing around, here even if is a pretty one.

Because we all know that such a project is normally for pleasure only, you still have to ask if you can get the odd quid out of it - can you?

Sponsoring isn't a route, because as I see it it's not a win situation for the developer, the exposure gained doesn't reflect in website traffic at all. The money isn't nowhere near what can be charged for a client development or an exclusive deal, but it's unlikely that you get one.

Ingame ads seems to be an option but you need some fairly good exposure to reach numbers that pay out well, too.

It's all personal again ...
So it all sums up to: do you enjoy doing such a big game. Well I certainly would. But there are doubts.

K. let's get back to some coding of CC, and later this week some tests on security ...

nGFX






Wednesday, July 09, 2008 10:03:59 AM (W. Europe Daylight Time, UTC+02:00)  #    Disclaimer  |  Comments [2]  |  Trackback
 Saturday, July 05, 2008
As regular readers will know, we've been done over with a hacked version of "Law of the West". Instead of just bitching about it, we've decided to be pro-active.

This is going to take a number of forms, one of which is SICO, or "Source In, Crap Out".
We looked at what encryption and obfuscator software there is out at there, and came across irrFuscator. It looks pretty cool, and at 69 euros isn't going to to break the bank, but it also looked like it was something we could do ourselves without too much effort.
Where SICO fails compared to irrFuscator is that from what I can tell it takes the whole project and messes it up, so public functions ( And therefore getters / setters ) get screwed with too, whereas our project just takes one file and so has to leave anything which could be called from a different class alone.
Also it converts strings, but it looks costly. Looking at the example on their page, "end" gets converted to irrcrpt(23, "uzd."). That kinda looks like a static class is added to the project with a method called irrcrpt, which takes the first value as the "key", and I guess it's just a simple XOR with the string value.
Fine for scrambling a filename, but I think it would be too harsh [ In performance terms ] to do that to every string in the game, so it's easy enough to just add a method in like that by hand for your filenames / passwords / cheat codes etc.

( In case this reads like I'm just bashing irrFuscator, I'm really not. It's better than SICO, I'm just pointing out the differences ).

So what can our baby do ? Here's the loader class we use for it:

package Classes {  
    import flash.events.Event;
    import flash.net.URLLoader;
    import flash.net.URLLoaderDataFormat;
    import flash.net.URLRequest;
    
    public class IO {

//---------------------------------------------------------------------------------------
// Properties
//---------------------------------------------------------------------------------------
        private var loader:URLLoader;
        private var callBack:Function;
        
//---------------------------------------------------------------------------------------
//Constructor
//---------------------------------------------------------------------------------------
        public function IO(){
/*
Null constructor, we don't need to do anything here
*/

        }

//---------------------------------------------------------------------------------------
// Public
//---------------------------------------------------------------------------------------
        public function toString():String {
            return "IO";
        }        

//---------------------------------------------------------------------------------------
        public function loadScript(filename:String,callBackArg:Function):void{
            callBack=callBackArg;
            
            loader = new URLLoader();
            loader.dataFormat=URLLoaderDataFormat.TEXT;
            loader.addEventListener(Event.COMPLETE, xmlLoaded);

            var request:URLRequest = new URLRequest(filename);
            loader.load(request);
        }

//---------------------------------------------------------------------------------------
// Private
//---------------------------------------------------------------------------------------
        private function xmlLoaded(eventArg:Event):void{
            var source:String=eventArg.target.data;
            callBack(source);
        }

//---------------------------------------------------------------------------------------
    }
}

And here's what it looks like after being run through SICO:

package Classes {  
    import flash.events.Event;
    import flash.net.URLLoader;
    import flash.net.URLLoaderDataFormat;
    import flash.net.URLRequest;
    
    public class IO {

        private var _V64K0q:URLLoader;
        private var _87qjufb1lsM:Function;
        
        public function IO(){
        }

        public function toString():String {
            return "IO";
        }        

        public function loadScript(M85u8En4i:String,_87qjufb1lsMArg:Function):void{
            _87qjufb1lsM=_87qjufb1lsMArg;
            
            _V64K0q = new URLLoader();
            _V64K0q.dataFormat=URLLoaderDataFormat.TEXT;
            _V64K0q.addEventListener(Event.COMPLETE, _v1zr6rD62q);

            var kDu541CN2C5:URLRequest = new URLRequest(M85u8En4i);
            _V64K0q.load(kDu541CN2C5);
        }

        private function _v1zr6rD62q(_wVl6q:Event):void{
            var n1XScOB03y:String=_wVl6q.target.data;
            _87qjufb1lsM(n1XScOB03y);
        }
    }
}

Pretty mashed up. There are still some quirks to it which need ironing out, and it's not got a list of reserved words or anything that cool, but that code is nasty once run through it.

Next we need to actually make some sort of front-end for it, ideally using Air to get to play with that, more possibly with Zinc to make it easier, and then decide what to do with it. It won't ever be for sale, it may be a case of we just give it to friends and let it spread gradually like that, we're not sure yet, but it will be given away. There's no point bitching about hacking, and then coming up with something that makes our stuff safe and screw everyone else.

And that's part 1 ( Or 0.5 ) of our push to try and get the community as a whole being a bit more protected, there is more to come. Olli and I have had some long chats the past couple of days. We both came to the conclusion that yeah, having hacked games floating around sucks, but there are some things which are more acceptable than others.
If LoW had been hacked to use the hi-score component of the system it's been hacked for ( Some "shovelware portal in a box" system ) and everything else had been left intact, then we can swallow that. Just. The game gets spread so the sponsors happy, we get our credit out so it's not too bad for us, the ad gets seen etc. It's not that bad. It's only when the game is just ripped of everything like that we get pissy.

Part of this process of stopping it is to actually get involved with the boards that link these games, for fear of sounding like a politician, it's about education. A lot of sites with hacked games on are run by decent people, just trying to make a couple of quid, and not really knowing about any harm they could be causing 'cause they never ever have any contact with a developer.
Flash games are percieved as such a throw away commidity that the line between IP theft and hosting becomes very blurred. A lot of people who run boards wouldn't dream of hosting mp3's, but see Flash in a totally different light.

We really fucking resent having to spend time on things like this, but if we're in the position of toying with ads and sponsorship as well as the client based work, then we need to protect our IP. Like we all do.

There's more coming,

Squize.

Saturday, July 05, 2008 4:49:49 PM (W. Europe Daylight Time, UTC+02:00)  #    Disclaimer  |  Comments [4]  |  Trackback
 Saturday, June 28, 2008
This is somewhat of a rant post (again), although, it might just become some sort of history lesson... we'll see where it ends.

My current game somehow managed to be a real endurance test (as you might remember, if not, read it here), a lot of things that I had never done before, or at least not very often. The combination of the specific genre and the "new" language ... well it took it's time.
As a minor update on this, the game now seems to become more playable by the minute (oh, and yes, I rewrote the damn movement routine, dropping about 50% of the code needed making more stable and of course working - yet again I wonder why I haven't wrote it that way in the first place ... well never know.)

So while coding I started to look ahead for my next project. One of the things I didn't want this time, was to re-invent the wheel, so I had a lok at the game-engines I had coded so far and I discovered one, that never had been used in a game before, but was 100% working. It lacked of course all the nice and shiny things, it was just a working, ugly game - but something a lot of people seem to like (looking around the casual game scene).

The decission was quite an easy one, ignoring the fact that this is just a "me too" game.

Let the ideas come ...

Think, think, think.

One by one the ideas came in, this usually a blend of things I like or like to use, but hey, we're just at the beginning.

STOP.

This time I want something less bloated, slick, clean, minimalistic UI. Once again, I've spend a good time just hunting for inspiration, playing a few of some of the best minimalistic games I've managed to find so far, Tonypa's. They are slick, clean, easy to pick up and don't contain more than the barest minimum of visuals.

Great. Wait. It would be nice if I would add a hint of a background story ...
Oh, and for that I have a great set of visuals in mind ...
Hey, what if I let the player decide what to do next, even though it's just a puzzle game ...

Darn. That's for "less bloated, slick, clean, minimalistic".

Why do I think that this belongs into a game - trying to find the answer.

First of all, I don't like 99% of the mini games that are available in flash. this includes all the "tunnel games", "click as fast as you can", and even praised games like "filler" (which is a nice variation of the qix heme) leave me cold.
I think, it may be, because I've seen their predecessor in various forms on different systems before.
OK, so for me there needs to be some sort of substance attached to a game.

I grew up with a c64 and I collected games (as nearly everyone of this time did), I think my collection had over 2000 games, most of them well, not quite legally optained. But I also owned some original games and paid real money for them. (30 DM, which was a fucking amount of money for a 12 year old school kid).

Anyway these games pretty much defined what I like about games and what not, I like pretty visuals (ok, compared to today those old games look really shit), I like good sound (and I think it's essential for a game) and I like some sort of depth (just clicking and holding for creating a filled circle is it not), a simple form of variation ...

I even tried to add that to "Law of the West", which is a bit shallow, to be honest, but there is some sort of variation in it.

Most of the full price games had at least one or the other, even the low price games from Mastertronic had a lot more game to it than some of the hyped flash games.

Back to pen and paper ... and forget "quick and easy"

Just before I started to write this (and bore you to death) I grabbed a pencil and some sheets of empty paper and began to sketch things out, draw a few charts about the progression of the game and what kind of things I want to add in order to distinguish my "me too" game from all the successfull ones that are already out.

So far I like what I came up with, as I believe I have added some unique things to the core gameplay. Of course it is way bigger than what I wanted in the first place and for sure just as I write this, someone had the same ideas.
To make it even more ... well, use a word you like ... I decided to go with a Pirate theme (still very popular, and although my first idea was to make a third LotW themed game, but I couldn't fit in the ideas I wanted to add)

The basic tasklist so far looks like this:
  • draw a worldmap based on the Caribbean Sea around 1500
  • create a set of outdoor images for the menus and ingame screens
  • maybe create some 3d characters (so it won't look like Myst, ... yet I still want to do my own Myst-like flash based adventure game)
  • draw a map of the decissions a player could make
  • draw the level maps/playfields for the levels (I mentioned it's some sort of puzzle game?)
  • decide on extras that can be used to help the player
  • create a list of nice "medals" (more about that in later post, but right now, play the LotW Pinball to see some).
  • find a way to allow savegames, either over the server, or using a code or shared objects

I'll let you know where this ends, and maybe (if there is interest) I go into detail and post some of the sketches and early renderings.
It seems like this one became a bit more than a simple re-use of an already existing game engine. It also seems that I decided to go a good deal beyond the usual flashgame timewaster - and it clearly shows that I'm nuts. I don't even know if there is money in this one (either as license or (most likely not) as sponsored game (as I had my share of sponsoring madness so far).

stupid me.

nGFX

Saturday, June 28, 2008 1:02:26 PM (W. Europe Daylight Time, UTC+02:00)  #    Disclaimer  |  Comments [0]  |  Trackback
 Wednesday, June 11, 2008

Sorry things have been quiet here for a while, I've been busy going to a couple of weddings and making it to 36 without dying ( Quite an achievement considering my lack of doing anything healthy ).

The pinball game still isn't quite gold yet, we're hoping to finally kill it off Thursday. In the mean time whilst it's sitting on FGL we've been included in the new "First Impressions" feature of the site, which I think is a really great idea ( I think it may well still be beta, so I don't want to blab too much about it here as it's not my place to ).

The thing with feedback is culling out the good useful comments from the noise. And by good I don't just mean the "nice work" style comments, but the comments that make you remove the blinkers a little and be objective about the game.

The main concern which has come up is that people really don't like the fact that it scrolls. I find this weird in that I'm used to the 16bit era of pinball games where they all scrolled. It allows for a playfield which is a lot less cluttered and just gives everything a nice sense of scale and scope. I'm just hoping that the slighty broken camera in the version they tested ( Which is fixed now and hopefully always gives you the best view of what's happening and where the ball is going to go ) is the main reason people weren't liking that aspect. If not, then well it's not going to be that popular and that's all there is to it.

grab_lowP.jpg

Yeah, that's a reflection on there.

Another interesting point raised was about the flipper movement, a lot of people felt that there was almost a lag on them, so that was fixed last night to make them more responsive.

Aside from that ( And filtering out the noise like I said earlier, eg "there are not enough features on the pinball board/play area itself (no bumpers/ramps/etc)", aside from those 3 bumpers and 2 ramps you mean ? ) it's just a polarised comments ( "Too complicated", "Not complicated enough", "Instructions too brief", "Instructions too wordy" ) and things we were aware of anyway, such as the animations running too slow ( This was due to developing at 60fps and then having to drop it down to 40fps for the browser version ).

So a bit more love, a couple of bug fixes, a few more assets from Olli, and it's good to go. We just need someone to buy it off us then.

Squize.

Wednesday, June 11, 2008 1:18:50 PM (W. Europe Daylight Time, UTC+02:00)  #    Disclaimer  |  Comments [3]  |  Trackback
 Monday, May 12, 2008

I'm old and cynical and very few things give me a real "Oh cool" moment any more. Too much too young I guess :)

Although today I had a real bit of sickly fanboy-ness. I was checking the FaceBook version of Brain Voyage, just nosing at the stats and in the top five was Jon Hare. Someone I've really admired for years has played my game. He may have thought it was crap, and it may have made him vomit, but I don't care 'cause he's played one of my games ( About 20 years after I first played one of his ).

So yeah, he may have worked on Parallax, Wizball, Cannon Fodder, Sensible Soccer etc. but I've done a blatant piece of advergaming for Eidos, basically a glorified banner ad, so it all balances out ;)

This has been a pretty sickly post, but I don't care. People like Jon / Sensi were a huge influence on me writing games in the first place so I find this really fucking cool and don't care that I look like I'm 12 again.

Squize.

Monday, May 12, 2008 2:37:45 PM (W. Europe Daylight Time, UTC+02:00)  #    Disclaimer  |  Comments [0]  |  Trackback
 Tuesday, May 06, 2008
So "Law of the West" is on it's way into the public now. Final preparations have been made and after *that* long dev. time ... well, I think it deserves some pimping :).

LotW was started back in the good ol' flash 6 days, with some 3d I just made for fun and the first idea was to make it a ***space*** shooter. I think the idea underwent some major changes. It soon became more "Wild West"ish (and later I discovered that I unknowingly adobted the idea of a game I played a lot on the c64 (it shouldn't be that hard to guess the title).

The first major delay was due to my idea to use 3d characters as well, but somehow the first test didn't match the style I had in mind (thanks to BlinkOk from Kazoowee Entertainment, who is the damn best Swift artist I know, for doing a few tests). So the final character drawings needed 2 more artists until the last one finally delivered (that was 2006 I think, thanks to Nephilim).
I got the rough, scanned outlines and started to colorize them in Photoshop with my wacom:

lotw_creation.jpg
The "Lady", from outline to ingame

While waiting for the charcters to take shape, I started coding the game using an event-list system (I'll go into detail once the game is online, because I don't want to spoil all the fun). Basically for each "sequence" I set up an array with a timestamp and an action, as the first entry in the array is the next thing that can happen, I just had to do a iCounter++ and see if the counter has the same time as the first event in the list.
If so, the stored "command" is executed and the entry is removed from the array. If the last entry is removed, a new sequence is created ... easy as 1, 2, 3 ... or so I thought.

Anyway, the "game" was coded pretty quickly, but all the little details and "love" took a *long* time to do (I can admit that all the art took way longer than the coding itself).

To give you something you can look at, here are some screenshots frome the game:
lotw_title.jpg
The (scaled) tilte screen

lotw_highscores.jpg
Highscores

lotw_options.jpg
Options

lotw_bookofinst_0.jpg
Part of the "Book of instructions"

lotw_level.jpg
Level selection

Once it's online I'll post the link here too.

Back to work. nGFX
Tuesday, May 06, 2008 9:26:44 AM (W. Europe Daylight Time, UTC+02:00)  #    Disclaimer  |  Comments [3]  |  Trackback
 Thursday, May 01, 2008
When I'm nearly done with a game, I start to do the paranoid thing and looks around for competing games. I did it with Toxic Shock ( That's the working title of "Professor Sauernoggin and the Landfill of Doom!" and that's what I'm going to call it from now on ), and made a blog entry about Fire and Ice

So with pinball game a week or so away from being done ( And then hopefully a week or two of whoring it around to sponsors before it finally gets out there ) I went a googling.

Bugger. I found a Flash pinball game apparently built with Box2D. And it scrolls. Bugger. It's here if you're at all interested. I'm not too sure how to word this without sounding too much like an arrogant cock, but it's not put the fear of God into us. That intial "Oh hell" quickly turned to a "Phew".

Olli's busy as busy can be rendering out the table, as soon as it's ready to show we'll be putting it here, then hopefully we can put together a video once it's done but still in that waiting to be sold limbo. Check us out, we're being all pimpy and commercial.
I guess it's 'cause we're trying out the whole world of in-game ads and sponsorship that we're slipping into being like a lot of other Flash devs. at the moment that we really admire with a well oiled self pimping machine.
It's a very fine line between generating interest in a new game, and just coming across as promising the earth only to fall flat on your face ( With the resulting backlash ). We'll see.

Squize.



Thursday, May 01, 2008 9:40:52 P