Thursday, April 05, 2007
So all the design docs have been done, some more vague than others, but they're done and sent for sign off...

The client has come back with quite a hefty amount of feedback already which is going to alter how we go about developing the project, and has expended the scope of it quite a bit, which we're going to have to factor in ( Both budget and time scale wise ).

To touch on the project itself, it's a collection of mini-games which follow you as you go through life, from toddler to retirement age.

And that's about it for now. Hoping to get final sign off on the concepts soon so we can start the actual coding.

( Yeah its a boring blog entry, but projects aren't all flv clips and moving sprites, but hey whilst you're along for the ride you're going to have to take the rough with the smooth along with us ).

Squize.

Wednesday, April 04, 2007 10:53:25 PM (W. Europe Daylight Time, UTC+02:00)  #    Disclaimer  |  Comments [0]  |  Trackback
 Sunday, April 01, 2007
Hopefully going to go back to what the stimunation blog used to be, and focus on the actual development of a game from start to end.

It's always tricky 'cause everything has a NDA these days, so it's often a period of 4 weeks or so when you can write very little about what you're actually working on, and then ta dah, here's the game everyone, let us know what you think ( And retroactively answering questions about its development ).

With this project there is still going to have to be a slight viel of secrecy, but I'm hoping we can still give you some ins and outs of it's development along the way.

So I guess we can call this day 1. And day 1 is... writing up the design docs day. Not the most fun thing in the world, and to be honest I'm a firm believer in games evolving rather than being planned out to the nth degree, but this is a game made up of lots ( Around 12 ) of sub-games and a five week turnaround so we really need that structure in place.

This project is a first for me too, in that I'm more project manager than coder ( Due to prior commitments rather than a huge desire to wear that hat ), so more of my time is going to be spent making sure our client is happy, ensuring that olli and Elliot ( Our artist on this project ) know what's going down and when and other such organisational feats.

I think that's about it for this post. I've still got 11 docs to write today which should keep me off the streets, and hopefully they'll be signed off without too much alteration so olli can start getting down and dirty with the code as soon as possible.

More soon...

Squize.

Sunday, April 01, 2007 10:58:15 AM (W. Europe Daylight Time, UTC+02:00)  #    Disclaimer  |  Comments [0]  |  Trackback
 Tuesday, March 27, 2007
Finally I started working on a new "private" game, basically it should have been an action game ...
... but somehow the idea has been altered and now it seems like it's becoming a puzzler.

For the last couple of days (weeks to be true) since my last post, I've been working on the title screen, mainly to get into the right mood for the style of the game. It also helps a lot to find the overall visual style.

As you might expect I'm not going to reveal anything about the actual gameplay, but it involves a bit of magic, wizards, a wizard's hat, an awfull amount of eyecandy and hopefully as much fun to play as I'll have doing (and selling) it :) ...

Enough words for now, here are 3 tiny parts of the intro animation (or part of the title/menu screen), and the reason for the nice and friendly number of polygons mentioned above:
       

Once I've finished this shot, I'll post the complete image, but there are some details left I want to alter to really make it look the way I want it to.

nGFX

Tuesday, March 27, 2007 4:43:20 PM (W. Europe Daylight Time, UTC+02:00)  #    Disclaimer  |  Comments [0]  |  Trackback
 Friday, February 23, 2007
Hi folks,

while inbetween two bigger projects (that surely will leave no room for just "playing" around), I wanted to get my head into a new game. The idea was fresh, and highly motivated I started to code some samples in order to see if the flash player could handle it at all.

Nope, it couldn't.

The goal was to be able to move over a "3d" landscape, textured was my first plan, coloured is what I ended up with.

And no, it *wasn't* code excution speed. So two weeks were wasted trying different approaches to achieve the same result, but somehow failed. While the code took about 1 at a high rate 3 ms, flash's graphic renderer consumed between 30 and 90 ms.

As the stat's say the code is fast enough, I didn't see the point of moving to AS3, though it might make the whole thing possible - but for now I can happily ignore all the AS3 buzz and see that I get things done.

shish!

Anyway, I hope I be able to set up a little example swf, because the idea still isn't dead - it just needs some more thinking :)

nGFX

Friday, February 23, 2007 11:38:05 AM (W. Europe Standard Time, UTC+01:00)  #    Disclaimer  |  Comments [0]  |  Trackback
 Thursday, February 08, 2007
Well let me kick my posting off here with a bit of a techy one.

Just finished work on my profiler, which looks all transparent and nice.



It works by replacing the trace() command. As I use mtasc for development rather than the Flash IDE you have the issue of not having a trace command as such ( No IDE, so no IDE based trace window ).
mtasc gets around this allowing you to overwrite the existing trace command with your own goodness. I've been using alcon as an alternative trace since moving over to mtasc, and it's pretty sweet. It uses a local connection to spit the data out to it's own window, so no nasty textfields in your swf, and it works with movies embedded on a site. Using a local connection means the output is displayed a bit slower than Flash spits it out, but to me that's no big deal, so long as I get to see what's causing the problem I can wait :)

Anyway in the brief moments of downtime I've been working on my own version, tailored to suit my needs. As you can see from the screeny it can output a fair bit of info from a trace command ( Such as the line number, calling package etc. ).
I've also copied the coloured output feature from alcon, so trace("test",2) outputs in a different colour, which is handy.
A colour value of 3 is classed as a fatal error, and if the flag's set then all output stops, so it's like a breakpoint and saves you have to scroll through a lot of output checking for that line which is badly broken.

It also supports trace("_dump",object), which spits out all the properties in an object ( Also covers the type, eg testFlag:Boolean=true; ), as well as trace("_dumpMC",mc) which displays the most relevant movieclip properties.

As it's a profiler and not just a trace replacement, it also handles trace("_profileStart"); trace("_profileStop"); and trace("_profileEnd"); ( Which stops the profiling all together ). When the end command is called it outputs all the methods which have been profiled, the number of times they've been called, the quickest they ran ( In ms ), the longest time they took, and the average.
So hopefully with this I'll be able to find bottlenecks quickly and speed them up before they become a performance issue. It also means testing different approaches can be done quickly to see exactly which way is quicker in a given situation.

Squize.

Thursday, February 08, 2007 1:06:46 AM (W. Europe Standard Time, UTC+01:00)  #    Disclaimer  |  Comments [0]  |  Trackback
 Sunday, January 14, 2007
Hi folks,

I know that there are by far more people out there not iis/asp.net, and not all of this tiny rest are having to deal with the server (2003 and iis 6.0 that is).

Anyway, I was just setting up a flash application that uses flash video. So do a bit of surrounding html, upload the app and the .flv vids and ... done.

Oh bugger, it would have been so good if it would have worked.

The first thing I thought it has something to do with my code, but on my local iis it worked like a charm.
The best thing was, the file gave me a 404 when I tried to access it via the URL I used in the player ...

A good deal of time later i finally found this: How to set up .flv files on iis 6.0.


Here's the solution (copied from the above link, though)
  1. On the Windows 2003 server, open the Internet Information Services Manager.
  2. Expand the Local Computer Server.
  3. Right-click the local computer server and select Properties.
  4. Select the MIME Types tab.
  5. Click New and enter the following information:
    • Associated Extension box: .FLV
    • MIME Type box:flv-application/octet-stream
  6. Click OK.
  7. Restart the World Wide Web Publishing service.


nGFX

Sunday, January 14, 2007 3:57:00 AM (W. Europe Standard Time, UTC+01:00)  #    Disclaimer  |  Comments [0]  |  Trackback
 Tuesday, January 09, 2007
So here we are, waiting for the first visitors and writing about game development in flash, finished projects, flash news, flash tools, flash ... I guess, you get the point.

We, that is the current team behind gaming your way, will try to keep this thing interesting and we hope you don't mind adding a piece of code, an image or a link to something we like (and in most cases is related to flash in some way).

so stay tuned ...

nGFX

Tuesday, January 09, 2007 12:15:25 PM (W. Europe Standard Time, UTC+01:00)  #    Disclaimer  |  Comments [0]  |  Trackback