Sunday, November 04, 2007

Another "...of life" game

Just discovered that "Signs of Life" has finally gone live ( But UK locked only! Licence fees and all that, so sorry rest of the world ).

http://www.bbc.co.uk/signsoflife/index.shtml


sol_1.jpg

To be honest I didn't do a great deal, just some of the tests ( ep 4 and 6 from memory, I really should play it through before pimping ) and some under the hood stuff.
A huge amount of really good code was already sitting in place when I started, which made life easier ( And made me look good ).

It's far and away the biggest project I've ever worked on ( Check the credits page, it's just insane ), and I was lucky enough to work with some very talented cool people ( And I also got to see the sights of Shepards Bush for a month or two, always a treat ).

Only 3 more games waiting in the wings to go live now, getting there...

Squize.

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Friday, November 02, 2007

Everything starts somewhere, although many physicists disagree.

Well, well, well, after a quite long posting absence I just returned for some not-game-related words ...

I think I told you guys last time, that I'm burried under work and all of it is NDA sealed, so no words on that for now.

While having a few days off (finally) I started to work again on the dgNotifier, a cunning peace of software I've been moving around with me for quite a time now, but never ... really got into.

Everytime I start a new project I notice that I *need* that damn application, but of course I can't code it *now* because of the new project ahead.

So what's this dgNotifier?
Basically it's a ToDo list.
and some sort of bug tracker
a micro message board
helps tracking your working times
and it's a small calendar app

My problem is that I have two offices to hang out, so most of the stand-alone ToDo lists won't do the trick. Most of them don't meet my requierements (being small and non intrusive) and just a few allow widows-server based list handling.
What I also wanted was multi user ToDo lists.

I think I go into the ugly details of flash-remoting later, for now just 2 images of it working ...

dgn_todo_00.png dgn_editjob_00.png dgn_tasktimer_00.png
Main ToDo list view / the job editing panel / taking times for a task

Along with email and tray notifications it might prove handy ...

Next step will be implementing task editing (time tracker for tasks works already).

nGFX

ps: todays headline quote form Terry Pratchet's Hogfather (DE, US)

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More words about Mansion *yawn*

I once vowed that I'd never have one of my games on newground, and to be honest I was really blown away by the feedback mansion got, the vast majority of the reviews were both constructive and positive.

Teach me to prejudge a site.

I also vowed that I'd never have another game on miniclip.

Just goes to show what a commercial whore I've become.

Squize.


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Wednesday, October 31, 2007

Meet Peter

peter_cut1.jpg

Happy Halloween

Squize.

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Tuesday, October 30, 2007

Slopes in a tile based game. The dirty way.

In a recent comment posted here I was asked about the slopes in the current platformer, and I promised I'd go over it, so here it is ( Albiet slightly rushed and with no nice diagrams, deadlines and all that ).

In a tile based engine it's fairly simple to work out where the position of the sprite is in relation to the tile he's standing on. So as you move over a tile you're updating the x position which is obvious enough.
Also usually with map data you have an attribute value / byte for each tile, again if you've worked with tiles you're with me so far.

To simulate a slope easily you have an array of y positions for the sprite. In my case I have 8 values for every sloping tile, as the player moves at 4 pixels per frame, and the tiles are 32px wide, so it's 32/4 = 8 possible positions for every tile on the horizontal.

Let's say our slope looks like this ( In array form )

[0,2,4,6,8,12,14,16];

If we're at position 0 on the x of the tile, ie the left hand side, we read the first value in the slope array, in this case 0, and we decrease the sprites._y by that amount ( Decrease 'cause we're moving him up ), so the next step will make the sprite 2 pixels higher up the screen than he was last move and so on.

Above I mentioned using attributes, this is how I get an offset into the array of slopes ( They're just stored as a 2 dimensional array ). If you didn't use an attribute in the map data, just used the tile number, then you'd need to have an array for every single tile ( Where the vast majority would be flat ), which is a hell of a lot of work for no reason, and a waste of resources.

So again we're stepping on our tile, and it's attribute is 1. We know to look into the slope array at attribute-1 ( Arrays start at 0 ), which gives us our first saved slope value, and from there we can get the correct y position for each step of the way.

Simple as you like, hardly any real cpu overhead, and so far with what I've been working on it seems to cope with any angle I've thrown at it. If you wanted to add more realistic movement ( So the sprite stuggles up a hill, sprints down it ) you could store another array with the players max moving speed for each position and add that to the overal speed.

Squize.

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Friday, October 26, 2007

Just in time for the 31st

The next Phantom Mansion chapter has just gone live.

orange_grab.jpg

Just to caveat the preloader, if it hangs for you ( The "Three Hand Hang" as it's known ) then hit refresh and it'll load fine ( A fix is being worked on ).

I'm not going to big it up too much, I think it's much better than the first chapter and it's getting closer to how I want it to be, but see for yourselves.

http://www.gimme5games.com/index.jsp?id=pm_orange

Back to Orbs and platform games for me then,

Squize.

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Monday, October 22, 2007

It's like having an Amiga again

Worked on Orbs over the w/end, and had to re-organise a ton of stuff ( I'm still finding my feet with this as3 lark ).

The particles worked by using copyPixel to plot them into a bitmap ( Blitting, like the good ol' days ) and then using colorMatrixFilter to fade them down every couple of frames.
I've really been wanting trails on the baddies too ( I want to use the add blendmode, but I think that's going to be too much. That may just be reserved for the Orbs themselves ) so this major reshuffle saw the baddies being changed from sprites to bobs ( Blitter OBjects ) again using copyPixel.

Seems to be running a lot faster for the change, and looks a lot better. Also 'cause I'm fading down the whole bitmap that they're being blitted to I don't have to worry about any kind of clearing up or damage maps. Cool.

I'd been meaning to try blitting sooner, but I was concerned about losing things like hitTest and rotation, but at the moment it's performing nice and fast and I'm hoping I can come up with a good way to cope with the silly amount of collisions I've got planned ( At present I'm looking at doing it sector based using circle to circle checks ).

Next step is to drop the collisions back in and see how the engine copes with that, and then some animation ( So it'll be an animated rotate ).

It's all looking pretty good right now, I'm really happy with it.

Squize.

PS. Next post, something on slopes.

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Friday, October 19, 2007

What's in the oven ?

A little update is well over due, so here's a couple of grabs of two current projects.

ts_grab1.png

A platform game, which I'm afraid is covered by an nda, but despite looking nasty with that placeholder art, it's coming along quite nicely. I'm still really buzzing with this project as it's my first ever platform game, and I'm just planning on over delivering by a lot to make it as good as the time will allow.
The scrolling is in and working ( Although the vertical panning is a bit out ), collisions are working just how I wanted ( The player to baddie collisions worked perfectly on the first compile. I mean, when does that ever happen ? Somedays it's almost like I'm a proper coder ) and it's all coming together like an orgy. Nice.
I'll be posting more about it as it develops, within the boundaries of a nda anyway.

orbs_grab1.jpg

A picture paints a thousand words and all that, so I'm not going to go too much into the gameplay. My first as3 game, and I'm nearly getting to the point where I'm not getting a compiler error just by being in the same room as Flex.
AS3 is funny, it gives you so much power that when you try something and it runs slow, it's like wtf ? A good position to be in though.

I think "Orbs" is my first personal project since Crazy Balls, which from memory originally went live in 2004.

Squize.

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Monday, October 08, 2007

You still don't like to leave before the end of the movie ...

BACK!

After quite a long absence, I finally found the time to do a (small) post. What happened so far is that I had a lot of very tight deadlines for the last couple of weeks (mainly because I was pactically forced to go on vacation for two weeks) and all of the things needed to be done during the time I planned to lay flat on the beach and do nothing.

Three of these deadlines fall under the term "NDA", so I can't go into detail there, only that these projects where some niffty flash/zinc apps.

So ther's only one left, which is finished AND a game, too. I wrote about it earlier, I think: "Logimotion".

lm_promo_00.jpg
(Title screen, the first level, delivery robots
and a part of a later level)

Basically it's a quite easy game: just guide the robots from point A to B. All you have to do is to switch junctions/intersections and make sure your robots don't crash. It may become a bit tricky, though. For the current levels, there may be up to 20 of them running at the same time (but you really have to delay delivery for that to happen).

If you want to give it a quick bash, you can play it here: www.gardeur.com (either chose English or German).

After all that 18h shifts I'm doing a bit of 3D at the moment and hopefully start working on a new game in a couple of days.

nGFX

ps: want to see my current workspace? 'course you do ...

ngfx_workspace_small.jpg
two 22inch and one 15inch tft, resulting in a desktop
resolution of 4384x1050px ... pure working bliss


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Friday, October 05, 2007

It's in the wild!

After a overly long gestation, "Phantom Mansion - The Red Chamber", is live.

pm_screenGrab.png

Seems like forever since I've been able to pimp a live game on here ( Only now waiting for "Signs of Life", "Game of Life", "Goldenballs" and "Think 'n Drive"... ).

Anyway, click here and try out the first chapter is this pretty damn good puzzle style game.

Squize.
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