Thursday, April 24, 2008

New old game

Come here a sec and take my hand. We're going to go on a little trip back in time.

Way back when I first started making Flash games I did 3 games as part of the "Majestic trilogy". Making this package was MJ-12, X and Ultra Armageddon. MJ-12 was the only one that met any real success, and it ended up on miniclip as my first ever commercial sale ( You won't find it on there though as it was rebranded and had our logos removed. Ah the good old days when things like that were thought acceptable by portals ).

Later on I tarted up the games a little and added a hi-score API for pnFlashGames ( Which now seems to be dead, which is a pity ) who then sold them for a nominal amount to webmasters so they could have "better than free" game content on their site.
I had an idea for a reskin for MJ-12, with the idea of selling it as a limited edition on pnF. A one week only remix thing. Unfortunatly wires got crossed, and it wasn't made a limited edition ( Which I wasn't happy about as it just came across as a lazy cashing in on an existing game, rather than a bit of fun as was intended ) but rather was just added to the store there until it all died.

I was looking through my storage folder on the hdd the other day, and re-discovered it. After showing it to both olli and Jeff @ 8bitRocket to make sure it still stood up ok as a game I cracked and removed the old branding, fixed and tweaked some minor things, and now it's sitting on GameJacket.

grab_mj1912.jpg

I'm almost bracing myself for the "It's not very original" comments on all the sites it ends up sitting on, I say almost, 'cause to be honest I couldn't really give a shit. It is what it is.

Enjoy.

Squize.

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Sunday, April 20, 2008

Milestone #1

I've been meaning to post this for about a week, and seeing how today ( And yesterday ) have been spent being really frustratingly trying to get the pinball game to work with the new version of Box2D, I thought I needed a break and should post this up.

Orbs is now a game. Hurray! You can start it, you can clear levels, you can die and it'll take you to the Game Over screen, and then you can run it again. That makes it a game, rather than just a demo, and is a really nice and important milestone to get out of the way.

Aside from getting the basic framework in place, I've added a ton of stats to it, put the medal award code in ( So it slides in nicely down the bottom right to let you know when you've won one ) and added a new baddie.

orbs_grab6.jpg

Those purple bad boys are "leechers". They leave your ship the hell alone, and instead home in on the Orb. When close enough they suck up some energy from it ( The energy bar in the top right there shows that some energy is being stolen ).
When the Orb has no energy remaining, that's it, Game Over. This is the core mechanic behind the game, that it's fun flying around shooting the crap out of things, not so great dying and only having 3 lives. So in Orbs your ship will regenerate so long as the Orb has enough energy to allow it ( Same thing is going to happen with the smart bombs ). The Orb powers everything, and you've got to protect it.

The plan is to have a nice mix of baddies which come after your ship, and ones which just go all out to destroy the Orb. The tricky part for me will be getting the balance right, so you're encouraged ( Or forced ) to move away from the Orb at times leaving it defenceless, rather than just sitting on top of it overly protecting it.

I'm really itching to get back to working on it, but I've got to nail this pinball game as it should be complete in a couple of weeks and we want to get it out there.

Squize.

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Thursday, April 17, 2008

Sex wee

I've been waiting for the new version of Box2D to be ported to as3, and today it's done and out there.

http://box2dflash.sourceforge.net/

That means I can finally finish a game we've been working on, which required some of the new features of version 2. I don't think I'm giving too much away if I say it features a pin and a ball am I ?

Squize.

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Saturday, April 12, 2008

Meanwhile ...

some might remeber me posting about a sparetime project of mine: Law of the West. It's been quite about it for a good deal of time now, but after a *shit* week I finally got into gear to finish the last damn 5% of it.

The last two night were spent adding the last pice of love to the game, a highscore/gameover screen (the normal gameover screen was in for ages), levels (99, featuring all uglyness I could come up with) and some additions here and there like ingame key-hints when the level starts (this is for all those people who don't read the instructions) and mouse control (it  was designed as keyboard only game).

lThe book of instructions
a shot from the "How to" section (scaled)

Tonight at around 0200h it finally hit gold status, although it took me another three hours to fix (or in terms of flash: work around) some *weird bug*.
Here's a short description, maybe it helps you to avoid it.
LotW consists of two files (game and sound) and I wanted to be able to upload the game and get the sound file from another server, possibly streamed instead of a file reference.

To write the streaming "site" was no problem in .net, so I quickly wrote something that take an ID and returns the swf. I tested it using my local web server - no problem.
Then I uploaded the gamefile to ngfx.de and stored the sound and the streamer here on gamingyourway - guess what: it didn't work.

A quick look at the http headers showed that the file was requested correctly and the size returned was correct, too, but flash returned a solid NaN for getBytesLoaded/Total. WTF?

AH! security! That must be the reason ... ok, changed and added all the "allow *" that was needed and tested again - nope still nothing. Oh well.

To make it short I finally wrote a tiny loader.swf that streamed *both* the game and sound file and viola it worked. F$%&§ knows why.

Anyway here's an image I posted earlier for this game but ...

Meet the gang ...
Meet the gang ...

Right now it's not licensed to I keep a few secrets till then ... but stay tuned (at least I can post about a game here :) ).

nGFX

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Thursday, April 03, 2008

c-c-c-changes

An update to the progress of Orbs is well overdue.

orbs_grab3.jpg

Some big changes. I've re-done the collision routines. They were a simple brute force method ( Checking bullet 1 against each baddie, checking bullet 2 against each... ), now they're based on a grid system. I've done simple sectors before in my old asteroids clone, X, but that was just splitting the screen into quarters, this uses smaller sectors ( So it's more of a grid than just sectors. Moot point I know ).

I've also altered how the particles were plotted. I always wanted to use the Add blendMode as it looks so good ( The Orb itself is a sprite and uses that blendMode ) but the particles are blitted into a bitMap using copyPixels for speed.
I bit the bullet and changed it to use Draw(). Slower ( As it uses Flash's vector renderer ), but I think the visual pay off is worth it. I'm panting to code the smart bomb as it should look great a whole screen full of baddies blowing up in go, with the blendMode it should nearly white up the screen.

With the collisions, I've had to code a bounce routine for the orb, so when a baddie hits it, it moves. Added to that the player bullets now hit the orb and bounce off realistically too ( As opposed to a pong still rebound where the direction just changes ).
In doing this I was badly anal and coded up a faster version of atan2, just to save a handfull of ms
I'm really pleased with how it feels, you can shoot the orb and push it into a baddie to kill the baddie. It feels great being able to move it around the screen by shooting it.

The title screen is in place, and I used papervision for the background. Having never used it before, I was blown away! Really straight forward, and stupidly fast. I now totally believe the hype.
As part of the title screen stuff I've started on the stats page, and got some medals in there ( Achievements with a different name ).

orbs_grab4.jpg

Going back to the collisions, I knew the player > orb collisions were going to be a bit of a mare. I was toying with using Box2D for them, but realised that was overkill for this game.
The solution ? Give the player a shield ( As seen above ) and then it's just a simple circle-circle collision check. Much quicker and much easier. With the Orb already being able to rebound it was just a case of making the player ship do the same. So now you can push the orb around the screen as well as shoot it around.

The shield also sorts the problem of a baddie teleporting on top of you. If that happens, the shield will just kick in, and the baddie dies. Two birds with one stone, great.

There have been quite a few more updates, but time talking about them is time not adding new stuff. I'm hoping to post an alpha here in the next 2 weeks, just to get some nice early feedback.

Squize.

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Tuesday, April 01, 2008

It's the truth

I just got to thinking ( Not keeping myself awake at night or anything ), but with the self importance of the whole "blogosphere" where we all act like our words may be of some importance to strangers, today would be a good day to get something really bad off your chest, and just put it down as an April fools day joke.

It could be anything from "I had a sly smoke in the bathroom this morning" to "I shook a baby to death", so use the cover of it being a day for big fat lies and jokes to purge your soul. It'll make you feel much better.

Maybe I'll do the same.

Squize.

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Monday, March 31, 2008

GYW in new game shock!

Recently we were approached by GameJacket to see if we had some content that we could re-purpose to support their new ad system.

Digging around we found an old ( Flash 6 or so ) reskin of the even older JBJ Sisters game.

It seems that the game has leaked from the gamejacket site, and is floating around the net now, so it's kind of pushed me into pimping it.

http://www.gamejacket.com/gamejacket.asp?gjid=00040

( It was on newgrounds, but it got blammed! )

Bit of a damp squib of a release really. Such is the world of ads and sponsors and that.

Squize.

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Saturday, March 29, 2008

Nero did not only burn Rome - he busted Vista as well ...

Another rant post (but once I get back on game coding I'll do some more coding oriented posts. Promised.).

The reason I din't post about the current game of mine is that it's more or less on hold while I slave for another project (which is I'm sorry to say 100% not game related :|).

So why is that another rant post?

I bought a new box, a new shiny f$%&ing fast one (and to slow it down a bit I also installed Vista Ultimate on it :) ) (no need to point out that there are other OSes, because I *like* it).

Sometime last year I bought a copy of Nero Burning Rom, the once best cd/dvd burning app. You may have noticed "once".
The version I got was 7.5.7 and except for the darn amount of useless shit that came with it, I was quite happy with it on XP.

Because I like the ease of Nero Express I just wanted to install this (and the Nero app of course) but who the f$%& needs "recode", "showtime" a wave editor(!) ?
Anyway, I decided to install it on my new box and it turned out to become quite a nightmare ...

Once Nero was installed everytime I opened a folder that contained a video file I was greeted with as "rundll32 crash". Sweet.
First and (why not) choice to blame was MS for their OS, but after a quick google I found out that the problem is Nero. To be precise, one of the things I didn't chose to install, the shit codecs that came with it (there's no option to *not* install them).

But how do you remove a codec under Vista?

Quick google again, here we are: InstalledCodec v1.00
"InstalledCodec is a small utility displays the list of all Codec drivers and DirectShow filters currently installed on your system. For each component the following information is displayed: Display Name, Type, Disabled Status, Installed/Modified Time, Description, Company Name, Filename, and more...
It allows you to easily disable or enable any Codec/DirectShow component or export the list into text/xml/html file."

A few clicks later I disabled all codecs that started with "Nero" and viola. no rundll32 crashes.

So far I noticed no problems.

nGFX
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Friday, March 21, 2008

Toxic Shock

After what seems forever "Professor Sauernoggin and the Landfill of Doom!" is live. Hurray!

toxicGrab.jpg

My first ever platformer! ( Well, Loved Up was technically launched first, but it was built on this game ).

A huge thanks to everyone involved for making it what it is ( Marmotte for the always great art, RayB for doing such an excellent job in the project managers role, Matt for the bouncy tune and Olli for the server side stuff that means you can see your hi-score and get a discount on candy if you finish the game! Nice ).

Just to caveat it a little, it's for 6-16 year olds, so it's not hard core, and as with all things Flash, play it in IE ( Firefox will just give you the "Playing in treacle mix" ). There are seperate html pages coming any day now which use the wmode trick for IE users to make it play even smoother.

Happy Easter everyone, now go play my beauties, play.

Squize.

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Tuesday, March 18, 2008

Day x - back from the dead

I doubt you noticed my absence from posting about the current game but I tell you anyway :).

Basically I had a few days off (unplanned) and then a f#%&%$§ cold (unplanned, too) so work came pretty much to halt.

The worst what happened during that time was the constant flow of new ideas. Yesterday was the first day I was working again and I learned my funny little lesson about AS3. I haven't used it much (or for more than a few quick tests) but when I started to code the basic functions of the editor I learned to hate it.
Seeing AS3 from an c++ point of view it all makes more or less sense, but when dealing with it having a few years of AS1/AS2 experience some things just don't come a "natural" as they should.

I think that one of the biggest problems existing AS2 users have when starting with AS3 is the way AS3 deals with the display. It's easy to get by the new event model (which I really like) but the new display model just pissed me off big time during the first 3 hours.
For the editor there are a few things that rely on a timeline so I have to use exported MCs, I got the strong feeling that AS3 isn't made for handling timeline based things. (Some of them might have been coded but to be true I don't see the point in coding a color / alpha tween for some 15 elements.)
But handling a "classic" attached MC from AS3 feels as clumsy as a one legged dog.

back to work ... and hopefully some more code oriented posts in the future ...

nGFX

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