Wednesday, January 07, 2009
Hi,

More in the world of X++

The final power-up, the pulse weapon, is in now. It's a big old powerful shot, slow to move, slow to reload, but two hits from that and anything is dead.
To try and make it bigger and give it a bit more wow, I've used the particles playfield too. The particles are just little images ( Not pixels, they look too small, and it's something a lot of Flash GWars style games do, either that or they add a big ol' blur effect onto them. Neither being very nice ) which are blitted into a canvas bitmap.
Every couple of frames I run a colorMatrixFilter on that bitmap canvas to fade the alpha down, all straight forward stuff we've all been doing since F8 came along.

With the pulse I just draw() it's image into the canvas bitmap so it creates a trail / thickens it up ( For want of a better term ). Draw() is a bit costly, but I'm only ever running at most 10 pulse bullets at once ( They were always going to be slow to reload, that's why I figured I could get away with doing this extra trail effect ).
I'm really happy with it, it's in keeping with the very glowy nature of the game. BlendMode.ADD is the best thing to happen to Flash for a long time.

Once that was all in and working I did even more tweaking to the difficulty curve, the flockers now get nastier as you go, which is based both on the current level and the number of lives you have left ( If you're not doing so well there's no need to make it even harder ).

Then back to the power-ups again, and the space bar now swaps between them, which works a treat.

It's all going to plan so far, and seeing how we're on what, around 12 ( Full days ) development time, it's pretty good. It'll be nice to add the final baddie type ( Did someone say bullet hell ? ) and then the biggest thing should be the sound, which I'm a little concerned about 'cause there's a lot of things going on, and it'll be easy to just overwhelm the player with sound and make it really jar. Some thought is going to need to go into that.
From there we're looking at presentational issues and then bugs, love and play testing.

Squize.

Wednesday, January 07, 2009 1:24:24 AM (W. Europe Standard Time, UTC+01:00)  #    Disclaimer  |  Comments [14]  |  Trackback
 Tuesday, January 06, 2009
Things didn't work out as planned today, and I've spent most of the day hitting X again.

I think this is going to be pretty brief as it's just gone 2:50 am and I'm pretty dead on my feet. Main changes are the asteroids now use the bitmap technique as mentioned in the last blog ( Not final images, and the way they animate shows up the circle to circle collision checks quite badly, the final images will animate in such a way as to hide that ), the baddies drop an icon which can be shot to select your power-up ( Again placeholders. The final images will be a lot more colour coded to make it much easier ).

I've decided after a long think today, and some great ideas posted in yesterdays comments ( Vex, didn't reply there mate, but I really liked your timer based idea, but I think for a web game I have to strip away complications as much as possible. Too tired to go into depth right now why that idea could be complicated, bug me in the comments if you really want me to justify it  ), I've opted for something quite straight forward.
A power-up icon is dropped after killing 20 baddies. You can shoot it to change it to a power-up you want, and then collect it. Every time you collect one you boost it's power ( Shown by the 3 new indicators at the bottom left ). Tomorrow ( Today ) I'll add the option to press space to change what power-up you're currently using ( Space was being reserved for a possible smart bomb, but I figure the player is going to have enough fire power as it is ).
Also the pulse weapon hasn't been coded yet, so collecting the icon with a little star on will break things. Not every build I post was going to be nice and neat I'm afraid.

I've also played with the difficulty curve a bit, and it's coming together a lot more. I've got at least one more baddie type in mind, maybe two ( And a third has just come to mind, but I've got to draw a line somewhere ), and then I should really be able to have a big push to finalise when things are triggered, how many shots they take to kill, how much energy you lose etc.
Also the asteroids themselves may drop point based collectables, as there's no combo system in this game, and I do want to give the player an incentive to move rather than just spin on the spot.

Despite my bloodshot eyes it's coming together nicely now, I'm finally starting to get a real feel for how I want it to play. A couple more days of giving it a really big push and we should be looking at something a lot more final.

Squize.

Tuesday, January 06, 2009 2:51:39 AM (W. Europe Standard Time, UTC+01:00)  #    Disclaimer  |  Comments [4]  |  Trackback
 Sunday, January 04, 2009
I'm starting a reskin of the bowling game I was working on last year ( Working on a reskin of a game which isn't even live yet, that's weird ) tomorrow, the holidays are over so I've spent a good couple of hours this weekend working on X whilst I've still got time / energy.

Some minor things to start with... the credits have been updated slightly to reflect your input, there's a new section on the title screen called "Notes", which is basically just this blog repeated there. In an ideal world there would be a nice audio commentary but that would take an insane amount of bandwidth, so this is the next best thing ( Maybe a youTube clip with developers commentary at a later date ? )
It's a nice touch and isn't hard to do. It needs some love as I'm not a 100% happy with the presentation ( It's annoying that it's height > 2880 pixels, which means I can't cacheAsBitmap, which in turns means I can't use a gradient mask on it ), but I think it adds to the game overall.

Next up, the explosions are in their final state. Shoved into tilesheets and dropped onto the stage by directly adding the bitmap ( Rather than using a sprite or mc as a container for that bitmap ), which is a sweet tip that Pany posted here. They're animated by using scrollRect ( To just show a small "window" of the tilesheet ) and look pretty damn good. I've got to convert the player's explosion frames to a tilesheet ( It's painfully boring ), but I'm still mulling over exactly how to blow the player up, so that can be put on hold for a little while.

Along with doing the explosion tilesheets FireWorks was fired up and a lot of the existing final images were compressed as 8bit pngs, which dropped the filesize down a bit.

The homing missiles have been optimised too, seeing how no one flagged up any issues with them from the other build it wasn't really needed but it all helps.

Finally, the first baddie type is in. Nice and small "Flockers", which strangely enough are exactly the same as the Flockers in Orbs. Weird that.

They teleport in waves of 5 in a circle, and I'm pleased with them. I need to tweak triggering the player's shield if they teleport in on you, but aside from that they're pretty much done. Oh, the images are place holders before anyone asks.
( Also as I've stressed before over and over, the game play balance isn't done yet. So some levels you'll have cleared all the asteroids and just be sitting there waiting for the baddie waves to appear, other times all the waves will have been destroyed long before you manage to kill the remaining asteroids etc. ).

A good productive weekend for me, as you can see on the X Dev page.

Next up a bit of a tricky one, ideas are more than welcome. I need to allow the player to get power-ups one way or another.
My current thought is to just level up the power-up every level ( The power-ups will all max out at level 5 ), but I'm going to have 3 different types ( Spray, missiles and another one I've not quite sorted out in my head yet ). So how would the player pick which power-up to use ( The mouse wheel would be nice, but then Mac owners are left out in the cold ) ? I'm still in two minds about having a smart bomb, which means the space bar would be used for that.
My original thoughts were to have power-up icons dropped like in Polarity, and the player can shoot them to change the type before collecting them ( Think of the old 19xx shooters ). Perhaps that's the way to go, and just level up the weapon every, or every other, level.

I'm loathe to have a shop in there were you can buy upgrades to your power-ups. It's a lot of extra code and design, and will break the flow. This isn't a game of strategy and missions, it's pure score attack. Even with a shop, it would mean the baddies / asteroids dropping credits for the player to collect, and then there would still be the issue of being able to select the power-up you want to use.

The old style collecting tokens and then selecting a power-up from a list is out ( Nemesis and it's sequels ) because there just isn't the real estate on the screen for a list.

I need to play some old shooters and have a think, but really if you have any ideas please comment me up.

Squize.

Sunday, January 04, 2009 7:19:20 PM (W. Europe Standard Time, UTC+01:00)  #    Disclaimer  |  Comments [5]  |  Trackback
 Saturday, January 03, 2009
I've already mentioned that I got Left 4 Dead for Christmas, and it's sex ( If you've got a 360 and a gold account, there's no good reason not to buy it, it's stunning ).

Whenever I get a new xbox game I often wonder what it would be like if it was written in Java and fits in only 4k. So far all my dreams have been dashed, but not any more.

Left 4K Dead

If that alone isn't the best title for a homage I don't know what is.

Squize.

Saturday, January 03, 2009 4:17:36 PM (W. Europe Standard Time, UTC+01:00)  #    Disclaimer  |  Comments [0]  |  Trackback
 Friday, January 02, 2009
There's a newly posted update on the XDev page.

This isn't really a "I did all this last night" build, it's what I've squeezed in during the holidays, and is I guess around 8/10 hours work in total, so counts as a 1 day-ish. I'm not trying to be totally anal about how long each build takes.

Now I've actually got to remember what I did. The first main thing I managed to drop in there was the asteroids bouncing off each other. The small ones ignore each other as I think it'll be far too cpu tasking, and too much of a head fuck to be honest ( It'd be like pinball with 30 balls ).
It all seems to work quite nicely, it's pretty subtle, you've got to be watching for it, but I know it's doing it and that's enough for me.

In saying that, I think on later levels ( Level 6 seems to be the first real "kick off" level, around that level it feels pretty sweet ) I may have to drop the checks, or at least test for the number of objects running and skip them when there are too many to test.

Next up I added the "waves". Basically, not all rocks come at you at the same time, there's a trigger point where extra ones will be released. This will need some balancing ( Like all the gameplay, which for me is a long way from being done ) when the baddies are in there.

I guess the biggest thing, in terms of the blog title anyway, is the power-ups. Firstly I added the spray power-up ( I don't think I'm going to stick with that name, it conjures up images of dogs and lamp posts ) which is your standard weapon, plus friends. It looks really good when you've maxed it out at [ Weapon ] level 5.
For all the power-ups there's give and take. For example with the spray power-up, yeah you get 5 shots at once, but the reload time is increased to try and balance that out. It helps me as the coder because it means the games not running as many bullets as it would be if I didn't increase the reload time and will also hopefully bring some balance to the game ( If you max out your power-ups and you're as hard as hell, how do you still make the game fun ? Do you make the baddies that before died with one shot now take 5 shots to keep the challenge going ? If that's the case, you've not actually got a useful power-up, you've just got more sprites on screen. Do you increase the sheer volume of baddies ? Then you could slip into a grind if their easy to kill. It's always a tricky tricky problem ).

The spray PuP didn't take too long, so I moved onto the homing missiles ( Which I knew would ). I've optimised these quite heavily already, but I still think with 4/5 running with a lot of objects there's a performance hit, and that's why I've left them unlocked and maxed out in the current build, so if anyone whose got two mins could give the game a quick play ( 'til around that magic level 6 would be good ) and feedback on their performance and specs that would be great.
If they are generally running crap for everyone ( Fine here, but quad core machine. This baby could run seti@home on it's own, so testing a swf in a realistic enviroment is tricky at times ) then I've still got some ideas to try and claw back some speed whilst still keeping the same look to them.

Squize.

Friday, January 02, 2009 4:03:07 PM (W. Europe Standard Time, UTC+01:00)  #    Disclaimer  |  Comments [6]  |  Trackback
 Thursday, January 01, 2009
It's time for our annual review of what we've managed to achieve over the previous 12 months, so bring that hangover and stale mince pie with you as we go back in time and space...

Jan:

This saw our first birthday, and Olli experimenting with web servers and the Wii. Quiet month, I'm putting it down to hangovers.

Feb:

The most loved up month of the year saw what has got to be one of the most camp games ever,

lovedUp_grab.jpg

Loved Up, a rainbow islands inspired platformer. Turned around in a really short time scale ( It's development can be followed here ).
"Critically" ( Read: By boys who write teh shizzle lolz ) panned, it went on to do pretty huge traffic as soon as it made it to to the girl orientated sites.
Not a great game, but much better than it's feedback would indicate.

March:

Olli kept us up to date with what could well be his longest development ever ( Still going ! ), and in terms of work, we had the following:

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Golden Balls. Completed the year before in under 2 weeks, someone else had finished off the server side intergration ( I'd finished the Flash before the external company that does the clever secure stuff had even looked at the spec I think ) and added some more eye candy and a couple of graphical hic-cups.
A simple bread and butter project that pays the bills.

toxicGrab.jpg

Professor Sauernoggin and the Landfill of Doom! My baby. So much love went into this game. Marmotte over delivered on the art by a huge amount, and for that I'll always love him.
A game to be proud of, just a real pity the client seemed not to understand the value of it ( As of right now, it's had a mere 41,979 hits. It's totally buried on the clients site, you can't even get to it from the front-page. I sent them two html pages to sit it on, and they used the holder page from the client area we'd set up, not even deleting the text, just setting it to black. Honestly, take two seconds to look at the source of that page. Quite a kick in the bollocks after putting so much love into this game ).
An enjoyable development, as much down to the people who worked on it as the game itself, just marred slightly by the lack of promotion and the drawn out sign off phase ( It was ready long before Loved-Up, which used the same engine, but came out a month later ).

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Chimbo's Quest is an old one to finish this busy month off with. I'm not sure how much more needs writing about this here, I guess if you're interested and didn't catch them first time around, the player stats post is quite a good place to find out more info.

April:

The 1st saw me go a little bit too far down the sick boy path, something I'll learn from for this year. Some general development posts about Orbs ( Still in development ! ) and Law of the West.
After March's mental release schedule we were due a break, so only two games this month,

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MJ-1912 is a really old reskin of my first ever complete Flash game ( MJ-12 ). I recently sold the source of this to a mate, and made more than I have with the gameJacket ad revenue from it.
I like it as it's a slightly hammy feel to what is at heart a pretty solid Space Invaders clone, it's just that Space Invaders isn't that great a game in itself anymore.

grab_BB.jpg

Brain Voyage / Brain Benders. A port of the Edios DS game which I did whilst under contract at gimme5.
The good ? First as3 project, nice to do lots of mini-games again ( That really seems to be my thing ), the presentation is really good ( I love being able to do really really accurate ports, another one of my on buttons ) and the face book version was a nice touch ( And seeing Jon Hare had played it ).
The bad ? The games themselves were pretty piss poor. Also my biggest issue with it was the ad at the start. If you're doing an adver-game, don't be cheap enough to drop a fucking mochi-ad in there. I know Edios were having cash flow problems at the time, but honestly, that $5 isn't going to make much difference aside from making you look cheap. Very cheap.

And that was April.

May:

Just the one release this month, but it was a big personal project,

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The Law of the West, Olli's homage to the old classic "West Bank". In development for ages, Olli finally got it released only for us to suffer one set back after another with it ( It being hacked to high heaven was one low point ).
In terms of a game, it's pretty good, the presentation is great and it's done ok-ish traffic without ever really taking off and becoming a huge hit.

June:

Aside from making it to 36 without anything too bad happening to me, June also saw a couple more releases.

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Phantom Mansion. Looking back over the blog it seems that the last one ( "Black" ) was finished this month. I think I must have done 4 last year then, and reached the point of not even blogging about their releases.
If truth be known, a really fucking horrible project, one I was only too glad to see the back of. Huge fan base though, which is weird. PMII is out now, some cheeky sod copied the format and posted on FGL. Matt at gimme5 saw it, knew I'd rather wake up next to my mum than ever do another PM game, so got this guy on board to do the next 6/8 games. There's a moral there somewhere, not sure what though.


bb_grab.png


Big Bod Says
. Tiny little game, which somehow stretched to taking 9 days in total. There was no GDD for this, and I had a 15 min chat with Ricky the designer of it before getting to work. Couple of days in and it turns out I'd got the wrong end of the stick, so I basically re-wrote it one morning, only to discover that was wrong, and finally nailed it in the afternoon. So in effect 3 different games in 3 days, and then 6 days to finish off the love.
Kinda fun, and the speech is just a different class.


lowp_grab1.jpg

Law of the West pinball. This was done much earlier in the year as I wanted to learn how Box2D worked and pinball seemed the obvious choice. Unfortunatly at the time Box2D didn't support bullets in as3, so the ball would quite happily fly through objects at high speed.
When v2 came out I was finally able to finish this bad boy off, and to whore it around for sponsorship. It was offered the vast sum of $300, which would include the source code, although wouldn't be exclusive ( Too kind ), so we just dropped it into gameJacket.
In terms of the game itself, I really really like this one. It's one of the few games I've done I can actually just switch off and enjoy playing. For a lot of other people it really missed the mark, and has failed to do the traffic we would have liked.
The maim positive to come from this is that it's been included in 8Bit rockets new Retro Hall of Fame, which is really cool, although I have had to send Jeff and Steve lots of photos of me in the bath for it to be included.

In June I also posted how I do a preloader in as3 / Flex, which seems to be our most hit page here.

July:

We did things, and we wrote about them, but we didn't release anything new to play, so let's skip this month and move on to...


Aug:

...much the same as July.

Sept:

Just more words. Come on, we were productive for the first couple of months of the year.

Oct:

And back on form. Where did this month take us ? No, not roughly from behind, but on a mixed voyage...

soSICO_grab.jpg

Son Of Sico. An Air front-end for our simple little action script mangler.
We've had fuck all feedback about this, nothing. Also 1 reply when I sent the GYW Encryption package out to friends, so as far as we're concerned either people don't give a shit about their stuff being hacked, or they just don't want us to help them from preventing it.
Either way both projects are internal only now, life's too short to try and give things to the community when they don't want them ( Check me out being all bitter on New Years day ).

opCortex_grab.jpg

Operation Cortex: My entry into this years 48 hour FlashKit comp. It didn't win. I've linked to the post rather than the game, as the source code is also available there.
I liked this game, and it was pleasing to be able to do a 100% complete game in something like 12 hours, it makes me feel like the sponsorship kids who always say things like "Well I earned $16 an hour from my game which is more than I earn working after school, and it only took me 5 hours to make".
I think this game may re-surface somewhere else, with a lot more love and a bit more depth.


651_logo.jpg

651 Announce. Released on 20th October, which numbers fans, is exactly 651 days from when GYW came into being, way back on the 9th Jan 2007.
I'm so proud and pleased with this. It is just pointless eye-candy, but all the best eye-candy is pointless. If you've not seen it, it's a collection of demo effects all done in real time.
The blog posts in Oct. cover how a lot of these effects were created if you're at all interested.

Nov:

This saw more words ( Including my "Help me" words when it came to giving up smoking, plus a death of sorts in the family ( The 360 went to console heaven ) ) but no more toys, so let's move along to what is apparently the most wonderful time of the year,

Dec:

To finish off the year, a release each.

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Gameball Maize Maze. Our first project with Brandissimo, a creepy iso game with a really rich art style.
It's development was covered in an almost diary like form back in September with the last update being this one.
Again I'm happy with this one, it's development took longer than I'd hoped, but the extra time spent on it was an investment as to cut it too short would have been to really rip the guts out of the game. On the downside, you have to register to play it, hence the link there going to the blog post rather than directly to the game.

handigo_grab.jpg

Handigo ( You'll find it sitting in the games column ). This was like the previous years Fuel Factory-Y / Model City, except this time it was Olli jumping in to fix other peoples half done code for the simple lure of cheap dirty money.
The main menu is 100% low fat gyw code, along with various bug fixes ( Esp. game 1, proof that in actual fact you can polish the odd turd now and again ).
Pays the bills, and the credits were nice, plus working for Ubi-Soft has a certain kudos to it, and by all accounts they were quite lovely.

Other blog highlight this month was the ( Still going ) development of X++ in the form of new build being uploaded straight to the server, and the fantastic Zombieland post mortem by Pany ( If you missed it before Christmas, take a read of it now, it's one of the most honest accounts of a Flash game development and aftermath you'll read anywhere ).

And that was the year that was. I'm going to avoid making any predicitions here, as to be honest, I really can't see the point. When people do them they're a mixture of the stupid ( "Nintendo to release a Wii Remote Contact lense so you can just look at objects to interact with them" ) and the obvious ( "More games players to buy more games", "Women to buy casual games more than men" ), and who checks them ? Who actually goes back to the year before and reports that the stupid ones didn't happen, but hey, you were right about the obvious ones, spot on man, wow. That's like a gift you've got.

Also another reason not to do any predicitions, is 'cause I actually checked back at what I said this time last year,
"Coming up we've got the platform game ( Which I'm really proud of. It's on par with GOL in terms of love and quality ), the continuing Phantom Mansion games, Orbs and Olli's got a great old school game that we've been commisioned to do."

The first two were done, the second ? Still in development limbo. I don't want to jinx anything by making some big stupid sweeping statement about it here.

What I would like to do to finish off though is to thank all of you for taking the time to come here and read our crappy outpourings when we make them, and to wish you all a Happy New Year and we hope you'll stick around during '09, 'cause if it all goes to plan we'll still be releasing games and still talking about them.

Squize.
Thursday, January 01, 2009 4:59:16 PM (W. Europe Standard Time, UTC+01:00)  #    Disclaimer  |  Comments [4]  |  Trackback
 Monday, December 29, 2008
We're back, hurray!

Hope you all had a good Christmas and got lots of new things to play with ( Left 4 Dead was the best thing Santa gave me, it's the best marriage of "proper game" and multi-player I've ever ever seen. Everyone is going to copy that soon and just ditch the single player mode all together ).

I'm still in a holiday frame of mind, so the posts here may be sporadic as I alternate between working, and eating crap food / watching tv ( I think Olli's the same too ).

There's a new update to X. This is more of a "presentation" build, where I just can't be bothered to try and code anything clever.

The pause mode is in, which is always a nice thing to have done. To try and make it less drab, there's a bit of eye-candy in there, which is a Lorenz Attractor and was ported to as3 from the code at the always excellent Levitated ( I had played with this a couple of weeks ago using setPixel, and just wasn't happy with the results. Rather than let it go to waste I used the bubbles from the depth of field vector effect in 651 and a bit of blur and the add blendmode along with the old faithful infinite bob effect, and it looks ok-ish now. One thought that came to me was the code may be handy for running some types of baddies, could be quite a nice movement pattern and wouldn't require me to think of any more code ).
One thing is that I don't kill the animation during pause, so asteroids keep spinning, explosions keep exploding. This is because the use of movieclips is only a temporary measure, I'm going to wait til we've got final assets before ripping that code out and using tilesheets instead.

The other major chunk of work done is the stats / medals. The medals needs some images drawing for them, and then code to actually trigger them in-game, but all the internal guts is in there. The stats I think are done now, which is cool. Just don't get too attached to them, as every new build will reset them.
I've also added some stats to the level complete section ( I've been brainwashed waiting for things to load on the 360, where they display tips / stats to help you forget you're waiting ) which I'm really happy with.

Following on from a comment from Tonypa, the current level is now displayed, and a level progress bar. I've noticed a lot of casual games show the level progress ( Zuma, Luxor2 etc. ) and it's a simple nice thing to have. It's maybe not that useful now, but perhaps if the asteroids were to come in waves later in the game ( That's a clue btw ) ?

Squize.

Monday, December 29, 2008 6:33:22 PM (W. Europe Standard Time, UTC+01:00)  #    Disclaimer  |  Comments [4]  |  Trackback
 Wednesday, December 24, 2008
Merry Christmas everyone!

At this time of year we'd just like to thank you, all our beautiful constant readers and our sexy newer visitors, for helping make this blog what it is. Without you we'd just be talking to ourselves, and I'm no doctor, but that's got to be a bit mental hasn't it ?

So thanks a lot for keeping us sane, it means a lot to us.

Turkey, tv, unwanted gifts, eating until your eyes bleed, visiting relatives when you just want to play on the xbox, something about the little baby Jesus, a big fat man breaking into your house in the middle of the night, paranoia that you can smell burning every time you turn the tree lights on, getting a card from someone at the 11th hour when there's just no way you can get one back to them on time, wrapping presents far too late and making a really bad job of it, having to spend Christmas with relatives and their weird not the way your family does it rules ( "We don't open the presents til after lunch" ), it's just all good isn't it.

Have a great one,

Squize & nGFX
x

(ps. edited by nGFX):
So Squize was done with posting a good deal earlier than me, so instead of having a second post I decided to add to this one...

If you're not quite so much into Christmas (like me, although, only the stress before it spoils it for me as early as November) here's my usual:

Happy Hogswatchday!

"ER...HO. HO. HO."
-- Death makes a career move (Terry Pratchett, Hogfather)

Wednesday, December 24, 2008 11:15:34 AM (W. Europe Standard Time, UTC+01:00)  #    Disclaimer  |  Comments [1]  |  Trackback