Monday, March 31, 2008

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.

Monday, March 31, 2008 12:04:11 PM (W. Europe Daylight Time, UTC+02:00)  #    Disclaimer  |  Comments [5]  |  Trackback
 Saturday, March 29, 2008
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
Saturday, March 29, 2008 8:51:35 PM (W. Europe Standard Time, UTC+01:00)  #    Disclaimer  |  Comments [0]  |  Trackback
 Friday, March 21, 2008
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.

Friday, March 21, 2008 11:21:13 AM (W. Europe Standard Time, UTC+01:00)  #    Disclaimer  |  Comments [2]  |  Trackback
 Tuesday, March 18, 2008
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

Tuesday, March 18, 2008 3:02:24 PM (W. Europe Standard Time, UTC+01:00)  #    Disclaimer  |  Comments [2]  |  Trackback
 Thursday, March 13, 2008

Had a quick google to discover that Golden Balls, the game I did the middle of last year for Endemol gaming is finally online ( Has been for a while apparently ).

It's a bit more text heavy than the version I finished up, and it looks like the contestants disappear on level 2, only appearing on mouse over ( Although my work monitors aren't the best so it could be my eyes ), but it's pretty much as I left it.

You can play it in demo mode, which means you don't have to gamble cash for real, and I've got to be honest I found it quite a fun game to play during it's development ( Which was a sweet one too, contracted for 8 weeks, turned it 'round in under 15 days, which meant I was freed up to work on GOL. That's how long ago I worked on it ).

It's well worth a quick play, although remember it's hosted on a gambling site before you go a clicking.

Squize.

Thursday, March 13, 2008 1:08:47 PM (W. Europe Standard Time, UTC+01:00)  #    Disclaimer  |  Comments [0]  |  Trackback
 Monday, March 10, 2008
...and a bit of self centered bleating.

As Flash developers we all know how a lot of sites just pull the piss and will quite happily steal games ( And if you're really lucky, drop their ads into them. Nice ), but this story is just a whole new level of pulling the piss.
Really worth a read.

Now on to the self bleating. GOL got a review at Channel 4 games. 5 out of 10. Visitors to the site actually rated it less than that. It works out ( Using channel 4's rating, let's not make it worse ) at 1 point per game. And nothing for the front-end.
Following that down it's natural path, it means that say "Souper Bowl" would only score 1. Hang on, perhaps it scored less 'cause it's a collection of mini-games, let's double that. 2. Out of 10.
It's a sickener to think that the whole is actually less than it's parts. That's quite an achievement.

Sorry, I don't like wallowing in self pity, but when it's the best thing I've ever done, doing so poorly, it's hard not to have 5 mins being a tart about it. All out of my system now, although don't get me started about Loved Up getting poor reviews 'cause it's "gay"
( Wait 'til Loved Up II - A mouth full of spunk, that'll get the homophobic vote ).

Squize.

Monday, March 10, 2008 9:42:01 PM (W. Europe Standard Time, UTC+01:00)  #    Disclaimer  |  Comments [0]  |  Trackback
 Friday, March 07, 2008

After not wanting this blog to be just a linky one, I've just got to show this, although I imagine a ton of you will have seen it already.

Wow!

Squize.

Friday, March 07, 2008 12:18:54 PM (W. Europe Standard Time, UTC+01:00)  #    Disclaimer  |  Comments [6]  |  Trackback
 Thursday, March 06, 2008
So the menu screen is nearly done - I could resist the urge to do it "right" and add some node-based pathfinding just to display some screen changes.

Today is designh day again, because I have to find a way to do the editor in 640x480 without making it a big pain in the a**. To make this task even easier, I have to fit in the 40 different tiles (which includes buttons and traps) and the 9 different enemy types.

Luckily the maps are only 32x32, but it still means they can't be shown completely at 100% (during play you can see only 9x9 tiles at a time), so I'm going to have to add some sort of scrolling and scaling. Although I think I'm not adding scrollbars and just use space&drag for moving the map, as I use some more key/mouse combinations for the editor (like shift&click to paint a secondary tile (to simulate the right mouse button), ctrl&click to paint into the second layer).

Speaking of the second layer, another neat, yet painfull thing (still thinking of a way to get rid of it). It is in there to allow the hiding things blow moveable tiles, so you can place a fire or a button under a moveable wall tile ... joy.
It may just be a good idea to allow access to the tiles of the secondary layer only if a tile sits on top already ... mhm ... we'll see how that is going to turn out.

nGFX


Thursday, March 06, 2008 1:33:36 PM (W. Europe Standard Time, UTC+01:00)  #    Disclaimer  |  Comments [0]  |  Trackback

Smokers who live / work in Kentish Town ( London ), here's an idea for you, instead of asking me if I have any "spare" cigarettes, why not go to the shop and buy your fucking own ?

Bad couple of days, don't know if you can tell.

AS3 continues to twist my melons. I've been working on a card game, always fairly straight forward. So I have a card movieclip with 52 frames, nice and old school. In that I have two other clips, one the "back" of the card ( So a quick flip of the visible property and it's facing upside down ) and within that another clip which has a tween in it for a glow effect.
A card gets picked, and it's just a simple gotoAndStop to the correct frame. But, within as3 I couldn't get to the glow tween clip. It just wouldn't find it ( So I couldn't call sprite["card"].face.gotoAndStop(1); to stop it going to frame 2 where the glow tween starts, and with it being as3 you can't just drop a stop(); on the mc's timeline ).
The fix was to trigger a one shot enterFrame and wait for a frame before being able to get to the mc. Logical in a way, pain in the arse in practise.

Speaking of the card game, I managed to delete the source code by accident ( Around an hour after it was feature complete. Obviously at any other time it wouldn't have had quite that same ring of irony ). It wasn't a recycle bin delete, it was a delete from within Flex ( ie Eclipse ). If you ever have anything dodgey on your machine, I dunno a list of drug dealers you employ, store the info in Eclipse, 'cause if you need to delete it no one will ever find it.
After a bit of a blind ( No backup anywhere ) panic, I thought ok, not a problem. Files aren't actually deleted, it's just a flag that's set on the block allocation map and so an undelete app will be able to find them, undelete them and everythings cool again.
4 undelete apps later ( Oh, 30 day trial, but without the ability to actually restore a file. What is the fucking point of that ? It's like buying Stephen Hawkings a great pair of trainers ) and not one of them found the files. They found files from a couple of years ago deleted by the God knows how many other people who have had this machine before me, but not a single one of mine.

No worries, Eclipse has this sweet local history feature. Hang on, if you delete the actual project file you can't get into the local history via Eclipse. Joy. So after a lot of hunting around I found the history files on my hd. Thank fuck. But joy of joys, they're stored in the most human unreadable form possible. A huge number of folders with hex names ( The catchy 8F, or the rather cheeky 5A ), and within those folders each little back up has a name like: 803d36994be9001c1049f5beb7af7d50
No file extension, no nothing.
Never mind, it's just an easy task to go through every folder with that days date ( A mere 60 or so ), sort each file by date, open it to see which class it is, and make a note of that. And then once all the notes are taken for each file in each directory I know which are the most recent and I can rebuild the game's structure from that.
3 hours to do that.
Yesterday with my 6 pages of notes, and the help of a decompiler ( The first time ever one has been useful, as opposed to allowing script kiddies to drop their own ads in your game ) I managed to fix everything as good as new.

There's a big fat lesson to be learnt there about backups ( Which I always do in-doors ).

Also discovered another fun little thing last night when working on Orbs. I've got senoculars' key.isDown class in there which works a treat. I've added the title screen, and you can click a couple of buttons to get into the game. What I found was though ( Which I wasn't expecting ) was the game lost focus in a way, so the key reading methods would only work by clicking on the game screen again ( I don't mean clicking away from the swf, just by clicking buttons on attached Sprites before hand meant that once in the game itself focus would be lost ).
After some hunting around, I found this would fix it,
stage.focus=stage;

There is more, so much more ( Don't get me started on Banks. I've been trying to sort out a foreign draft to pay someone for over a week now. From branches listed on google maps which it turns out have closed, to branches which are meant to be open at 9 but at 25 past still aren't ), but there's only so much venom one blog post can take.

Squize.

Thursday, March 06, 2008 12:41:05 PM (W. Europe Standard Time, UTC+01:00)  #    Disclaimer  |  Comments [0]  |  Trackback
 Tuesday, March 04, 2008
No post yesterday, not because I forgot it, but because I had a few other things to do.

So today is day five, I'm finally going to code the menu screens (or as far as I get today), it's going to be a bit tricky, because I don't want to just move in/swap the screens.

My Idea is to have some sort of main-board like grid of connected elements which all can send "redraw" commands to it's neighbour, so when you "start" one node it'll look like flowing energy (I doubt I can explain it well).

Now, instead of just going to the next screen, I want to give a "clean up" command and all unneeded elements hide one by one (following the connections) and then redrawing the new grid from the existing nodes.

Wow - that sounds really - unintelligible.

And here's a picture of our hero (more or less :) ):
cc_posed_01.jpg
(not the finall pose and light, though)

Now lets do some coding ...

nGFX


Tuesday, March 04, 2008 9:25:10 AM (W. Europe Standard Time, UTC+01:00)  #    Disclaimer  |  Comments [0]  |  Trackback
 Sunday, March 02, 2008
So I got a bit carried away on Friday. I finished the construction of our new little hero C... (damn I can't tell you his name right now), boned hime up and did a few test renderings ...

And then I got myself an ice cold beer and drank myself away ... nah, I had just one.

I tried to code for a couple of minutes but then thought that it's Friday and I should get my ass out of the door and have some facetime with a few friends.

So on Monday I'm going to pose our new little friend so he can make his apperearance on the titlescreen I'm going to start coding then.

Yeahaaaa!

nGFX

ps: Right now I can't provide an image (same reason I can't give a name - darn - I really would like to)

Sunday, March 02, 2008 4:51:34 PM (W. Europe Standard Time, UTC+01:00)  #    Disclaimer  |  Comments [0]  |  Trackback