Sunday, April 27, 2008
My first ever as3 project went live Friday. I'm not going to slip into a "Phew, as3 is harder than it needs to be" style post, but it must have added at least 2/3 weeks to the overall dev time.

Back on with the show, the game is called "Brain Voyage" ( "Brain Benders" in the UK and possibly Europe, although I think the German version may be called something else again ) and is a port of the Nintendo DS game which launched last week.

grab_BB.jpg

I've read somewhere that Dr. Knizia is famous the world over and apparently he's designed many many board games.

There are 3 games included in the package, with two levels given with each. The real life game has a ton more, this is a very cut down taster. There is also a facebook version for those of you who do ( The novelty is lost on me I'm afraid ) which has some pretty nice bar graphs for comparing you to the best players in the world and also with the gimme5 hi-score widget for comparing yourself to your friends.

Over all I'm pretty pleased with it. Having it run next to the real game in an emulator is really freakish as it looks and feels so similar ( Not that big a deal when we were provided with 90% of the assets I know, but still kinda cool to be able to do something so accurate ).

Enough hard sell, if you'd like to play it, clickity clickity click here

Squize.

Sunday, April 27, 2008 12:48:50 PM (W. Europe Daylight Time, UTC+02:00)  #    Disclaimer  |  Comments [0]  |  Trackback
 Friday, April 25, 2008
Yum

It's quite rare a Flash game comes along and raises the bar for a whole genre, but this one does.

Racoon Racing

There's just so much love been put into it. One day all Flash games will be this good.

Squize.

Friday, April 25, 2008 11:54:17 AM (W. Europe Daylight Time, UTC+02:00)  #    Disclaimer  |  Comments [2]  |  Trackback
 Thursday, April 24, 2008

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.

Thursday, April 24, 2008 10:33:27 AM (W. Europe Daylight Time, UTC+02:00)  #    Disclaimer  |  Comments [3]  |  Trackback
 Sunday, April 20, 2008
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.

Sunday, April 20, 2008 5:05:40 PM (W. Europe Daylight Time, UTC+02:00)  #    Disclaimer  |  Comments [6]  |  Trackback
 Thursday, April 17, 2008

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.

Thursday, April 17, 2008 10:44:40 AM (W. Europe Daylight Time, UTC+02:00)  #    Disclaimer  |  Comments [3]  |  Trackback
 Saturday, April 12, 2008
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

Saturday, April 12, 2008 4:18:21 AM (W. Europe Daylight Time, UTC+02:00)  #    Disclaimer  |  Comments [4]  |  Trackback
 Thursday, April 03, 2008
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.

Thursday, April 03, 2008 8:04:56 PM (W. Europe Daylight Time, UTC+02:00)  #    Disclaimer  |  Comments [7]  |  Trackback
 Tuesday, April 01, 2008

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.

Tuesday, April 01, 2008 10:29:05 AM (W. Europe Daylight Time, UTC+02:00)  #    Disclaimer  |  Comments [4]  |  Trackback