Author Archive

  • Ninja 3D Test 1

    I had a desire to see if it was possible to create a simplistic “Virtua Fighter” or Tekken style game in Flash 10. The biggest initial hurdle was getting a convincing model displayed and animating it. And then seeing if the frame rate shot through the floor like a dead weight, or was actually playable.

    After a lot of messing around with Milkshape, md2.qc custom files and the Away3D MD2 parser doing some really weird shit, I finally managed to assemble this tech test (click the picture to launch, FP10 required):

    Ok so it’s not going to set the world on fire, but I was genuinely surprised at the speed, even when running a full animation sequence. And the model could be optimised significantly too.

    More tests will follow as time permits, but this is very encouraging at least.

  • Garden Box live on BigFishGames

    This one slipped under the radar a bit, but I released a new game “Garden Box”ย  a few months ago. It was a “casual friendly” update of my game Dark Cubes. With the hardcore techno and demoscene vibe replaced with flowers, birds and gardening paraphenalia ๐Ÿ™‚

    Anyway the game went live on BigFishGames today, so hop on over and have a play if you feel like a cerebral 3D challenge!

  • Quartet released to FGL

    It has been a while since I posted (other than about bitmap fonts in flixel). A brand new baby daughter and a wildly increased work load in the office has cut my coding time down dramatically. But tonight I updated and released our new game Quartet. Quartet is a graphically retro-inspired puzzle game. You attempt to assemble faces as quickly as possible, with more “complete” faces scoring much bigger points. As the timer decreases things get frantic and it’s as much as you can do to survive, let alone put that final piece of robot chin into the slot you need to secure a “full face” bonus ๐Ÿ™‚

    The game is now in active bidding on FlashGameLicense, and we’ve had favourable feedback and play testing from a lot of people. Those who “get it” seem to really love it, and ferocious high score challenges have occurred on the beta test. We took a lot of player feedback on-board and produced the final build this weekend, which is up on FGL.

    Right now I cannot tell how the bidding will go. It’s started ok, with a healthy first bid, but the weekend has meant its failed to progress from there. I think the quirky retro style may put some sponsors off (as opposed to the game itself) but personally I love what Ilija’s done with the graphics and music. It has a charm all of its own. And while part of my brain wonders what would have happened had we shoe-horned it into a contrived Aztec / Egyptian setting, or one with cute Safari animals, I’m glad we didn’t.

    I’m also glad that Quartet is finished, and that we completed it in such a short time scale. There is nothing quite like the feeling of finally releasing a game! It’s quite a buzz. A good kick-start, because we have much bigger, more impressive titles looming sharply on the horizon, and some big changes for this blog. So stay tuned folks ๐Ÿ™‚ oh and if you can view the game on FGL, be sure to check out the Credits!

  • FlxBitmapFont – A Bitmap Font class for Flixel 2 released

    Today I released my FlxBitmapFont package to Google Code. This allows you to use bitmap fonts directly in your Flixel 2 games:

    The bitmap fonts are just an extension of a Flixel Sprite, meaning you can throw them around, collide with them, scale them, rotate them and generally cause havoc. Or of course they could just be UI elements, proving a score/lives count. But at least the choice is yours ๐Ÿ™‚

    11 fonts are included, 2 sample programs and comprehensive documentation in the form of a PDF file. I’ve also published that here on my blog: http://www.photonstorm.com/flxbitmapfont and I will update both my blog and the Google Code archive as needed.

    Anyway I hope you have fonty fun with this! Look out for a number of new Flixel classes from me in the coming months, or catch me on the flixel forums where I help moderate the place.

  • Akihabara – 8-bit style game library for HTML5

    Given all the current Flash vs. HTML5 furore going on at the moment, I thought I’d throw this into the pit and let it smoke:

    Akihabara is a set of game libraries that let you create 8-bit/16-bit style games using JavaScript, utilising a small sub-set of HTML5 that is available in most modern browsers. Yes, HTML5, not Flash. The site claims they’ll work across Chrome, Safari, FireFox and Opera. Apparently a benefit of the engine is that they’ll also work on the iPhone, although given that they use the keyboard for movements/jump this claim is a little strange. But this is of course game dependant, and you could easily code a “mouse only” game that the iPhone could cope with.

    There are some demo games on the site, which are also the example games in the download. None of them are going to set the world on fire and all are easily re-created in Flash at much higher frame rates. But I have full respect for the developer who created this project, and I’d love to see where it progresses.

    The only reason I won’t invest any time in digging deeper is that the example games don’t work on Internet Explorer (and nor does the author claim they will). And like it or not IE is still the major browser of choice. As a result this is confined to “nice curiosity” rather than “contender” for the time being.

    http://www.kesiev.com/akihabara/

    Final thoughts: It’s going to be years before HTML5 is a viable platform for building games, but the day will come. Nothing can prevent it. However I firmly believe that Flash will evolve with this, and there is no reason at all why HTML5/JS can’t become a new publishing target for the Flash IDE.

    Of course I firmly hope that Adobe will wake-up and give game developers what they’ve been asking for for years from Flash Player itself. The video battle is over Adobe – you started a whole new wave of technology on the web when you pioneered it. But time has moved on and the browsers have caught up. Leave video behind and start empowering us game developers before you lose us too. We are your final real foothold Flash Player has on the web today. Flash games are still the one area where there are no real contenders, but we regularly have to scale back our games because we know Flash Player can’t cope. We’re hitting the limits of your technology, pushing it as hard as it will go. This is a dangerous place to be.

    All of your RIA movements are admirable, but they offer nothing that cannot be achieved via many other different options. Unity know game development, and they know game developers. But their plug-in will never gain critical mass.

    Support us or lose us Adobe.