Showing posts from February, 2011

Podcast Episode 3 - Molehill and Processing with Jer Thorp

The unstoppable juggernaut that is The Creative Coding Podcast continues on its inevitable rampage of destruction, this week flattening Molehill and making mince meat out of Processing. Special guest Jer Thorp jumps on board to crush those who would oppose us. Listen now!

Hackathon contest winners announced!

A while back I announced a Flash game contest I was helping to judge, and gave away some source code to get you started. Over 500 people downloaded the source code - however not one of those people managed to enter the contest! No matter though - six intrepid developers did get their games finished and in front of the judges eyeballs. Head over to Mark's blog to find out who won and play the games . If you didn't win - don't worry, there was something to like about all the games, and all entrants get a copy of FDT.

How to make a whole game in one day

There are game jams and Flash game competitions seemingly every weekend these days. While I don't really like the idea of pinning my eyes open with matchsticks and coding all night, I do like the idea of getting a complete game finished and released in a single day. I sometimes get a day or two of downtime between client projects, and rather than using this time to experiment on bunnies, I've been trying to work out how feasible it is to release 1 or even 2 games in these gaps. My first couple of attempts have overrun by about double, and still aren't released (I'll keep you posted), but I have learned a few things along the way that I thought were worth sharing. I've also picked the brains of some other friendly developers for some suggestions (you know who you are, so thanks!) Here's what I've worked out so far: The game can't have more than 1 level that you need to design. So a single maze like Pacman would be ok, but you can't have every level

BunnyMark compiled from ActionScript to HTML5 with Jangaroo

Jangaroo is a cool opensource project that lets you compile AS3 source code into JavaScript, and as it emulates a subset of Flash player features, you can even use it to port existing Flash games and apps to HTML5 Canvas. I talked about my experiments trying to get it working in the first episode of my and Seb's podcast . I wasn't having much luck at that point, but since then Frank from the Jangaroo team has given me loads of help to get all my demos working, even editing my code and fixing parts of the compiler for me! What I think I didn't stress enough on the podcast was that this project is still very much a work in progress / public alpha - I think it has a lot of potential. So here I present BunnyMark via Jangaroo and HTML5 Canvas! BunnyMark - blitted version - 30fps (Windows Vista / Chrome) - Pretty fast! BunnyMark - bitmap version - 8fps - Really slow for some reason. (any ideas Frank?) BunnyLandMark - blitted version - 30fps - Pretty fast! BunnyLandMark -

How to communicate between game objects.

Over on Richard “PhotonStorm” Davey’s blog he proposed a simple way to communicate between objects in your game using a “Registry” a class with static variables storing all the major systems of your game. So, for example if you wanted to create a spray of blood when an enemy is hit, in the enemy’s hit() function you would include the line Registry.fx.sprayBlood(x, y) and the FX object stored in the Registry.fx variable would create the blood spray and handle updating etc. In the comments on Richard’s post, I pointed out that this isn’t a very object-oriented approach: these are basically global variables by a different name. I have used a similar approach myself on quite a few games projects, and overall it works well and is a quick way of getting things done. I have, however, encountered two problems with it. Firstly, you can end up with all you code in one huge blob or “god class”. For example, if the FX class is responsible for handling any possible visual effect you would want

Podcast Episode 2 - iOS, Android, Windows Phone 7 and more!

Me and Seb are back with another episode of The Creative Coding Podcast. This time it's a mobile devices special, with iOS, Android and Windows Phone 7 under the spotlight. For your aural pleasure: The Creative Coding Podcast - Episode 2 . Enjoy!

Molehill + Scaleform = hardware accelerated 2D in Flash?

This post is pretty much an open letter to Adobe, so if you know anyone who works there, please send it to them. I've had what I think is quite an interesting idea, and I think it's one that Adobe should have a long think about. The Flash player is about to add hardware accelerated 3D rendering with "molehill". The demos that have been released so far look great - amazing 3D scenes rendered with no impact on the CPU. All the rendering is handled by the GPU, leaving the CPU free to process your game logic, including physics, collision detection and AI - which allows for more advanced gameplay (and stops Flash-haters fixating on how much of their precious CPU the "bloated" Flash plug-in is consuming). However, this will only apply to 3D games. In fact 2D games - which we must not forget are what has made Flash the number 1 gaming platform on the web - will see no benefit from this release. What's the message from Adobe here? That 3D is the future of gamin