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Showing posts from 2012

Create a Simple Asteroids Game Using Component-Based Entities

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I recently wrote a tutorial for GameDevTuts+ where I show how to set up an entity composition system in ActionScript3 and use it to create a simple asteroids-style game. If that gets you excited, go read it! Part 1: Avoiding the Blob Antipattern: A Pragmatic Approach to Entity Composition Part 2: Create a Simple Asteroids Game Using Component-Based Entities Full source on Github

Dungeon of Math - an Adventure Time game we made in 48 hours

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Me and Amanda made this game over the weekend for the Fantastic Arcade Game Making Frenzy Adventure Time Game Jam (wow, that's a mouthful!). Enjoy:  http://www.adventuretimegamejam.com/submissions/69-dungeon-of-math

Mochi London 2012 - Come meet me!

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I spoke at Mochi London last year, and I'm pleased to say I'll be back this year with a brand new talk (all about the making of Super Gun Kids). The main conference is on Saturday 15th September 2012 at King's College London, which is a great space, and it's completely FREE! Come meet the UK Flash game developer community! http://mochilondon2012-estw.eventbrite.com/

Super Gun Kids: Progress Report

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About two years ago, I decided that I want to gradually transition from being a freelance Flash dev to being an indie games dev – a full time one, if possible. I can now assure you, friends,  it’s not as easy as it looks! After a couple of false starts, I’m finally working full time on my own game, with a pretty healthy timescale and high spirits. But jeez Louise, it’s scary. Seriously, it take takes stones of steel! Here’s my progress... Firstly, where’s Alice? I spent a big chunk of November and December working on a prototype for Alice: Beyond The Looking Glass , which is a linear puzzle-platformer adventure. I came up with some cool stuff technologically, developing a 2D bones animation system, and getting Flash to do 1080p resolution at 30fps without hardware acceleration, which wasn’t easy. But as Xmas approached, I started to have doubts about the project. I think the theme, setting and gameplay were totally wrong for the Flash portals I was developing for. Despite

Help me make this Canvas benchmark faster

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I'm doing another round of benchmarks at the moment. This new one is called PirateMark. It tests how many big rotating sprites can run on a particular engine/platform at 960x720 resolution, at 60fps. So far it's not looking very promising for HTML5 canvas - I can't get 60fps even with just 1 sprite, and at 30fps I can only get 10 sprites going . But as you may know, I'm not really a canvas/javascript expert, so maybe you can help. JavaScripters - I am laying down the gauntlet! Make this faster!  Please leave suggestions and links to your own version in the comments. Because there's no native sprites with rotation in canvas, the code uses a light framework I wrote at Seb's creative JS course. It may be that I'm doing it hopelessly wrong.

Celebrating 20 Episodes of The Creative Coding Podcast

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Last January, me and Seb Lee-Delisle had an idea to record our Skype chats, and launched The Creative Coding Podcast. Here we are just over a year later, and we've got 20 episodes! We've had an amazing year, been nominated for a .net magazine award for best podcast, had 18 world-class guests and been downloaded almost 200,000 times! Please enjoy the latest episode or have a browse through the archives for something that takes your fancy. Episode 1 – Web games, HTML5 and Jangaroo Episode 2 – Mobile Devices Special Episode 3 – Molehill and Processing with Jer Thorp Episode 4 – Flash Special (plus WebGL and Unity3D) Episode 5 – Game Design and Conference Etiquette with Ryan Henson Creighton Episode 6 – openFrameworks, Adobe CS5.5 and multi-touch gaming Episode 7 – openFrameworks and Open Source with Pete Hellicar and Joel Gethin Lewis Episode 8 – Rome, Chrome and Angry Birds Episode 9 – Processing and Cinder with Robert Hodgin (Flight404) Episode 10 – Teaching Gam

I'm speaking at Flash Gaming Summit in San Francisco

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If you're in San Francisco on March 4th 2012 for GDC (or any other reason) you can come along to Flash Gaming Summit and hear a brand new talk from me called "Two Dimensions of Awesome", where I'll be presenting the research and development work I've been doing for Super Gun Kids and Alice: Beyond the Looking Glass. Drop me a tweet if you want to grab a coffee! Here's the sessions description: Two Dimensions of Awesome - Advanced ActionScript for Platform Games Stunning console games Limbo and Rayman Origins have shown a glimpse of what is possible in two dimensions. It is my goal to take 2D Flash games beyond the retro pixelated aesthetics of Flixel and create rich immersive worlds closer to the state of the art found on games consoles. In this session I will present my research into advanced 2D game development, including: •Collision detection beyond tile-based maps - irregular shaped terrain. •Using Flash Professional as an advanced level editor