Archive for April, 2009

30
Apr 09

Our new showreel

aardman.com
After months of hard work the Aardman Online team, of which I’m a part of , released the new version of the company web site: www.aardman.com. Wednesday was a hectic day for us all as we put the site live. Doing last minute changes you never expected to be doing ;)

The design I feel is a brave one. Created by Luis Cook it’s a clean fresh sheet of paper, where all the superflous items are resigned to shades of grey. And the colour of the beautiful imagery and showreels is allowed to stand out and be the centre of attention. Which on a site like ours is exactly how it should be.

Please have a play with the home page (hint: click the animated characters as they charge across the top of the site). But the main reason for this post is to shout that our new Online showreel, featuring loads of our Flash games, is now up:

http://www.aardman.com/online/

Enjoy :)

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26
Apr 09

Twitter Weekly Updates for 2009-04-26

  • @tomgidden did the rubber gloves come out to play? #
  • @ericclarksu congratulations!!! :) #
  • @GreyAlien figured this was right up your street! http://mymicrofund.com/?p=135 (What Can Entrepreneurs Learn From Martial Arts) #
  • @BinaryMoon isn’t it useful to know you could send them out to meet a client (etc) and they can get there under their own steam? #
  • @NowGamer_Dan Game Trivia??? Are you still drunk from the other night? #
  • @BinaryMoon I prefer being paid for petrol ;) #
  • Trying hard to work out a way of doing smooth n-way scrolling in AS3 that doesn’t require a traditional tilemap system underneath it #
  • Thx for the replies guys. To complicate matters I really want the artists to design levels in the Flash IDE, so one giant bitmap is a no go #
  • @ickydime nice example – and yes something like that. The 2880px limit is a real deal breaker for me tho. Am considering vCam clone. #
  • @8bitrocket how do you avoid the 2880px bmd limits? #
  • @HexagonStar something like Infinity Engine yes, but sadly I feel BioWares skillz may just be a tad > than mine ;) #
  • @mProCreation 403 Forbidden on that URL #
  • @rosedragoness when I said “giant” I meant in resolution, not KB :) bitmaps are limited to 2880px in FP9, vectors are not #
  • just pre-ordered Plants vs. Zombies on Steam (and got Heavy Weapon Deluxe for free). Roll on May 6th!!! #
  • @MichaelJW was playing with that earlier today – looks awesome, but just a toy really, could never commercially use it yet :( #
  • @MichaelJW possibly, but without the hardware rendering element it’d run like a one legged dog in an ass kicking contest #
  • does anyone know why TweenMax uses $ in function params? render($t:uint) – does it do anything special in AS3, or just a coding habit? #
  • @ickydime yeah I use it in php all the time (no choice!) just thought it weird seeing it in AS3. Thought it might cast some magic foo! #
  • @BinaryMoon looks sweet. Shame it’s yet another bloody plugin to install. It’s like the early web 90′s all over again! #
  • @BinaryMoon I agree totally, but it’s just a hurdle too far for the mainstream non-hardcore gamer public I fear #
  • @JGOware it works yes, I was just hoping my artist could create the maps directly in the Flash IDE, with animated clips as needed #
  • Kyobi currently #1 in the BigFishGames Top 10 Online games chart :) http://www.bigfishgames.com/online-games #
  • @MichaelJW 44,000 people –> currently <– playing it!!! *jaw drops to the ground* #
  • @JGOware BFG players are well known for their love of all things “puzzle”, so time will tell. I bet 1000s of them play it and love it tho :) #
  • @JGOware hey, nice to see our games side-by-side at the top of Andkon.com :) #
  • SourceBinder has to be one of the coolest Flash apps I’ve ever played with! http://sourcebinder.org #
  • RT @GamingYourWay: s) The winner of the gathering 09. Highly stylised, highly beautiful, Andromeda rock so much http://tinyurl.com/czt44x #
  • RT @cooptimus – Give us a follow and Win 4000 Microsoft Points. Details here: http://tinyurl.com/coop4000 – #co-optimus #
  • @rosedragoness must build games, must build games, MUST BUILD GAMES!!! :) #
  • @rosedragoness just make it the best you can. The success of it is largely out of your control unfortunately. #
  • @rosedragoness who doesn’t? :) never stop learning! just never stop creating either. #
  • mmm, Arctic Roll :) #
  • @JGOware soundtransform data not fast enough? Or do you need to look ahead at what’s coming? #
  • @JGOware Ballies looks awesome – what genre game is it? Almost looks a bit Robotronish? #
  • @JGOware I *so* read your tweet as “caught my wife playing with my balls without even being asked” :) need more coffee… #
  • @GamingYourWay (sorry to butt in) Unity has nothing to worry about *yet* It will be ages until a *game dev* package based off O3D exists #
  • @GamingYourWay run the gorgeous tech demos and see why! h/w accl sex. But still: no ide, no libs, 100% DIY for everything. It’s a geek toy. #
  • @MichaelJW I find it overkill :) WinSnap for me all the way! #
  • @MichaelJW SnagIt has got *loads* more features, but WinSnap is just so light-weight I have it auto-start with Windows, ready for PrtSc :) #
  • damn, I swear ALL the Left 4 Dead servers are borked #

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23
Apr 09

SourceBinder – pure AS3 awesomeness!

SourceBinder

Quite out of the blue I received an invite to the SourceBinder project tonight. I honestly couldn’t even remember what it was, but after a couple of minutes playing I was hooked!

If you are experienced with node based creation tools, like FilterForge for example, then you’ll have a good idea what this is about. Basically it’s an FP10 visual creation tool – you can create your own nodes (or use many of the public ones up there) and chain them together to create stunning visual effects. Loads of libraries are built in already like JigFlashLib, Tweener, Flint and PV3d, so nodes can be created using these.

SourceBinder Example

Nodes can perform tasks such as colour changing, mouse input, sound handling, PV3D creation and loads more. They are simple AS3 classes (which you can edit live online). You chain them together using a neat drag and drop interface, the final “display renderer” node being responsible for the output.

It’s just great – I urge you to try it!

http://sourcebinder.org

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22
Apr 09

Kyobi Flash vs. iPhone sales figures & #1 in BigFishGames Online Top 10

Kyobi on BigFishGames

My match-3 physics game Kyobi went live onto BigFishGames today, and is currently sitting proud as the #1 game in the Online charts. At the time of writing it has a staggering 40,000 people currently playing it. I mean, whoa. That’s pretty incredible. That’s like the entire population of my home town all playing my game at the same time. I’m not sure how often the player count is updated, but it seems to be every minute.

Adding those stats into the mix the game has reached 1 million plays since release just under a month ago, and it’s not even out on the really big sites I’ve sold it to.

I’m well aware the reason it is currently #1 is because it’s the “New Game of the Day” – but so what, I still took a screen grab and will cherish it as my first ever BFG title :)

“How did you get so many sponsors?”

I’ve been asked this question quite a lot recently (along with “How is the iPhone game doing?” which I answer below)

When I put Kyobi onto FlashGameLicense.com (FGL) the interest was immediate and rapid. As well as having it on FGL I also spent time emailing sponsors directly. Most of them didn’t bother to reply, but 2 did and both bought licenses, so it was worth my time just for this. One of companies who contacted me was GameJacket, who offered a $1000 advertising advance on the basis that all other versions of the game I sold were site locked (which they of course are), and no-one else got the game before them.

I liked the sound of this offer. I was low risk to me, so I accepted it. This automatically meant that none of the other sponsors could have exclusive rights to the game. So I told them this and most of them re-adjusted their bids accordingly, understanding that they would get the game on the day of release, but on a non-exclusive basis. In effect, everyone got it at the same time.

So I persisted with this offer to the various sponsors and they all agreeded. I built custom versions for them all, with API work in some cases, custom logos and pre-loaders in others. All versions were packaged up and ready for launch day.

I also created a Media Pack they could download. This pack included a range of high resolution screen shots, game artwork, logo, description and thumbnails for them to use on their sites if they wished (and a number of them did).

To date I have sold Kyobi to 9 different sponsors. 5 of those had the game on day of release, 2 others contacted me directly as a result of having seen it on NewGrounds (where it got a Daily 5th Place Award) and asked for custom builds. The other 2 bought it via the FGL game shop service. Updated: 26th April (5 days after original article written) – Kyobi won 3rd place in the Whirled single player game contest, adding $1000. It has also been picked up by another 2 sponsors adding $600 to the figure below.

Combined I received $5,155 $6,755 (updated 26th April) from these deals. By making a lot of “smaller” sales I managed to effectively double what I would have got from the best “single sponsor” offer had I gone down that route. And of course the game is still on sale.

You can see some of the custom builds of Kyobi on Andkon Arcade, Hubits, Juegos Juegos, Whirled and even a dating site called Connecting Singles! A tie-in with GameJacket means a special version will also go across the Spil Group of sites shortly too.

2 very high profile sponsors are yet to release their versions, despite having had them for some weeks now. I’ll update when they do because I expect them both to deliver serious play figures.

Of course the GameJacket version carries adverts, and the daily income rate from those has been quite encouraging (at least compared to my experience with Mochi). It won’t set my financial world on fire, but it should earn back the $1000 advance relatively painlessly. And then the money from that point on goes directly to me. As I have a full-time job that I love, that pays all the bills money made by Kyobi is surplus income. After tax it helped pay towards a new kitchen and parts for me to build a top of the line Quad Core PC. Could I “live off” the income from this game? No, of course not. That is what Flash game dev contract work is for, but that’s another post for another day.

… and what about the iPhone version?

iphoneKyobi was converted to the iPhone by my good friends at The Game Creators. The iPhone version is enhanced in several ways. It has a nice use of the accelerometer, more complex level patterns, blockers, bonuses and power-ups which improve the gameplay significantly.

In short it’s a really nice game, and my agreement with TGC meant I’d get a decent percentage from sales.

On the downside they renamed it from Kyobi to “Touch & Go”. In retrospect this was a horrendous move. Not only did it disjoint the brand, if you try searching for it on AppStore you’ll get about a million results back thanks to the generic title (have a guess how many AppStore games have the word “touch” somewhere in them! yeah, it’s a lot). Even direct searching for the exact title barely reveals the game.

It was quite literally impossible to find. The GameJacket release carried an advert for the iPhone game at the end, which helped lead to some small sales figures, but quite frankly nothing I could ever retire on. It was far removed from the “iPhone $$$ dream” the media hypes, to say the least. A “Lite” version was also released to help shift things along, but it of course suffered the same “invisible to search” problem.

So I pretty much wrote it off as a bad experience and forgot about it. That was until iDare hit the scene.

He who iDares, wins!

iDare is a free game TGC created over the course of 3 days. If you are old enough to remember the classic sci-fi film Aliens, you’ll remember the scene where the android Bishop holds down Hudsons hand on the dinner table, and spreads his fingers out and proceeds to stab a knife between his fingers as quickly as possible.

School kids worldwide at the time re-created this using everything from pencils to protractors! iDare is basically an iPhone version of this crazy game. It’s good fun, it’s original and it is free. Since release it has gone absolutely ballistic. Currently #1 in the UK charts and #2 in the Canadian charts and#4 in the US charts and still climbing – that is out of ALL free downloadable apps on AppStore. The net result of this is over 600,000 downloads since release and increasing every day. Edit Update: As of today (April 26th) iDare now has over 1.2 million downloads.

What does this have to do with Kyobi? Very simple: iDare was created with the express purpose of advertising the other games TGC had made, including mine.

I cannot give any specific sales data, but suffice to say that Touch & Go has gone from being flat-lined at a few sales per week, to selling 3 digits worth of copies per day (and the first digit is > 1). And of course the more it sells, the higher it climbs up the charts. And the higher up the charts it goes, the more it sells. It’s currently #19 in Strategy titles and edging ever closer to the magic Top #100 games. If it manages to hit that mark TGC and I will be very happy indeed.

At the moment direct income from the Flash version is greater than that of the iPhone one – but at current projections this could be reversed shortly. I’ll keep you all updated.

So in my very limited experience with the Flash to iPhone market here are a few bullet points to take away with you:

  1. Don’t screw your brand up! Keep the same game name where possible :)
  2. Ensure your game title and description is AppStore SEO friendly! Avoid this part at your peril.
  3. Don’t assume that just by existing on AppStore you’ll make any money at all. You need a method of promotion. Find what works for you.
  4. “Lite” versions are mandatory now. Create one. But again, the “free” app space there is flooded, so don’t assume just because you have one that “Full” version sales will increase dramatically. They won’t, but it will help.
  5. Promote, promote, promote! Find a way to pimp your game as best you can. If you don’t it will sink without trace, no matter how excellent it may be. If you have no promotion strategy then don’t invest a dime into your iPhone game.
  6. Just having a Flash version of the game doesn’t mean you’ll dramatically increase iPhone sales – yes the sales do cross over, but the conversion rate was pretty tiny for this game. Hopefully yours will fare better.
  7. Talk about what you are doing! Blog about your game, tweet about it, Facebook wall it, YouTube it, put screen shots on Flickr, write about it in forums. Do the whole social works. If you do this well enough it’s possible to build up a good “following” before the game is released, leading to an initial flux of sales that will give it a little kick-start up the App charts.
  8. Cross promote. If you know another iPhone game doing well, and know the developer, ask if they’d be willing to sell you some “ad space”. It could pay dividends.
  9. Be realistic. Even with a #1 AppStore download promoting your game, Apple still won’t be sending trucks full of gold bullion your way. That moment is gone. Live with it and set realistic goals, you’re in hell of a competitive market place.
  10. Please keep making games, no matter what happens :)

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22
Apr 09

Flash Game Developers required at Aardman Online

I’m cross posting this from our Online team. I know for the vast majority of you it won’t apply (because you’re not in the UK) but I thought it’d be worth a shot, you never know who is lurking!

Aardman Online based in Bristol (UK) has a couple of freelance requirements. If you fit any of these descriptions can you email Rohini a portfolio of your work, as well as your rate and availability ASAP! For all roles, it’d be ideal if you can be based on-site at our sparkly new Bristol office, but for the right candidate we’d consider working from home if you are able to come to Bristol for meetings and briefings.

  • We’re looking for an experienced AS3 developer to help expand a Flash Virtual World built on ElectroServer / AMFPHP. Previous MMO experience very advantageous, but not essential if you can handle digging deep into API docs. Basic php / mysql comprehension also desirable. Assets are packaged with CS3/4, development with Flex SDK.
  • We’re also looking for 2 x Flash game developers, ideally AS3 but would also consider AS2. If you’ve had experience working with sponsor APIs e.g. Kongregate / Mochi that’d be ideal. Can you send me your portfolio or examples of any games you’ve made.

Market rate and start date is flexible for all positions.

Oh, and you’d get to work with me :)

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22
Apr 09

PixelBlitz – It’s time for a fresh start

PixelBlitz was originally released by Norm Soule as a means to help him speed-up the process of creating a game. He graciously released it into the public domain, and shortly after I joined him in expanding and pushing the feature set upwards and onwards.

But for various reasons (mostly to do with the geek annoyance that is Real Lifeā„¢) Norm hasn’t had much chance to update the engine at all, and I was left pretty much on my own with it. Various things about the way it worked internally bugged me. I was still quite green to AS3 when I got involved, and some API design decisions really show because of this.

Now almost a year later I have a much clearer understanding of how I want it to work. How the API should be structured, how it should sit much better with the Flash IDE. And also how utterly vital documentation and examples are (hello PushButton Engine, I’m looking at you).

So it’s time for a clean break and a fresh start. I will be discontinuing my involvement with PixelBlitz as it stands today, and focusing entirely on building the new game engine from scratch. As of now I don’t know if that will mean releasing under a new name, to keep Norm’s original creation intact. Or if he agrees perhaps we will literally dump the current codebase and replace it wholesale. Right now that isn’t too important. What is important is that I start carefully planning the new API.

While I don’t expect any responses to this final part, I’ll throw this out anyway: If you want to get involved, please email me. I would love to not be the only person working on this.

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22
Apr 09

Great Retro Shoot developer interview

Retro Shoot

Jeff over at 8-bit Rocket has published an awesome interview with Dave Munsie, the creator of the current Flash shmup darling Retro Shoot. It’s a great game and a great interview, so I urge you to both play it and read it :)

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19
Apr 09

Twitter Weekly Updates for 2009-04-19

  • @8bitrocket where’s the zest gone oh 8-bit rocketeers? in reply to 8bitrocket #
  • @adobeted I use and really like the service provided by Nirvanix. Direct http and a whole load more. #
  • am on holiday this week, and spent the morning playing with my 3yr old and a bubble machine in the garden – much fun ensued :) #
  • Ok GTA: China Town Wars on the DS is one of the best games I’ve played in a long time. How did they manage to cram so much in there?!! #
  • As the wife settles down for Greys Anatomy I get to fire-up Left 4 Dead for the first time ever. Hope it’s as good as the hype! #
  • @JamFactory I hope you’re insured dude, those wheels look like total light finger magnets!! #

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14
Apr 09

Scarygirl is out!

Scarygirl

The interwebs are exploding with this already (as can be seen by the massive slow-down of the Scarygirl web site!) but the awesome Scarygirl game is now available to play :)

This is a truly gorgeous and incredibly well designed Flash platformer. There are hours of gameplay, even more if you stop once in a while to gasp at the beauty of it.

I urge you to check it out: http://www.scarygirl.com

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13
Apr 09

Flash Game Dev Links Round-up

I don’t normally post pure link-lists to my blog, but there have been a number of really interesting things happening recently. And while the 8-bit Rocket guys are on a bit of a hiatus here is my lowly substitute to their links round-up :)

AS3 Space Invaders Emulation. Most people code their space invader clones the “traditional” way – “borrowing” some invader graphics from Google Images, shoving a load of sprites on the stage and creating their own mini shmup engine. Thibault on the other hand wrote an Intel8080 emulator in AS3 and ran the original arcade machine ROM through it :) Truly great stuff.

Bryson Whiteman over on Sokay.net has an excellent write-up about good multiplayer design elements in games. this is based on the work (and GDC presentations) of Dani Bunton Berry, the author of M.U.L.E. Personally I think the advice given is really great for any game, multiplayer or not, and it’s worth reading over. I especially liked the “Legends must grow” and the “Norm Effect” considerations.

Things have been going a bit nuts in the Alchemy camp recently. Somewhat kickstarted by the 300,000 pixel dot objects post things have grown at quite a pace. Ralph Hauwert over at UnitZeroOne has an excellent summary with links to extremely beautiful effects like Yonatan Offek’s Sierpinski Particles and David Lenaerts Smoke, Milk and Ink. Or perhaps you’d like to texture a 3D object from Alchemy?! It’s all quite fascinating stuff.

And finally nothing to do with Flash at all: I utterly cannot wait for Popcaps new game Plants vs. Zombies. I am sure it will be a monster success (and the 9/10 rating in Edge this month backs me up on that), but it just looks like such a fun game! Check out the music video on the web site for a taste of what’s to come.

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12
Apr 09

Twitter Weekly Updates for 2009-04-12

  • @burtonposey glad you like PixelBlitz – there’s plenty more coming to it :) in reply to burtonposey #
  • @theRemix thanks for the rating, every little helps! in reply to theRemix #
  • @tomgidden hardware RIP? in reply to tomgidden #
  • RT @aardmanonline: New Timmy Time website is live: http://www.timmytime.tv (Catch Timmy on CBeebies, weekdays at 9am, 12:30pm & 3:30pm) #
  • What food or beverage most helps you get out of a coding / design rut? For me peanut butter on a crumpet seems to be the key :) #
  • the utterly brilliant Plants vs. Zombies from PopCap lands soon – check out the “music video” :) http://www.popcap.com/games/pvz #
  • I’ve come to the conclusion that my current project is punishment for sins committed in an earlier life. #
  • @GamingYourWay ?? explain dude #
  • @GamingYourWay loading a local file? in reply to GamingYourWay #
  • @JamFactory and such a beautiful (if typically Mac’y) web site too :) in reply to JamFactory #
  • *starts IE8 upgrade install* (am probably going to regret this) #
  • @GamingYourWay leaving Microsoft for any reason = win. Being rimmed by Apple in the process = fail. Over priced, over hyped and over here :) #
  • yet again Alcon saves my bacon when debugging a particularly nasty amfphp/electroserver hybrid – thanks @HexagonStar !! #
  • @HexagonStar I hear ya. Gotta pay the bills and all that boring stuff though :) #
  • @Jayisgames Kagi Nochi Tobira 2? #
  • [Box2D CK] Rev. 2 committed by Richard Davey First prototype – working well :) #
  • RT @TheGameCreators: TGC needs your vote. please head over to this site and vote for Driving Test: http://is.gd/rnSv #
  • it’s obvious when you think about it, but this caught me out big time today: setting scrollRect changes the *height* of the display object!! #
  • @HexagonStar Logitech mice are shite! Razer ftw :) (and Enermax keyboards too) #
  • RT @EgoAnt: Check this video out — 8-BIT Waterslide in REAL LIFE! http://tinyurl.com/c2qudb This video is SUPER MEGA BOOSTED! =) #
  • [Box2D CK] Rev. 3 committed by Richard Davey New UI integration test. #
  • @pault107 Box2D CK = my Box2D Construction Kit. A drag and drop box2d world builder. The tweets are from the svn commits. #
  • Coding motivation so extremely low today. No real reason why. Just can’t get into the zone. #

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07
Apr 09

Particle Worm Explosion

I was messing around tonight with the explosion code I wrote for Infinite Ammo, with a squiggly “worm like” behaviour and created the following weirdness. Click anywhere to set off an explosion. Click as much as you like to create total mayhem!

Get Adobe Flash player

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05
Apr 09

Twitter Weekly Updates for 2009-04-05

  • @AlanDeSmet It’s confirmed as a bug with the GameJacket wrapper, they’re looking at it. The wrapper should never resize my game, ever. #
  • @GamingYourWay am curious what difference the language itself makes? have used c# for years and don’t find it all that different day to day #
  • @GamingYourWay ah fair enough, didn’t realise Unity JS was lose-typed (yuck yuck yuck) #
  • @Chronotron that’s because FlashDevelop is the most awesome thing ever :) I *still* prefer it to Eclipse #
  • RT @aardmanonline: Play our new Wallace & Gromit “Invention Suspension” game! http://tinyurl.com/csg93q #
  • @Chronotron I had to create my own stage and reference that, using it for mouseX/Y and listeners – a pain, but could have been worse! #
  • [Kyobi] Rev. 15 committed by Richard Davey Whirled version 1.1 #
  • @GameJacket stack them in an upside down V shape, the last block being the tip :) #
  • Parts for my new PC just dispatched: Quad Core 9560, Biostar TP45, 1TB HDD, Vista 64-bit and >>8GB<< RAM – all paid for by Kyobi sales! :) #
  • AARRRGGHHH! Flash CS4 you piece of utter SHIT, stop crashing!!! #
  • Kyobi on Kongregate – please help rate it up :) http://www.kongregate.com/games/PhotonStorm/kyobi #

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