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  • MojoCreatives talk about the making of Car Games in Flash

    The “car” and “racing” genre is heavily catered for in the Flash gaming space. But it’s also large enough that there are companies dedicated just to producing these sorts of games. MojoCreatives is one such company and in this short interview I caught up with their CEO Michael Ojo about this unique space in the gaming spectrum:

    What got you into car games?

    “I got into the whole online gaming gig back in 2007. It was just something I stumbled upon really. I had enjoyed playing Flash games online and figured why not make my own? I’m a total car / auto fanatic. And racing games are my favourite genre, so it made sense that I would try to make a game like this. I’m not a developer myself. I create the game idea, concepts and design style. We then use either our in-house coders or work with other studios such as IriySoft. My first game was called Crazy Mustang and was finished in December 2008. It was extremely popular with plays now in the tens of millions. Since then we’ve released another 11 car games.”

    How do monetise your games?

    “All our games are free to play but carry ads. We release them on our own sites (like ArcadeLot.com) and of course we’ll upload to the popular portals like Newgrounds and Kongregate. That alone helps the game get a decent exposure. And after this we’ll reach out to the top gaming portal owners. This is sometimes a daunting (and time consuming) process, but if your game is good it’s worth it in the long run. Right now we are gearing up to release at least one new game every month and some will be accompanied by mobile versions.”

    What goes into making a car game?

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  • Croco Magnet – HTML5 Retro Game Remake

    Denathorn Games have released this sweet little retro-remake: Croco Magnet. Based on an Amstrad CPC original you control a blue ball that bounces left/right (rebounding off any wall it hits) and must clear the level of radiation, while avoiding the “nasty green blob things”. I really like the fact that the game flip-screens when you hit the edge, it means you need to really remember several screens worth of placement in order to angle the ball just right. Works very well!

    The game appears to have been created using the JavaScript export feature of Monkey, a language we’ve blogged about in the past and has quite a following. I’m not sure of the current status as the official web site hasn’t had news posted to it for 9 months, but the community is alive and healthy. Performance for me was perfectly playable in Chrome and Firefox. There’s not exactly much movement going on, but that isn’t really the point. The point is that this is a fun, addictive little remake, the sort I loved creating in Flash, running purely in browser.

    Play Croco Magnet or read more about the Monkey programming language.

  • Flash Game Dev Tip #15 – Collectable Particles

    Tip #15 – Collectable Particles in Flixel

    This tip was born from a question I see raised in the Flixel forums often: How do you use an FlxEmitter to emit more complex particles. I.e. ones that are animated or have their own logic, and how could a player interact with those particles?

    We’ll solve this by creating a simple demo. In it you can fly a small ufo around a tilemap using the cursor keys. Where-ever you click with the mouse a burst of particles will be created, in this case an explosion of coins. If you fly into them you can collect them. By grabbing the source code and reading through this you should then be able to modify this approach for your own game.

    By the end it’ll look something like the above. Hit the jump for the full details, source code and example swf.

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  • Outpost: Haven – Alien Breed for the Web generation. Screen shots and trailer video.

    The owl men are here, and they’re so very hungry.” – Gary Mason, former head of security.

    A distress call wakes you and your crew mate from C-Sleep. A suspected rad leak at the nearby Outpost space station needs investigating. Don’t worry, it should just be a quick jump in, jump out job…

    This is how Outpost starts. With you and your buddy exploring a space station. Ominous sounds coming from every corner, flickering lights making you feel as uneasy as possible, and a tense sense of foreboding hanging heavy in the air.

    But wow, what a way to start! Outpost:Haven is the latest Flash game from our good friends at Gaming Your Way. Inspired heavily by Alien Syndrome and the Amiga classic Alien Breed you get to crawl around a gloomy space station, trying to discover what happened while blasting the hell out of the aliens who’ve infested the place. Info-cards are waiting to be collected revealing a surprisingly deep story. Weapons can be customised via the terminals situated around the station, and new ones bought including the obligatory Aliens homage Pulse Rifle.

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  • Pixel Blasting 3D Jellyfish GPU Melting 4k Demo

    There have been some really inspiring demos and games released recently, here’s a collection of a few (hit the jump for the full list)

    Bits ‘n Bites is a pretty awesome blog featuring some cutting-edge WebGL work. The pretty picture above is from a 4k demo called Frank. A proper multi-part with great synth track and seriously sweet effects. All for a sum total of 4096 bytes. Be warned though it’s likely to make your GPU cry – don’t even go in here unless you’re packing some serious graphical firepower. The Frank blog post details how he handled the compression, music generation and shaders. Fascinating reading.

    Also from the same site (I apologise, I don’t know the name of the guy creating these works of art) is a WebGL port of the Windows demo Muon Baryon. Another demo well worth watching. But probably the most interesting thing of all is Sonant Live. A browser based music tracker with JS replay using generated synth sounds. Really awesome!

    Talking of shaders: check out Shader Toy to build them in real-time online :)

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