FlashDevelop 3.0.0 Beta8 released

August 26th, 2008

The post title says it all really! If like me your AS3 coding life depends on FlashDevelop, then do yourself a favour and grab the new 3.0.0 Beta 8 release (and leave Mika a donation in the process!).

New to this release include improved GUI changes, various code completion updates, new templates and even basic PHP highlighting.

Hi-Res - SWF performance stats with style

August 14th, 2008

Ricardo Cabello released a really nifty stats tracker the other day. Just download the Stats.as file from his Google Code site, create the following folder structure: net / hires / utils and place the Stats.as file into that. Once done you can import the package into your own code and make use of it.

The end result? A beautiful little real-time performance display that looks like this:

Hi-Res Stats

The FPS gives you a current and maximum frame rate count (the maximum is derived from the stage frame rate setting). The MS is a micro-second counter. MEM is the total memory (in MB) your SWF is using.

The cute little graph below that is a historical visualisation of these three things, so you can watch for spikes / peaks during activity. You can click the top/bottom of the stats to increase/decrease the stage framerate.

Using it is as simple as adding one line of code:

addChild( new Stats() );

All I’d say is remember to make sure this happens on the TOP of all of the rest of your display list items.

Link: Hi-Res Stats Google Code page

fMAME - It had to happen sooner or later :)

August 5th, 2008

Over on yvern.com they’ve released the first version of fMAME - a Flash port of MAME, the Multiple Arcade Machine Emulator. It doesn’t have any sound support yet, and in the debug Flash player is a little slow, but it’s still a damned fine piece of work! Several older games are supported (1943, Hyper Sports, Galaga, etc) but it’s great to see this classic emulator ported to AS3.

Click the screenie to play.

Press the 5 key to insert a coin, arrow keys = movement, A = fire button 1, S = fire button 2.

fMAME

fMAME

Demo FX Lib

August 4th, 2008

Somewhat inspired by my previous vectorball tests, and also from unearthing a load of my old demo source code, I decided to start porting some of the effects to AS3 into a single easy-to-use library, Demo FX Lib. Today I coded a nice image “drop down” effect, and a comprehensive 3D starfield routine. I’m very pleased with the starfield as it’s both smooth and versatile, you can literally tweak every value as it’s running, for some nice real-time effects.

The object of these effects is that you can literally pull them into your game as needed. None of them mess with the stage, all of them return (and work on) either a single bitmap or sprite, so can slot-in easily to an existing system. I want to add a classic scroll-text system, plasma and some other traditional effects before I release the library.

Morphing Shiny Balls

August 3rd, 2008

I was messing around with a little of my old DarkBASIC code last Friday, and figured it would be fun to port it to AS3. I threw in some extra effects and a new shiny ball graphic and here is the end result of an hours work. Adding scaling and z-depth sorting was pretty easy. You do get quite a bit of “popping” because I only z-depth once per loop, but I can live with that :)

Adding a depth blur or hue shift is next on the list if I feel like it. There are 18 different wave forms in total. The SWF is 640×480 and published at 60fps (really meant for running on the desktop, but there we go)

The 8bitrocket 24-hour game challenge

July 22nd, 2008

Over on 8bitrocket Jeff is going through the motions of creating a game in 24 hours (that’s just 24 man-hours.. not all spent at once) and is blogging about the process.

The game he has settled on is a loose remake of the Atari 2600 game Air-Sea Battle. In his first entry he’s spent an hour going over the different game types, how this could map to various levels within the game, and what his next steps will be.

I have to admit I found the post very interesting. Both from the point of view that I’d love to do something similar (a 24-hour game challenge for myself), and also because I think he’s spent too long on stage 1 :) Planning is crucial, no doubt about it, but I think the plan is far too complicated at the moment and has too many differing factors in there (game stages, different potential level designs, etc). So I’ll be curious to see how many items on his list actually make the final build, because 24-hours for a complete game with original non-ripped graphics (kudos to him for using them) is actually a very short time.

I also think because he is such an experienced programmer I bet it will take him a lot longer than say someone like Emanuele Feronato, who claims to create whole games in 45-minute plane trips (when you see the code, you appreciate why). I do wonder if Jeff will fall into the trap of wanting to make it sound on a code-design basis as well as game-design - and that takes precious time. Can’t wait to see how this plays out :)

Behind the Square

July 20th, 2008

This is just a short post to say that the excellent new album “Behind the Square” has been released on C64 Audio.com. It’s a collection of remixed Mad Max (Jochen Hippel) tunes, put together by ACC:Xess. They are superb, spanning everything from the haunting Astaroth game over track, to some classic demo screen music. Superb value for £4.99 :) Click the album cover to visit the site and buy it!

http://www.c64audio.com/productInfo.php?cat=STCD2

Chop Socky Chooks launched

June 30th, 2008

Last Friday the new Cartoon Network UK site for Chop Socky Chooks went live. This was a great feeling as we designed and built the site ourselves, put together all assets (wallpapers, clips, etc) and built a custom video player all in record time.

Chop Socky Chooks

You can visit the site at http://www.chopsockychooks.com

I did all the xhtml/css/flash and our superb design team here did the graphics and assets. Believe me, IE6 testing was a joy… oh yes.

The “Coming Soon” area you can see on the games page is my new project that started build today :) It’s going to kick some! (quite literally)

Abombinaball Level Editor 90% finished

June 20th, 2008

Right now I’ve got 3 new Flash games in active development. Two of them are being developed at work because they tie-in with TV properties we own. The third is a remake of an Atari ST game called Abombinaball. This game is an arcade puzzler. You control a small bouncing ball that must bounce across a playfield to defuse bombs before they countdown to zero and explode. As you move across the playfield the grid blocks fall away behind you. So you have to plan your route carefully, but also quickly (because the bombs are constantly counting down).

It’s a great game :) So far I am about 3 days into development on it (that’s just working a few hours per evening). I have grabbed all the graphics from the original, resized them, played the whole game from start to end (grabbing each level) and have built a level editor in Flash. I’m really pleased with the level editor, it’s pretty easy to use and let me re-create the original levels with ease, but it also means I can create new ones too.

I’m going to release this with both the original Atari ST graphics (doubled in size) and with a brand new graphic set to give it that shine and polish todays gamers expect. I’ve not yet decided if I will keep the name of the game the same or not. It’s quite a cool name, so probably :) I’m trying to track down the original author (Martin Brownlow), but am not having much luck. I really want his blessing on this project before I release. Fun fact: He was the lead developer on Shiny classics such as MDK and Sacrifice. He’s released a book called Game Programming Golden Rules which is a good read and contains some great coding practises that apply well to Flash (such as BSP Trees and Hash functions). Anyway here are a couple of grabs from the original:

Cannon Fighter Released

June 6th, 2008

Today I released my first ever true retro remake: Cannon Fighter. It’s a remake of an old 8-bit MSX computer game. A very rare game infact, so rare that the overwhelming majority of people will have never heard of it, or played it. But that’s no bad thing! Everyone wants to widen their gaming horizons, right? ;)

You take on the role of a cannon protecting a supply dump in the desert, and must stave off the relentless tank attacks. You can retreat up to 3 times, but once you hit the base it’s all or nothing!

This is a pixel perfect remake and bar a few exceptions it follows the original game to the core. I hope you enjoy it, and if not at least be pleased to know how much I used to love this game when I was a kid :)