Archive for the ‘On the Web’ Category

15
Jul 10

The Tate Movie Project goes live

Today Aardman Digital (where I’m Technical Lead) put live one of the biggest site builds we’ve done yet. Called the Tate Movie Project, it’s all about children getting involved in the creation of a film, which will be shown on the BBC next year. They can create assets online using a suite of tools we’ve built, or visit one of the tour buses currently going around the UK, where they get real hands on experience of the film making process. Ultimately children will have created the bulk of the visuals used in the final film.

Due to other projects I didn’t contribute a great deal of coding personally, but the Sound Tool (which you can find in the Sound Studio part of the site) is mine! This is where the children can record themselves, apply special effects, and submit their creations to the film. I built the tool several months ago, knowing that the release of Flash Player 10.1 was imminent. I wanted to use 10.1 as  it allowed us to get real-time access to the Microphone, and then apply special effects without the need for a media server back-end. However we also had to create an FMS version for users running older versions of Flash Player! So the site switches between the two tools based on your player. Thankfully Adobe released Flash Player 10.1 final a few weeks before launch. It will be interesting to see the change in traffic to our FMS servers as users migrate over to 10.1.

The other tools include the Script editor, an Animation tool and an area to upload your images for the film. The tools are aimed at 5 to 13 year old children, which is a very wide spectrum in terms of technical capability. We ran a lot of user testing sessions in schools, gauging how the children worked with the tools and tweaking them accordingly – so although they may seem a bit primitive to most readers of my blog, we know they’re bang-on for the target audience.

There are also loads of hidden features across the studio: for example when the director is talking you could try clicking the lights in the background, bang the spot lights with your mouse, drag down light switches, pull down the ladder and many more. In the Script room turn the fan on, then click on the paper that falls to the floor, then bounce it off your mouse cursor into the bin. In the music studio knock musical notes out of the composers head, drag them onto the wall, and play your tune! An awful lot of love and care went into the smallest details, all of which are aimed at rewarding kids natural curiosity.

It was an extremely exciting project to be involved with, using a lot of talented people. The bulk of Flash development was handled by Tom Milner, our resident Flash guru. With animations coming in from two of the best Flash animators out there: Robin Davey and Felix Massie. Awesome thanks also go to a big roster of Bristol’s finest web development talent including Craig Francis, Rick Hurst, James Spencer and Julian Guy, all of whom are superb and strongly recommended if you’re in need of site build ninjas.

We first began work on the site almost 2 years ago, when myself and Dan Efergan (our Creative Director) spent a long time coming up with the “virtual studio” concept, how the tools would work and interact together, and how the progression of the film production would be displayed (keeping the children interested for what is a year long process). So Tom and the other developers can blame a lot of the frantic deadline chomping work they had to do on us :) But it was all worth it. The site is lovely to interact with. And the biggest kick of all is actually watching children use it. It truly makes it all worth while.

There’s a brilliant piece on the site over on Creative Review.

If you are in the UK (and have kids who are the right age for this) then I urge you to let them take part, or maybe visit the Tour Bus. Also keep an eye on Blue Peter and Newsround on CBBC.

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09
Jul 10

Robotz DX – A PC Remake of the Atari ST classic

A long time ago I announced that I wanted to do a remake of a classic Atari ST game “Robotz” in Flash. Fast forward to today, and I still haven’t got around to it. However James Monkman (Heavy Stylus of RGCD) wasn’t as lazy as me, and set about creating this awesome re-imaging of the original.

Although it’s for Windows PCs only (as it was created in Game Maker 8) it’s a mighty fine game indeed! A lot of the limitations of the original have been removed, and the gameplay is faster, more frantic and basically more fun as a result. Check out this cool video to see what I mean:

The graphics are lovely, a faithful blend of rips from the ST original and some new pixel art. 505, Crazy_Q and Damo provide the stomping soundtrack.

If you remember the original, you’ve got to try this version of it.

Hell, if you just enjoy quality games – you’ve got to try Robotz DX :)

Loads more info and the download here: http://www.rgcd.co.uk/robotzdx/

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07
Jul 10

@thibault_imbert drops a Flash 3D teaser bomb

A few days ago Twitter exploded when someone noticed in the Adobe Max 2010 schedule a session called “Flash Player 3D Future”. Today Thibault Imbert (Product Manager for Adobe Flash Player) put up this blog post, teasing more on the subject:

“Now you may wonder, what does this means, what kind of 3D are we talking about ?

What kind of API ? True textured z-buffered triangles ? GPU acceleration ? Even better ? What I can say is forget what you have seen before, it is going to be big :)

When this will be available ?

We will share plans with you at Max during this session, I tell you, some serious stuff is coming for 3D developers.”

The key part of his post is “GPU acceleration”. The software renderer inside of Flash has long been its bottleneck. It is what stops Flash being a serious contender in the desktop gaming market. It is what makes Unity developers look at AS3 3D libraries and roll their eyes. It is what makes the limit on the amount of pixels we can push around so incredibly tiny, in comparison to what even low-end GPUs can do these days. Equally screen resolutions are constantly increasing, but still we have to cram our games into small areas because performance just isn’t good enough.

Most old-time Flash developers (hey Squize) don’t expect Adobe to announce anything useful. “It’ll be some half arsed gpu acceleration, only available if you set the wmode in the html, or something equally useless”, “does anyone remember the physics demo they showed last year? that never made it either”.

Adobe have a lot to live up to from previous Max hyperbole.

I’m slightly more optimistic, but I can appreciate their scepticism. Having been playing with Chrome’s HTML5/WebGL support a lot these past few weeks, I truly believe this is Adobe’s only shot at succeeding in the 3D web space. Because time is running out for them. GPU acceleration is going to have to work across the board, and accelerate all graphical elements: bitmap, vector, 3D. A cherry on the cake? Allow PixelBender shaders to run on the GPU too.

It’s about time they truly supported Flash game developers. This would be a significant step forward. It would open the desktop games market to us, it would allow proper 3D games to be made in Flash, and it has the opportunity to give an incredible speed boost to all of graphics operations in Flash.

Don’t drop the ball on this one Adobe. I beg of you.

Read the full blog entry here: http://www.bytearray.org/?p=1836

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30
Apr 10

Akihabara – 8-bit style game library for HTML5

Given all the current Flash vs. HTML5 furore going on at the moment, I thought I’d throw this into the pit and let it smoke:

Akihabara is a set of game libraries that let you create 8-bit/16-bit style games using JavaScript, utilising a small sub-set of HTML5 that is available in most modern browsers. Yes, HTML5, not Flash. The site claims they’ll work across Chrome, Safari, FireFox and Opera. Apparently a benefit of the engine is that they’ll also work on the iPhone, although given that they use the keyboard for movements/jump this claim is a little strange. But this is of course game dependant, and you could easily code a “mouse only” game that the iPhone could cope with.

There are some demo games on the site, which are also the example games in the download. None of them are going to set the world on fire and all are easily re-created in Flash at much higher frame rates. But I have full respect for the developer who created this project, and I’d love to see where it progresses.

The only reason I won’t invest any time in digging deeper is that the example games don’t work on Internet Explorer (and nor does the author claim they will). And like it or not IE is still the major browser of choice. As a result this is confined to “nice curiosity” rather than “contender” for the time being.

http://www.kesiev.com/akihabara/

Final thoughts: It’s going to be years before HTML5 is a viable platform for building games, but the day will come. Nothing can prevent it. However I firmly believe that Flash will evolve with this, and there is no reason at all why HTML5/JS can’t become a new publishing target for the Flash IDE.

Of course I firmly hope that Adobe will wake-up and give game developers what they’ve been asking for for years from Flash Player itself. The video battle is over Adobe – you started a whole new wave of technology on the web when you pioneered it. But time has moved on and the browsers have caught up. Leave video behind and start empowering us game developers before you lose us too. We are your final real foothold Flash Player has on the web today. Flash games are still the one area where there are no real contenders, but we regularly have to scale back our games because we know Flash Player can’t cope. We’re hitting the limits of your technology, pushing it as hard as it will go. This is a dangerous place to be.

All of your RIA movements are admirable, but they offer nothing that cannot be achieved via many other different options. Unity know game development, and they know game developers. But their plug-in will never gain critical mass.

Support us or lose us Adobe.

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24
Apr 10

FlashDevelop 3.1.0 released

It still pains me when I see Flash developers coding huge chunks of ActionScript in the IDE or some text editor that offers precious little more than syntax colouring. I don’t consider the code insight of editors like FlashDevelop a “nice to have”, I consider them vital in making me a productive developer. I can spot syntax / structure errors faster, I can jump back/forth between methods/classes. I can see an overall organisational tree of of my project, allowing me to organise my classes as best I need.

I find the mentality that this is somehow “wrong” more than a little disturbing. It’s like HTML developers who claim they only use Notepad, as if that’s some kind of badge of honor. It’s not. It’s a badge of stupidity.

For quick tests the IDE is fine. For anything serious do yourself a favour and use a proper tool. You may be surprised at how much faster you get stuff done as a result.

In light of this I was really happy to read that Flash Develop 3.1.0 is out. It has some awesome new features, multi-project support being my absolute favourite. Here is the official change list. Download link at the bottom.

  • Real MXML completion implemented
  • Flash Player 10.1 and Flex 4 support added
  • Initial simple refactoring support added
  • Global excluded directories added to Tasks
  • Embed generation now added for all filetypes
  • Proper file encoding behaviour without BOM added
  • HTML ZenCoding implementation added (Control + B)
  • Output panel is now searchable (Highlight, F3 and Shift+F3)
  • Simple multiproject support with batch compiling added (1*)
  • Compiler constants and timestamp added now automaticly
  • Code completion is now fed with classes from SDK sources
  • Japanese localization added (Settings -> SelectedLocale)
  • HaXe on demand completion added (patch from filt3r)
  • Additional keyword groups added to the config
  • Code completion improvements and bug fixes
  • General UI improvements and bug fixes

Grab it from here.

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15
Mar 10

The 8-bit Rocket auto-biography is out

20 man months of work.

Copious amounts of writing, editing, re-writing, re-editing and editing once more.

Stacks of demo games and hundreds of lines of quality source code.

All to make this the finest 650+ pages of AS3 game development ever commited to dead tree.

Jeff and Steve, the 8-bit Dynamic Duo have done it! Their book is finally out …

The Essential Guide to Flash Games: Building Interactive Entertainment with ActionScript

Despite having a slightly odd title (how many games have you ever played that weren’t interactive?!) this book looks awesome. I’ve pre-ordered my copy from Amazon UK and will give it a proper write-up when received. I have major respect for people who hold down full-time jobs / families, and still manage to produce such a mammoth book as this.

There is a bit of blurb on the Friends of Ed web site about it, although not as much as I would have liked. For example no contents listing, no sample chapter, a poor quality cover image and no index even. Given how many books on web development FoEd produce it begs the question why their own site is so shit. But I digress (and hopefully they will update this page over time). So for now the best place to learn about the contents is from the horses mouth so to speak, here on the 8-bit Rocket.

Congrats Jeff and Steve – I wish you all the best with sales. All you have to do now is stop calling my games advergames and the world will be perfect ;)

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10
Mar 10

Stop Telling Me What To Do!

“Games, you see, are about having control.

Videogames, most often, present the player with a world with a single end goal of “winning”. They are a perfect contrast to the real world, in which one makes one’s own goals, where goals and desires are constantly shifting, and the only ending anyone ever sees involves the main character dying.

News flash: most people in the world are not astronaut supervisors or rock-star-slash-helicopter-pilots. Most people never get an opportunity and/or have the balls to be the guy who shows up to his job in a big stuffy corporate office on his first day in a leather jacket and sunglasses, tell the boss “You codgers need to change your game!”, and be the flip-flop-wearing CEO by Friday. Games like Dynasty Warriors give us a world with the invincibility code turned on: now we are the badass warrior capable of killing 300 guys before learning what a flesh wound is.

We do — and this is a trite a thing as one can say — play games, sometimes, to escape the real world. People talk about that all the time. What I am proposing is that we play games precisely to avoid the parts of the world that tell us what to do, and when to do them, dangling “a more comfortable life” in front of our eyes all the while.

Though that’s not all: games also present us with things we can finish. Things we can see through to an intended end. And we want to see the end. And the makers want us to see the end. Hence their trying to help us.”

From Tim Rogers excellent article. I read it last year, and recently had reason to read it again. It requires a time investment to read it all, but it’s one I feel will pay back on itself many times over.

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09
Feb 10

Droplet Game Updated

After the blissful chaos of preparing for the Droplet 2 launch party, I finally had time to take stock and catch-up. The party was an absolute success. Both the game iLKe and I made, and the Twitter wall I coded for Gav went down a treat. The Twitter wall featured this awesome video that was projected, Bat symbol like, across Bristol’s Park Street onto an adjacent building. People in the queue (and there were a lot of them!) could send their tweets to the wall and see them displayed in near real-time. Here’s a video taken from someone there. And here’s the actual SWF that was projected (give it time to download, there’s a 3MB FLV streaming in)

Before I discuss the game – can I just say you MUST check out this montage picture of the incredible custom Droplets. They were all featured in the gallery, and the level of talent displayed in some of them is nothing short of breath-taking. There’s a whole Flickr group dedicated to the Droplets.

The game was released onto the Droplet web site the day before the party. It was also mentioned on Twitter (lots!), Facebook (lots!) and best of all could be seen running on TVs in both the store and the gallery. The footage was from an earlier build, but it still looked great, and I got plenty of compliments :)

So what’s happened since then? Well there were a couple of bugs in the game, as is to be expected with the last-minute rush we endured. Most notable of which was that the scores didn’t reset when the game was completed! So people could work their way up the highscore board a little too easily ;) Thankfully Katie spotted this one and I promptly zapped it.

There was also a display issue with the background sky scroller, that absolutely no-one noticed except me – but it bugged me every time I played it. iLKe also tweaked the level layout quite a lot, refining a few areas and making others cleaner. He also saw fit to redraw my Pause screen a little. Damn pixel gurus :) I also updated the Droplet page here on my web site, to include the missing Development details.

Anyway the new build is up on the Droplet micro site. And yes I wiped all the highscores to keep things “fair”. Enjoy!

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11
Jan 10

Gravity Crash Anthems Soundtrack Available

I’ve got nothing much more to say other than – it’s out! The Gravity Crash soundtrack by CoLD SToRAGE is available to buy online for immediate download. It costs £10 (which is probably £3 more than it ought to) but you get 16 tracks for your money, including some awesome remixes – most notable of which is a C64 SID rendition of the title track Scarface.

Track previews, downloadable PDF booklet, exclusive mixes and direct support of the composer are included in the price. Have just thrown it on my mp3 player ready for the drive into work tomorrow. Even if you’ve never played the game, still check this out – as the man himself says, it’s a “buffet of 80s electro” :)

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08
Jan 10

Awesome Retroshoot 360 preview video

Dave Munsies classic Retroshoot is coming back in full force as “Retroshoot 360 – Return of the Retronauts”. Here’s a special preview video. Watch it in HD if you have the bandwidth, because this is smegging awesome!

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01
Jan 10

Mescaline Synesthesia by deMarche (ZX Spectrum Demo)

Ok so my first post in 2010 is about a demo for a 28 year old computer (the ZX Spectrum) but bloody hell, what a demo it is! Here’s a collection of grabs (from Pouet):

… and here’s the demo on YouTube.

Bear in mind that the humble Speccy is running on a Z80 at a mere 3.5 MHz – that’s probably significantly slower than the processor in your microwave oven.

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18
Dec 09

Happy Christmas Demo

To celebrate a highly productive 2009, the chaps over at Just Add Water game studio asked me to create a Flash Christmas card for them. They provided all assets and wanted it to showcase the successes of 2009, such as the release of Gravity Crash on the PS3. But also to include a few gentle nods towards 2010.

JAW 2009 Christmas Card

The music is by CoLD SToRAGE (he of Wipeout fame) and is from the Gravity Crash game soundtrack, available next year. Also due out is the PSP version. If you’ve not yet had a chance to try it, then do so!

Click here to see the Christmas card in action.

Check out some monster Gravity Crash videos.

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11
Dec 09

Read our Aardman Digital profile in .NET magazine

Aardman Digital .NET magazine profile

Issue 197 (the super shiny golden Christmas one) of .NET magazine has a two page spread featuring yours truly, and the rest of the awesome team at Aardman Digital. They fired various questions at us about the work we do, which myself, Dan and Gav answered. There’s also a mini showcase of our projects including a few of my games, WebbliWorld and two of Chris’s games he developed for us.

Feel free to download the article (2 page PDF file, 160KB). Sorry about the image quality, it’s pretty low. But you’ll get the general idea!

I know that “print is dead” (yadda yadda) but it’s still nice to see yourself featured in something real and tangible. And I’m a sucker for magazines :)

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08
Dec 09

svn for Photoshop with PixelNovel

timeline_plus_beanstalkAll of my personal (and work) projects are stored in subversion reposotories. For all its quirks and foibles svn does, generally, just work. And is has saved my ass on more than several occassions.

I keep all of my project files under source control including all of the Photoshop PSDs files that compromise the artwork for my games. Up until now this has been fine, as i could commit changes to PSDs and svn would take them quite happily. But when it came to rolling back you had to rely on the comments to really know what the previous PSD may have looked like.

So I was extremely excited to get an email from my svn host, Beanstalk, to say that they now supported use of PixelNovel Timeline direct with their service. PixelNovel is a plugin / stand-alone app for PC and Mac that lets you preview any PSD stored in svn, and any previous version of it too. So you can easily, and visually, roll back to an earlier version. It works in a similar manner to Adobe Version Cue, but the interface is simpler and the software considerably cheaper, plus of course it works with any svn host (be it a 3rd party one like Beanstalk, or your own). You can commit changes to the PSD to svn direct from the plugin, and it only uploads the differences. It works with CS2, SC3 and CS4.

It costs $60 for a single license, but if you use the code BNSTLK you’ll get 30% off that (this offer expires in 2 weeks time from the date of this post).

So if you use Photoshop and svn I’d strongly recommend downloading the free trial and checking this out. It could save you a lot of time in the long run!

Beanstalk – svn hosting at http://beanstalkapp.com
PixelNovel Timeline – svn for Photoshop at http://pixelnovel.com/timeline

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13
Nov 09

Volvic Moon Water

You know it’s gonna happen …

moon-water

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10
Nov 09

Nectarine Radio is Back!

logo24

Sorry if you already knew this, but out of pure chance I thought I would check to see if one of my favourite web sites – Nectarine Demoscene Radio – was back on-line today, and lo and behold, it was! Nectarine had been streaming classic and modern demo scene tunage across the tubes for years. Site admin Yes had built up an awesome collection (18,000+ mp3s!) and like lots of other people I had saved hundreds of favourite tunes on there, voted on thousands, and listened to probably weeks worth of tunes!

And then some script kiddie went and ruined it for us all. He found an exploit in a script, and wiped the whole database and back-up. The site died and the scene lost a little bit of its heart the same day.

Lots of people wanted to help bring it back. I offered my services (as did many others)  but the events obviously took their toll on the Admin, and the site was destined to be nothing more than a fond memory. I would check back every 4 months or so, just in case, and today I struck gold :)

So I putting a shout out – if you used to listen to Nectarine, or are just interested in 24-hour streaming demo scene coolness, then go over there, register and help to breathe life back into the site again.

http://www.scenemusic.eu

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23
Oct 09

Play & Vote the entries in the $10,000 Muse Games Unity Challenge

Wings of Rage

Back in August we wrote about the $10,000 Unity 3D Indie Developer Challenge that was being run by Muse Games. All they were looking for was “A Working Prototype demoing your game concept”. The prize was a healthy sum of money and a distribution contract. Although obviously they were looking for games made in Unity and not Flash, it was still great to see a company supporting indie game devs, regardless of their choice of language.

Well it’s now time for you to play and vote on the games you think should win! There are 35 entries in all, and as you’d expect the game genre and quality of finish differs wildly. A couple of games caught my eye immediately – the first was Water Mania, which was supposed to be all about racing a speedboat against opponents around islands. Lovely stuff. Except it wasn’t. What it really was was a single boat zooming across a flat water plane with some terrain. Zero collision, zero opponents, zero game really. Still, it had nice music.

A bit upset I moved on to the game Wings of Rage. It looked like a 3D WW2 combat flight sim. I’m a die-hard WW1/WW2 flight sim fanatic, and thankfully this one was at least playable. The flight mechanics didn’t feel like you were flying a plane at all, but the gameplay was fun, and I enjoyed blowing the enemy planes and turrets up. It had a lot of niggling issues, but we can forgive that seeing as they only had to enter a prototype.

Feeling buoyed by this experience I tried another, the lovely named SpringyTurret. This involved dragging and sticking gun turrets onto walls, and chaining them together to blow up everything. Despite a quite difficult control system, once you got into it there was a true gold nugget of a game idea there. With more refinement I could see this one being really fun indeed.

That was just 3 out of the 35, sadly I ran out of time to play any more but they did all look interesting for the most part. RPG games, puzzle games, racing games and several FPS style are all represented. The quality of them is no higher than the sort of games I have judged many times in TGC competitions over the years (the Alienware compo being an especially good one). But it’s still early days for Unity in the browser, and it’s exciting to see where it may be headed.

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04
Oct 09

Qubicle – 3D Pixel Art modeller for Windows / Maya

Qubicle

After reading my write-up of Q-Block I was contacted by Tim Wesoly who has just finished his 3D pixel art modeller Qubicle. There are two parts to it: Qubicle Constructor, which is a stand-alone bit of Windows software that allows you to create 3D pixel art, using tools similar to Photoshop. And there is the Qubicle Maya Plugin, which lets you import Qubicle files into Maya and easily animate or rasterize them. You can see some example videos and models on Tim’s (gorgeous looking!) website Mind Desk.

So if pixel art is your thing, and you fancy taking it into the third dimension easily (perhaps for animating) then you really ought to check this out. PhotonStorm’s resident pixel expert Ilija is currently on holiday breezing around Egypt, but when he returns I’ll throw this in his direction to see what goodies he can come up with. Nice work Tim, keep us updated on developments, everyone here loves good pixel eye candy :)

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27
Aug 09

Q-BLOCK: Create 3D Pixel Art Online

Aww this is just too much fun! Take a 2D sprite, extrude it into 3D and then shave and tweak as required.

Voila, you’ve just described Q-BLOCK and created your first piece of 3D pixel art:

Q-BLOCK

It’s cool pixel art, in 3D (rotation under you control). And you can edit any model you like, change the colours or just add on new parts.

I had a very similar idea to this years ago, and never bothered to do anything with it. I built a small prototype app in DarkBASIC that would build a 3D model from a 2D sprite. But the Q-BLOCK guys have gone a whole step beyond that, and it rocks.

Check out their blog for some excellent examples of insanely good Q-BLOCKery.

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09
Aug 09

Proof of Concept – Evoflash 64k intro

evoflash64

EvoFlash have released the first ever 64k intro for Flash Player 10 – “Proof of Concept”. It features some new to Flash effects such as a nice looking multi-ridged fractals voxel landscape and bezier curve tweened particles, with a lovely depth of field effect. This is supported by a thumping 36-voice soundtrack. Again remember it’s a 64KB SWF with no external media.

The intro is nicely put together, harking back to the yesteryear of demo style. It’s a bit “showing off” and self congratulatory, as if they are challenging other Flash demo crews to do better (which might be hard, because there virtually are none!). You are bombarded with the technical facts during the demo, rather than left to enjoy the aesthetics of it. But still, it’s great to see and a bit of a benchmark.

Watch it here: http://mediaerror.com/temp/proof_of_concept_by_evoflash/

Anthology of Flash Demo History Video

The coder behind this demo (Jalava) also gave a presentation at the recent Assembly Summer 2009 Convention entitled the “Anthology of Flash Demo History”. This is fascinating viewing and you can watch it online here. That link is to the h264 QuickTime MP4 file, which is just under 630MB. Don’t let that put you off as  it’s well worth the download or stream if your connection can handle it :)

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06
Aug 09

So who’s watching Assembly 2009 with me?

Assembly TV

The Assembly Summer 2009 Convention is now under way, and  you can watch it live at Assembly TV.

The good stuff doesn’t really kick off for a few hours. But they show lots of cool demos, random interviews and lots of mobile phone adverts until then ;) Plenty more info on the official site.

I’ve got it up and running on a spare monitor watching via the 1MB VLC stream.

There is some great stuff coming up on the schedule (the GameDev Compo tonight for example). But if you miss it, you miss it, until they re-publish the recordings later in the month. Join me on Twitter (when it isn’t being DDOSd!) to chat about it – @photonstorm :)

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29
Jul 09

ActionScript Painter 2.0

Well this is just too much fun! Grootlicht have just released ActionScript Painter 2.0. I wasted a whole hour this evening creating images in this wonderful package. Remember Painter? This is similar. But automated. And made in AS3. It’s a piece of FP10 wizardary and some of the results are beautiful. Here are a few of my creations:

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06
Jul 09

Invaluable reading about the problem with Flash games and money

I very rarely blog just to tell you to read another blog entry. But this is a true exception to my rule. Over on Lost Garden is Part 1 of a brilliant write-up about the issue with why the majority of Flash games make so little money. And more importantly, what to do about it.

Can’t wait for Part 2.

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25
Jun 09

Here are all of my AS3 bookmarks

I use an excellent service called Xmarks which allows me to sync my bookmarks between my home and work copies of Firefox. I can also access them via mobile and a special web page. Part of the service allows me to share my bookmarks out – so I have decided to share my AS3 folder. There are hundreds of bookmarks in here covering everything from physics to PixelBender.

You can access my bookmarks here: http://bookmarks.photonstorm.com

Whenever I add or edit bookmarks this page will update automatically. You can even subscribe to it via RSS if you feel so inclined.

I know it’s not as pretty or social as Delicious, but I’ve never really got on with Deli, Xmarks suits me far better.

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23
Jun 09

My interview with 8-bit Rocket is now live

8bitrocket

Jeff over at 8-bit Rocket has just published an interview he conducted with me.

If you can wade through some of the waffle for long enough then hopefully you’ll take away a few ideas re: Flash game development. Plus a few parts about my early geek life and how it influenced the type of games I make today.

It was good fun doing the interview, and I thank Jeff for the opportunity.

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