Archive for the ‘Reviews’ Category

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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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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27
Mar 10

Just Cause 2 – Absolutely freaking awesome!

I downloaded the Just Cause 2 demo for my 360 a few weeks ago. It was extremely good fun. The grappling hook / parachute combo, and incredible visuals (the landscapes, oh my!) and sandbox nature really had me sold.

So I pre-ordered it for the PC and have been playing it for the past few days.

All I can say is that it’s truly jaw-dropping stuff. Once the training missions are over it’s a freeform sandbox of the highest order. The vehicles are brilliant – from screaming jet fighters, to helicopters to speedboats, and all manner of things in between.

The landscape is a thing of beauty. A whole country to explore with complex river systems, dense jungle, snow-capped mountains, sun drenched beaches and urban cities. If you can see it, you can climb it (one way or another). Visually it’s as impressive underwater as above! With thick coral reefs and a variety of fish. And wow – the day/night cycle! Casting magnificent sunsets / sunrises, and the weather conditions – from dark black clouds with downpouring rain, to heavy snow.

Yes there is a lot of gunplay. And the enemy AI won’t exactly have the Turing Test quaking in its boots. But if you are like me you’ll have fun just exploring the beauty of the place. The engine powering it is nothing short of stunning, and while the voice acting is dull, and the missions all kind of repetitive it doesn’t seem to matter – because that sense of wonder and amazement is JUST high enough to keep you engaged.

The devs responsible for the Avalanche engine ought to be rightly proud of what they have achieved, because it’s nothing short of stunning.

Best game I’ve played in a very long time.

Check out my Flickr slideshow of in-game screen shots I’ve taken over the past couple of days.

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19
Feb 10

ImmorTall – or why I love Flash games

I rarely blog about Flash games I’ve played. Very rarely in fact. I don’t really see the point, as there are a hundred other blogs out there willing to tell you their thoughts on what’s “hot and new” in the gaming world. Often full of useless suggestions about how the game could be “improved”. I’d rather you just play the games for yourself, use your own sense of judgement.

Then I come across a game like ImmorTall. And I feel it warrants 30 seconds of your life to play it, and a few minutes of mine to write about it. Because it’s different. It dares to break a few conventions, to tell a story, to draw you into something you probably aren’t used to. To make you think.

And I like that. I like that a lot. I like that Flash game developers have the balls to do this. To push boundaries, to redefine the very concept of “game”. There are no rules but their own.

Then I read the comments from the knuckleheads on Armor. And I close my eyes, and a part of me inside breaks. Crushed by the realisation that there can be so many idiots on our tiny little planet.

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02
Sep 09

My review of Foundation ActionScript 3.0 Image Effects

Foundation ActionScript 3.0 Image Effects book coverI have to admit I was really looking forward to this book. As a Flash games developer I’m always keen to read about interesting new techniques when working with bitmap data. I was also eager to learn about Pixel Bender and FP10 in depth. Sadly this book fails to deliver most of that.

You get a lot of book for your money (650+ pages) but it works on the basis of “list all of the commands in X API, and explain them bit by bit”. The problem being that the explanations are often very short and give you even less information than Adobe Livedocs does. The Blend Modes chapter has lots of large images in it, which are all in black and white, so are of course a complete waste of space (the author does mention as much, but it begs the question why bother having them).

The “Advanced Bitmap Manipulation” chapter starts off by teaching you how to use the dissolve method (a truly quite useless method if ever there was one) and yet it takes up nearly 5 pages of the book. Perlin Noise follows – another 16 pages gone – although at least this one is quite interesting, and it goes into it in a little depth. The whole chapter is really nothing more than going through all the properties and methods of BitmapData. Which is ok, but Livedocs does it just as well and often with more explanation.

The Pixel Bender chapter explains what a shader is, the basics of using the toolkit and creates a very very simple kernel. It does a good job of explaining this shader, but it stops there and doesn’t go any further. It tells you about using shaders for custom filters and blend modes, but gives no further details on how to write them. So you will get precious little more than a brief introduction to PB, certainly not enough to code a shader beyond the example given. This is annoying as the front cover of the book says “Teaches ALL about Pixel Bender” – no, it doesn’t. It barely scratches the surface. It’s nothing more than a “Hello World” of Pixel Bender.

It then goes into 3D. The explanations here are useful but simple. Depth of field, extrusion, z ordering, that sort of thing. In short you probably know it all already. It shows you how to extrude text (by basically cloning the text object a number of times in ever decreasing sizes, so faking it – don’t bother, use Away3D), rotation, scrolling and very basic billboarding.

The rest of the book is made up of chapters going on about the authors own graphics library (aeon / aether) and applying this to text, sound and video. It’s a nice idea but honestly most devs will have similar libraries they use already, and none of the effects shown are very “every day” (how often do you really need to set fire to some text? honestly?).

It’s a crying shame as I really wanted to like this book, but despite its mammoth size it feels very lazy. Chapters are little more than method dumps with the briefest of explanations for each property. Examples are numerous but uninspiring, and there really isn’t a single “Advanced” bitmap effect to be seen anywhere.

I guess depending on your experience level this book could be useful. But if you’ve got the time to check out Livedocs, read a few blogs and basically experiment for yourself then you’ll learn a whole lot more, a whole lot faster in my opinion.

The book is available here on Amazon and all the usual places.

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