The Last Evasion — released!

February 28th, 2010

Here’s a game I made for this Newgrounds contest. It’s an endurance game where you’re trying to escape some mean aliens in a rocket ship, but you will fail. Please give it a shot though and let me know what you think in the comments (or if you’re a Newgrounds member, please rate/review it here). Click the image below to open the game in a lightbox.

Play it at Newgrounds.

I had been prototyping 4 or 5 game designs over the past several months and during that time I hacked out the core code blocks that eventually made it into TLE. The game itself took me about two weeks of off-on work, with the last few days being pretty intense to meet the deadline. I built it using the Flixel framework.

There is absolutely nothing original about this game. It is not going to win awards, though if I won that contest I would be super-stoked. I mean, you fly a rocket ship and dodge asteroids and alien gunfire. That’s it. Remember SkiFree for Windows 3.1? It’s like that, but in space. I didn’t mean for that to happen, it just did. Coincidently, I hated SkiFree as much as I hate TLE.

NOTE: I am aware of the slowdowns. I upgraded Flixel to the latest version at the last minute due to some unforeseen requirements and it’s been bad since then. I’ll look into it when I’ve had more sleep.

First game construct coming soon: The Last Evasion

February 26th, 2010

This will be my first publicly released game and as such it is totally conservative with nothing original about it. It’s a simple endurance game, where you have to escape alien attacks and evade celestial objects (chances are, you won’t make it).

Click to view Click to view

Developers who are registered at FlashGameLicense and have at least 1 game released may log in and view the game. Please leave some feedback! Thank you!
I’m submitting it to Newgrounds this weekend to participate in their Flixel contest (just in time).

Pixel-perfect collision detection with 5000+ particles

November 24th, 2009

And yes, it runs perfectly fine. I’ve run it at 60+ FPS with 7,000 particles, but that actually isn’t the limitation (unless your particles are crunching heavy math for eg movement). Rather it’s the size and number of sprites that we’re colliding with the particles. Click the image below to pop a lightbox with the demo:

Click to view

To squeeze all the juice out of Flash I employed a couple tricks. The first was the particles themselves–they’re blitted to a single bitmap which is used as the source image for grabbing collision data from. The particles are also drawn with the raster engine in Flash (multiple setPixel32() ops to give the illusion of a line… a choppy one anyway) instead of the vector renderer (lineTo()). The second trick was to only grab a Vector of pixels from the regions we cared about (within sprite boundaries) every so often, then to loop through the Vector and test it against our desired conditions. Also, since the particle bitmap is more sparse than our sprites as far as opaque pixels go, we test the particle bitmap first, resulting in a lot fewer passes on the first round of conditional statements.

Beware the rounding error (or “Avoiding Out of Range errors”)

October 26th, 2009

When iterating through an array that was generated by some built-in function (such as getVector()), check to make sure you’re rounding the input first. If you get an “out of range” error but your code is fucking perfect, then it’s probably because the rectangle used as input by getVector is skipping a row of pixels because the x,y of said rectangle is being rounded UP. For example, 12.51 becomes 13 but since the rectangle is limited by certain dimensions it simply (stupidly, moronically, fucking ridiculously) truncates the dimensions by one row or column. So when it turns the pixel data into a 1D array it’s missing a whole chunk of data which causes your pre-computed (with the correct dimensions) array length to be too high… hence the iterator will hit a number outside the array’s range.

Judging by the number of results Google returns, this is a pretty fringe case (that or I’m exceptionally stupid… hush). Regardless, it’s a problem that has been plaguing me for the past few months. If it weren’t for my genius programmery brother I would have never found it either. But thanks to him I’m now savvy to what’s termed as “rounding errors”. They even sound evil.

Here’s an example with code…

AS3 to Pixel Bender guide

October 12th, 2009

When I set out to write a very simple Pixel Bender (PB) kernel/script thingy, I expected it to be relatively straight-forward, mostly because Adobe has been so good writing quality documentation for its products and/or there is a wealth of info on their products produced by their users. Unfortunately I didn’t find the dev guide in the Help menu and I missed some key AS3 bits from the links I’ll post below, but even so I still had a lot of trouble finding some info that really should already have been out on the interwebs. So this post is to fill in the gaps when going from AS3 to Pixel Bender.
Hope it helps

Best resources for beginners

Here’s the best tutorials and explanations I’ve found so far:

Syntax overview

As a casual programmer of high-level languages and no mid- to low-level ones, I was thrown off by PB’s awkward syntax. It’s strongly typed, which is fine, except I’m not familiar with low-level languages like C or any previous shader language (PB is based on GLSL from what I hear). Here’s a basic difference:

AS3: var i:Number = 12;
…in PB is: float i = 12.0;
The decimal in 12.0 tells PB it’s a floating point number. If it was just 12 PB would think it’s an int.

When dealing with “vectors” (which are arrays, as in Flash 10’s odd use of the word “vector”) it’s float2 i = float2(12.0, 2.0). Notice there’s no brackets or anything suggesting any type of array present. It’s simply the type + how big the array is, eg float3. It goes up to 4, for the 4 channels in images: Red, Green, Blue, Alpha). Then, as you can see, intializing the array is a simple matter of putting in the numbers you said would be there. So float4(1.0, 24.2, 0.1, 3.4) is valid whereas float2(1.0, 24.2, 2) is not, because there’s an extra number in there and it’s an int (adding insult to injury).

Status update: games, the MTX dilemma, housekeeping

October 10th, 2009

Makin’ games

I’ve been working on a couple game concepts and want to prototype a few more before committing to one to build out. I’ve been hacking the hell out of Flixel, which I’ve decided to use for a most of the games. There’s a screenshot of game3 on the right there. Weird, eh? Also fugly, but it’s placeholder art so there. I have a new collision detection system for it that I’ll be posting about eventually (at least, I’ve never heard of it before).

The microtransaction (MTX) dilemma

I’m really excited about all the new services that have been released to allow Flash developers to monetize their games through microtransactions. I fucking hate ads, plus the ROI of them in Flash games is usually shit. Many many years ago I knew microtransactions (MTX) were the future of digital content and I’m pleased to see the idea coming to the mainstream (in America at least, Asia was quicker on it as usual).

The problem I’m seeing with MTX is that Flash developers need to try a lot harder by making much bigger games in order to really reap the rewards. Before, you could make a pretty simple, fun and addictive game and monetize it easily with ads. But with MTX, you can’t do that as easily since you need to build more content for players to buy into. For example, to me, putting premium content in a Tower Defense game isn’t viable–the game concept is so small that I doubt anyone is going to pay anything for more turrets or maps (for example). There just isn’t enough game there.

MP Bar system

May 18th, 2009

This is my most polished module and one that I’m most proud of. It’s a stupid fun module that, when you attach the behavior to an object, will allow users to browse a bar menu full of various drinks whenever they click on the object. It adds an icon of the drink the user selected to their nametag. The icon “drains” over time and eventually goes empty, at which point you should grab another.

Each drink adds a certain amount of “drunkeness points” for every sip (you can tell how many sips you have by the icon on your nametag) to your avatar and over time your avatar will show signs of intoxication, such as bubbles above their heads and the propensity to fall down randomly. You avatar has a drink tolerance that’s determined by your MP level and how many drinks you’ve had in a session.

As of this writing there’s only 4 types of beers to choose from. In the future I’ll be adding a lot more, and not just beer but wines and spirits too. Good stuff.

If you have any other ideas for what drunk effects I should add, let me know. (Note that I can’t touch the avatar graphics so I can’t add new animations. I also can’t currently blur the screen because that would kill performance and it can get annoying.)

Module page. Search the marketplace for “bar system” or my username, “vonwolfehaus”.
Price: 1700 coins.
Configurable options: x and y position that the bar menu appears at when opened

MP Timeout chair

May 17th, 2009

With the opening of Metaplace to the masses, I can finally show off a couple of the projects I’ve built for the platform.

I’m not sure why I made this module but I did. If user sit in a piece of furniture with this behavior attached to it, they’ll be giving a dunce cap with the word “FAIL” on it. They’ll also be scorned by a message from the world owner. If the user tries to leave the chair before their time is up (time is also configurable) they will be kicked from the world.

Module page.
Price: 30 coins.
Configurable variables: timeout length, timeout message (title too), x and y position of the hat.

Pixel transition

April 1st, 2009

What I wanted was a fast, seamless way to transition from clickable thumbnail on a zui canvas while dynamically loading the content of whatever the thumbnail represented. I just loved the idea of loading content while zooming into a thumbnail without loading a higher-res image to take its place, then having the pixelated thumbnail disintegrate to reveal the actual content that got loaded during the transition. Anyway, it was the best idea that I could come up with for my application, so here we are.

Click to view

BitmapText class

March 5th, 2009

A new section is up on the projects page where I put classes I’ve written that I think might be useful to others. People seemed to like my post on bitmap text so I released the class I use to do the boring work for me.

Usage:

?View Code ACTIONSCRIPT3
// Optional format
var format:TextFormat = new TextFormat();
format.font = "Verdana";
format.size = 10;
var bmt:BitmapText = new BitmapText(300, 500, true, format, 12, 100); // only width and height are required
bmt.addText("This is html text, which can't be mixed with regular text.", true); // set last param to false for regular text
this.addChild(bmt.render());

More instructions/explanations are in the class itself.