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Naughty Who @ indiedb
Showing posts with label development. Show all posts
Showing posts with label development. Show all posts

Wednesday, October 29, 2014

R&D for Mobile Game Development

I haven't coded two of our latest games and now, one is on App Store and Google Play, here is browser version with links to mobile and the other is going to be available at FGL pretty soon. Now I go further I haven't tested technologies just set a task, publishing demos, sharing impressions and conclusions :) Now I can be called R&D manager for sure :P

The task is to get our next games work properly in Browser, on iOS, Android and Windows Phone. The last requirement makes AIR not a variant, so in focus HTML5+JavaScript and Unity. We made AIR/Flash based performance test demo too anyway. Also Visual Studio was involved %)

The laziest and easiest solution is PhoneGap

https://build.phonegap.com/apps/598805/builds

Wednesday, November 16, 2011

Want to Make Games part 2: Assets, Text, Button, Event, Timer

The first article Want to Make Games part 1: Start Up Kit  received feedback and three people already not only want to make games but trying to make games. I was answerving the questions and gathered the next part of information. There are a lot of complex tutorials. They are confusing beginners. So In this article is shown the minimum code needed to start.

Want to Make Games part 2: Assets, Text, Button, Event, Timer Source Code and FlashDevelop Project File - I've made and archive with 8 files adding part of functionality step by step:

1. Main1.as - I guess simplest ActionScript code adding an .svg vector asset to scene, simpler only Hello World! programm ;)
2. Main2.as - Adding a hero to stage also vector .svg
.svg can be made and edited with Inkscape.
3. Main3.as - Adding enemy, he is not vector, it's Bitmap in .png and Sound in .mp3.
.png can be created and edited with GIMP, .mp3 can be synthesized and edited with Wavosaur.
4. Main4.as - Creating and adding TextFiled text.
5. Main5.as - Draw and add simple custom button.
6. Main6.as - Button click interaction.
7. Main7.as - Define main game cycle with timer and simple animation based on it.
8. Main.as - All functionality from above placing to own Game class.
Game.as - The final result code cleaned up with comments:

//Directory where class placed
package
{
    //Imported classes
    import flash.display.Bitmap;
    import flash.display.Sprite;
    import flash.media.Sound;
    import flash.text.TextField;
    import flash.events.MouseEvent;
    import flash.utils.Timer;
    import flash.events.TimerEvent;

    //Class defenition
    public class Game extends Sprite
    {
        //Assets
        [Embed(source="resources/vector/background.svg", mimeType="image/svg-xml")]
        public var BackgroundMenuAsset:Class;  
        [Embed(source="resources/vector/hero.svg", mimeType="image/svg-xml")]
        public var HeroAsset:Class;  
              
        [Embed(source="resources/images/circle.png")]
        public var CircleAsset:Class;  
      
        [Embed(source="resources/sound/hit.mp3")]
        public var HitSoundAsset:Class;  
      
        //Variables
        public var background:Sprite;
        public var hero:Sprite;
  
        public var enemy:Bitmap;
      
        public var hit_sound:Sound;
      
        public var custom_button:Sprite;
      
        public var text_field:TextField;
      
        public var timer:Timer;
      
        //Constructor
        public function Game():void
        {
            //Vector (.svg) background
            //Create
            background = new BackgroundMenuAsset();
            //Place on Screen
            addChild(background);
          
            //Vector hero
            hero = new HeroAsset();
            addChild(hero);
            //Set horisontal position
            hero.x = 125;
          
            //Bitmap (.png) enemy
            enemy = new CircleAsset();
            addChild(enemy);
            enemy.y = 100;
          
            //Sound (.mp3)
            hit_sound = new HitSoundAsset();
            hit_sound.play();
          
            //Custom button
            custom_button = new Sprite();
            //Prommed graphics
            custom_button.graphics.lineStyle(3,0x777777);
            custom_button.graphics.beginFill(0xFFFFFFF);
            custom_button.graphics.drawRect(0,0,100, 20);
            custom_button.graphics.endFill();
            addChild(custom_button);
            //Add responce function to mouse click
            custom_button.addEventListener(MouseEvent.CLICK, onClick);
          
            //Create text
            text_field = new TextField();
            //Disable mouse interaction for text
            text_field.mouseEnabled = false;
            //Set text
            text_field.text = "click";
            addChild(text_field);
            text_field.x = 20;
          
            //Create timer for animation
            timer = new Timer(1000 / 25, 0);
        }
      
        public function onClick(e:MouseEvent):void
        {
            //Testing mouse click responce
            trace("onClick");
            text_field.text = "clicked";
            //Add function to every timer tick once per 1/25 second
            timer.addEventListener(TimerEvent.TIMER, mainCicle);
            //Start timer
            timer.start();
            //Move character to initial position
            hero.x = 125;
        }
      
        public function mainCicle(e:TimerEvent):void
        {
            trace("mainCycle");
            if (hero.x < 600)
            {
                //Move hero
                hero.x += 10;
            } else {
                text_field.text = "click";
                //Stop hero
                timer.stop();
                //Memory clean up
                timer.removeEventListener(TimerEvent.TIMER, mainCicle);
            }
        }
    }
}
Source:
Want to Make Games part 2: Assets, Text, Button, Event, Timer Source Code and FlashDevelop Project File 

My friend with this tutorial received a task of making simplified hidden object game that I consider one of the most simple gameplays ever. Basing on his feedback I'm going to edit/improve this tutorial. Any questions and feedback are appreciated to. The 3rd part is going to be about Classes inheritance and more on Events and their targets.

Play more, make Your games! ;)

Friday, November 4, 2011

Want to Make Games part 1: Start Up Kit


As announced I begin to write articles cycle: How to start develop Flash games.

Last 5-6 years our studio released about 40 games a lot of cloned but more then 10 of different kinds. All the ActionScript 2 and 3 code in all but one games I've written by myself somehow. I was trying to engage a lot of developers but didn't managed. It was Flex Enterprise, Flash IDE, serverside PHP/db programmers, enterprise Java, low level C++ and so on but no way.

They received from me as3 gamedev jumpin pack:
0. Get FlashDevelop
1. Getting Started with FlashDevelop
2. as3 with FlashDevelop overview
3. My presentation «Flash Games with Freeware»  and a sample game/tech demo  for FlashGAMM #2  meeting. There are also a lot of useful materials about Flash games development.Altogether here at FlashDevelop Forums
4. Jumpin J game source code and also at FlashDevelop Forums
The task was simple to set up development environment and compile the game. Strange but no one did it. I don't know why and what was my mistake.

Happily a week ago I've given this task to my friend who was looking for some season work. He is not a programmer and don't have technical diploma degree but he's easily managed the task ^) Actually I wasn't ready to it and didn't have the next task prepared. So I've googled and found suitable tutorial: Creating a Asteroids Flash Game Part 1: Setting up FlashDevelop and Planning

A week later after some questions on Flash/ActionScript specifics like Sprite, stage and //entry point in a new as3 project he managed to build a game and make some changes on graphics.

So now he is reading Colin Moock's Essential ActionScript 3.0, O'Reilly, 2007 book that I'll review later on to get in development process.

And I've modified 8bitrocket's essential game framework The Essential Guide To Flash Games book and made commercial game on it also will write about in the next posts when the game releases. Going to use it for the second game as second game theory from the book advices and attach new team members to the process: one friend who already passed the tutorial and the other who is going to try and made me to write this article finally.

Thursday, November 3, 2011

Applied social magic

Some text instead of games togay:
I'm going to Flash Gamm 2011 Kyiv 10-11 of December with a lecture “Applied social magic”.


Description:
Two years ago Twitter was regarded an entertainment and a time-killer. A year later commercial games on Twitter and Facebook became quite habitual and spread. The presentation gives the overview of various social media mechanisms – Stumbleupon, Reddit,  Twitter, Tumbler, Facebook, Digg, Blogspot, official and unspoken rules of societies, applications and services, as well as in-developed social media tools. The speaker will share practical skills, methods, results and statistics. A part of this information is formalizable, and a part seems pure magic.

About Speaker:
Semen Frish — co-founder of nucleart.net studio, one of the first Ukrainian flash developers, started working with Flash since Flash Player 4.0. He has been involded in over 100 multimedia, video and game projects as a manager and developer. 

Also I'll try to post more developers info in this blog. “Want to Make Games” article in progress and several game and application development articles in plans.

Thank You for reading, see You at Flash Gamm 2011 Kyiv 10-11 of December!

Wednesday, September 14, 2011

Social media integration, functionality and usability updates @ e+Games

It may seem that We are only playing, selecting, publishing games and posting feedback. Sure we are ^) It takes a lot of time actually. Anyway portal under development meanwhile. So we are optimizing all the processes to be faster, suitable and up to date:

1. Core optimization: Average Load Time for Very Fast (0.778 Seconds), 81% of sites are slower @ - optimization rocks!

2. Social media integration: To existing Facebook sign in/log in functionality, added possibility to sign in/log in with Twitter, Tumbler and Google accounts. Account merging for existing users has been implemented. Also added speedy one click sharing functionality to e+CMS for Tumbler post with tags and linked pictures. The same functionality for Blogspot in progress.


3. Game publishing: Added optional uploader comment and game screen shot fields. Comment is used for panel social media sharing, screenshot is resized to 500px horizontal to meet Tumbler and Blogspot image media requirements.


Reminding that e+CMS is open source and free so You can request a copy here (sorry still no English site version yet.).

Also our new match three game is close to release so news on gamedev are coming soon.

Thursday, April 14, 2011

Flash Game Development with Freeware



I going to share some useful info for flash game developers here. Starting from the ground up:

Flash Game Development with Free Software Presentation for FlashGAMM! #2 meeting.

The JumpinJ Oldschool flash game was created as a technical demo for the presentation.

I've cleaned up and uploaded sources: JumpinJ Oldschool Project and Sources.

All You need to is just getting started with FlashDevelop and Actionscript 3.

Hope it is helpful for You ;)