Thursday, April 29, 2010

Sketchpad - online drawing tool

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Web of the future? Try sketchpad!
An online paint editor, without any plugin: you need only Html5 browser (like Chronium).
Amazing!

Wednesday, April 28, 2010

Zombie Employee - v0.5

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(See original post , first update , second update and third update)

A zombie employee wants to escape from a bad boss and cumbersome and tedious tasks. Do you wanna to help him?
New update for my little game:


Some release notes:

- add sounds (tnx to myoclonic)
- jump after landing removed
- fix jittering problem (tnx Desert Dog)
- added randomtower logo (tnx Simona)
- added fade in-effect between levels
- added music and sounds controls


To get source code, clik here:




Update: 25/2/2011, Softpedia Certification!


Saturday, April 24, 2010

Game Design thoughts

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Is not a new topic for this blog, but i'm back on this topic to make a point on it.

Design a game is a hard task: if you want to build a good game, you need to think a lot and do-fail-do-again many time. This is what I've learned in this years.
But for do something in your life, something with a value for other people you need conviction: you need an idea and follow this idea, learn from your inevitable mistakes and keep working on it.
Just to be more practical, in these months I've build a folder on my system with many files (mind-maps usually) with all ideas my brain generate. It's a common way of professional writer to note every idea, is not important how much crazy is it, and think about later.
But to design something, in this case a videogame, you really need organization. It's a difficult topic to explain, because every person are different and anyone have it's style.
So what?
So.. here my little rules:

- write everything, use paper, notepad mind maps, but write every idea. Write is the first thing to do something!
- design is not a waste of time, but use it properly! Search on the net and learn from others mistakes!
- make something new, do same think again and again is boring and tedious work will kill everything that you we'll ever do!
- share your ideas, keep secrets is matter of spy, not of game developer. Share, take feedback, be open with your mind, give everyone a chance to improve your ideas!

(will continue in a article in the future, maybe :D.. )

Friday, April 23, 2010

Steven Peeler interview

7 commenti
Today we have an interview with Steven Peeler, one-man-company of Soldak.. yes, Depth of Peril, Kivi's and Din's Curse (see my review on demo here) creator! Here we start:

  1. Hi, and thanks to be here. Is a pleasure to have you here!

Hello. Sorry it took me so long to finish this interview. I’ve been extremely busy.


  1. We already know your past work on Ritual, what is the most important thing you learned from this experience, both technical and human?

From a technical standpoint, the most important thing is probably that I was exposed to programming just about everything. This is really important for an indie because you really will be responsible for everything, not just a subsystem like AI. One of the other important things I learned was how to finish a game. Starting a game is fun and easy. Finishing a game is hard work.


  1. Can you describe a typical day in a one-man company (at least as a programmer and designer)?

I really don’t have typical days, they vary a lot. It really depends on what I’m working on currently, what phase of development our current game is in, what I need to finish in the next few days, and what has happened recently. For example, right now I’m doing lots of marketing tasks. A month ago most of my days were spent fixing bugs and polishing the game. A couple months before that I was spending much of my time implementing new things. The only things I really do every day is email, checking our forums, checking any recent, relevant threads on other forums, and keeping tabs on places like twitter and facebook.


  1. What are your sources of inspiration? Trivial question, but I'm curious: D

I have lots of sources of inspiration. It mostly comes from other games, books, and movies and probably in that order. These days I play games with more depth in them like RPGs and strategy games. The interesting part of games being an inspiration is that a lot of times for me they give me good ideas because they lack something. The dynamic nature of Din’s Curse is my response to a lot of games that feel hollow because nothing ever progresses. Like the woods are on fire, but they will stay that way forever or a quest asks you to hurry but hurrying doesn’t really change anything.


  1. What tool do you use in your work? What language, what ide, such as libraries or tools opensource?

I primarily use C++ in Visual Studio. I also commonly use Xcode, Vtune, and Photoshop. As for libraries we use Zlib Data Compression Library, libpng, Independent JPEG Group's JPEG software, and Crypto++.

  1. How do you organize your work, in particular the design of complex games like Depths of Peril and Din's Curse?

I start by creating a small design document. I use this mostly as the vision for the game and a basic guideline. I then iterate from there. This probably wouldn’t work very well for a large team, but for me and Soldak this works really well. I think of my work as exploring in a lot of ways. You make a general map of the direction you want to go and then set off and see where it takes you.

  1. What do you think are the major flaws of the developers and designers in your work? Or at least what yours?

I think the major flaw for the industry at large is that they spend so much money on art that it is hard for them to take risks on new genres, twists on old genres, or even make games in certain sub-genres at all. My biggest flaw is I don’t talk enough. I should be constantly telling the world why they should be buying and playing our games (which you should because they are awesome). I’m normally fairly quiet though, so this isn’t very natural to me.


  1. What do you think of your most recent creation, Din's Curse? And when it comes out? :D

Personally, I think it’s our best game ever. Some of the dynamic world stuff that we are doing is really cool. I’m of course very biased. We have actually released Din’s Curse now. It is available at http://www.soldak.com/Dins-Curse/Overview.html

  1. Do you think to translate your games in the future? What do you think of language barriers in games in general and in your in particular? Are an obstacle in the fun?

Everyone just needs to learn English. I’m kidding of course (although a lot of things would be simpler). With each new game of ours we make translating easier. Both of our previous games have been translated to multiple languages (retail and through mods). One of these days it would be nice to ship our version with multiple languages. If you know a little bit of English, you can probably get by in Din’s Curse. It’s not a heavy dialog game or anything.


  1. What are your plans for the future? Maybe Depths of Peril 2? Or new games?

Right now I really don’t know. I would like to make Depths of Peril 2 some day. Din’s Curse 2 or some expansions would be fun to work on. I also have a bunch of other new game ideas I would like to do some day. So far I really just haven’t thought too much about what we are doing next, I’ve been focused on finishing up Din’s Curse.

  1. What advice can you give to those who are approaching for the first time to your profession?

My usual advice is to pick a small project that is unique and innovative and actually finish it. Nothing teaches you more than actually working through the entire cycle of development for a game.


Thanks Steven and good luck!

You can found new and exiting games on Soldak web site: www.soldak.com/

Wednesday, April 21, 2010

Bad Pirate

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Not only Java and Flash, but also Unity with Bad Pirate! This small, fast game is a good example of a game of reflex and thinking.. try it!

p.s: will be the girl on image boost access to blog?

Tuesday, April 20, 2010

Flashpunk Jump Contest

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It's time to JUMP!!!

Tecnology: Flashpunk any version, working with Flash Player 10.x

Theme: Jump! Your game must be constructed around this concept. Be creative, be smart, be crazy, but JUMP!!

Start: 20/04/2010

Deadline: 20/05/2010

Contest winners announcements: 31/05/2010

Final pack: working online swf (swfcabin.com ormegaswf.com or kongregate.com or gamejolt.com I don't care, but must be online) AND source code in a zip file, with flashdevelop or flex builder project and all assets.

License: all your work must be MIT-Licensed with source code available

Language: English only. In-game text, instructions, credits and so on must be in English.

Min: at least 5 partecipant in total

Max: at max 20 partecipant in total


FAQ


Why?

My idea is that everyone want to partecipate simply reply!


How Judge?

Everyone want to judge Please let me know. I think that we need 3 judge, including me.


Prize?

Only glory.. and a kiss from ChevyRay (i don't promise nothing ) Maybe ChevRay can ads this contest on flashpunk site ?


How i will be evaluated?

Point from 1 (poor) to 5 (good) on this category:

Presentation: graphics, sound/music, instructions,
Fun: it's game balanced good? It's fun to play ? or after 2 play will be forgotten?
Gameplay: mechanics are clear? gameplay help fun?
Story: there is a story? it's a good story? can i like it?

How can i partecipate?

Write on this discussion, let me know what do you think and sign with your:

Programmer name:
Name of the game:
Url of the game:


Your english is terrible!

I know.. but if you understand me .. let's partecipate

Can i work in team?

You can work alone, in team, in 1000 people


What do you think?

Friday, April 16, 2010

How to map usb drive (winXp)

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(Shenzhen Toptai Techonogy Co., Ltd)

A strange error today: using a bat file from the boss, I've a new drive mapped H: , all right for now. Problem is that my usb key was mapped with H: and windows go crazy: no usb?
No!
With this old (2005) tutorial, I've found a simple workaround:

* right click My Computer,
* Select Manage,
* Select Disk Management,
* Right click on the USB drive,
* Select the new drive letter,

Thanks to Rupert Russel!

WonderFl - online actionscript

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Today i've found WonderFl a really incredible idea: edit, compile and share Actionscript 3-based works: animations, games and so on.. all online!!
Try it out and let me know what do you think!

Thursday, April 15, 2010

X-Com

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Reading around about new X-Com game, i've found this:

Psychic combat. Flying suits. Destructible walls. Aliens who plant eggs inside you. Rocket-launchers that can fire around corners. Saving cities. Building spaceships. Capturing live extra-terrestrials. Robotic tanks. Invading Mars. (RockPaperShotgun)
How to describe better a piece of history in videogame?

Friday, April 9, 2010

GameDojo - flash game tutorial

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Google can help a lot, sometimes :D
I've accidentally found GameDojo, a website about flashprogramming by creator of Flixel and Flashpunk. Site isn't done yet, but will be full of tutorial.. read it!

FlashPunk & Flex Builder

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Yes, we can or maybe, yes I can.
What does it mean? That i've build Zombie Employee using Flashdevelop, but using Eclipse (and in particular Flex Builder is better). How to do it? Just read this

Thursday, April 8, 2010

redScratch

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Strange graphics, but the same old story? We'll see..

Wednesday, April 7, 2010

Flashpunk tutorial hub

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Just go, read, code, make great games..

Always code...

2 commenti
.. as you area ducking-programmer :D
Seriusly as programmer i'm not a duck: it's really difficult to be a good programmer, but in general what do you think about ducking-programming ?
It's a waste of time, like cowboy programmer said?

Thursday, April 1, 2010

Jump, Copy, Paste

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A really good game, with interesting mechanics: Jump, Copy, Paste.
You control with keyboard a guy, in a classic platform game: jump, avoid enemy/spikes and so on. But with mouse you can copy and then paste objects (enemies, blocks, void) on screen, changing level layout. Objective ? As always open the door collecting dots and move to next level.
Graphics do a good job and music is sometimes too intrusive.. but all is forgotten when you play a level.
Find right way to solve a level is fun, also search for new approach for mechanics are at first simple and then are really deep.
A good job and example how to expand concept of platformer using a simple idea. I'm imaging how to expand this concept to the limit :D