the geedeecee


I’m writing this as I sit on a far too long flight to San Francisco. I’m going there to attend the yearly Game Developers Conference, especially the indie summit. I’m making this trip for several reasons.

Firstly, I learned so much from the summit last year. Hearing people successfull in making a living of their love for making games is absolutely delightful. It’s also very inspiring in a quit-your-job sort of way.

Another reason I go is the excellent indie community, just the thought of meeting everyone has me all giddy with excitement. It’s perhaps only a bit unfortunate that this happens at an event with a minimum pricetag of $500, but, being a part of a larger conference certainly has it’s benefits.

My third reason is to celebrate. I’m taking a year of from work to do freelancing work and make some games. Exactly how much I’ll be doing of each still remains to be seen, freelancing is quite attractive as it’s a much safer livelihood than games atleast from the outset. But I’d be lying if I didn’t say that I at least hope to get two or three games done during this year.

If you too are in town for GDC (or the Flash Games Summit) please do drop me an email so we can meet up somewhere!

Posted in News |

glorg


This past sunday, or early monday for me I submitted my game for gamma iv.

The theme for gamma this time was one button game. That means one button, no joysticks, no mice no nothing. Just on and off. Very interesting. I ended up reworking the game I was currently making, originally ment to be something completely different, to fit the theme and I think it turned out quite nice.

I can’t publish it until I know if it’s selected, however there was 154 games so the competition is going to be just brutal. If it is selected I get to show it off on the expo floor of GDC.

This is what the game looks like:

Inspired by Petri’s timelapses I kept chronolapse running as soon as I worked on the game. It’s taken me 2836 screenshots (that’s one per minute) to make this. That works out to 47 hours of work. I put in the last 36 seconds or so of work (in video time) during the nordic game jam.

Now all there is to do is wait, and maybe fix a few bugs…

Posted in News |
    ';
  1. YAY! THANKS DUDE, WHAT ARE YOU ADDING TO IT?

  2. YAY!

  3. i’m working on it!

  4. WE NEED TO PLAY GLORG DARN IT MOAR

  5. Hopefully you didn’t fall off the face of the earth. Dude. We really wanna play this.

leaf – a game about life


I made a game for the experimental gameplay project, it’s called leaf.

This is one of those games I got started on a while back, and figured I’d finish quickly but never really got around to it after the first day of hacking away at it. When I heard that the theme for december was going to be “art game” I knew this game would be a perfect fit.

The idea came to me when I was walking home with the game’s theme-to-be playing on my ipod, I saw leaves tumbling to the ground and uttered the words all game designers have come to hate “I should make a game about that”.

Once I got home I played the song and pitched the idea to my friend Jonas, mostly to get some feedback, but also to trick him into doing the graphics.

Things happened, pictures got drawn, days were spent on stupid, stupid scrolling bugs and this is what became of it.

Play it and tell me what you think!

Posted in Games |
    ';
  1. Oops. I broke it when I moved the blog over to the new platform, it should be back up and running again now. Thanks for letting me know!

  2. Hi! Currently, a link to game is broken. It’s just redirects me to this page. Can you please tell, where i can find this beautiful game? I tried to google it, but without any success. Or maybe you can fix the link?

  3. Art? Yes. Game? I’m not so sure: http://en.wikipedia.org/wiki/Game#Definitions Since the outcome is certain, it doesn’t seem to fit Roger Caillois’ definition. Chris Crawford would call it “art” since it is made “for its own beauty” or a “toy” since it has “no goals”. It doesn’t fit Katie Salen and Eric Zimmerman’s definition since there is no conflict, Greg Costikyan’s definition since you don’t manage resources, Clark C. Abt’s definition since there is only one decision-maker, Elliot Avedon and Brian Sutton-Smith’s definition since there is no “opposition between forces”, or Kevin Maroney’s definition since there is no goal. Or maybe I just didn’t understand it. :)

Moonbow teaser


(Quick link to the game on FGL)

This is moonbow. A game I started working on on the flight to GDC this year. True to form I had no idea where I was going with it then and it has changed and morphed quite a few times since then. I’ve been saving the different versions throughout development, but those will be in a later blog post.

I’m going to try something new with this game, normally I’ve just put my games up here and been done with it. This time I figured I’d give Flash game license a try. I’ve been talking to a few flash game publishers before, and negotiating a price really is a huge hassle. I’m a bit hesitant to what sites like FGL will mean for flash games, it might be a good equalizer, also it might reduce them to become even more of a commodity than they already are. But there’s only one way to find out.

If you have an account on FGL you can play the game there. If not you’ll just have to wait (or hit me up on twitter).

Posted in News |
    ';
  1. Very Very Nice, Easy and Beautiful (though I won’t be the first to say it), not to mention the effects. 10/10 For The WHOLE Game, I can’t wait to you release it to flash portals if you will (Kongregate, NewGrounds, ArmorGames)

  2. I, too, think the spare space is a bit worrying, but if the game runs that smooth, even on the cheap PCs most players will use, bravo. I like the particle effects, and I assume the line trail is made with some kind of particle technique, well, partially. I also like the cursor and the overall presentation of everything. Most Flash games are so very basic or are rough drafts for something that could be done in the future. Most aren’t polished to this extent. Again, bravo.

  3. Hey, that’s pretty awesome! It has such a happy indie feel to it. For some reason I’m reminded of Little Big Planet. Can’t wait to see what you do with all that empty horizontal space.

MGAS3FD 6: Click it like it's hot


Hello there. This is the sixth part of the Making Games in ActionScript 3 using FlashDevelop

By now we’ve got almost all the basic building blocks to make a simple game. All that is missing is how to get some input. Last time we touched on it a little bit using the mouseX and mouseY properties.
Those are the most straightforward to get at, but other inputs aren’t very complicated either. Let’s start with the mouse button.

Continue reading

Posted in code, Making Games in Actionscript 3.0, Tutorials |
    ';
  1. Correction: Just found the download at the top of part 6. It displays the graphics, but nothing moves. Don’t know why it threw an error before as I can’t see any difference in the code or folder structure.

  2. Stopped working in part 4. Even the downloaded code does not work & no downloads in the final parts. “Error: Unable to transcode ../../../../../../assets/gardengnome.png”. Spent a lot of time working out where to put code & why & the difference between static & const. A bit half-hearted, but would be a good tutorial if complete. Thanks a bit !

  3. @Mac, you probably did the same thing I did and forgot to add: addEventListener(MouseEvent.CLICK, handleClick); In your Main() section. That is what tells the Main() function to pay attention to mouse clicks and call handleClick() whenever it notices one.

  4. I’m having the exact same problem as Jeff :/ new to this though I have had quite a bit of experience in C/C++. any ideas? thnx :)

  5. Nice tutorial, tnx for all.

Another forty bytes the dust.


I really should let this whole 4k game thing go. But as I was sitting on the train today, idly hacking away at a completely different game I remembered a curious thing that I didn’t have time to investigate then. The mysterious bytes.

Continue reading

Posted in 4k, code |
    ';
  1. Wow that’s pretty interesting actually! Good find and good explanation!

    Johnthegaylizard, January 5, 2010 at 22:28
  2. That’s awesome. Good sleuthing!

  3. That’s hardcore :D Good to know!

  4. Middlingly interesting information :)

  5. that’s… GREAT

MGAS3FD 5: Enter the frame


Welcome to the fifth part of Making Games in ActionScript 3 using FlashDevelop.

Wow, when I  got started on this whole tutorial thing I never expected it’d take four parts just to get to the enter-frame part. But here we are.

This post will be about making stuff move. But before that we’ll need a quick primer on Events. They is one of the mainstays of actionscript, especially version 3.

Continue reading

Posted in code, Making Games in Actionscript 3.0, Tutorials |
    ';
  1. I FINALY got it to work. Turns out I accidentally put a semi-colon after void.

  2. When I do everything up to the private function handleEnterFrame(e:Event):void; { trace(“enter the frame!”); } bit but when I test it it gives my the following error: ‘Function does not have a body. private function handleEnterFrame(e:Event):void; {‘

  3. Thanks for the help David, I was stuck on that, too :) Thanks for all these tutorials!

  4. Okay, I FINALLY got that friggin’ gnome to move! Turns out I had to put enemy.x+=1 into the handleEnterFrame function, and not in Main(). To the guy who made the tutorial: a revision making that fact clearer would be much appreciated.

  5. I’m good up until I enter “enemy.x += 1;” which completely fails to move the gnome. I _am_ changing the one in Main.as, right?

MGAS3FD 4: More embedding


This is the third part of Making Games in ActionScript 3 using FlashDevelop.

gardengnomeLast time we got our first enemy on the stage. Now we’ll take a quick look at embedding other formats into your classes. Grab the gnome here to the right and put him in your assets folder.

Continue reading

Posted in code, Making Games in Actionscript 3.0, Tutorials |
    ';
  1. Why is still the Sprite class there, if the bitmap class is the one you need?, you need both? , If we arent working with vectors anynmore, why do we need Sprite?

  2. I’m picking up AS3 from learning C++, and I don’t really understand what’s going on with [Embed(source='../../assets/gardengnome.png')] private static const GfxGnome:Class; Is GfxGnome being declared a class? You say “the GfxGnome class” in your article, so I guess it is…but then the ‘class’ is functioning as a static const at the same time? Or is it that GfxGnome is declared a class from within the Enemy class and is made to hold only one thing? ): I know very little about AS3 so an explanation would help greatly

  3. Basically I just made sure the import was correct and that it extended bitmap instead of sprite, and it worked fine. I don’t know what that other business is. I even resized them and made them semi-transparent. Maybe you mean that you shouldn’t have flash resize them just because it’s too slow for real time? Anyways I’m skipping all that extra class mumbo jumbo, this works and i’m fine

  4. I’m using Flash Builder and the only thing that I’m struggling with is embedding the images. There’s no option to ‘Insert’ them into code from what I can see. I’ve looked through the right-click options and I’ve even tried dragging and dropping them on to the as file, but so far my only solution is to manually type it in, which is workable, though not as elegant as a simple insert option. And like others have stated, this tutorial could really do with a rewrite. It’s fantastic that you’ve took the time to write them. The net is a wealth of Flash information, but it’s almost too much for a fresh faced wannabe Flash coder to absorb, and this has the basis of being a great starting point for picking up the basics, syntax and general grasp of writing, compiling and understanding what goes into building a Flash game. One request I’d like to add is if it’s possible for you to visualise what the code means. Grasping the process of how things embed into classes and such, it’s not clear through text explanations, but I feel it might be easier to under stand with some visual aid, perhaps a flow chart showing how things are linked. Again, thanks for taking the time to write these, I’m glad the help is out there now I’ve finally decided to give coding another whirl.

  5. Yes, this tutorial definitely needs to be rewritten. It’s very confusing and many things we not explained. Many thanks, however, for these tutorials.

a winner is me.


4k_firstCheck out the competition results over at gamepoetry. There was tons of impressive entries, second place winner Dungeon Romp is really neat, it manages to tap into the latent rpg grinder inside of me. But I can’t help but feel the bytes spent on the 3D-walls might have been better spent on maybe items or something, since all I use to get around is the map. It’s nevertheless a great game!

Other entries I enjoyed are:

  • 4kpillars. A very cool looking game, the flying on a sphere mechanic works great.
  • Falling with style a technically very impressive entry, I’ve always loved pilotwings.
  • Ghost4koin really makes me wonder how they managed to fit that in 4k
  • Pie is maybe the most complete of the entries, also great!
Posted in News |
    ';
  1. Just thinking about this some more… One thing I think is really cool about it, in addition to the satisfying way you carve out blocks from the big shapes, is the sense of contrasting scale. The big blocks really move slowly but with great momentum, and they feel like giant ice bergs or space ships or something and you feel very small. I think this would be a lot of fun with multiplayer, in some sort of collaborative game. It would also be fun as a competitive free-for-all, or a team-based competition. I would really enjoy such a game if you’d be willing to make it. (and if you don’t, do you mind if I do?)

  2. Wow, I really liked your a-steroids4k game. It has a really interesting mechanic! Are you thinking of elaborating it into a bigger game? I would definitely like to play it if you do.

  3. Congrats on your win! Your game was a lot of fun and technically very interesting. I’m going to have to dig through the source and see what I can learn. If you have a pre-optimize, friendly-to-read version, I’d certainly be interested. :) I’m the developer of Dungeon Romp 4k. I agree that game lacks a certain lasting fun factor, and I was mostly going for technical merit to feel out the limits of 4k. The 3D walls actually weren’t terribly expensive, all things considered. I think they were worth the cost. From a gameplay standpoint, I should shrink the minimap way down so it becomes a secondary navigational tool rather than the primary one. Unfortunately, I couldn’t fit enough other interesting things in the maze to justify it, so I blew the map up to make the game easy to parse. The random maze generator was actually proportionally the most expensive. If I were going for pure fun factor, I should’ve dumped the mazes, hardcoded 10 floors or so, added in a basic item system and an endgame condition besides dying. :) I’m working on a full version of Dungeon Romp that addresses these issues outside of the 4k limit. :)

  4. awesomeness in a jar! congratulations!

  5. Woo, congratulations! I still think 4k-steroids is the best of the competition. :) You’re an optimizing maniac!

MGAS3FD 3: Getting on with it


This is the third part of Making Games in ActionScript 3 using FlashDevelop.

Okay kids. Lots of boring setup stuff in the first two parts. It’s time to get some graphics in the mix!

As a side note, since we’re using what’s called the mxmlc compiler everything I do in this tutorial can be done using whatever IDE you please as long as it uses that compiler, if you’re really into this whole command line thing you don’t even need the IDE.

Continue reading

Posted in code, Making Games in Actionscript 3.0, Tutorials |
    ';
  1. Well who knows if anyone still checks this, especially the author, but just wanted to give a big thank you: I’ve rooted around for ages for a decent tutorial, especially since I’ve been commissioned to create a Flash game for free, and yours is simply the best one. So just to let you know that now in March 2011, your tutorial is still proving a valuable asset. I assure you that when I do this bloody game, I will give credit where credit is due, thanks!!

  2. Can’t get it to trace “I’m Alive” I put “trace (“I’m alive”);” into the constructor of the Enemy but it isn’t doing it!

  3. Hello, very nice tutorial. I don’t understand how does this script knows that the swf file is associated with the enemy variable. The only thing that comes to my mind, is that maybe because it(the swf file) is in the Enemy class….. so…enemy variable is the same as Emeny class?, that means that one class can only refer to one file(swf in this case)?

  4. @comment above me iv not done this tut yet but did another one earlier that used that trace thing, i didnt think it was working as it wasnt printing nothing on the screen, but then realised it doesnt, and it types the msg in the text box of the app your typing the code in, like where it shows the errors and stuff and to save the leef as a swf file, in firefox just right click it and select “save link as” instead of chooseing image i just spent like over a hour doing some flixel tut and just got a load of errors and didnt even see the final result lol .. its all good fun

  5. what the fuck? it wont let me save the leek the I’m Alive message doesnt work either! im completely new to this and after trying how many tutorials i still dont fucking get it how do i get it as a swf file? wtf is a swf file? it’ll only save as png file. this is so fucking frusterating