In other news:
This whole Web 2.0 (and/or mod community) thing with user generated content is so exciting, I think my next project will be something that involves the players a bit more. I mean, procedural content is cool and all, but if you get actual people doing content that has to be better.
Lost garden has an article on this.
The wiimote for PC is making real progress, read more on Wii Hacks, watch the cool video on YouTube and wait for WiiLi to get back up.
And also, the wii-browser will support Flash. YES! I read it on a feed from opera.com somewhere, but I can’t find it right now.
Let’s just hope it’s proper flash and not Flash 5 or something.
And while I’m at it, Kloonigames has a new game up. Go check it out.
]]>All of these are already in the game and if I get my way there’ll be a few more before next Friday, which is when the game’s due. This also happens to be the release date for the Wii in Europe so I’d like it to be done by Thursday night so I can spend the weekend in Hyrule. Though I fear that is a bit optimistic, after all, it’s not real game development without the crunch.
As the attentive may have noticed I’ve also changed the theme for the blog, I felt the old one was a bit murky and I just couldn’t resist the tasty ajax-ness of K2.
Finally I’d like to plug Kongregate, a startup game site with a fresh new community way of doing things. It’s in closed alpha right now, but I suspect that if you request an invite you’ll get one.
They give away weekly prices for the best games, and has a big competition running until the 15th of December with a first prize of $1500. Nice!
Turns out the program I had read about was FlashDevelop. It’s real awesome. I did a quick try to move my game to it, but it does need a bit more object oriented and strict code than I’ve been using. I will however use it for whatever I do next, and I’ve moved smaller projects into it already.
And the best part is that it’s all Open Source, I really like where this is going.
]]>A really good resource for optimizing flash is http://flasm.sourceforge.net/
]]>If anyone should be interested my planning is on Google Calendar.
]]>I’ve spent the last few days thinking about my new project. After much consideration I decided to go for making a multiplayer game out of Moonlumber. I’m not exactly how the game will turn out, wheter it will be cooperative or competative, one on one or multiplayer. Only time will tell
I’m going to use SmartFox server, because why do work yourself when someone else’s already done it. The free version is limited to 20 players, but it can be upgraded to commercial versions that can handle more players. Doing multiplayer games is alot more demanding than you’d think, there is so much stuff you need to keep track of.
Well, I need to get back to work. My research is to be done by today so I can start working first thing tomorrow. Two weeks from tomorrow I should have a working beta-version, and two weeks from that it should be all done. Plenty of time to screw up…
]]>4 minutes later or so:
It’s working again, found a retarded little error once I actually stopped to think. I still miss proper error handling though. Would make me a happier man.
I’m gonna have to be at it all night if I want to get this done, but with a bigass bottle of water and Judas Priest in my ears it’ll be a breeze.
]]>However there is a problem, it’s too slow for what I originally inteded to use it for. I barely get 25fps with pink box graphics and 20 boids flying around. I wanted alot more.
I did manage to push the fps a bit by using various optimizing techniques, but it’s still not fast enough. I think I might be able to get it a bit faster, but my original idea of a car traveling through tons of people won’t be doable anyways.
I might do a spin on angry muslims chasing the pope, a bit of politics in your games makes for interesting results.
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