Sunday, November 28, 2010
Most of the games I have on FlashByNight don't translate well to the small, touch screen. In particular, I create larger games, usually 800 x 600, whereas I've noticed most other devs create smaller games for whatever reason. The small device screen and lack of controls is quite limiting. For example, I tried creating a version of The Inside Job (www.flashbynight.com/insidejob), but it works out that the orbs are too small too press with precision.
One game however, translates quite well, and that is Word Strips. You can drag and drop the strips with your finger and it's actually easier than playing on the desktop/laptop.
So, you can find Word Strips in the Android Marketplace by searching for 'Word Strips'.
A word of warning: your device needs to be Android 2.2. It will NOT work on 2.1 or earlier. (Unfortunately, this has led to some low ratings/negative comments, even though I specified it on the app page). You will also be prompted to download Adobe Air before you can play the game. (There is a chance that you already have Adobe Air on your system.)
So give it a try and help me out with some good comments if you like it. The high scores for the Android App are the same as the ones for the web version, by the way.
Saturday, October 30, 2010
Saturday, October 9, 2010
Saturday, September 25, 2010
In other news, though, I'm working on a word game that should be ready in a week or two.
Wednesday, September 15, 2010
Friday, September 10, 2010
Vi:Roos is a semi-experimental game where you play a green virus and you need to take over a computer system before the other viruses beat you to it.
In gameplay terms, this means clicking on smaller clumps of squares to take them over. It's surprisingly trickier than it sounds and the enemy AI gets 'smarter' as you level up.
Friday, August 13, 2010
Saturday, July 31, 2010
I'm pretty excited about it and I hope to post my progress here.
Sunday, July 25, 2010
Tuesday, June 29, 2010
Monday, June 14, 2010
I’m calling my game, Pac Man For The Win because I used to really suck at the stand-up arcade version and I wanted to make something more casual. My idea is to come up with totally different mazes for each level and also to have different numbers of ghosts and powerpills and so on.
The first step was to build the ‘engine’ – basically a class which would recognize when pacman encounters blocks, dots, powerpills and ghosts. I could reuse some of this code to control the ghosts. After that, I was free to concentrate on level design, which is where I am now. I’ve designed 12 out of twenty levels and you can play the first three here:
I’ll update the page and eventually the finished game will appear there, sometime around the latter part of June.
Another thing I did was to look closely at the AI of the ghosts in the original game. I always thought that they pressured pacman too much and made it a difficult game. However, the original designer claimed that he made the AI such that the ghosts would not chase pacman 100% of the time. I got this from a great article on ‘Ghost Psychology’ here: www.webpacman.com/ghosts.html
My ghosts have three modes:
1 random => they move randomly about the maze
2 pursuit => they actively home in on pacman
3 scatter => they flee from pacman
For most of the game, the ghosts are in random mode. Every so often, one or more will go into pursuit mode for a short time. If the player completes all 20 levels, he can replay them with all ghosts constantly in pursuit mode. (Without this feature, I couldn’t have a high score feature, because everyone who finished the game would have a similar score).
When pacman eats a powerpill, all ghosts go into scatter mode, but only for a few seconds (or else they end up bunched against the walls).
So as you can see, I had a lot of fun creating PacMan For The Win and I hope everyone has a fun time playing it.
Don’t forget to try my other reworked retro games:
Wednesday, June 2, 2010
A document class in AS3 allows you to keep all your code in an external .as file instead of the main .fla movie.
This tutorial is suitable for beginners to AS3 - you'll need to know how to create a document class before you can go on to do anything else, really.
Saturday, May 8, 2010
I put together a template and I thought I would share it here. (Right-click and select save-as.)
I will probably put this into a short tutorial available on flashbynight. Until then, just contact me if you need any help with it.
I also have a drag-and-drop tutorial here.
Friday, April 16, 2010
Friday, March 5, 2010
I'm playing Bayonetta on the 360 at the moment.
What grabbed me from the beginning was how cool and well designed the angel enemies are. Unfortunately, in the game you can't get a good look at them because they come at you really fast. I didn't even realise they had faces and I thought the pointy bits were beaks! They're actually beards.
Anyway, here they are in all their glory (click on the picture for a full view):
Saturday, February 27, 2010
Here is the prototype of a game I'm working on: Fall On Me.
Friday, February 26, 2010
Wednesday, February 24, 2010
Wednesday, February 10, 2010
Sunday, January 31, 2010
1 Check the validity of a four letter word
2 Choose a four letter word at random
This could come in useful for anyone interested in creating word games. It weighs in at 22k, but contains all the four-letter words in English.
The class is FourLetterList.as and to get a four-letter word, use the function return_random_word(); To check if a word exists, use check_validity("word"); and it will return TRUE or FALSE.
The class and a sample .fla can be downloaded here: http://www.esnips.com/doc/0eeae33e-a79e-4dcd-884a-a6f09c0ef687/4word
Hope it comes in useful.
Saturday, January 16, 2010
I've always wanted to do a platform game and here it is. Hopefully, it's different from platform games you've seen before. It's got, er..., lots of blocks in it, and puzzle elements. Some parts of the game are randomized, so they'll look different each time you play.
There are twenty levels in all, but I'll make more levels if the game proves popular.