Cells – Released!

Posted by aBethke on Thursday Jun 24, 2010 Under Cells, Game Development, Releases

Cells, a puzzle game about synthetic life.

This was developed for the Experimental Gameplay Project’s CASUAL ADDICITON competition and is dedicated to my friend Amanda Martin. Synthetic life is real and a breakthrough, accept it. 😉

Play it at Golden Gear or read more about the development

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In Development: Sushi Sumo

Posted by aBethke on Friday Jun 18, 2010 Under Sushi Sumo

Host 2.0

Sushi, Sumos and a dancing Japanese style game show host all done in claymation. Yes… this is really what I do full time. XP

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Parallax: A simple solution

Posted by aBethke on Friday Jun 18, 2010 Under Bag o' Tricks, Game Development

Recently when I was working on Star Fall I needed to develop a basic Parallax implementation as part of the game design. Ive done this type of implementation before but never built anything reusable. In fact, I’d love to tell you now that I did just that when developing Star Fall but that, sadly my friends, would be a lie. I have however taken the code I wrote for Star Fall and developed it into a very basic Parallax system which I offer up now to the gods of the interwebs and anyone else that might be interested.

The basic breakdown is pretty simple. You instance the SimpleParallax class and then begin adding layers to it and defining their properties via the methods I have created. The layer handling system uses a name to keep track of the layers. When you create a layer you assign its name and then reference it layer via the same name. There is no active depth sorting, simply create the layers in the order you wish them to appear.

[cc lang=”actionscript3″ line_numbers=”true” no_links=”true” width=”100%”]
package com.goldengear.core
{
import flash.display.DisplayObject;
import flash.display.Sprite;
import flash.events.Event;

public class SimpleParallax extends Sprite
{
public function SimpleParallax()
{
mouseEnabled = false;
mouseChildren = false;
addEventListener(Event.ENTER_FRAME, handleEnterFrame, false, 0, true);
}
protected function handleEnterFrame(in_event:Event):void
{
var i:int;
var num:int;
var layer:DisplayObject;
var layerName:String;
var scrollSpeed:Number;
var loopX:Number;

if (!isPaused)
{
num = m_layerNames.length;
for (i=0; iSimpleParallax – Test Application

As I poke at this class more I will probably release the updated versions. Enjoy!

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This is a trick I picked up recently when I was preparing some games (Mashin’ Meeces and Star Fall) for release on portal sites and saw that it would be a bit easier (and required by some) to figure out how to change my multi-SWF application into a single SWF app.

Mashin’ Meeces was originally broken into three SWFs: game code, art assets and sounds. I did this so that I could work on the game independently from the sound or art since those were being taken care of by other people. Through my previous experience developing games I had never run into a problem with having games broken into multiple SWFs before but those projects have all been for private sites and game portals like Newgrounds and Kongregate are a new experience for me. After talking with my colleagues, doing some research and poking at the code for a bit I finally got the solution of embedding the SWFs into my main application and then load them using loadBytes.

Here is the code I used to embed the two SWFs (art and sounds) into the main class of my ActionScript project.

[cc lang=”actionscript3″ line_numbers=”true” no_links=”true” width=”100%”]
[SWF(width=’800′, height=’600′, backgroundColor=’0xffffff’, frameRate=’30’)]
public class MashinMeeces extends Sprite
{
[Embed(source=”MashinMeecesAssets.swf”, mimeType=”application/octet-stream”)]
private var swfAssets:Class;
[Embed(source=”MashinMeecesSounds.swf”, mimeType=”application/octet-stream”)]
private var swfSounds:Class;

public function MashinMeeces()
{
// Rawr! I am the constructor…
}
}
[/cc]

For the loading I had just been using a standard Loader implementation and to convert the pre-existing code all I had to do was drop the URLRequest() and change load() to loadBytes().

[cc lang=”actionscript3″ line_numbers=”true” no_links=”true” width=”100%”]
protected function addedToStage(in_event:Event):void
{
var loaderContext:LoaderContext = new LoaderContext(false, ApplicationDomain.currentDomain);

var assetLoader:Loader = new Loader();
addChild(assetLoader);
assetLoader.visible = false;
assetLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, assetsLoaded, false, 0, true);
assetLoader.loadBytes(new swfAssets(), loaderContext);
}
[/cc]

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Star Fall – Released!

Posted by aBethke on Saturday Jun 12, 2010 Under Releases

An extremely fast paced game in which the user plays as a falling star that is burning out. Soar over the abstracted cityscape and collect the dreams as they float up but avoid the nightmares because they drain star power.

Play it, rate it, favourite it! at the following sites…

Kongregate
Newgrounds
Game Jolt


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Mashin’ Meeces – Released!

Posted by aBethke on Saturday Jun 12, 2010 Under Mashin Meeces, Releases

This is a quirky but fun action game in which the player revisits the comical dynamic of mice terrorizing elephants. Users have two modes of play to choose from to better customize their experience. Free Play Mode is a more relaxed style of progression allowing the users to casually sit back and mash some mice at their leisure. Challenge Mode is for users who like something with a bit more substance. Battle your way through 10 levels of game play including the Twin Terrors and finally confront the Mama Mouse.

Play it, rate it, favourite it! at the following sites…

Kongregate
Newgrounds
Fizzy
Game Jolt

Mashin Meeces - Screenshot

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Star Fall – A Rising Star!

Posted by aBethke on Tuesday Jun 1, 2010 Under Game Development

Article Link: Harder, Better, Faster, Stronger – Starfall
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Mashin’ Meeces – Project Complete!

Posted by aBethke on Wednesday May 26, 2010 Under Mashin Meeces

Mashin Meeces - ScreenshotThis is a quirky but fun point and click style game in which the player revisits the comical dynamic of mice terrorizing elephants. Users have two modes of play to choose from to better customize their experience. Free Play Mode is a more relaxed style of progression allowing the users to casually sit back and mash some mice at their leisure. Challenge Mode is for users who like something with a bit more substance. Battle your way through 10 levels of game play including the Twin Terrors and finally confront the Mama Mouse.

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Experimental Gameplay Project – May 2010 is High Velocity

Posted by aBethke on Wednesday May 26, 2010 Under Game Development

Every month the EGP holds a challenge by providing a theme and taking submissions by game developers based on that theme. This month I decided to do my first entry for the theme, High Velocity. To that end I came up with the idea for a game called Star Fall.

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TO Jam 5 – Development Video Blogs (Part 3 of 3)

Posted by aBethke on Wednesday May 26, 2010 Under TO Jam

In a short time the TO Jam Arcade and final judging for the People’s Choice Award will be upon us. Andrew and I have been doing some revisions on the game slowly while working on other projects. At this point Ive kicked most of the remaining work to Andrew at his request and have moved onto other Golden Gear projects.

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