Posted on December 1, 2008
Flash Game Development Inter-web mash up: Dec 1, 2008
Flash Game Development Inter-web mash up: Dec 1, 2008
The latest in Blog entries and articles that might interest Flash game developers.
I took last week off, so there is a lot to cover: Efficient Multiple Object Collision Detection with groups; Using Game Entities for in game objects; Doom in Flash; Creating a good, usable API; Using Google Maps in AS3; Creating the perfect maze; A mobile game development contest; A New Multiplayer API; Mochi Leader board updates; Game Scene management and a Unified Development process; The current hottest games and more.
Efficient Multiple Object Collision Detection
Colby has a brand new programming tidbit on using collision groups for n-way collision detection.
Game Entities and Representing Objects In a Game
Colby also has a very nice piece on using an entity structure to represent in game objects. His structure provides a nice entity “template” to use for all in-game objects that have a physical representation – missile, enemy, explosions, etc.
Doom Ported To Flash Player 10
New Grounds has playable version of Doom running in Flash Player 10, created with Alchemy, and a whole lot of patience. Both Squize and Richard Davey have nice posts about it, so no need to repeat their work here. I will say that it plays great on my iMac and my PC. It also plays great in Windows via Parallels. It looks like the source is GPL and the graphics are used by permission. It is a very nice piece of work. I am almost tempted to try Alchemy on one of my old C Dos games and see what comes out.
How To Design a Good Usable API
Panayoti, over at Game Poetry has posted the third installment in the series on Making Smart Decisions So That Your User Doesn’t Have To. This one deals with API development specifically and how to design reusable libraries that are easy to use. The basics of this very well crafted piece can be summed up with this quote: “If I am trying to accomplish a single task, give me an opportunity to do that with one action, or at most two if reasonable technical restraints require it (like an asynchronous interaction).”
How To Use Google Maps and AS3
Emanuele Feronato has a new tutorial on integrating the Google Maps API with AS3. The API allows Flex and CS3/CS4 developers embed maps and control them. Emanuele’s tutorial covers the basics of inserting a map using the Flash IDE (CS3/CS4). The API (which could use some of Panayoti’s pointers above) can be found at Google.
Creating the Perfect Maze
Jobe Makar had something on this in both of his great books, and Emanuele Feronato ups the anti by coding his in AS3 (which he has moved to, away from AS2). It uses a Backtracking algorithm to create a maze with no loops.
Mobile Games Development Contest
Not 100% Flash or Flex related in any way, but Sun Microsystems & Mo’Minis have announced mobile games development contest using the using the Mo’Minis Studio Beta. The studio is a “programming” free method of creating games for a variety of mobile devices. Called the Game Cast #1 Mobile Game Creation Contest, it will run from Nov 20th – Feb 8 2009. The Studio is only with Windows platforms (XP and Vista) but it allows the user to create graphics, logic and game flow all with virtually no programming.
Come2play.com Multiplayer API
Come2play.com has released their Multiplayer API to the public. The API is an Open Source project hosted by Google Code. The system is based around their idea of a Multiplayer Social Channel what allows developers and publishers to create, share, and distribute multiplayer games. They allow any site to create a social gaming network, and the API allows any game developer to wrap is game and use the API features. It looks very promising.
Mochi Leader Boards 2.0
Mochi, the premier indie game ad serving choice, is introducing a large update to their leader board (high score) service. Developers don’t have to do much (if anything) to utilize the boards in current games. If a game uses the 1.0 boards, it will probably work in 2.0 (but they have a way to test it). The ability to challenge friends to score has been added, as well, the default sizes of the board has been modified. The new Publisher Bridge will allow site owners will allow invited players to come back to your site and play.
The Most Popular Game On New Grounds Today is:Doom 1.
That was pretty obvious given my first post, so the second most popular game today is: IncrediBots. It looks like a cool “toy”, but too complicated for my taste.
The Current Highest Rated New Game on Kongregate is:The Several Journeys Of Reemus Chapter 2.
The latest installment in this point and click adventure series has very very high ratings on the site.
One of the Current Most Popular Games On Hall Pass is: Splitter
Splitter is a very well done, clever physics puzzle game based on the concept of slicing objects to solve enigmas.
Kevin Flood’s Game Unified process
Gamedev.net has a very interesting article / post mortem by Kevin flood called the Game Unified Process. In it, Kevin dissects a large scale Flash / Java casino gaming project and how Water Fall Development Process (distinct phases that rely on the completion os one phase to move on to the next) hamper game development. He offers reasons and fixes using a Rational Unified Development approach (using agile processes, use cases, etc). It is a very interesting read.
Jeff Kershner’s Object-Oriented Scene Management
Another article on Gamedev.net, Object-Oriented Scene Management by Jeff Kershner presents an abstract, expandable OOP method of creating generic objects for a game engine. The Scene Graph is an organized hierarchy of nodes in a data structure that is used to represent in game objects from graphics to cameras, to sounds (an everything in between).
As always, visit Flashgameblogs.com for your daily dose…