8bitrocket.com
27Feb/100

Hey You Kids, Off My Lawn #2: More Fun With Possible Flash Game I.P. Issues

We're not saying these games have barrowed other people's intellectual property, we are just saying it's possible. No matter what, we have fun looking at them anyway.

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25Feb/100

Poll: How Irritated Are You Tech Pundits Who don't Understand Flash?

Poll: Poll: How Irritated Are You Tech Pundits Who don't Understand Flash?

Here is a good example of a popular tech pundit who talks about Flash, but doesn't seem to understand it.  Bob Cringely, I guy I have respected and followed for more than decade, has weighed in on the Flash/HTML 5 topic with some boneheaded statements:

"Flash always picked up where the browser left off, but it can't talk to your webcam, store local files, or draw pixels directly to your screen."

WTF? Flash can do all those things (if you include Air for storing local files...something you DO NOT want your browser doing anyway).

Cringely is well respected, but it looks like he doesn't do any %&$*! research before he blows his tech wad into his blog.  After 10 years of blogs, I'm done with him. 

Anyway, please take this poll now:  (did I sway your vote?)

How Irritated Are You Tech Pundits Who don't Understand Flash?

25Feb/100

New 8bitrocket Game Release: Tunnel Panic

New 8bitrocket Game Release: Tunnel Panic

Tunnel Panic is the first game from the Essential Flash Games book to be released into the wild in a viral fashion. It's self sponsored (by the book of all things). The original version of this game is featured in chapter 12 of the EFG Book as a way to demonstrate viral Flash games. In this chapter we build a simple game in a few hours and then explain how to add Mochi ads and leader boards to the game. We also go into detail on sponsorships and discuss our friends at FlashGameLicense.com and their offerings in detail.

tunnel_panic_fullscreen.jpg

This version of the game has been slightly enhanced sonically and visually from the book version, but the very simple game play remains essentially the same. It is a game of survival where you must pilot your space cruiser through the decidedly 8-bit looking tunnel for as long as possible, dodging everything. You only have a single control button, the Space Bar. Pressing it will move your ship up. As you progress the canyon will become narrower and filled with more objects to dodge. The game is meant to be played for about 1 to 2 minutes tops.

The game play and style isn't very original as I have played some games like it, but the story in the chapter is that you (as a indie game developer) as asked to make a retro looking version of this type of Flash game. It isn't meant to be the most original game, but it is meant to be an original looking take on the genre.

This is the only game in the book that uses a "dirty rect" blit erase technique. The "exhaust" and the "aurora" particles in the background of the tunnel are blitted to a canvas and are erased by applying a 32bit transparent eraser the size of the object on each frame tick. The "aurora" particles only change (and are dirty-rect erased) when the canyon color changes. The exhaust particles move from right to left behind the ship so they need to be erased on each frame tick. This creates a little bit of artifacting, but it is ok for the "special effects" in the game. The background colored 8-but aurora squares are not actually in the book version. I added those for a little extra zarjaz for this viral version. Also, the original in-game music now is a much longer, "re-mixed" version of the song that can be downloaded from the book site (when the book is released). This game is up on Mochi, Flash Game License and Flash Game Distribution as a way of promoting the book and hopefully making back a few pennies on the dollar for each shirt Steve and I lost writing the book (and the games in it) over the last several months.

24Feb/100

Game Storm Video Podcast #1

Game Storm Video Podcast #1

Bonus Content:

Steve's daughter's stop motion video for her 6th grade earthquake project:

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23Feb/102

HTML 5 Canvas For Flash Developers #1: What The #@*! Is The HTML 5 Canvas?

In this set of tutorials, we will explore how the HTML Canvas relates to Flash developers.

So, the first question to answer about the HTML 5 Canvas appears to be this:

"What The #@*! Is The HTML 5 Canvas?"

The short answer is this:

It is an area on a web page set-aside to display and manipulate bit-mapped pixels in "immediate" mode. "Immediate" mode is a way to draw pixels that gives a programmer ultimate control, but requires the screen objects to be tracked and be redrawn entirely in code. You create it with the HTML tag, and you manipulate it with JavaScript. The Canvas is a window into a bitmapped world that, until recently, only existed with plug-ins like Silverlight , Java ,and of course Flash. The Canvas is currently supported (in part) in the latest versions of Firefox, Opera, and Chrome, but not Internet Explorer

The tag was created by Apple initially to support their OSX widgets, and as extension to Safari. The tag was recently adopted as part of the HTML 5 spec after being pushed by both Apple and Google. The HTML 5 spec has many parts besides the , and many of them should seem familiar to Flash developers:

  • H.264 video support (Flash has this already, had it since 2007. Oh, and by the way, Apple's Steve Jobs can go on and on about Flash being proprietary...even though the SWF format is open, but at the same time his love for H.264 makes no sense, as it is CLOSED, proprietary format! )
  • Local storage (more like a Flash shared object, not a Cookie)
  • SVG support: SVG is a vector graphics engine for web browsers. Yep, Flash has had that for a long, long time too.

Since the works in "immediate" mode, it does not have a Display List built-in, like Flash AS2/AS3 (which operate on a "Retained" mode, but can be made to work in "immediate" mode by going right to bitmaps themselves). Instead, you must keep track of all objects and their movement yourself. That means that very simple things that you are used to in Flash, are simply not available in the unless you build support for them yourself. For example, There is no easy way to create tweens, except to create them all in-code. The good news for hardcore programmers, is that sheds a lot of layers and forces you to write clean display code from the get-go. Blitting engines should be par for the course because they will be the an efficient way to display graphics on the Canvas. However, for the legions of designers and designers/programmers who use Flash on a daily basis to create interactive (but not hardcore) web content, the state of the Canvas is a freaking nightmare. While there are a lot of promising tools for JavaScript (i.e. http://processingjs.org/     http://www.ambiera.comcopperlicht/ -thanks Paul) to help c  no tools currently exist that will make the process of creating apps or animations easy for designers. In a few months, when producers at over-zealous agencies have sold their big-name clients on this "Flash replacement that works on the iPad", design and development teams will suffer long and troublesome hours trying to make their claims a reality.

Things For Flash Developers To Note About the HTML 5 Canvas

For Flash developers, a few things stick out as interesting about the .

  • Browser compatibility is an issue. You will have to write code that targets one browser or another. One of first test with Mouse events proved this to me.
  • Recall, that many of us "old" guys (web developers before 2000) used HTML until Flash became viable. We didn't adopt Flash for web sites because Macromedia made it, we adopted it because it worked. The problems with HTML 5 are still the same problems we tried to solve with Flash and HTML 2, HTML 3 and HTML 4: Cross browser issues and the need for real interactivity.
  • Again, There are no real "designer friendly" tools for the Canvas. In fact, a product like the Flash IDE would be perfect to make Canvas apps because it could spit put all the complex JavaScript to make it all work much faster than coding it by hand. I fully expect Flash CS6 will have an "Export as Canvas" option,
  • JavaScript is essentially ActionScript 2.0, so it will be familiar, but also seem like a few steps back from AS3
  • There is still no easy way to "hide" your code, but you can use an JavaScript Obfuscator (thanks to Chris Cutler for this point) that does essentially what a SWF encryptor does for Flash apps.

HTML 5 Canvas Hello World

So, now that you know a bit about the Canvas, here is a "Hello World" app using the element. Be sure to view this with the latest version of Firefox, Chrome, or Safari. In the next lesson we will discuss a bit more about how a program like this works, but for now: Hello World!

The area below is a :

See demo here

Here is the HTML code used to create that Canvas: (by the way, a lot of this code was adapted from the code presented here: http://dev.opera.com/articles/view/html-5-canvas-the-basics/) I've added a "Main()" function because I suspect that is the way my code will be going in the future.

[cc lang="javascript" width="550"]




Your browser does not support the HTML 5 Canvas.



[/cc]

There you have it, a short introduction to the HTML 5 . Next time We'll explore some code in more depth.

 

21Feb/100

Hey You Kids, Off My Lawn! We Whine About Flash Games And Intellectual Property

Here is the first (and maybe last, who knows) episode of  "You kids, Off My Lawn!", a short podcast/music video in which we complain about (possible) intellectual property issues with flash games.

We did this a week ago. I prompted us to create the "World's Worst Jigsaw Puzzle Collection". Why?  Because we wanted to make some jigsaw puzzles that used totally original IP...

Why do we care?  Well, we don't really care what other developers do, except when it comes to things like this.  When the viral Flash game systems are flooded to emulated games, and stolen IP it is very difficult for legitimate developers to compete. 

Players do not know better (or even care) when they see an emulated Maerio game.  It looks legit, and get to play for free.  However, it just means that YOUR platform games, the one you have worked for months on, will get pushed to the back of line because you are now competing with dozens of emulated Mario games that should never be there in the first place.

We would have no problem with Nintendo or Nickelodeon legitimately entering the fray, but when games are ripped off from these (and other company's) content, it hurts everyone else involved.

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19Feb/100

Tell Us About Your Latest Flash Project

After you take the "Flash Development Tool Survey", why don't you tell us about your latest project?

Yopu can do it all over here: http://8bitrocket.ning.com/forum/topics/what-is-your-newest-game

18Feb/100

Announcing: Ultimate Unscramble: HTML color Words



Have you ever wanted to learn some arcane HTML trivia while playing a mediocre word game?  Well, do we have the answer for you!

Ultimate Unscramble: HTML Color Words is the next game in our "reuse everything possible" series following the "World's Worst Jigsaw Puzzles".  This game is based on the "...palindromes..." engine.  More to follow.

 

18Feb/100

Survey: What Are Your Preferred Flash Development Tools?

OK, now for our first survey.
We'd like to know what your preferred tool set is for Flash development:
Head on over to here to take the survey.

(Is this a cheap tactic to try to get you to check out our new forums and social interaction features? Yeah, probably).

17Feb/100

8bitrocket.com Now Using The Ning.com Social Networking Platform

We've needed to create a bit more depth to this site for a long time, and with our book coming out next month, we thought it might be time to add forums and other "social" aspect back to 8bitrocket.com.

We dabbled in with a message board a couple years ago, but it got so riddled with Spam that we simply got rid of it.  Times have changed, and much better, more deep and interactive services now exist.  One of them is Ning, a "white label" social media platform that allows you to create a place for users to connect very easily.

We have now created the "8bitrocket.com Ning Community" to augment 8bitrocket.  It's brand spanking new (about 10 minutes old), but we invite you to come by, create a Ning account, help us get this thing off the ground.    We expect to spend A LOT of time there, and to feature good posts and discussions on the front page of 8bitrocket.com.

http://8bitrocket.ning.com/