8bitrocket.com
30Jan/118

Back to the blog…mobile tales

It is has been quite some time since I last sat down to blog about what has been going on around 8bitrocket Towers.  I have been busy the last six months scraping together a decent set of recurring clients for my freelance game coding business while I work on a few side projects in the area mobile / publishing arena.  The game coding business is what it is. I am always looking for interesting game / entertainment work and have completed quite a number of small and medium sized client projects over the last few months.  This arena is filled with competition though and I have encountered the average per hour wage I can charge going down rapidly as more and more companies move their budgets from web-based to mobile-based games.  This isn't to say that there is not a large market still for Flash adver-games, but what was a huge booming, lucrative market has shrunk and the sheer number of professional developers has ballooned as more and more indie developers try their hand at commercial and adver-games.  To that end I have had to take on a few non-game related projects that certainly are not exciting (in the least), but fill the gaps adequately.

One project that has taken more time than I hope it would is the HTML5 Canvas book. When Steve and I set out to write our Flash Game book, we did it with 4 years of tutorial writing and 10 years of game development experience on the platform. While the result was not 100% what we wanted, it did cover all the topics we set out to cover (and then some). Along the way we learned a lot about the process, the book industry, and how difficult it really is to put out an ambitious project given the a severely limited time frame.  Although we like our final product, we felt that it needed some improvement in many areas, and a refined, limited scope would have helped us reign in some of the rougher patches. So, when we started the Canvas book, we decided to keep the scope tight and not let it sprawl out of control before having to reign it in like the herd of cats it could become.

The first problem/opportunity cropped up when we started to research the Canvas spec and found that its implementation varied widely across most browsers.   This actually turned into a plus because we were able to limit the scope to cover in depth the pieces that had been implemented widely. Once we realized that the limited scope would help us in the long run we found that neither of us had done much in the way of Javascript programming in a few years. It didn't take long to refresh ourselves on the language, but when I started to write the game development chapters for the book I had to re-engineer all of the AS3 style game algorithms into Javascript as I had no existing library of code to use. This meant creating a state machine, a step timer, sound manager, particle engine, and pooling capabilities from scratch before any coding or chapter writing could begin.

I actually started writing in the middle of the book first - chapter 8  (unlike the Flash Book where I started at chapter 2 while Steve did chapter 1). Chapter 8 builds a simple Asteroids style game using nothing but the Canvas Path drawing capabilities, a very simplified state machine and a bounding collision detection routine.

I used this chapter to learn the basics of the Canvas drawing and transformation capabilities before going back to tackle full chapters on the drawing surface (chapter 2)  and bitmap image manipulation (chapter 4) API respectively. Once I had those skills under my belt, I started the advanced game chapter (9) and built a new version of the Asteroids game but this time I built with tile sheets, a re-engineered step timer, particle engine, and pooling systems. I combined this with Steve's sound manager code from an earlier chapter (I forget the number, but I think it is 7) to create a full color bitmap  game with sounds.

This chapter also introduces some simple tile-based game concepts while building a Daleks style game.

My final chapter was to tackle transforming an HTML5 Canvas game into an iOS application using PhoneGap. I first tried to use the Asteroids game, but it ran too slow and the controls had to be mapped to on-screen HTML buttons that didn't fire off the same as I thought the they would. I then settled on doing a version of Bullshit Bingo because it was closer to the type of applications that should be created using the Canvas (for mobile) given the limitations of the platform (processor speed being the number one).

When this final chapter was complete I decided to keep going with mobile applications and try my hand at some Objective-C.  I didn't get too far as all the examples and books I have start simple and then jump into the interface builder application. I find the interface builder a little like a combination of Visual Basic and Object Vision (old OOP front-end client server app builder form the early 1990's). Needless to say, this was NOT a combination to my liking. I soldiered on and purchased a couple books on Objective-C and games, but didn't get very far into them before I switched to the iPhone CS5 packager and became seriously underwhelmed by its very very very lackluster performance.   Disappointed and almost ready to give up and dive back into Objective-C, I accidentally stumbled on something called Cornoa.

Corona (by AnscaMobile) is a framework for building iOS and Android applications that uses Lua script as a wrapper for native iOS calls. At first I figured that it would not prove any better than the PhoneGap Canvas or Flash CS5 packagers. When I created my first app though, I was blown away by the performance. While obviously not anywhere as powerful as the desktop browser version of Flash, it simply blew away the other packagers in performance on an actual mobile device.  There was an at least 100X performance boost over the CS5 packager when testing an identical application. This proved to be the spark I needed because even though I know that puzzle and simple physics-based games are popular on mobile devices, I personally love to make arcade games.

My first thought was to re-make Retro Blaster, but I could not figure out good Asteroids style controls:

Instead I decided to go back to a Flash Tempest/Gyruss game engine that I had been working on for a while called Solar Vortex:

I sold a version of the engine to Jet Morgan Games late last year to be used in a Battle Force 5 game:

This led to me selling them another game engine to be used in a simple R-Type (for lack of a better example) style side scrolling shooter:

These got my blood boiling to make a mobile kick-ass arcade romp so I took the ideas behind both of those engines, combined them with the art from Retro Blaster and came up with my first Corona project called Retro Blaster Vortex:

This game employs an auto fire technique and uses finger swipes to rotate the player ship around the Gyruss/Tempest vortex. There is not enough power in the Corona engine to have too many particle effects at once, but I am looking into pre-rendering and canning some fx and baking them into the engine.

This game also uses parts of a Flash Star Castle / Tempest combo engine that I had also been working on called Solar Boss:

Corona is by no means EASY, but it certainly is not difficult. Any decent AS2 / AS3 developer can take a look at the API and the language specs and have a game going pretty quickly. There is a cost though ($349 per year license), so it is definitely for those who are serious about selling something on the IOS platform.

Eventually I am going to make a couple of my own viral games of the Solar Vortex and Solar Boss engines and drop them on FGL and Mochi. I'll get to those soon enough. First though, it is time to get Retro Blaster Vortex out of the gate. It is only 20% complete right now. I have a full schedule of paying projects in February and the prospect of a long term game development contract with a HUGE Facebook gaming company after that, so if it is going to ge completed any time soon it will need to be in those minutes and hours between sleep, family activities and A LOT of work...

(8bitjeff is Jeff D. Fulton)

29Jan/112

Book Review: Replay: The History Of Video Games by Tristan Donovan

Replay  By Tristan Donovan cover

Replay By Tristan Donovan cover

I can honestly say that The new book Replay by Tristan Donovan is the best book about the video game history ever published.   Donovan's book unseats The First Quarter by Steven L. Kent (the previous title holder) by taking a broader, world-wide approach to the subject. Donovan was  inspired by Kent's book, but was dissatisfied by it's focus on the USA, so he set out to write his own.

Donovan succeeds by focusing mostly on games, game design, and technical advances instead of the legal and hardware wars between manufacturers.  The text flows from one subject to another, while covering topics that have not seen much ink in earlier books (i.e 70's computer games and the UK games scene).   What emerges is more like a story about continuum of game design and development than a business school case study. Bravo!  As a game developer, it is exactly what I was hoping for.

At 512 pages, the book is just about the right length for the topic, but still feels short because it is such an interesting and entertaining read. Writing a history book about video games is not for the faint of heart.   There are so many "experts" out in the wilds of the internet that an author runs the risk of stepping on any number of land mines scattered by people who hold secret information "up their sleeves".  Donovan combats this by using mostly first-hand material from new interviews and sources (at least they appear to be new as I have never read many of the quotes before).

Replay will not always be the best game about video game history ever written.  Just like Kent's book stood high above the crowd more than decade ago but has now been overtaken, this book will probably be surpassed 10 years on by another author with an even broader perspective armed with even more insight brought on by the passage of time.  However, at this historic moment, Replay is  required reading for anyone with even the slightest interest in  the history of video games, and I can't see that changing any time soon.

-Steve Fulton (8bitsteve)

26Jan/111

Flash Game Competition (Stanford, Adobe, Mochi, JayIsGames & more!)

In conjunction with the Stanford Dance Marathon / Hackathon 2011 (?!), Stanford University is throwing a three week long Flash Game competition with the theme of Benevolence.    Squize, Iain Lobb, and Keith Peters (along with Steve and I)  will be judging the games. We can't just pick the best game, but the best game that also fits the spirit of the contest (hmm sounds familiar...what have we agreed to step into again?)

There are a lot of great prizes, such as a copy of Adobe Master Suite. You can read about them all and get the full info at Icky Dime's Blog-o-Rama.  One really cool thing is that each participant will receive a copy of FDT Pure Bronze. Now that makes it worth just entering!

So, get your benevolence on and get coding!

Filed under: Contests 1 Comment
25Jan/119

Keeping Up With The Mochis #2: A Creeping Realization

So while looking over the contest entries for the 2011 Mochis,   I was struck by one common emotion: despair.  Why?  Because every one of the games is so damned good.  I'm not kidding.    All of the entries are linked below, so you can see for yourself.  While I'm not going to tip my hand as which games I think are the best, I will say that so far I've been blown-away by the quality of every single one.

In fact, a creeping realization came over me while playing some of these.  It was the feeling that I'm personally, wasting my time on a lot of  small projects when I should so obviously make an attempt to do something "big".  Most of the games below are "big".  The are big on game play, big in scope, big in graphics,  and in some cases simply, big in dimensions.

It was my 41st birthday yesterday, and the accelerating sense of time falling out of pockets while I'm simultaneously chased down a track by a train with a giant ticking clock on the front is palpable.  I was afraid this would happen.  Right now these games kind of depress me with their brilliance.   I'm hoping that depression can be turned into inspiration by the time this process is over.

Anyway,  check out the games below.

Best Flash Game Port

Best Indie Game

Best Game Art

Best Multiplayer Game

Best Strategy Game

Best Puzzle Game

Best Social Game

Best Shooter Game

Most Creative Game

-8bitsteve

24Jan/110

Keeping Up With the Mochis #1: Bio Break

Jeff and I have been asked by the fine people at Mochi Media to help judge the 2011 Mochi Awards for the Flash Gaming Summit this year.    The first order business Mochi asked from us to was to write a short bio about ourselves.

After writing the forward/introduction to our Flash book, you would think that writing a bio like this would be easy.  However, I avoided it for almost 2 months.  I simply could not think of anything that fit well with the Flash game development community.   I mean, let's be honest, on this site we have "laid it on the line" many many times.  We have a particular point of view, and it is of widely limited appeal.

At the same time, the book introduction was really serious.  At the time we thought that the book would be our "one shot" at that sort of thing, so we tried to give it some weight, some heft, and some gravitas.  However, here are 8bitrocket.com, we are not always serious about everything.    So I was stuck.   How do you write something that sums up yourself (and your brother) that is set apart from what you have previously done, but at the same time keeps your point of view intact?  Below was my answer.   It was late Friday night, and it was the best I could muster:

Steve & Jeff Fulton, 8 Bit Rocket

Steve and Jeff Fulton, from 8bitrocket.com, are twin brothers and retro devolved champions of the pixelated indie underdog. Born out of a long line of complainers, over reactors and naval gazers, they continue that tradition on their web site with great care and intense fortitude. When they are not busy reading each other's thoughts and/or switching places to fool their loved ones, they write opinionated editorials, games, tutorials, and books about Flash / HTML5 Canvas. Much to the amusement of their friends and relatives, they constantly argue about which Atari product might be the best game ever made. While Jeff still believes it to be Asteroids, Steve knows he is wrong because that would mean Super Breakout is #2, and that just can't be right. However, both agree that if someone, somewhere could somehow make a game that was a cross between Phantasie, Anco Player Manager, Peggle, Dune 2, Burnout:Takedown, Bookworm Adventures , Food Fight, Baldur's Gate: Dark Alliance, Roller Coaster Tycoon, Pac-Man CE DX, and Castle Wolfenstein 3D they could lay down their arms and surrender to it's glory, because the pinnacle of game design has been achieved.

21Jan/1111

How Now? The Good News And The Bad News

The good news: The game you are working on is brilliant, amazing, and from a theoretical game design perspective, is worth every ounce of blood, ingenuity, ignored interpersonal relationships and effort you have poured into it.

The bad news: Some kid using Game Salad just made a Zombie game in 4 hours that will surpass your creation, statistically, in every conceivable, measurable way.

The good news: "13 year olds on New Grounds" have been overtaken as the target audience of choice for your games.

The bad news: They have been overtaken by the new target audience :  "8 year olds on their parent's iPhone"

The good news : $.99 cents is losing ground as the price-point of choice for mobile games.

The bad news: Free is the new $.99 cents

The good news: Angry Birds was a surprise success.

The bad news: It probably won't happen to you.

The good news: You too could be that 14 year old who got his game to top of the iPhone charts.

The bad news:  Lotto tickets cost a $1.00 each and you will have a better chance with those.

The good news: Apparently in-game ad sales are on the rise thanks to iAd.

The bad news: Thanks to frequency caps and eCPM of $.01, I think we all know how this story ends.

The good news: Atari sold the movie rights to "Missile Command"

The bad news:  The movie script you have been painfully crafting for the past decade has just been surpassed by a concept with less depth than "Frogger: The Movie"

20Jan/1125

What Now? Random Answers.

Yes, we do want to hear from you, contact us.

No, we don't want to display your gambling ads.

Yes, Flash is still a viable platform.

No, we do not need your masterful SEO skills sent via email offer.

Yes, it is cool being a twin.

No, we never switched places.

Yes, we do sometimes have the same opinion at about the same time.

No, we cannot feel each other's pain.

Yes, we are willing to license you a game engine.

No, payment in gold bullion is fine.

Yes, Android, iPhone/iPad and HTML 5 and viral Flash are on our minds.

No, JavaFX is probably not going any place.

Yes, Silverlight is cool.  Wait for it to work with XNA/Live Arcade

No, writing books is not really worth the money.

Yes, writing books is worth the effort.

No, we don't plan to write another one.

Yes, tech review is still a bitch.

No, we will probably not do another contest.

Yes, we'd love to see/review your game anyway.

No, we still consider ourselves retro devolved

Yes, indie games will rule the Earth.

19Jan/119

Now What? Random Thoughts…

Hmm. What's next?

We seem to be at a crossroads.

The end of something, and the beginning of something else.

But what?

Is is Apps?

Is it the mobile web?

Is there value still hiding in viral Flash games?

3DTV? Really?  I don't see it.  Literally and figuratively.

Is the web really dead?

What about the Windows phone?

Why all the Linked-In Requests lately?  Is it the new Facebook?

What happened to in-game ads?

Mindjolt revived? Are game portals making a comeback?

Can developers really survive on $.99 cents a sale?

Are those birds really that angry, or it the guy who throws them the angry one?

17Jan/114

8bitrocket Atari Inspired 16K Retro Re-make contest winner(s) announcement!

Contest

We had a very tough time choosing the winner(s) as every game was excellent. Some made excellent use of technology,  some were every inventive, and others made nice use of the source material as a jumping off point to push in new directions.  Some were a combination of all three.

So, with no further delay, here are the winners and also a capsule review each game entry. We have also chosen a runner up that Steve and I agree was the most technically marvelous of all the games submitted. This second place game will receive a copy of our book.

FIRST PLACE WINNER (Grand Prize Award Winner):

We are proud to announce that 16K Lander is the winner of the first place prize package.  So, Robert Podgórski of BlackMoon Design, please contact us at info[at]8bitrocket[dot]com so we can confirm your identification and an address to send out your prizes.

RUNNER UP WINNER (Technical Achievement Award):

The second place winner is Battle Wire 16K! Although every entry was excellent, Steve and I felt that this one was a technical marvel.  So, TFernando (Nightflyer Games), please email us at info[at]8bitrocket[dot]com to claim your book. If you already have a copy, we can make arrangements for you to receive a copy of put forthcoming HTML5 Canvas book instead.

Capsule Reviews of Each Game Along with a review each also receives an achievement tag line that can be used in the title screen or to pump up sponsorship $$). Just like pee-wee AYSO soccer here in  the USA, everyone is a winner in some capacity.

16K Lander:  This is a remake of a classic Atari coin-op. It won the public voting for best game and it is very impressive. Just like the original it is difficult to play, but becomes easier as you get the hang of the controls. The visuals, sounds and game play are not arcade perfect (we didn't ask them to be), but they are decidedly retro-awesome in their own right. This is one of the best Lunar Lander re-makes that we have ever played. We especially like the random terrain, and the realistic physics model.
92% Retrotastic!
Achievement Tag Line "8bitrocket 16K Atari Retro-Remake: Grand Prize Winner"

BattleWire16K:  This is almost an exact duplicate of the classic Atari Coin-Op. What is most impressive is the 3-d engine that was spun up in only 16K. Tony was able to fit in music and  sounds as well. The controls are a little on the difficult side. I would have used the mouse for the pitch and firing, and the WASD for right, left forward and backward, but who's to say that would have been any better.
92% Retrotastic!
Achievement Tag Line: "8bitrocket 16K Atari Retro-Remake: Technical Achievement Winner"

Niculus: This re-skin of the classic Nebulus / Tower Toppler was the second runner-up in the technical achievement department. The incredibly fluid scrolling reminded us of the Atari ST classic right away. I had no idea that this kind of game with such beautiful visuals could be squeezed into as little as 16K.  Aside from the technical aspects, this is just a fine fine game, that is very fun to play. It was very close to winning the second prize. Steve and I actually had to flip a coin to see which game won the last copy of our book that is available to give out.
92% Retrotastic
Achievement Tag Line: "8bitrocket 16K Atari Retro-Remake: Technical Achievement Winner Runner Up"

Axe Quest: I love Ace's games.  This is an excellent tribute to side scrolling "beat'em-ups". It looks quite like what an Atari 7800 version of Golden Axe might have looked like, and is fun, if not a little difficult to play. Ace paid much attention to detail in this contest. I especially like the little touches such as the  "GO>>" message when the player has killed all of the foes on the level. Ace was able to squeeze a lot of different sprites, blood particles and the like into his 16K game. The enemy AI is very well done and make the game quite a challenge.
90% Retrotastic!
Achievement Tag Line:"8bitrocket 16K Atari Retro-Remake: Special Achievement in Sprites and Animation"

DABOMB: This is almost a straight port of one of the best Activition games of all time My top-5 list is River Raid, Pitfall, Key Stone Capers, Kaboom, and Hero. Kaboom is the game that this is trying to duplicate, and it does so very successfully. It looks and plays almost exactly like the original, but everything has been re-drawn by hand as to not violate any intellectual copyrights. It is a quite enjoyable and well crafted 16K entry that brings back the enjoyment of plugging in that 2600 cart for the first time.
88% Retrotastic
Achievement Tag Line: "8bitrocket 16K Atari Retro-Remake: Best Atari 2600 game port"

DDDD (The Diabolical Dungeons of Dr. Devil) : Another Ace game, but this time he goes way back in time to tackle the classic RPG game, Rogue. This one hearkens back the the earlier 70's RPG games that existed only on systems like the PDP-11. This version is closer to the classic version on other early 80's computers such as the Atari 800, Spectrum, BBC Micro, C64, and the like. Ace has added much depth to his game and has squeezed an amazing amount of content into the 16K. His dungeon generator is freaking amazing. I find the symbols a little confusing, but once you play enough to learn what they mean the confusion is cleared up.
90% Retrotastic
Achievement Tag Line: "8bitrocket 16K Atari Retro-Remake: Deepest, Most Re-playable game award"

Fate Of The Universe: This is a nicely crafted Pong variant that uses some classic Ace sprites to create a real "Tennis for two" using swats from the weapons of the on-screen avatars. Again, Ace's visual touches, character graphics, and animations are top-notch and very well done. Ace was prolific in this contest and it goes to show that he really should be making games for a commercial company.
88% Retrotastic
Achievement Tag Line:"8bitrocket 16K Atari Retro-Remake: Best Fusion of classic and modern game-play"

16K Heli: Choplifter was one of the first games we played on the Apple IIe and the Atari 800. This is a particularly well made version that required a lot of different character graphics, AI and sound to be crammed into a small 16K package. This version is more difficult than I remember, but it is an impressive achievement.
88% Retrotastic
Achievement Tag Line:"8bitrocket 16K Atari Retro-Remake: Best classic Atari 800 computer game re-make."

Must Destroy Your Heart: This game is a very creative take on the classic game, Berzerk.  Out of all of the entries, this one took the original game concept and modified it enough to make a completely different game based on the same technology employed in the original. The firing system is very fluid and it reminded me more of the Robotron control scheme (or the Tron Arcade Game)  than anything else.
88% Retrotastic
Achievement Tag Line:"8bitrocket 16K Atari Retro-Remake: Most creative re-imagining of the source material."

Thanks to everyone for contributing, voting and playing the games. We hope to have another contest soon as this was a very enjoyable experience all-around.

12Jan/118

Help Beta Test The Flash Develop to Mac Bridge

The Genius Squad (I mean that in every non ironic and non flippant manner) over at FlashDevelop.org has created a FlashDevelop to Mac bridge in the beta of FD 4.0. It must be used with Parallels or VMWare, but it looks promising. They need beta testers. I plan to get on it right away.

Test Away