Coming on the heels of Adobe's Premium Features for Flash (developers will be required to pay Adobe 9% of revenue above $50,000 if they use certain high-tech features), comes a new, upcoming feature for Adobe flash CS6.0 : Metered Usage For ActionScript.
Announced today, Adobe will start charging developers per centimeter of written ActionScript code. A new feature of the Flash IDE will be the "Meter Stick", an interface element that will run along the left side of the ActionScript editor, tallying up the value of the ActionScript in an open .as file. When a .fla is exported, the entire value of all included .as files will be displayed in the export Window. Before the .fla can be compiled into a .swf, .ipa, or .apk, payment must be rendered. Adobe will accept only Discover, Paypal, or Facebook Credits as legal tender for the transaction. Once payment is made, the .fla will export to the target format , and the developer can show the output to their client, boss, or do whatever they want with it.
An Adobe spokesman said of the new feature "Adobe recognizes that the web still runs on Flash, no matter what Apple and Microsoft would have you think, and we believe we should be fairly compensated for that reality. The best way to do this is to charge for ActionScript usage."
When asked the question "why can't developers just put all of their code on one line?" the Adobe spokesman said "We already thought of that. Adobe has defined a line as "128 bytes or a carriage return, whichever comes first." When asked if developers will have to pay every time they export their code, the Adobe spokesman said "Oh no, no of course not. We will use a heuristic algorithm to find the differences from the last export. The developer will only have to pay for the changes. Hey, we might be crafty, but were not evil."
Google's April Fools "joke" this year is an 8-bit looking map style for Google Maps. Not only does it look great, but I could so easily see myself traveling around on these things, killing monsters on my quest to be the Avatar. In fact, Google should hire Lord British to create a real game out of this. That will never happen though. Well, I can dream about it anyway.
Adobe announced yesterday a set of "Premium Features" for Flash. These are features that, when used for web games, will require a license fee after a certain threshold of revenue has been reached (currently $50K) After that, they want their "tribute" in the form of a slice of the profits.
The features are limited to Flash on the web (not Air on iOS and Android) and include the use of domain memory and Stage3D that are utilized by Adobe Alchemy. According to Adobe, Alchemy "allows developers to compile C and C++ code this is targeted to run on the open source ActionScript Virtual Machine"...basically allowing the same type of middleware compilers used to make console games to also produce games for the "console of the web" as Adobe now refers to Flash.
Adobe explains it this way:
"The premium features enable these existing C/C++ codebases to run sandboxed across browsers in Flash Player. C/C++ developers, and developers using other languages who build on native middleware/engines, can now join ActionScript developers in benefiting from the ubiquity of Flash Player. And ActionScript developers benefit from now being able to leverage millions of lines of existing optimized C/C++ code in their ActionScript projects."
So basically, unless you plan to port your console game to Flash, or if you say, have a giant Flash-based social game that you want to convert to Stage3D, you really have nothing to worry about. Obviously Adobe sees all the money being generated on the back of it's tools, and now wants a to harvest some of the bounty too. That seems fair to us, but it's likely to drive even more indie devs away from the technology as it appears they will be penalized for moderate success.
We do find it interesting that Adobe has now embraced games in a BIG way. It was only 3 years ago when they appeared to embarrassed by using Flash as gaming platform. Times have certainly changed.
By Jeff Fulton
Shay Pierce had a solid job working for OMGPOP up until last week. Then a large social game outfit bought the company so they could get access to OMGPOP's top-selling game, Draw Something. Pierce was not working on Draw Something, but he had the option to join the big company. However, as he describes in an article for Gamastura today, he decided to not sign the contract because he could not be assured that he would not lose the right to an indie game he created for iOS last year named Connectrode. A game he wrote (in part ) for and dedicated to, his wife.
The interesting thing is that Connectrode is not any kind of top seller. It has some good reviews, and it plays well, but ,like 10,000's of other iOS games, it got lost in the avalanche of apps and never really came back up for air. However, the game is Pierce's own creation as an indie developer, it was a labor of love, and it was his. So he took the stand to not give it up.
In a very big way, Shay Pierce's actions are the epitome of an indie developer. He has ideas and he doesn't want anyone to claim ownership for them except for himself. We here at 8bitrocket.com 100% support and understand Pierce's actions and why he did what he did. All indie game developers have games they want to make, and they want the freedom to make them. That is why we are indies.
So after reading about Mr. Pierce's action, I was compelled to go buy his game. It felt good to do so, like I was supporting something bigger than just my own ideas or games. I encourage you to do the same. Buying Connectrode and making it a top-seller might just send a message out to monoliths of the industry that there are 1000's of developers out here that truly LOVE games. We love to play games. We love to make games. We think about making games all day long, every day. We have always wanted to do it, ever since we were kids. We have ideas that we don't think other people should own. We didn't get into "games" because it was the next big thing. We got into it because we wanted to create things that other people might enjoy. We don't necessarily like the way the industry is going, and we would like to see more games made that have intrinsic value formed by the game play itself, and not what can be purchased inside the game to cheat along the way. We might never get rich, but if developing indie games keeps us happy and healthy, that might just be enough.
Last year when I was doing Facebook game development (and hating life) for a large, monstrous gaming company, we had a lot of trouble getting the Firefox Flash plug-in for FireBug to work correctly and show internal trace's exceptions, etc. So, I never used it. This last Friday, while making a new Facebook Canvas game for a client, I was faced with needing to see my traces, etc outside of the IDE or Flash Develop. So, I installed the new version, called FlashFireBug and it fucking rocks! It does everything I need from just as if I am in the IDE looking at the output window. I'm pretty sure you need the debug version of the Flash player to get it to work properly, but even if that is the case, it certainly is worth the effort.
By Jeff Fulton
Journey Out Of An Abyss: How My Rejected Cracked.com Photoplasty Images About Classic Video Games Changed My Life
Last year I joined the cracked.com forums. Cracked.com is one of the best humor sites on the interban, and what's really cool about the site is that they allow nearly anyone to join their author forums, and try to develop content for the site. There is no guarantee that what you write will ever be published, but they are open for you to try, which is really cool. Since I had written some articles for this site in which tried to be funny but mostly failed, and I felt that the only way to really "get" funny would be to go right into the lions den and try my hand with the experts. At the very least I might learn a thing or two to help make this blog more enjoyable. However, soon after I joined, I got cold feet and never submitted anything.
Then in January of this year I got up the nerve to start making some images to submit into cracked.com photoplasty contests. Photoplasty is a weekly contest for cracked.com visitors where cracked.com editor David Wong suggests several meme style topics , and users submit altered and (hopefully) humorous images to a thread on their forums dedicated to the topic. At the end of the week, a collection of the images are chosen as "winners", and the top image gets $50. While this contest is not part of the author forums, it appeared to me to be an easy and harmless way to get started, without really putting myself on the spot to be funny with the experts. Now, you might think that for someone who is not necessarily artistically or comedically inclined, this might be an odd choice of past times...and you would be correct.
The main problem is, the people who submit things for these contests (present company excluded) are really funny and really clever. In fact, I'm continually surprised by just how talented and inventive they are. It was odd choice then for me to participate in, and maybe even a little stupid. I can't even really explain why I was compelled a first to make these images, or enter the contests, but it was not for the money. It was something else. Anyway, this whole adventure started about a week before Valentines Day.
I'm pretty sure the day that I decided to submit something to one of these contests I was feeling pretty low. I had not worked on a game in over 6 months, and I was feeling like my creative well had run dry. I had not done any real creative work in a very long time and my game designs ideas were stagnant. Concepts were not flowing. My brainstorms had become at the worst droughts, and at best, sprinkles. I was also feeling sick, and a bit bloated. I had gained at least 20 lbs since I started working from home 10 months prior. I felt and looked the worst I had ever looked in my entire life. It was time for a some kind of change.
So I got up the courage and decided to try my hand at one of these contests. I do not normally enter contests. In fact the last contest I entered was a 4K Game programming contest three years ago. The rejection I felt after that contest was too much for me. My game (Neon Bricks 4K) was "okay", but not good enough to garner many votes. It was humiliating. I vowed then to never to put myself up for that kind of scrutiny again.
However, something was compelling me to do this thing for cracked.com, so I just let it flow. That week they ran a contest for Valentines Day named "Painfully Honest Valentine's Day Cards". I submitted the ideas presented here. When winners were announced the next week, the one to left, and it was chosen (#22 out of 23). While this might appear to be a great thing, in reality it was the was the worst thing that could have happened. A true hack was born that day. I did not need encouragement to continue. I needed a reality check.
Also notice that this "winning" image does not involve golden-age video games and it was chosen. I wish I had pushed that revelation into my thick skull before I went ahead and created all the stuff that follows.
When Video Game Characters Finally Snap
So the week after the Valentine's day success, Cracked ran a contest named When Video Game Characters Finally Snap. I was really excited. I thought that, if my success with Valentine's Day was any indication, I would have this contest in the bag. The first game I thought about was Kaboom!, but I couldn't think of anything "good" for that one. Then my mind wandered to another great old Activision Atari 2600 game, Keystone Kapers . I hated the way the cop never really seemed to catch the bad guy. If that cop snapped, it would look something like the image to the right. See, He shoots the bad guy. There were no guns in the original game, and if you ever played it, you would have wished there were. That's it. Funny? Not really. The reality of what swims in my head? Yes. However, I enjoyed trying to make a gun and blood splat that looked like they could have been in the original game, so all was not lost.
So then, I decided to make another one of these, because I was sure the one above was so good I would get two entries chosen in a week, instead of just one.
For the next one, I thought about the E.T. 2600 game, and how other Atari 2600 game characters would feel about E.T. destroying their industry. I called it "Code Red". It took me several hours to pull as many 2600 game images as possible into this image, with E.T. cowering in the corner as he is just about to be vaporized multiple ways by an angry horde of Atari characters. I tried to fit in as many games as I possibly could into this one.
I thought it was pretty clever at the time, but now when I look at it it just appears to be a mess. When cracked.com chose neither of these for the contest that week, I should have taken it as a sign: either they don't like classic video game topics, the games were too obscure, or I'm just not as funny as I hoped, or all of those things combined. Instead, I kept going on the same track.
Video Games As Understood By Old People
A couple weeks later cracked.com ran a contest named Video Games as Understood by Old People. Perfect. I'm old, and I (think) understand video games in a way that younger people don't, I have to win this one, right?. However, the only ideas I could think of were plays on Wii Bowling which someone had already entered into the contest by the time I got around to making an entry. Then one evening that week, as I sat down to play a pinball game on the Xbox, a thought occurred to me. Maybe "old people" think of these massive and complicated Xbox controllers like they used to think of pinball machines. I'll just add pinball parts to an Xbox controller and I'll have a brilliant success. In retrospect, I don't think this idea made sense at all but at the time I thought it was comedy gold. As it should be fairly obvious as this story continues, reality did not play a huge part in my quest to get my talent-free and humorless images chosen for a talented and humorous photo contest. The image here is what I produced. Obviously, it was not chosen. As a matter of fact, another entry (not by myself), very similar to this one *was* picked. It was an Xbox controller with dozens of red, blue, green, and yellow controller buttons all over it. It made me laugh the first time I saw it, because it *was* funny, and it made sense. Probably good ingredients for an entry. You'd think I would learn from that, right?
Pop Culture From Fictional Universes
A week or so later, cracked.com put a contest named Pop Culture from Famous Fictional Universes . I'm not sure I understood this one correctly, as I thought it was "our" pop culture in fictional universes. My first thought, literally, was the game Food Fight. What would be going on in that universe? Oh yeah, there are some really angry chefs in that game that threw food a the player as he tried to to get to the ice cream cone at the end of the level. I figured, in their spare time ,the chefs would watch a show with another famous angry chef. (Gordon Ramsey)
That's it. It's not even really a joke. Well, it is a "joke" but in a completely different way than I intended (on me). While the sentiment might be true, it's not really funny. Most people don't even recall the game Food Fight. Even though it's one of the best coin-ops ever made, because it came out at time coin-ops were out of favor I might as well have made a joke about Moon Cresta, Swimmer, Bagman or Mad Planets. Those games would have been equally unknown and irrelevant. Also, once you get past the obscurity of the topic, you realize that the joke is just too obvious. Now, if I could have somehow figured out what thrown watermelons or melting ice crean cones enjoy as pop-culture (other characters in Food Fight), maybe I would have really had something with this one (but probably not).
If Video Game Characters Used More Practical solutions
The next cracked.com Photoplasty contest I entered was named If Video Game Characters Found More Practical Solutions . Again, this one seemed like it would be an easy win, but then I was hampered by that whole "talent" and "ideas" thing. The first thing I decided was that I would use games that were well known, as I had learned that games , unlike Food Fight, that people have actually played before might have an easier chance of being funny to others (and not just to me).
So I had learned at least one thing, but what I forgot was the "practical solutions" part of the contest description. You see my ideas were not practical at all. They were based on the idea that the characters in the game would get as much firepower as possible, which is just about the most impractical thing I could have thought of. Duh.
Two of them are pictured here. The first is Galaga, where you can combine as many ships as possible. Notice, not only is it devoid of humor, but it would also be a really crappy way to play Galaga. You would last for all of 5 seconds before 1/2 your ships were lost.
The other one is Time Pilot with 1941-like firepower. I actually still like this one, but not because it's funny, but because I truly wish I could play Time Pilot with weapons like this. Just once. Damn, that would be an awesome way to play Time Pilot.
Again, neither of these images were selected and it was at this point, a few weeks ago, that I can to the realization that my sense of humor might not be what cracked.com is looking for. That, combined with fact that my entries were a mix of obscurity and and shallow ideas were obviously not making the types on inroads I had hoped for. I would have quit right there except for the fact that, I did not want to quit. Something was compelling me to continue, and it was not awards or accolades.
Tiny Changes That Would’ve Turned Good Ideas to Disasters
The same week, cracked.com had another contest named Tiny Changes That Would’ve Turned Good Ideas to Disasters. I thought of a several ideas for this that were not based on games: a gun with the barrel backwards, a car with no doors, a clock with only a minute hand. However I had decided at this point to ALWAYS include an entry based on classic video games in these contests. I don't recall the logical steps that made me come to this decision, but it must have been something like this:
- My entries that involve classic video games are never chosen
- That must mean they are stupid, not funny, irrelevant or all three.
- I'll show them by making more!
Another day, and another encouraging sign of things getting back on track.
Ace The Super Villain , One of our best and longest running readers has just finished a new game named "FireArm", an impressive beat-em-up style game in Flash. You Can see it below.
This is how Ace described the project:
"FireArm honors the great tradition of beat 'em up games with hard-as-heck enemies and zany combat, plus its own modern twists. If you're in the mood to beat the crap out of things, give it a go. "
We were just sent a link to this from our friends over at Sokay.net (Chris Rock and Bryson Whiteman)! Rush Hour Plus is a classic, pixelated shooter with power-ups and insane blasting action. The game made me happy today, which is no mean feat. Click below to play: