Gaming Your Way

May contain nuts.

cs3 ? That's so last week

A couple of days late posting it here, but it gave everyone an extra couple of days to save up.

Flash CS4 is out now, here's the launch video ( Of the whole huge cs4 package )

Want something for free ? I know I do. Well here's the link to the FP10 download,

And seeing how we're a developer blog, here's a direct link to the standalone / debug versions

Early feedback seems to show that FP10 is faster in quite a few areas which is great news ( And credit to Adobe for squeezing even more speed out of as3 ).
Like a virgin, I'm saving myself before I get down and dirty with the new player, but as before when we have some interesting tests to post here we will.



Here's a little grab of what I've been working on during my current down time.


Part show-reel / part demo. Coming soon.


Another 48 hours

Every now and again there's a 48hr game comp on FlashKit games. I've not entered since the 2nd one ( Which I was really pleased to have won, so I wanted to keep my 100% record ) so I felt it was time again, to see if I can still turn it on.

It works by everyone offering up a couple of words and then at kick off two are chosen at random and that's the games theme. This time it was "human brain" and "micro-organisms".

The theme was announced at 1am ( Saturday ) and the obvious thing for me was a shoot'em up over the brain, zapping the invading baddies, so I went to bed. It's what us coders do best.
Saturday afternoon I was mulling it over, an arena shooter would be cool but I'm meant to be finishing Orbs off as it is without trying to do another, plus I knew realistically that I'd have about 16 hours to do this. Ok, a Galaga style shooter. But that means lots of attack waves, plus a scrolling background ( Without the scrolling background it would feel really really old school ). Scratch that then.

I've never written a mouse avoider as I've always found them trite and throwaway. Perfect!

Saturday I didn't get much done, the England match got in the way, mainly the front-end and the overall structure was nailed. The power-crystals ( Or "geoms" as they're actually called in the code 'cause I just couldn't think of a better term ) were in and running which was good 'cause I knew a lot of those routines would be used by the baddies.

Sunday, erm, well I finished it off. I managed to be the first person to post up a final game, as I was sick to death of working to be honest ( It only took around 12 hours in total, but by the end I was glad to see the back of it ).
The sounds were the last thing to be added, I found an old tune from a game I'm not going to finish so re-cycled that and the sfx are also from various old games. I'm not a 100% happy with them, and I wanted to add another baddie type that would explode when killed which would have caused a cool chain reaction with combo's etc. but I felt it was better to have a complete ok-ish game done on time rather than try for more but post a game with a lot of loose ends in there.
For me the comp is as much about finishing by the deadline as the game itself.

If you'd like to see the fruits of my labours, click me

Also I've posted the source, in two flavours:
Just the code ( 16k )
Code with fla's ( 2.5 meg )

It was written in Flex and I very much doubt it'll run out of the box straight away, but it includes the preloader code which may be handy.

Also all the comp entries are here. I can really recommend giving them all a play as there's some great work there in such a short space of time.



Just some news about the FHM game awards.

Teague at the sickeningly talented Hyperlaunch sent us a mail mentioning that they're working on this years awards, and that the awards were about recognising great development and developers, celebrating their efforts and thanking them for allowing so many of us to waste our time playing games when we should be working.
He also mentioned that everyone who entered would be given some cheeky widgets to help promote their games, plus a badge to stick in your game ( "FHM Web Game Awards '09" no less ). The outcome will be decided by user voting and the winner will recieve £3000 ( Or if you're in the land of dollars, enough to buy a house ).

You also have the choice to make a brand spanking and hopefully £3k winning game, or submit one of your existing ones and try and win without any real effort.

But you know what ? We value our integrity here, and we won't just pimp any old thing just 'cause someone wrote us a nice email.


Well now the genie is out of the bottle click [ here ] to find out more. It's well worth a bash, and although I don't know if we'll have anything new to offer up I'm sure we can wipe down some of the old stuff, spray it with some deoderant and just pretend it's new.


PS. Remember the kick back to us if you win. It's only right and fair.

Son of SICO

More tinkering with Air, and SICO now has a front-end


The reason for me firing this old project up again was covered in a comment in the last post. Basically the GYWEncrypt app is only as strong as the code decrypting it, so I wanted to mess the source code up for that process as much as possible.

Now this is beta, and it could break. A couple of things to take note of are:
* It doesn't bother messing with local vars. Unless I'm totally mistaken Flash doesn't save local var names anyway, so
var heresMyUltraSecretPassword:String="fistedNun";
won't show up in the source anyway ( Well, not as literally as that ).
* There are some white space issues I want to sort out, although the messed up file does rip out comments so it should result in a smaller file-size. In theory you'll never be looking at the messed up output, it's just that it's bugging me it not quite doing what I wanted ( It's the design tart in me ).
* It doesn't yet ( If ever ) handle lines like
private const var heresMyUltraSecretPassword:String;
The same may apply for private static vars too.
* Because of oop it can't do anything to public functions, as by default your public function are just that ( It only works on 1 file in isolation not a whole project ). If you want that, shell out for this instead.
* I've really not tested it to death. As with most home grown apps it's a case of "It works for me".
* On the Air installer it shows up as unsigned publisher blah, blah, blah. It doesn't do anything naughty at all, it's not going to format your hd or d/load porn in the background. If you don't trust it / me, then fair enough don't d/load it.
* Never ever ever save over your original code. May sound stupid me saying that, but I feel I need to. The filename is saved with an extra ".", so even if you should screw it up it'll be saved as
But please don't risk it, call the file for peace of mind.

What would be really cool would be if anyone testing it has any problems if they could post the original code snippit and the broken output in the comments. I'm guessing there are going to be issues ( It really depends on how many if this ever gets out of beta or not, if the world and his dog have problems then I'll just open source it and be done with it. If it's only minor stuff then it shouldn't be a problem fixing it up ).

If this all goes well ( It's sweet for me ) then the next couple of days should see GYWEncrypt finished too, although we're not sure what we're going to do with that yet.

Here's the link for the air file, thanks in advance for giving it a bash 21k


Air today, gone...

Air. The future of RIA. Unless you try and actually use it.

I've been wanting to write a swf encryptor for ages and last night I finally cracked ( As I'm working on something that I really don't want decompiling for various reasons ).
It was a toss up between Zinc and Air, but I opted for AIR 'cause in theory it is the future and therefore should have better support than Zinc.

So after all the hype surrounding Air I should just be able to google around, find out how to drag and drop, save a file and some other basics. I develop in Flex rather than cs3 'cause it's a million times better, but any search for Flex and Air just brings up examples using MXML. That's not great.

Eventually I found a hacky way to create an Air project in actionscript in Flex ( It's so convoluted it's untrue. You create a Flex project as opposed to an AS one as usual, tick the Air box, but on the part where you set the document class you alter the mxml extension to .as and it works ).
Getting there. Published the main class and up popped... nothing. More searching and I found out how to set it up ( A big thanks to Toby for blogging about it, without his words I'd have given up all together ).

Cool, got a window in place now. Close it, try publishing it again, and... nothing. Lot's more searching ( And swearing ) and I found out what the problem was, and the cure. If you don't exit your app correctly ( ie call an exit() after adding a listener to the close button ) then it doesn't actually exit correctly ( I found this out myself after a lot of messing about ).
When you publish an air app it runs something called adl.exe ( Adobe Debugging something. I've had enough air googling for a life time so can't face looking it up ) which runs the swf wrapped in the air api.
If you don't call exit() then when you close the app adl.exe keeps running. Ok, that's not the end of the world. What actually is though, is that you can only run one instance of adl.exe. If it's running after you've closed your app incorrectly, then you can't run any more air apps.
The beautiful thing is, it doesn't tell you. Flex doesn't tell you either. It's like they've ganged up to keep us in the dark.

Until I figured out the whole exit() thing, I was working with task manager open closing it down every time. The only solutions I found online were, yep, work with task manager open and...

Ok it kinda makes sense, and if you've got to call exit() then you've got to call it, but c'mon, this is the future of RIA and I've got task manger open to kill it ?
It all feels very beta-ish, from the hacky way to even create an Air project in Flex to that.

Once I got past these hurdles, I must admit it wasn't that bad. The lack of docs ( I only found this after I'd gone through a lot of pain ) has made it a less pleasant exercise than it should have been ( Oh joy, another mxml example for something I want to do with code ).

One weird thing which I'm putting down to me is that when I drag and drop a swf into my sexy little app it runs the app twice. I don't mean it opens another window, it just runs through all the code twice ( In alcon I was getting,
"wtf ?"
"wtf ?"
which was a bit of a give away ). A little kludgy check cleared that up.

At present we've got a simple little app which you can drag a swf onto, it then encrypts that with blowfish via the very nice Crypto library and you can then save that back out.

Next up ( And what I've been swearing at for the past hour or so ) is the decryption routines. Well, the code is being embedded and decrypted, it's just figuring out how to then make that byteArray run as a swf rather than just sitting there annoying me.


...Thursday i don't care about you...

I worked 'til gone 3am last night, and I'm beyond tired, so rather than a blog entry covering how I knocked a lot of things off the to do list for GMM and designed level 2, here's a link to a viral clip that Chris at errorWare sent me today that made me laugh.

This, in it's own bizarre way is totally safe for work.

A less tired and lazy post tomorrow, if for no other reason than I've got to use the last lyric as a title.


...Tuesday's grey and Wednesday too...

Well my days being split in two carries on.

During the day I'm working on the Arkanoid game for gimme5, evenings it's back to GMM. I can only say thank God both of these are coming to a close at roughly the same time 'cause it's so nasty working on two projects at once ( I equate it to writing two different novels at once ), not just in terms of swapping and changing ( as2 to as3 to as2 ) but the sheer number of hours a day I'm working on them.

Most of yesterday was spent on the g5 game. Myself and Ronnie the tech. lead at g5 spent hours nailing down the server side intergration for the level saving / swapping. That's nearly done, and I'm really hoping with one final push tomorrow it'll be done for good.

Between that I was adding all the speech to the game, and it works really well in place. Today was more of the same and clearing off some of the really obscure bugs. The To Do list for that is finally going down.

Last night on GMM was spent adding sounds too. Thankfully the client sent me a zip with pretty much all of them in there, and they're all pretty spot on, which is great.
It was also nice using my as2 SoundHandler class again, the one in as3 is very make shift at best, the as2 has been built up over the years and is so easy to use and does everything I want ( For example, sound.setPanDistance() calculates the mc's position in relation to the center of the screen and sets the pan accordingly ).

Pretty much a whole day doing sounds for both games then. This morning ( Before starting back on Arkanoid ) I managed to finish off the instructions for GMM. Not hard work, but lots of fiddly aligning and just boring really.

I think tonight I'm going to try and knock up a couple more levels for GMM. Only level 1 is done so far, so getting a couple more done will be good, and it's a break from actual coding. I'll be able to test it a lot whilst making sure the level plays well so the to do list will grow ( It's always the way, when a project is coming to the end you find you'll delete one thing off your list but find at least another 2 to add to it ).

I'm just going to be a bit self indulgent, not for the first time I know. I hope I'm not the only person who's wanky enough to google themselves. Well I googled "Gaming your way" and was wrapped to see we've "made" it on google.


Check us out all indexed. Ok it's only the blog, the site itself seems to be as popular as the plague, but it's just a place for us to whore ourselves in a grown up way ( "In terms of traffic it has more than met their expectations" all nice and nu-media friendly )

After that, I thought sod it, let's see what "Squize" brings up. I came second, the top entry being

"I masturbate weirdly. I squize my hips with my hand in the middle. Even with my panties on... Weird?
Anyone else does that? I'm 13..."

I ( For once ) just couldn't make it up. That's my sails deflated, 2nd to a 13 year not knowing how to frig.

I guess there will be more of the same crap, just worded differently, tomorrow.


Best thing ever. Ever.

Found this via the roundabout route of 8bitRocket and Rich's site at photonStorm.

Mame has been ported to Flash. The daddy of all emulators is running with a healthy list of games. They lack sound, but that's always going to be the way as Flash's sound control is just one step up on a Spectrums, but it's not the end of the world ( For all the rose tinted spectacles in the world, arcade sound was never that great. Apart from Defender of course ).

Please please check out FMame and be blown away playing Commando ( Not a port, actual real 100% the same Commando ) in your browser.



What to read, and where

Ryan at freelanceflashgames has compiled another one of his cheeky lists.

This time it's regards blogs. We're in there at 14, which isn't bad, but I think we need to bump that up a little. I just need to think of a subtle way to do it.

Full flash CS3 serial download, flash CS3 serial serial, flash CS3 serial crack, flash CS3 serial keygen, flash CS3 serial free new torrent ddl.  Full photoshop download, photoshop serial, photoshop crack, photoshop keygen, photoshop free new torrent ddl. Paris Hilton Movie video interviews, celebrity photo galleries,...Paris Hilton Movie Collect the Latest and Hottest Gossip and ya podaru tebe lubov'

So skip on over to the page and see what other 13 blogs you should be reading before coming here.


PS. Can I just say it's amazingly hard to find content spam to copy / paste when you're actually looking for it.