Well the good news is, me and this fellow Pele/Robin Mitchell chap have decided to embark upon creating a little Metal Slug clone. Not a hell of a lot of originality going on there and if he wasn't such a fabulous artist I'd probably not be so keen. I wouldn't say I'm not a big, big Metal Slug fan, but the businessman inside me was like "The art will sell the game by itself!!" so what the hell...? It's not like I'll be running back to The Damned any day soon after losing months of work on it. Coding new stuff - even if you're not into it- is fun and all is potential cut&paste for use in other projects anyway.
I committed myself to coding it in AS3 to start off with, but progress has been slooooow so instead of trying to get my head around the complicated innards of the new language I decided I may aswell lay it all out in AS2 and then convert it piece by piece to AS3 when it's all done (or pay some other sucker for the task). Don't get me wrong, I'm all for AS3 but Jesus does it make the simplest tasks a pain in the arse at times, I mean, just the other day I was trying to create some simple lines to show me the co-ords of bounding box on an mc- something which would take like two secs in AS2- and three hours later I still couldn't get the bastard compiler to stop throwing out error messages. I guess I'm just an ambitious rodeo-cowboy without the chops to pin down the beast, for now.
I've decided to keep note of what changes between the two languages screwed me up so far, and will be creating a new little AS2-AS3 Ref.Guide for Game Programmers to go up on the Sidebar any day now.
As for the engine, I started off using TonyPa's Tile-Engine but being frank I think if you're going to make a game that has as much art in it as say Metal Slug you're better off with art-based, as you're not repeating many tiles anyway. Andre Michelle created a sweet little art-based prototype for mario over on GotoAndStop.it using vectors and so far it seems the best option to me, being I can derive the co-ords for every platform just by drawing a line over the art background and taking the x,y for each end, and don't have to muck around with a ton of code, either.
Wednesday, October 24, 2007
Friday, September 28, 2007
Today was a bad day...
Ah Jesus F**cking Christ a virus wiped out my entire hard-drive this afternoon and before you could even say "System Recovery Software" the wife had gone ahead and wiped/reinstalled the lot by the time I'd gotten home from work.
Can't blame her, it was my own fault for downloading files from the wrong sorts of sites and BAM! couldn't even get into Safe Mode to stick my Flash files on a CD.
It wouldn't usually bother me much but I'd been working on The Damned again and had practically finished the entire game. I was literally days away from uploading it to the safety of the server.
Geez, Level 2 was looking brilliant. Not only did I have zombies with location damage all over their bodies - arms exploding, heads flying off at random angles and calculated velocities, but the magnum weapon was working well; enemies exploded into chunks of blood and guts at close range. Like a different game and much improved. The real killer is that I had painstakingly redesigned many of the 'death scenes', cutting footage from zombie movies out and adding my own little personal touches. Took weeks. Gameplay was far more exciting, the zombies came flying at you from out of the darkness but could be illuminated from a distance for a brief second with a round off the beretta. I'd also created a 'Salems Lot' style monster that crawled along the walls towards you following a circle radius. Ah man, they looked awesome but I don't have a single screenshot- it was all for naught. A labour of love, lost.
Fuck..
Not only that. An update of the SORF engine with enemy AI and extra moves. A prototype I had made for a potential remake of Green Beret, written in AS3. It was looking pretty sweet, had the guy running around the tile-engine and he would execute a slash Strider-style ie- as fast as you could hit the key.
Oh well, adapt, overcome. I'm pretty bitter but there's nothing like a clean slate to spur on the imagination.
I'm too down to go back to work on The Damned so for the time being I might get into the fighting-engine. I figure codewise it won't be the biggest stretch to get a decent little mini-game up and running in no time, so keep your eyes peeled here for that in the near future. Later dudes.
Can't blame her, it was my own fault for downloading files from the wrong sorts of sites and BAM! couldn't even get into Safe Mode to stick my Flash files on a CD.
It wouldn't usually bother me much but I'd been working on The Damned again and had practically finished the entire game. I was literally days away from uploading it to the safety of the server.
Geez, Level 2 was looking brilliant. Not only did I have zombies with location damage all over their bodies - arms exploding, heads flying off at random angles and calculated velocities, but the magnum weapon was working well; enemies exploded into chunks of blood and guts at close range. Like a different game and much improved. The real killer is that I had painstakingly redesigned many of the 'death scenes', cutting footage from zombie movies out and adding my own little personal touches. Took weeks. Gameplay was far more exciting, the zombies came flying at you from out of the darkness but could be illuminated from a distance for a brief second with a round off the beretta. I'd also created a 'Salems Lot' style monster that crawled along the walls towards you following a circle radius. Ah man, they looked awesome but I don't have a single screenshot- it was all for naught. A labour of love, lost.
Fuck..
Not only that. An update of the SORF engine with enemy AI and extra moves. A prototype I had made for a potential remake of Green Beret, written in AS3. It was looking pretty sweet, had the guy running around the tile-engine and he would execute a slash Strider-style ie- as fast as you could hit the key.
Oh well, adapt, overcome. I'm pretty bitter but there's nothing like a clean slate to spur on the imagination.
I'm too down to go back to work on The Damned so for the time being I might get into the fighting-engine. I figure codewise it won't be the biggest stretch to get a decent little mini-game up and running in no time, so keep your eyes peeled here for that in the near future. Later dudes.
Thursday, August 23, 2007
Nexus/Sirius Continued...

Been working on the Nexus demo a lot recently.
Check out the updates. Elevator now works. Choose a floor (1-5 are explorable) and tap D to operate the thing. You can now enter rooms and use the UP array to search through the junk in them for objects.
When you leave rooms the doors tint to red to let you know you've been in them. At a later stage that'll change so they'll tint only when you've searched the entire room.
Don't bug me about stuff in the game being wrong. I'm not asking for beta testers here, and I'm fully aware that some doors tint before you've entered them, rooms not existing and levels doing funny things. Cheers.
Sirius, the brightest star in the sky. That's the new working title since I can't go completely ripping off Nexus now can I? Truth be told I've thought of a few little changes I'd like to make to the original game anyway. So, it's now not a blatant Nexus but inspired by Nexus. I hope to retain the atmosphere of the first game but evolve it with a few added extras such as a couple of new weapons and some other stuff I've been mulling over.
So, how would you set up a world similar to mine?
myMap = [[16, 12, 12, 12, 12, 12, 12, 12, 12],
[11, 9, 8, 7, 7, 7, 7, 7, 0],
[5, 4, 6, 4, 3, 2, 1, 2, 0],
[14, 15, 14, 15, 15, 14, 15, 14, 14],
[12, 12, 12, 12, 12, 12, 12, 12, 12]];
This is the array that represents the rooms for each level. So we've got 5 levels at present (elevator levels higher than 5 don't exist). The numbers in the array are used to reference the tiles that are used in the background.
//GLASS CAVERN
floor3 = [[[0,0],[10,0],[0,0],[0,0],[0,0],[0,0],[0,0],[1,0],[1,0],[0,0]],
[[0,0],[1,0],[0,0],[0,0],[0,0],[0,0],[0,0],[0,0],[0,0],[0,0]],
[[0,0],[102,0],[102,0],[0,0],[2,0],[0,0],[0,0],[102,0],[0,0],[0,0]],
[[1,0],[1,0],[1,0],[3,0],[3,0],[1,0],[1,0],[1,0],[1,0],[0,0]],
[[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[0,0],[0,0],[0,0],[0,0]],
[[0,0],[101,1],[101,2],[0,0],[0,0],[0,0],[1,0],[0,0],[0,0],[0,0]],
[[0,0],[0,0],[1,0],[0,0],[3,0],[0,0],[0,0],[0,0],[10,0],[0,0]]];
This 2d array is for the main tiles on each level. It's 10x7: 10 tiles per screen, 7 screens per level. 0,0 would be an empty space, 2 is an elevator (for now), and anything from 3-100 is a graphical tile with no properties (so 1,0 is a barrel). 100 and up is a door. Each level uses a different door mc, so we need 101,102 etc. the second part of the array represents the room number. so [101,10] would work as say "Use tile with linkage tile_101 for the graphics and 10 we'll keep for later so we know what room it leads to".
myMiddleMap2=[{roomnumber: 1, image:0, entered:false, tile:"room1", roomArray:[[11,0], [12,0], [3,0], [13,0], [14,0], [1,0], [13,0], [14,0], [0,0],[10,0]]},
{roomnumber: 2, image:0, entered:false, tile:"room1", roomArray:[[11,1], [12,1], [2,1], [13,2], [14,3], [13,1], [14,0], [1,1], [0,0],[10,0]]},
{roomnumber: 3, image:0, entered:false, tile:"room1", roomArray:[[11,0], [12,0], [3,0], [13,0], [14,0], [1,0], [13,0], [14,0], [0,0],[10,0]]},
{roomnumber: 4, image:0, entered:false, tile:"room1", roomArray:[[11,0], [12,0], [3,0], [13,0], [14,0], [1,0], [13,0], [14,0], [0,0],[10,0]]},
{roomnumber: 5, image:0, entered:false, tile:"room2", roomArray:[[11,0], [12,1], [3,4], [13,5], [14,2], [1,8], [13,3], [14,2], [0,0],[10,0]]},
{roomnumber: 6, image:0, entered:false, tile:"room2", roomArray:[[11,0], [12,0], [3,0], [13,0], [14,0], [1,0], [13,0], [14,0], [0,0],[10,0]]},
{roomnumber: 8, image:0, entered:false, tile:"room3", roomArray:[[11,0], [12,0], [3,0], [13,0], [14,0], [1,0], [13,0], [14,0], [30,0],[10,0]]},
{roomnumber: 9, image:0, entered:false, tile:"room3", roomArray:[[11,0], [12,0], [3,0], [11,0], [12,0], [11,0], [12,0], [14,0], [30,0],[10,0]]},
{roomnumber: 7, image:0, entered:false, tile:"room2", roomArray:[[11,0], [12,0], [3,0], [13,0], [14,0], [1,0], [13,0], [14,0], [0,0],[10,0]]}
];
This is the array of objects for our rooms. We can give it as much information as we went, in this case roomnumber, image (no use right now), entered:- has the room been entered, boolean. tile: linkage for the room background mc, and roomArray is another array similar to the maintile array for coordinating object/furniture tiles across the screen. This time the second array number carries special information about what objects can be located when the player 'searches' the tile in question. Anything above 0 is an object. I've yet to incorporate anything such as puzzle pieces or weapons so at present all you'll receive is a "Got Something" message when you search objects in the rooms.

Been working on the Nexus demo a lot recently.
Check out the updates. Elevator now works. Choose a floor (1-5 are explorable) and tap D to operate the thing. You can now enter rooms and use the UP array to search through the junk in them for objects.
When you leave rooms the doors tint to red to let you know you've been in them. At a later stage that'll change so they'll tint only when you've searched the entire room.
Don't bug me about stuff in the game being wrong. I'm not asking for beta testers here, and I'm fully aware that some doors tint before you've entered them, rooms not existing and levels doing funny things. Cheers.
Sirius, the brightest star in the sky. That's the new working title since I can't go completely ripping off Nexus now can I? Truth be told I've thought of a few little changes I'd like to make to the original game anyway. So, it's now not a blatant Nexus but inspired by Nexus. I hope to retain the atmosphere of the first game but evolve it with a few added extras such as a couple of new weapons and some other stuff I've been mulling over.
So, how would you set up a world similar to mine?
myMap = [[16, 12, 12, 12, 12, 12, 12, 12, 12],
[11, 9, 8, 7, 7, 7, 7, 7, 0],
[5, 4, 6, 4, 3, 2, 1, 2, 0],
[14, 15, 14, 15, 15, 14, 15, 14, 14],
[12, 12, 12, 12, 12, 12, 12, 12, 12]];
This is the array that represents the rooms for each level. So we've got 5 levels at present (elevator levels higher than 5 don't exist). The numbers in the array are used to reference the tiles that are used in the background.
//GLASS CAVERN
floor3 = [[[0,0],[10,0],[0,0],[0,0],[0,0],[0,0],[0,0],[1,0],[1,0],[0,0]],
[[0,0],[1,0],[0,0],[0,0],[0,0],[0,0],[0,0],[0,0],[0,0],[0,0]],
[[0,0],[102,0],[102,0],[0,0],[2,0],[0,0],[0,0],[102,0],[0,0],[0,0]],
[[1,0],[1,0],[1,0],[3,0],[3,0],[1,0],[1,0],[1,0],[1,0],[0,0]],
[[1,0],[1,0],[1,0],[1,0],[1,0],[1,0],[0,0],[0,0],[0,0],[0,0]],
[[0,0],[101,1],[101,2],[0,0],[0,0],[0,0],[1,0],[0,0],[0,0],[0,0]],
[[0,0],[0,0],[1,0],[0,0],[3,0],[0,0],[0,0],[0,0],[10,0],[0,0]]];
This 2d array is for the main tiles on each level. It's 10x7: 10 tiles per screen, 7 screens per level. 0,0 would be an empty space, 2 is an elevator (for now), and anything from 3-100 is a graphical tile with no properties (so 1,0 is a barrel). 100 and up is a door. Each level uses a different door mc, so we need 101,102 etc. the second part of the array represents the room number. so [101,10] would work as say "Use tile with linkage tile_101 for the graphics and 10 we'll keep for later so we know what room it leads to".
myMiddleMap2=[{roomnumber: 1, image:0, entered:false, tile:"room1", roomArray:[[11,0], [12,0], [3,0], [13,0], [14,0], [1,0], [13,0], [14,0], [0,0],[10,0]]},
{roomnumber: 2, image:0, entered:false, tile:"room1", roomArray:[[11,1], [12,1], [2,1], [13,2], [14,3], [13,1], [14,0], [1,1], [0,0],[10,0]]},
{roomnumber: 3, image:0, entered:false, tile:"room1", roomArray:[[11,0], [12,0], [3,0], [13,0], [14,0], [1,0], [13,0], [14,0], [0,0],[10,0]]},
{roomnumber: 4, image:0, entered:false, tile:"room1", roomArray:[[11,0], [12,0], [3,0], [13,0], [14,0], [1,0], [13,0], [14,0], [0,0],[10,0]]},
{roomnumber: 5, image:0, entered:false, tile:"room2", roomArray:[[11,0], [12,1], [3,4], [13,5], [14,2], [1,8], [13,3], [14,2], [0,0],[10,0]]},
{roomnumber: 6, image:0, entered:false, tile:"room2", roomArray:[[11,0], [12,0], [3,0], [13,0], [14,0], [1,0], [13,0], [14,0], [0,0],[10,0]]},
{roomnumber: 8, image:0, entered:false, tile:"room3", roomArray:[[11,0], [12,0], [3,0], [13,0], [14,0], [1,0], [13,0], [14,0], [30,0],[10,0]]},
{roomnumber: 9, image:0, entered:false, tile:"room3", roomArray:[[11,0], [12,0], [3,0], [11,0], [12,0], [11,0], [12,0], [14,0], [30,0],[10,0]]},
{roomnumber: 7, image:0, entered:false, tile:"room2", roomArray:[[11,0], [12,0], [3,0], [13,0], [14,0], [1,0], [13,0], [14,0], [0,0],[10,0]]}
];
This is the array of objects for our rooms. We can give it as much information as we went, in this case roomnumber, image (no use right now), entered:- has the room been entered, boolean. tile: linkage for the room background mc, and roomArray is another array similar to the maintile array for coordinating object/furniture tiles across the screen. This time the second array number carries special information about what objects can be located when the player 'searches' the tile in question. Anything above 0 is an object. I've yet to incorporate anything such as puzzle pieces or weapons so at present all you'll receive is a "Got Something" message when you search objects in the rooms.
Monday, August 6, 2007
..little Nexus update...
I haven't quit the Streets of Rage engine, nope in fact it may have found a home.
I was approached by a talented artist about 2 weeks ago enquiring about a possible collaboration and it looks as though we may be working on a game together!
It's too early to say much about the project but suffice to say we've both agreed that it will be a medieval Hack'n'Slash a little like Golden Axe but with a lot more gore. There's a lot of ideas and concept art flying around at the moment but little else, so I'll leave the rest of the details for later.
Regarding progress, since my engine has to be custom adapted after we've set the framework for the character sprites and such, I've had some spare time on my hands to work on other projects. Therefore I broke out the old Nexus.fla and have been working on that. Goddamn was there some shitty code in there. But that is to be expected -it was the first game I had worked on since I started using Flash for making games, after all. It's nice to know my coding skill has upped and 1 year ago I wouldn't have dreamed of using arrays of objects to contain all the 'room' information in the base. I've put all my gained knowledge back into it and now things that screwed with me a year ago are working like a charm.
You can check out the update on the right. Now you can walk into rooms using the UP arrow and er..that's it. The doors to the rooms go red when the room has been entered, just like in the original Nexus. (You wouldn't believe what a bastard that was to get working, btw). Just laying foundations dudes.
I still haven't figured out how I put XML in Flash to good effect. People keep telling me they can't live without it these days but I haven't seen what use it would be unless we're talking about loading info on the fly. Saying that, I'll probably eat my words a year from now.
Laters.
I was approached by a talented artist about 2 weeks ago enquiring about a possible collaboration and it looks as though we may be working on a game together!
It's too early to say much about the project but suffice to say we've both agreed that it will be a medieval Hack'n'Slash a little like Golden Axe but with a lot more gore. There's a lot of ideas and concept art flying around at the moment but little else, so I'll leave the rest of the details for later.
Regarding progress, since my engine has to be custom adapted after we've set the framework for the character sprites and such, I've had some spare time on my hands to work on other projects. Therefore I broke out the old Nexus.fla and have been working on that. Goddamn was there some shitty code in there. But that is to be expected -it was the first game I had worked on since I started using Flash for making games, after all. It's nice to know my coding skill has upped and 1 year ago I wouldn't have dreamed of using arrays of objects to contain all the 'room' information in the base. I've put all my gained knowledge back into it and now things that screwed with me a year ago are working like a charm.
You can check out the update on the right. Now you can walk into rooms using the UP arrow and er..that's it. The doors to the rooms go red when the room has been entered, just like in the original Nexus. (You wouldn't believe what a bastard that was to get working, btw). Just laying foundations dudes.
I still haven't figured out how I put XML in Flash to good effect. People keep telling me they can't live without it these days but I haven't seen what use it would be unless we're talking about loading info on the fly. Saying that, I'll probably eat my words a year from now.
Laters.
Tuesday, July 24, 2007
STREEEEEETS OF RAAAAAGGGGE!!! (umm..and spike-out)
SO, here's the story. I was fiddling around with the Streets of Rage tutorial and thought "Hmmm this engine is coming along rather well" and decided to scrap the tute and embark on actually creating a proper game. So here's what I've done so far;-
USE THE ARROW KEYS FOR MOVEMENT- DOUBLE TAP ANY DIRECTION TO RUN
W = BEAT BUTTON Q = JUMP D = POWER
BEAT BUTTON CAN BE USED FOR COMBOS+GRAPPLE ATTACKS/THROWS
POWER BUTTON CAN BE RELEASED AT SET LEVELS TO PERFORM A SPECIAL MATCHING THAT LEVEL (AKA.SPIKE-OUT)
ENJOY!
Yes it's only a basic demo, just a small preview of what's to come- but at least the mechanics at this point are- in my opinion- pretty fluid. Took a lot of fiddling around with keyhandlers and the like to get it working like that. There are soooo many beat-em ups out there that look fantastic, but playwise lack the juice to keep you intrigued. This is mostly down to controls being unresponsive (bad coding) or the characters movements too slow (bad design). So I made an effort to keep things frictionless.
Pretty much everything I'd love to see in a 2d fighting game I intend on having, borrowing the best bits from the best games and leaving out the poo. Floating combos, multiple grapple techniques, power-up attacks, firearms, hitting grounded enemies. God I'm violent. There's only a handful of those in the demo so far, but keep your eyes peeled...
I you can draw real art, (ie something other than crappy little cutesy characters), please get in touch. There's money to be made for a good artist in Flash these days. Companies are beginning to realise the huge potential of advertising within online games and financially speaking things lousy sponsorship deals are becoming a thing of the past and giving way to percentage earnings. In other words, the day may be dawning when we can actually earn what we're worth. As you can see, the current demo uses placeholder graphics and one day I hope to either put in my own graphics, or hopefully get someone who has some real talent on the job.
I discovered a couple of handy coding techniques along the way with this puppy, such as saving a reference to whichever bad guy the hero is beating on after he comes up on the hitTest--bleh, difficult for a moron like me to explain, but in other words, you could do something like. hero.current_enemy._x=500;
In other words you have all of the current enemies properties available from within the player object. It saved me a lot of time. Guess my skills are improving, but I'd still love to know how 'real' programmers manage to code entire games without putting any lines within their movie clips as I completely struggle to figure out ways of avoiding that at times. There's that old coders adage that "It's not the code but the game that matters" but it's a great feeling when you know your coding is clean and organised (and all on one frame!).
Had an odd urge to go back to coding the remake of Nexus once again. I know the project is supposedly abandoned, and I had no intention of returning to it, but I can't help it- recently great ideas for how it could be done just keep popping into my head. I started scribbling down some map diagrams for the base and who knows, I might just break open the old swf and get cracking on it again.
This doesn't mean I'm blowing off Bounty Hunter 2, but the scale of that game is so large I'd be crazy to focus entirely on it when there's other more attainable visions to chase. Go with the flow of your mind dudes, that's all you can do. As long as you never stop a project completely you'll always have stages in the year when you feel like adding a little bit to it here and there.
USE THE ARROW KEYS FOR MOVEMENT- DOUBLE TAP ANY DIRECTION TO RUN
W = BEAT BUTTON Q = JUMP D = POWER
BEAT BUTTON CAN BE USED FOR COMBOS+GRAPPLE ATTACKS/THROWS
POWER BUTTON CAN BE RELEASED AT SET LEVELS TO PERFORM A SPECIAL MATCHING THAT LEVEL (AKA.SPIKE-OUT)
ENJOY!
Yes it's only a basic demo, just a small preview of what's to come- but at least the mechanics at this point are- in my opinion- pretty fluid. Took a lot of fiddling around with keyhandlers and the like to get it working like that. There are soooo many beat-em ups out there that look fantastic, but playwise lack the juice to keep you intrigued. This is mostly down to controls being unresponsive (bad coding) or the characters movements too slow (bad design). So I made an effort to keep things frictionless.
Pretty much everything I'd love to see in a 2d fighting game I intend on having, borrowing the best bits from the best games and leaving out the poo. Floating combos, multiple grapple techniques, power-up attacks, firearms, hitting grounded enemies. God I'm violent. There's only a handful of those in the demo so far, but keep your eyes peeled...
I you can draw real art, (ie something other than crappy little cutesy characters), please get in touch. There's money to be made for a good artist in Flash these days. Companies are beginning to realise the huge potential of advertising within online games and financially speaking things lousy sponsorship deals are becoming a thing of the past and giving way to percentage earnings. In other words, the day may be dawning when we can actually earn what we're worth. As you can see, the current demo uses placeholder graphics and one day I hope to either put in my own graphics, or hopefully get someone who has some real talent on the job.
I discovered a couple of handy coding techniques along the way with this puppy, such as saving a reference to whichever bad guy the hero is beating on after he comes up on the hitTest--bleh, difficult for a moron like me to explain, but in other words, you could do something like. hero.current_enemy._x=500;
In other words you have all of the current enemies properties available from within the player object. It saved me a lot of time. Guess my skills are improving, but I'd still love to know how 'real' programmers manage to code entire games without putting any lines within their movie clips as I completely struggle to figure out ways of avoiding that at times. There's that old coders adage that "It's not the code but the game that matters" but it's a great feeling when you know your coding is clean and organised (and all on one frame!).
Had an odd urge to go back to coding the remake of Nexus once again. I know the project is supposedly abandoned, and I had no intention of returning to it, but I can't help it- recently great ideas for how it could be done just keep popping into my head. I started scribbling down some map diagrams for the base and who knows, I might just break open the old swf and get cracking on it again.
This doesn't mean I'm blowing off Bounty Hunter 2, but the scale of that game is so large I'd be crazy to focus entirely on it when there's other more attainable visions to chase. Go with the flow of your mind dudes, that's all you can do. As long as you never stop a project completely you'll always have stages in the year when you feel like adding a little bit to it here and there.
Friday, June 29, 2007
Into the Abyss with AS3..
Yes, it's official, AS3 is awesome. After 2 weeks of consistent AS3 tinkering, I'm wondering how I ever made games without it. Programming in AS3 is definitely tricky. There's no easy way to remove MovieClips anymore, and even passing parameters to functions can be a pain-in-the butt with all the new compiler errors that pop up should you misplace your variable definitions, but by and by it stands head and shoulders over AS2 in many departments.
Something I've been cheerful about is that- contrary to my initial belief- AS3 doesn't necesserily have to be coded in solid OO (what the hell is a public/private function anyway?), and you CAN thankfully code in an almost similar manner to AS2 just by learning the appropriate methods to migrate your AS2 code to AS3. And yes, though the proper programming protocol would be to have your game consist of a bunch of class.as files and give you a headache over all the encapsulation/polymorphism and that sort of tosh, you can actually circumnavigate all that and do it the old fashioned way I'm used to, ie having the game code entirely on the first frame and bugger all OO. Naturally I do intend to gradually turn my games into full OO, but it's a relief to know that my coding doesn't have to come to a flat halt while I'm on the baby steps to mastering that particular style of programming. Subsequently I wont be releasing any tutorials based on AS3 until I'm comfortable that I'm coding properly in OO- but you can expect a few new games out soon.
It's great perkt that I can stick to my usual style of programming and yet still benefit from the TASTY speed increases AS3 has to offer. Already it's clearly obvious to me that the power of AS3 is superior to AS2 in many ways, and if you take a look at some of the demo's online showing the differences between the two you can see it for yourself. It's like having a new Testarosa in your garage- all good fun and I shan't be going back to AS2 anytime soon.
Bounty Hunter 2 (AS3) is in the works. I realise the first one is well... shit, but it was fun to code and there's still a lot of functions in there I think I can reuse. Think of Bounty Hunter 1 & 2 as the equiv of Mad Max and the sequel. They're going to be light years apart in excellence. I've already a little prototype up and running on my machine with an astronaut that can enter ships littered around a galaxy, and an R-Type style beam weapon in operation that is looking rather fab if I don't say so myself. I won't post a pic or an swf as firstly there's a few bugs still in there and also the graphics are all placeholder and crap to look at. I figure I'll start out making a skirmish mode demo that sets you against 20 bots in a deathmatch, and if that does ok with the public I'll turn it into a long-term (and I do emphasise 'long-term') multiplayer project that will have teams against teams. I think the beauty lies in the Paradroid style ability to defeat and then occupy the enemy, assuming all of their special abilities and such. Almost like a Space Sim GTA. It's a play mechanic that I think will be huge fun, with people competing to get or destroy the best ships. Throw in some special super-rare super-hard-to-get street cred ships and you've got a winning game I reckon.
What I've been working on for the last few days though is actually the Streets of Rage engine. It now has throws, combos, some sfx and enemies, and is working well. This will be my last AS2 project for sure, I'm dumping AS2 like a frumpy girlfriend who's no longer good in the sack, for AS3, my new Swedish PlayBoy centerfold. The SOF engine will combine the mechanics of some of my favourite beat-em-ups, Final Fight, SOR, and Spike-Out. It's like Tarantino says- if you want to make great movies, you've got to be a great movie watcher, and I'm pretty confident that I know exactly what it is that makes some fighting games better than others.
Something I've been cheerful about is that- contrary to my initial belief- AS3 doesn't necesserily have to be coded in solid OO (what the hell is a public/private function anyway?), and you CAN thankfully code in an almost similar manner to AS2 just by learning the appropriate methods to migrate your AS2 code to AS3. And yes, though the proper programming protocol would be to have your game consist of a bunch of class.as files and give you a headache over all the encapsulation/polymorphism and that sort of tosh, you can actually circumnavigate all that and do it the old fashioned way I'm used to, ie having the game code entirely on the first frame and bugger all OO. Naturally I do intend to gradually turn my games into full OO, but it's a relief to know that my coding doesn't have to come to a flat halt while I'm on the baby steps to mastering that particular style of programming. Subsequently I wont be releasing any tutorials based on AS3 until I'm comfortable that I'm coding properly in OO- but you can expect a few new games out soon.
It's great perkt that I can stick to my usual style of programming and yet still benefit from the TASTY speed increases AS3 has to offer. Already it's clearly obvious to me that the power of AS3 is superior to AS2 in many ways, and if you take a look at some of the demo's online showing the differences between the two you can see it for yourself. It's like having a new Testarosa in your garage- all good fun and I shan't be going back to AS2 anytime soon.
Bounty Hunter 2 (AS3) is in the works. I realise the first one is well... shit, but it was fun to code and there's still a lot of functions in there I think I can reuse. Think of Bounty Hunter 1 & 2 as the equiv of Mad Max and the sequel. They're going to be light years apart in excellence. I've already a little prototype up and running on my machine with an astronaut that can enter ships littered around a galaxy, and an R-Type style beam weapon in operation that is looking rather fab if I don't say so myself. I won't post a pic or an swf as firstly there's a few bugs still in there and also the graphics are all placeholder and crap to look at. I figure I'll start out making a skirmish mode demo that sets you against 20 bots in a deathmatch, and if that does ok with the public I'll turn it into a long-term (and I do emphasise 'long-term') multiplayer project that will have teams against teams. I think the beauty lies in the Paradroid style ability to defeat and then occupy the enemy, assuming all of their special abilities and such. Almost like a Space Sim GTA. It's a play mechanic that I think will be huge fun, with people competing to get or destroy the best ships. Throw in some special super-rare super-hard-to-get street cred ships and you've got a winning game I reckon.
What I've been working on for the last few days though is actually the Streets of Rage engine. It now has throws, combos, some sfx and enemies, and is working well. This will be my last AS2 project for sure, I'm dumping AS2 like a frumpy girlfriend who's no longer good in the sack, for AS3, my new Swedish PlayBoy centerfold. The SOF engine will combine the mechanics of some of my favourite beat-em-ups, Final Fight, SOR, and Spike-Out. It's like Tarantino says- if you want to make great movies, you've got to be a great movie watcher, and I'm pretty confident that I know exactly what it is that makes some fighting games better than others.
Thursday, June 14, 2007
More Japan Game Scene pics....
TYPING OF THE DEAD
Yup, sounds like I'm making it up, but it actually exists. It's a game that's identical to the 2nd House of the Dead shooter, except you don't shoot, you err.....type. As zombies rush towards you a little box appears above their heads with the words you need to type in to kill them. Most of the words belong to the same content family. Like, 3 zombies might attack you with "ACE", "JOKER", "SPADE". The faster and more accurate you type, the higher the score and the better chance you have of getting extra lives. Bosses are of course, much tougher, and usually attack you with quite long sentences in illegible romanised Japanese "Ore mo jigoku e iku zo!Omae no sakki ni!" Something like that. Some sentences have hyphens and ampersands and such so they're just friggin impossible to get out in time. Finally, the cutscenes look silly, as the main protagonists now have huge typewriters attached to their hands in the place of guns.
Still, taking it all tongue-in-cheek, this is a pretty damn good game and there are much worse ways to blow 100yen. I happen to be quite a fast typist and always make it to around the 3rd level, when the sewer worms gets me due to my inability to answer questions about Japanese culture you are faced with to damage it.
I've also played a Lupan typing game, but this one is much better IMO.
Official website here: http://sega.jp/pc/soft/tod/
TIME CRISIS 4. Doing the rounds. Half-decent game. Has the same guy who does the Japanese voice for Snake in the Japanese Metal Gear Solid in this one. Very good voice actor.
The Japanese looooove 'Keiba'. That's horse-racing to you and me. This is a relatively new gambling game that's only been out for about 6 months. Basically it's the same as betting at the track, except computerised. Need any further elaboration? You just grab a console, stick your money in, choose a horse, then cross your fingers. And nope, you don't win real money, just tokens.

Bingo. Pretty much as you'd imagine it.

I remember when I used to play 'Shenmue' thinking that the capsule toys were cool but fictional. Well, I was wrong. All over Japan you can find these machines littered around the supermarkets and arcades. What makes collecting capsule toys more attractive is that you can often find some rare machines that can't be found in other prefectures. And I've heard that trading them online is quite a popular pastime for certain nerdy types. What's weird and Japanese about them is that you can find toys relating not only to popular comics and superheroes but also pretty much anything else imaginable, including human anatomy, celebrities, vegetables, electronics, well the list goes on...
I found a very cool StreetFighter Hyper Fighters collectors edition one the other day.


Video-games for kids. The one at the bottom is Mushi-King (Insect King). Japan is actually home to some of the coolest creepy-crawlies in the world, and in particular the kabuto (Rhinocerus Beetle), which is extremely popular with young kids. They keep the things as pets, and just love creating kabuto ring fights (little bastards) in the same way English kids love playing conkers. This trading card game they can emulate that by buying random game cards from the machine and fighting Final Fantasy style against a friend or a computer opponent, gaining experience with every battle they win. I've never played it but it looks fun.
Someone requested a close-up of the Half-Life 2 controls so here y'ar. The left stick is mainly for strafing and menu-selection and the right-stick is your controls. It's like a normal joystick except you can rotate it left and right to turn your character. Tap the foot-pedal to move forward. Like I said before, it doesn't quite work as well as it could, and this kind of over-complexity in a game will ruin it in Japan.

Gundam Battlion. Haven't played it yet but this game looks sweet. It's some kind of multi-network robot flying/shooting game and it's brand new. Looks from the outset to be a kind of gang warfare game where you team up with a dozen or so of your mates and take on an army of enemies, or perhaps humans linking from their online network. Will have to try this one out real soon.
Brand-new game called Too Spicy. Didn't look so hot. It's almost like a shooting version of Super-Punch Out. Instead of blasting away at a zillion enemies you have to take on one guy at a time and successfully avoid being hit by using the pedals to navigate your character around the arena. First impressions, not fantastic.

Romance of The Three Kingdoms (at least I think that's what the kanji of the title is). Awesome looking-game but I'm buggered if I can figure out how to play it. There's waaaay to much Japanese text flying about on the title menu and before you can even play you need to buy a bunch of playcards. You then play by swiping your cards over certain areas on the play tablet. Ahh bollucks...I'm not even gonna bother trying to guess how this is played, it goes way over my head. Looks good though. Amazing to think that from that little Snes game Nobunaga's Ambition followed all this.

Just a quick pic of the game-card machine for the above game. You know, for shits and giggles.
A final pic of a new Mah-Jong game that is popular here. Never played it.
That's it then peeps. There is still much more to go, but for now I'm spent. I'll be sure to continue this theme for at least the next couple of weeks so keep your eyes peeled for the next post!
Yup, sounds like I'm making it up, but it actually exists. It's a game that's identical to the 2nd House of the Dead shooter, except you don't shoot, you err.....type. As zombies rush towards you a little box appears above their heads with the words you need to type in to kill them. Most of the words belong to the same content family. Like, 3 zombies might attack you with "ACE", "JOKER", "SPADE". The faster and more accurate you type, the higher the score and the better chance you have of getting extra lives. Bosses are of course, much tougher, and usually attack you with quite long sentences in illegible romanised Japanese "Ore mo jigoku e iku zo!Omae no sakki ni!" Something like that. Some sentences have hyphens and ampersands and such so they're just friggin impossible to get out in time. Finally, the cutscenes look silly, as the main protagonists now have huge typewriters attached to their hands in the place of guns.
Still, taking it all tongue-in-cheek, this is a pretty damn good game and there are much worse ways to blow 100yen. I happen to be quite a fast typist and always make it to around the 3rd level, when the sewer worms gets me due to my inability to answer questions about Japanese culture you are faced with to damage it.
I've also played a Lupan typing game, but this one is much better IMO.
Official website here: http://sega.jp/pc/soft/tod/
TIME CRISIS 4. Doing the rounds. Half-decent game. Has the same guy who does the Japanese voice for Snake in the Japanese Metal Gear Solid in this one. Very good voice actor.
Bingo. Pretty much as you'd imagine it.
I remember when I used to play 'Shenmue' thinking that the capsule toys were cool but fictional. Well, I was wrong. All over Japan you can find these machines littered around the supermarkets and arcades. What makes collecting capsule toys more attractive is that you can often find some rare machines that can't be found in other prefectures. And I've heard that trading them online is quite a popular pastime for certain nerdy types. What's weird and Japanese about them is that you can find toys relating not only to popular comics and superheroes but also pretty much anything else imaginable, including human anatomy, celebrities, vegetables, electronics, well the list goes on...
I found a very cool StreetFighter Hyper Fighters collectors edition one the other day.
Video-games for kids. The one at the bottom is Mushi-King (Insect King). Japan is actually home to some of the coolest creepy-crawlies in the world, and in particular the kabuto (Rhinocerus Beetle), which is extremely popular with young kids. They keep the things as pets, and just love creating kabuto ring fights (little bastards) in the same way English kids love playing conkers. This trading card game they can emulate that by buying random game cards from the machine and fighting Final Fantasy style against a friend or a computer opponent, gaining experience with every battle they win. I've never played it but it looks fun.
Gundam Battlion. Haven't played it yet but this game looks sweet. It's some kind of multi-network robot flying/shooting game and it's brand new. Looks from the outset to be a kind of gang warfare game where you team up with a dozen or so of your mates and take on an army of enemies, or perhaps humans linking from their online network. Will have to try this one out real soon.
Romance of The Three Kingdoms (at least I think that's what the kanji of the title is). Awesome looking-game but I'm buggered if I can figure out how to play it. There's waaaay to much Japanese text flying about on the title menu and before you can even play you need to buy a bunch of playcards. You then play by swiping your cards over certain areas on the play tablet. Ahh bollucks...I'm not even gonna bother trying to guess how this is played, it goes way over my head. Looks good though. Amazing to think that from that little Snes game Nobunaga's Ambition followed all this.
Just a quick pic of the game-card machine for the above game. You know, for shits and giggles.
That's it then peeps. There is still much more to go, but for now I'm spent. I'll be sure to continue this theme for at least the next couple of weeks so keep your eyes peeled for the next post!
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