Archive for the ‘Gaming’ Category
I know FGS5 has been behind us for a while now and I've been slow with any updates since. The summit was a blast as usual. It's so great to be among inspiring individuals and people who are passionate about making great Flash games. I especially enjoyed John Cooney's presentation, as well as the panel at the end of the day. If you weren't able to attend the event or watch the live stream, don't worry! All the presentation recordings are available from the FGS5 website! I have noticed some audio issues on a few that make them hard to hear, but overall its pretty good.
You can view my presentation here.
My slides can be downloaded here.
I decided I'd go ahead and post a screenshot from the new game I've been working for Screenshot Saturday. As mentioned before, the new game will draw heavily from the NES classic The Guardian Legend. So without further delay, behold: the first screenshot from Crash Planet!
Full disclaimer: nearly all of this art is placeholder. I have been doing a lot of work on the game's tilesets, but first I just used placeholder stuff to build out the world and get a character moving. If you've played through Night of the Loving Dead, you may recognize the strapping lad in this particular shot.
Another Airxbc update has arrived and this time I've decided to give it its own home here on the site. Notice the top navigation menu now has a tab exclusively for Airxbc. That will be the place to go for all the information on the latest Airxbc updates. The page includes a link to the latest version, an example project and also full documentation so that you can look up all the functionality that the extension offers.
The biggest new addition to the 1.0 release is support for multiple controllers. You can have up to 4 players in your game, though be warned, I've only tested it with 2 as I don't have 4 controllers. After some feedback, I've also added support for checking if a button has just been pressed (thanks DeVNull). In addition to this, the left and right thumbstick buttons are now supported.
For more information please visit the new page! As always, feedback is appreciated; thanks!
Woohoo! I finally had time to sit down and update the Airxbc native extension for Windows! If you aren't familiar with the extension, it allows you to accept input via an Xbox 360 controller for your Adobe AIR games.
With this latest release, my major goal was to wrap up the controller definition in a real class. If you'll recall, the original version simply gave back a generic ActionScript object. The new version returns a com.rhuno.X360Gamepad object that wraps up a lot of the controller functionality nicely, exposes some helpful methods and contains some constants for controller buttons. New functionality includes the ability to check if a button was just released and also to get the trigger values as a percentage or as a value. Below is an example of how to use the new extension.
import com.rhuno.Airxbc; import com.rhuno.X360Gamepad; var ext:Airxbc = new Airxbc(); var gpad:X360Gamepad; // pollGamePad now returns an X360Gamepad object gpad = ext.pollGamePad(); // various ways of checking for button presses gpad.isXButtonDown(); gpad.isButtonDown(X360Gamepad.GAMEPAD_X); // ways of checking for button releases gpad.wasLeftShoulderReleased(); gpad.wasButtonReleased(X360Gamepad.GAMEPAD_LEFT_SHOULDER); // get trigger value var value:int = gpad.leftTrigger; // get trigger percentage (0 thru 1) var percent:Number = gpad.leftTriggerAsPercent; // NOTE: you still use the extension to set vibration ext.setVibration(30000, 30000);
You can download an updated example project and the new ANE below. Enjoy!
NOTE: This post is out of date, for latest on Airxbc, go here!
This class was officially added to the Citrus Engine on November 26, 2012.
After seeing Lee Brimelow's tutorial on the Citrus Engine, I was intrigued and decided to play around with it. The engine's platformer package is already great and has some very useful objects for game developers. I took a look at the code for the box2d Platform and MovingPlatform classes and extended the functionality to create a RevolvingPlatform class. (more...)
UPDATE December 30, 2012
This post is out of date. For information on the latest version of Airxbc, see this page.
Lately I've been working on a new native extension that makes it possible to control your Adobe AIR games using the Xbox 360 controller. I'm currently calling it Airxbc (Air Xbox controller - ha HA!) and this 0.5 release is pretty much just an alpha test to get something out there. It think its pretty cool and plan on putting more work into it in the relatively near future. If you're interested, check out the video and details below!
The rhythm game / schmup hybrid, Rhythm Destruction, is now available for purchase from RhythmDestruction.com. At only $4.99 it's definitely a steal! Check it out!
I previously blogged about a friend's game, Rhythm Destruction, which has an active kickstarter and is also in Steam's Greenlight program. If you're still on the fence, the guys from Curious Panda Games have released a two stage demo of the rhythm / shmup hybrid which you can get right here. Try it out and let me know what you think!
NOTE: The Rhythm Destruction Facebook page has stated that Norton Antivirus will flag the demo as a virus and delete it so you may need to turn it off prior to playing. They are working to resolve this issue.