Archive for the ‘News’ Category

Tetris with HTML5

Thursday, August 8th, 2013

HTML5 Tetris

A couple weekends ago I decided to take a small break from my current game and dive a bit more into HTML5 gaming. And what better way to cut your teeth on a new technology than to create a gaming classic? Of course this means I ended up making a Tetris clone as a weekend project. I learned quite a bit on this project and am happy to report that the game runs great in the desktop browser and also on mobile devices. To be fair, I've only tested it on the iPhone 4S and a couple of Android phones, but I think it turned out really well.

For now you can check the game out here, but expect a tutorial in the near future!

Jury Duty Political Poll Results

Friday, July 26th, 2013


After two years in both the iOS and Android app stores, the Jury Duty app has garnered nearly 7000 votes on various political issues. I've decided to pull the app at this point, but wanted to share some of the more interesting results. Let's take a look! (more…)

AIRXBC No Longer Supported

Thursday, July 18th, 2013

With the arrival of the recent Adobe Gaming SDK update, it should come as no surprise that I will be discontinuing support for the AIRXBC extension. The new SDK allows for gamepad support in both Flash Player and AIR and now that we've got an official API to work with, it doesn't make much sense for me to continue with AIRXBC. I'll leave the current page up for a while yet, but don't expect any more updates.

Thanks to everyone who used and supported the extension; I had a lot of fun with it and the positive feedback from the community meant a lot. Now if you'll excuse me, I need to look into adding controller support into my current project!

New Crash Planet #ScreenshotSaturday

Saturday, May 11th, 2013

It's been a while since I've posted anything regarding the game I'm currently working on, Crash Planet. A lot of work has gone into it since the last screenshot was posted and there's still much more to be done, but here's a more recent shot featuring aliens, bullets and our protagonist.

Flash: Direct Memory Access via Native Extension

Sunday, April 28th, 2013

A couple weeks before the Flash Gaming Summit I found an interesting blog post from Colin Northway about managing texture memory in Starling applications. In this post he describes how he forces an error in ActionScript to receive an object's memory address which he then uses as a unique id. I thought this was a pretty cool trick and was discussing it with our engine developer at the office when we suddenly had a thought: if you can get the memory address of an object in ActionScript, what's to stop you from passing that address into native code and doing whatever you want with it? (more…)

FGS5 Slides and Presentation Available Online

Friday, April 5th, 2013

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.

Crash Planet #ScreenshotSaturday

Saturday, March 16th, 2013

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.

Games for Cats Hackathon

Friday, March 15th, 2013

If you can't make it to FGS next weekend, perhaps you can make it to this very unique gamejam in Los Angeles. The Game for Cats Hackathon is a weekend gamejam where the point is to create a game that cats will play. Naturally, this concept lends itself towards a tablet-based game.

I love this idea and almost want to go buy a tablet just to make an unofficial entry. If you've got one and some spare time, why not make a game our furry, four-legged friends can enjoy?

Update 3/16: Ok, I really did go buy a tablet to make cat games. I went with a Nook HD+.

FGS 5 Schedule Announced

Wednesday, March 13th, 2013

The program schedule for the upcoming Flash Gaming Summit 5 was posted recently. My session begins at 2:15 Pacific time, but the entire day looks like it will be filled with some great talks! I've had nothing but good things to say about this event after attending last year and highly recommend you go if you're able. It's a great place to learn about the industry, meet fellow developers and get inspired to create new projects.

Check out the schedule and then register for the event if you haven't already! I hope to see you there!

March 2013 Update

Monday, March 11th, 2013

It's been a while since my last post so I just figured I'd let everyone know what's been going on lately. Of course, I've been very busy over the past month and have really been focusing on my presentation for FGS! I've gotten it to a point that I'm happy with and am excited to share it with the Flash gaming community! I really can't wait for the big day!

In addition to the FGS presentation; I've been spending a lot of time working on a new game. I'm excited about this because since Night of the Loving Dead, I really haven't done a serious game project. There was Snow Day, but that was basically a weekend project for a contest. For the new game, I've drawn a lot of inspiration from the NES classic The Guardian Legend. Easily one of my favorite games of all time. So far I've got a good amount of artwork done and the basic code structure in place for moving about the world, but there is much more to do!

As for the site, I have several tutorials in mind that could be released relatively soon. However, I'm trying out video capture software because I'd like to perhaps do some video tutorials now and then. I feel that they are easier to follow along with than written ones. Below are the tutorial topics currently being looked into:

1) Introduction to Away3D
2) Data packing using bit-wise operations
3) C++ Native Extension video tutorial (may or may not do this one as the FGS presentation may cover it well enough)

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