Archive for the ‘News’ Category

Speaking at FGS 5

Wednesday, February 6th, 2013

Last year I had a great time at the Flash Gaming Summit in San Francisco and I am pleased to announce that this year I'll be speaking at the event! FGS 5 will take place in San Francisco on March 24th this year and, if its anything like it was last year, it is definitely worth making the trip out! My talk will focus on the benefits of native extensions and creating a simple, C-based native extension to help attendees get started developing their own extensions. You can visit the FGS site to see all the presenters and check back often for updates and the official program list!

I hope to see you there!

Scout Survival Kit

Friday, February 1st, 2013

If you aren't using Adobe's Scout profiling tool yet, you should be. Scout is a fantastic tool for debugging your code and finding performance bottlenecks. You can get basic data by simply running Scout and then launching Flash content. However, for more in-depth profiling you must enable advanced telemetry in your swf (the actionscript stack is only available for AS3-based projects). To assist with this, I've put together a Scout Survival Kit that contains all the tools necessary to get you up and running.

The pack includes the Scout set up executable, this FlashDevelop plugin, this Scout enabler program and a helpful html readme document describing how to use the plugin. All of these items can be downloaded individually elsewhere, but I figured it made sense to put them all in one place. Click the image below to download the kit!

A Look Behind, A Look Ahead

Wednesday, January 2nd, 2013

Here we are: 2013. Happy new year, everyone! It's hard to believe another year has come and gone, but time marches on and so must we all. If you've got some time, join me as I take a look back at the year that was and ahead at the year that will be! (more…)

Airxbc 1.0 Release

Sunday, December 30th, 2012

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!

Airxbc Update

Monday, December 10th, 2012

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!

Airxbc 0.9 example project
Airxbc 0.9 ANE

Citrus Engine: Box2d Revolving Platform

Sunday, November 18th, 2012

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…)

Rhythm Destruction Available Now for $4.99

Saturday, October 20th, 2012
RD screenshot

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!

Interview on Technical Earth Syndicate Podcast

Tuesday, October 2nd, 2012

I recently did a short interview on the Technical Earth Syndicate podcast; check it out! I talk mainly about Night of the Loving Dead and Flash gaming, and Chris from Curious Panda Games is also on the podcast to discuss their upcoming release Rhythm Destruction.

Rhythm Destruction Demo Available Now

Tuesday, September 18th, 2012

Rhythm Destruction

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.

Get the demo

New Game Released: Snow Day

Friday, August 31st, 2012

I'm happy to announce the release of a new game: Snow Day! This game was my entry into the latest contest from MochiMedia. The contest theme was "too cool for school" and had a rule that game control was to be restricted to a single input device. I found out about the contest a bit late and had less than a week to get my game done. All things considered, I'm pretty happy with the way it turned out.

The game itself consists of four casual, winter-themed minigames. The premise is pretty simple: school is cancelled due to snowfall and so the neighborhood kids get together for a day of fun! By going the minigame route I was able to really capitalize on the single input device rule and offer smaller, but different experiences in terms of gameplay. Also, the quick games and leaderboards encourage players to compete for higher scores without demanding a huge time investment.

Try the game now at Newgrounds!


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