Archive for the ‘Game Development’ Category

11Mar

About a week ago I participated in this one competition know as Glorious Trainwrecks. This competition was about creating at least 351 games in a matter of 48 hours. You may ask… “why 351 games” and apparently the reason is because another competition known as Global Game Jam made 350 in the same time period with many more people participating. Rather than try to create the most amazing, massive, epic games possible this competition was more about creating quick, dirty and basically horrible games that are entertaining for about 30 seconds :) . Our team at SJSU (from the game development club) made 30 games of the total 520 that were submitted. Of those 30 games, I made sound for 2 games. I had also created a game using Scratch that was rather stupid and hilarious but I couldn’t figure out how to get it to run without going through the Scratch website in time.

The first game I worked on was called “Partisan Politics“. It essentially describes how the US is split in to two parties and you (mega man) are getting pulled from one side to the other into the spikes. The second game was known as “A Normal RPG” (although I prefer the name Revenge of the Something, but whatever :) ). Click on the links to download them (you need flash).

You guys should also check out the full list of games the Game Dev Club made at http://www.glorioustrainwrecks.com/taxonomy/term/514 . Many of which are pretty hilarious a few of my favorites include Noby Noby Lol and Skittles: the Aftermath (make sure to play the first version briefly).

In other news I am going to GDC this weekend. I will take pics and report back! Also I am going to socialize at GibHub’s headquarters tonight, I will make sure to take many many pics and report back!

21Aug

I modified my platformer engine in a few ways. First I killed off the fisix engine. It was really a physics engine, but the lack of support kind of killed progress for me. I switched to APE and I couldn’t be happier. Next I made it more generic. I removed the idea that this was going to simply be a platformer, and I started to think about what the difference was between 2D games in different genres. The only thing I could think of that truly separated them was the action that occurred while walking or attacking and the perspective of the game. In other words an RPG is top down or at an angle (essentially the same just with different art) and a platformer is side scrolling. The only other game type not accounted for is a SHMUP (Raiden and other top down flying shooter types). So I took my level reader and stepped it up a notch. I now have 2 xml files. One to characterize the level and the other to characterize the player. I allow for many built in “actions” such as walking up, up-right, right, down-right, etc, and I am hoping to also include a way to add custom actions. These actions are tied into 1 swf file with multiple movie clips. Not only that you could also specify whether a certain movie clip should be flipped for a certain action which cuts down on the amount of animations or duplicates one needs to make.

Simply stated I could specify in xml that the right action is using the left movie clip and is flipped horizontally but not vertically.

Not only that a person could specify a game mode. Right now it supports walk (RPG style) or jump (platformer style, side scroller).

So the code doesn’t look to bad either. I’d say the messiest part is deciding what happens when these actions are selected. In specific when to flip and clip, when to flip it back, modifying velocity while jumping etc.

Once I get more work done with it I may post the source code, or I may just give out tools for making levels :-D , but for now imagine a world where making a game was this simple:

Level:

<?xml version="1.0" encoding="utf-8" ?>
<level>
 <name>Platformer Demo</name>
 <description>testing</description>
 <walkMode>false</walkMode>
 <playerSpecs>players/platformer.xml</playerSpecs>
 <surfaces>
 <surface x="5" y="600" width="7000" height="20" bounce="0.3" friction=".1" rotation="0"/>
 <surface x="5" y="5" width="200" height="10" bounce="0.3" friction=".1" rotation="2"/>
 <surface x="700" y="400" width="500" height="10" bounce="0.3" friction=".1" rotation="3"/>
 </surfaces>
</level>

Player Profile:


<?xml version="1.0" encoding="utf-8" ?>
<playerSpecs>
 <bounds type="circle" x="450" y="100" radius="45" elasticity="0" friction=".1" visible="false" />
 <speed horizontal="15" verticle="15" maxH="30" maxJumps="2" />
 <sprite>
 <file>assets/platformerNinja.swf</file>
 <movieClips>
 <clip name="walk_up" action="up" flipHorizontally="0" flipVertically="0" />
 <clip name="walk_down" action="down" flipHorizontally="0" flipVertically="0" />
 <clip name="walk_right" action="right" flipHorizontally="0" flipVertically="0" />
 <clip name="walk_right" action="left" flipHorizontally="1" flipVertically="0" />
 <clip name="walk_up" action="upRight" flipHorizontally="0" flipVertically="0" />
 <clip name="walk_up" action="upLeft" flipHorizontally="1" flipVertically="0" />
 <clip name="walk_down" action="downRight" flipHorizontally="0" flipVertically="0" />
 <clip name="walk_down" action="downleft" flipHorizontally="1" flipVertically="0" />
 <clip name="stand_right" action="stillRight" flipHorizontally="0" flipVertically="0" />
 <clip name="stand_right" action="stillLeft" flipHorizontally="1" flipVertically="0" />
 </movieClips>
 </sprite>
</playerSpecs>

Then imagine a world that had a drag and drop interface that could generate the XML files above with all the art specified as pngs with supported transparencies! :)

The implications also include that one game could have several level “types” per game with no extra development needed. Perhaps at some point people would be creating plug ins to support additional game types as well! Ahhh now we are just dreaming :) .

21Aug

gridzSo a few months ago I made this game on facebook with Edgar called Grid[z]. It is a simple little board game, but we have a ranking and score system that is based off ELO. ELO is the ranking system that is used for Top Coder and Chess Leagues among other things.

gridzWe have some planned modifications also including a public lobby that would allow players to invite each other. Also more stringent security policies are also needed. I don’t see this game becoming popular or making tons of money so I am considering it my first foray into the facebook api + cakephp. I may eventually post my cakephp library for making games; however, trying to validate player interactions with the server in a way to cover all cases seems to be a hurdle. It may be a nice starting point though.

Check it out: http://apps.facebook.com/gridzzz/

27Jun

So as some of you know I work for NetApp right now! One of my charters is to create tons of game prototypes. Yes yes i know NetApp has nothing to do with creating games. They are primarily a storage company; however, I work for NetApp University. So I was basically told to research and pitch ideas about gaming mixed with learning. To show them that it does not need to take FOREVER to make games or require tons of resources I spent 2 days creating this AS3 based flash platformer. It reads an XML file and then places platforms (and in the future other objects). They idea I pitched was akin to the Little Big Planet 2008 E3 presentation (below).  Everyone seemed to like it.

Here is the source code. It is short and sweet (200 lines)! There is not enough source code using the Fisix Engine out there. Also platformers are the first thing everyone wants to do when they start making flash games. I hope this helps…

I used Flash Develop with the Flex SDK to compile. If you want to mess with it and add just add more platforms just open bin>levels>testlevel.xml and just follow the format for the platforms… I think there is artificial barrier set for the level at some point. Linux and Mac users need to edit the path before compiling.

The Source

ENJOY :) !

27Jun

So here is my solar system shader. The description is mostly all the in the video.

Features: models, tie intercepter, environment mapping, bump mapping, clouds, cell shading, per pixel lighting, multi-pass lighting and all of this controlled with the xbox 360 controller.

Here is the HLSL file: the shader :)