Archive

Posts Tagged ‘Game Development’

AS 3.0 Data Structures For Game Developers

May 26th, 2007 No comments

In case you missed it Michael of Polygonal Labs has released a package of ActionScript 3.0 data structures that are especially dedicated for game development. He’s also writing examples on how some of the classes are used, for example Queue and Tree.
The hexagon framework will contain similar data structure classes but they will adhere more to interfaces and patterns. Nevertheless I will optimize them for speed as best as I can. In case you are wondering … no, the hexagon framework hasn’t been released yet but I can say now that it won’t take too long anymore until initial release.

Using Flex 2 for GameDev Middleware

January 16th, 2007 7 comments

While the whole world is hyping Rich Internet Applications, I’m sitting here in my lab and could not bother less! Flex is really neat and who says that it’s only useful for shopping- or flight-ticket booking systems?! Nobody? Good! I’m using Flex to develop my game development Middleware, i.e. editors like the TileSetTool that I’m working on (if I’m not working on the hexagon framework what I’m doing most of the time). When Flex2 was still really fresh I’ve pondered to use Java for this instead but as it turned out, ActionScript 3 is fast enough for most of my desired operations.
So for now this TileSetTool can be used to convert my (custom format) tileset XML files and their belonging tileset image files into combined tsc file which are compressed and saved to disk by the tool (using Zinc). This editor is probably just the first stage to a much more versatile tilemap editor. The tool uses parts of the hexagon framework which also will contain a tile engine to support the tilesets and maps.
It’s fantastic how quick you can knock an application out of the ground with Flex and AS3 while others are still fighting with their IDE.

You can click the image to see a full screenshot of the tool. In case you’re wondering … no, I’m not working on a Flash version of Uridium 2 (would be an idea though). The tileset is only for testing purposes.

So you want to be an Indie Developer?

November 24th, 2006 No comments

Some links to nine articles about the topic on ‘becoming an Independent Game Developer‘, found via Digg. Some more interesting, some less, the last one from a Mac perspective. There seems to be a lot of discussion about if it turns out to be paying off or not etc., in short, things that don’t interest me that much, I’m just creating games because I have fun doing it and I like the practical side, I’m more of a hobbyist! Either way, here are the links …

Introversion
Cliffski’s Mumblings
GameProducer.net
Lemmy and Binky
Reality Fakers
Zoombapup
BoneBroke
They Came from Hollywood
gusmueller

Categories: Misc Tags: ,

Isometric Game Development with Flash

August 20th, 2006 29 comments

I’m currently developing a role-playing game in AS3.0 (non-fantasy themed!!) in my spare time. This has been and still is in the design phase since a while and I’m pondering whether to use isometric graphics or an orthogonal view (that has a slight tilt but still is fully orthogonal. If you remember Jagged Alliance you get the idea). Though orthogonal view would make things easier I feel that isometric view gives more visual freedom so I will probably end up with that.

Read more…

Tools Of The Trade Part 3: FreeMind

July 24th, 2006 1 comment

In my book “How to become a Flash Game Developer of World Class” I surely will not forget to mention this useful tool … FreeMind, a Mind Mapping tool that is not only free but also very intuitive! It is written in Java and therefore available for all common Platforms. Where other Mind Mapping tools or even MS Visio fails with being intuitive, FreeMind comes to the rescue!

You can lay out all imaginal hierarchical structures, be it your shopping list, you time plan or the story concept for your next game. After creating a new document with FreeMind, it has one root node. From now on you can add child nodes with the Insert Key, add sibling nodes below with the Enter key or above with Shift+Enter. This way it becomes a breeze to create a large tree structure of your project.
You can assign different color and font styles to your nodes. Another useful feature is the ability to link two nodes together with a bezier line. The tool has a MinMap and a Browse Mode and you can even browse your harddisks file structure with it if you want. You can also link files to nodes.

This is the number one tool I would recommend for brainstorming but it is very useful to lay out projects in more detail as well. There is also a FreeMind Document Reader that has been written with Flash, though I’m not sure if it can be downloaded and used offline.

Categories: Misc Tags: , ,

Flash Game Programming Wiki opened

January 9th, 2006 1 comment

I am happy to announce the opening of the Flash Game Programming Wiki, a Wiki that is dedicated to the development and programming of games with Flash! The idea for it raised a while after I discovered the Game Programming Wiki, a site that is dedicated to general game programming but doesn’t mention Flash or ActionScript at all.
The FGPWiki is still brandnew and fresh and therefore needs your help with filling it with content. So if you’re one of us Flash game programmers and like to submit, feel free to do so. I will update the site more and more over the next couple of weeks. I hope this will become a huge and freely accessible pool with lots of valueful information for all (aspriring) Flash game writers!

Categories: Dev Tags: , ,

Flash Racer Blog

August 23rd, 2005 No comments

A development blog about a racing game done in Flash! Some interesting posts there, one about AI for computer controlled racing cars. It seems they will update their blog as development progresses so I will put it on my watch list. I still keep the idea in the back of my mind about writing a ‘view from above’ racing game like Super Cars or Micro Machines.

Categories: Dev Tags: , , ,