Posts Tagged ‘game’

Tuesday, December 3rd, 2013

There are tons of javascript engines out there that are partial or full game engines for javascript and html.  Choosing one is quite difficult so Breakouts is there to help you compare with a common game ‘Breakout’ across all your favorites and some you might not know.

Feature Comparison

Current Breakouts

Thursday, July 29th, 2010

Pretty sweet web racing advergame for Disney’s The Sorcerer’s Apprentice by C4RL05, made with Unity. Carlos Ulloa is of course the same dude that made the Unity HelloRacer. He is also famous for starting Papervision3D for Flash but has been doing some amazing work in Unity for more immersive 3D experiences.

The game is another example of how when you need really immersive experiences for advergames or brands, Unity is looking like a great choice. Unity isn’t perfect for many things that Flash is such as video, 2d games, mixing media, mic/cam apps, and data, but for games where 3d is required it seems to be the way to go.

Thursday, July 29th, 2010

On the web based gaming front…

Google looks to be making a gaming site to compete with Facebook only kicking the gaming up a notch? By the comment from Mark DeLoura, head of developer advocate for Google gaming, it appears they/he also favor going 3d or native client with WebGL or Unity wrapped in the native client.

Check the comment by Mark DeLoura on the gamasutra post regarding the rumored Google Me Facebook like gaming/social site:

I think Flash will continue to be a very viable platform. The Flash toolset is pretty frickin’ amazing, and there are a ton of happy Flash developers out there, and great games galore.

I would like to see higher-fidelity 3D content on the web though. It’s been a dream of many people going back to VRML days. WebGL and Native Client are two solutions to this that will be integrated into the Chrome browser. At Google I/O we talked about Unity running inside of Native Client, which combines the hardware acceleration and security of Native Client with the fantastic toolset and runtime from Unity. It’s peanut butter and chocolate (well, for me). This is a platform I’m really excited about for 3D web games.

Indeed peanut butter and chocolate is mighty tasty.

Saturday, September 26th, 2009

Electronic Arts is using Unity 3D to develop Tiger Woods Online. The game is currently in beta. It was announced that they were using the engine in June on their blog but only on the reposted version here not the original post where the engine was just deemed “new technology”.

This is a major shift in the game industry and how it is being expanded into online properties that rival or better the console and desktop versions through online communities.  Quake Live from id software uses their own system that wraps existing games (originally developed by Gaim Theory then bought by id Software) and instant action technology from garage games that runs instant action.  All these systems have provided us browser based triple AAA style gaming fun.  It looks like that movement will continue as more and more game companies and publishers see the valid capabilities of Unity 3D to deliver when you need really deeply immersive 3d experiences in the browser. Also other systems like Torque 3D, Quake Live technology and more will be seeing this trend continue when it comes to games online. It is also becoming a choice for online web based 3d MMOs such as Fusion Fall and Marvel Super Hero Squad.

Wednesday, January 21st, 2009

The unity3d platform is about to realize about 900% or 9x more possible market for selling their wares and I believe will blow up with unity 2.5.  Unity3d 2.5 will bring a windows IDE and development environment to unity3d developers. Many game companies are heavily invested in Windows and having this option is breaking down a huge wall to get this development platform and engine into many new hands and companies.

The best part about unity 3d development is the hardware acceleration, the fantastic pipeline, the ability to publish desktop, web, mobile (iphone) and console (wii) is pretty amazing.  All using the powerful mono open source .net framework as a base.

Full update list:

Windows Editor Support

Unity 2.5 adds full support for Windows Vista and XP, with 100% feature parity and interoperability with Mac OS X. The Unity Editor has been rebuilt to look, feel, and function identically on both operating systems, each running the same underlying engine. The best part? Unity on either platform can build games for either platform — cross-platform in the truest sense.

A Whole New Look

Find the tools you need quickly and easily. The Play buttons are front and center, clearly visible and inviting you to play, test, and improve your work. And when you do, they light up, dimming the rest of the application, drawing your attention to the most important things in the play experience you’re creating.
Precise Navigation and Placement Tools

Improved Usability

Snap any object to customizable increments of position, scale, and rotation values. Drag objects around, clamped to any surface collision. Manipulate objects in local or world space. Use the new flythrough controls to get around easily. And did we mention the completely redesigned rotation tool?

3ds Max Importing

Drag and drop your .max files right into the Editor, including support for all skeletal based animation, multiple UVs, and vertex colors. Autodesk 3ds Max now joins the existing support for Maya, Blender, and all other 3D applications that integrate with the latest FBX plugin on the Windows platform.

Completely Customizable Editor

UnityGUI, Unity’s own GUI creation system, now powers the entire Editor and allows you to integrate your own unique level design tools, AI control tools, debugging tools, difficulty tuning tools, or anything else you need. Over 130 new API entry points enable you to create specialized, customized editor tools and build them into the existing Editor interface.

Tabbed Interface

We took cues from the best designed applications, and the rewritten editor has received dozens of improvements. The most visible change is the tabbed interface, where every part of the interface can be moved, undocked to a secondary monitor, and even stacked to achieve logical grouping.

Information at Your Fingertips

We’ve gone to great lengths to make sure that you always have the info you need, when you need it. Model files have previews right inside the inspector. Audio Clips show their waveform with click-to-play behaviour. Meshes show the detailed rendering stats – and that’s just scratching the surface.

Saturday, October 11th, 2008


as3isolib is a great isometric library for actionscript 3
by Justin Opitz.  This is a lower level isometric library that could be used in building your own isometric gaming engine or learning more about the popular isometric view in games or other flash content.

From building basic blocks…

To constructing sprites and objects with individual iso objects with their own bounding boxes.


This sample shows a two piece tree, a common issue with sprites in isometric is where to slice them up.  This sample shows a tree with the leaves able to be in front of a character so that you could walk under the tree and be in front of the trunk but covered by the trees.  Essentially height is respected.

Sample code for the tree tutorial:

package
{
import as3isolib.display.IsoSprite;
import as3isolib.display.primitive.IsoBox;
import as3isolib.display.scene.IsoGrid;
import as3isolib.display.scene.IsoScene;

import flash.display.Loader;
import flash.display.Sprite;
import flash.events.Event;
import flash.net.URLRequest;

public class IsoApplication extends Sprite
{
 private var scene:IsoScene;
 private var assets:Object;

 private var loader:Loader

 private function loadAssets ():void
 {
  loader = new Loader();
  loader.contentLoaderInfo.addEventListener(Event.INIT, loader_initHandler);
  loader.load(new URLRequest("assets/swf/assets.swf"));
 }

 private function loader_initHandler (evt:Event):void
 {
  buildScene();
 }

 private function buildScene ():void
 {
  scene = new IsoScene();
  scene.hostContainer = this;
  scene.container.x = 200;
  scene.container.y = 200;

  var treeTrunkClass:Class = loader.contentLoaderInfo.applicationDomain.getDefinition("TreeTrunk") as Class;
  var treeLeavesClass:Class = loader.contentLoaderInfo.applicationDomain.getDefinition("TreeLeaves") as Class;

  var grid:IsoGrid = new IsoGrid();
  grid.showOrigin = false;
  scene.addChild(grid);

  var s0:IsoSprite = new IsoSprite();
  s0.setSize(25, 25, 65);
  s0.moveTo(50, 50, 0);
  s0.sprites = [treeTrunkClass];
  scene.addChild(s0);

  var s1:IsoSprite = new IsoSprite();
  s1.setSize(125, 125, 100);
  s1.moveTo(0, 0, 75);
  s1.sprites = [treeLeavesClass];
  scene.addChild(s1);

  scene.render();
 }

 public function IsoApplication ()
 {
  loadAssets();
 }
}
}

current features

  • simple scene creation
  • 3 primitive types
  • base class for displaying user-created content
  • plenty of styling option on vector based primitives
  • integrates well with a variety of tween engines
  • standard 3D isometric positional sorting

So get busy building the flash version of roller coaster tycoon…

Friday, September 12th, 2008

A few weeks ago the makers of Unity3d released some really valuable information about casual gaming and general hardware of users that play online games.  It was an interesting report and very beneficial to developers on the Unity platform and others.  We wish other plugin makers would do the same in such a thorough method.

Unity 3d creators listened to the market and have now posted updated numbers and information as well as a page that quarterly stats will be updated. Check the new, quarterly, hardware of the casual gamer stats.

I would have seen this earlier but I have been deep in a Unity 3d project myself :).  I am a big fan of all web based gaming platforms and Unity is almost a dream come true for 3d web gaming.  For the company to be this open that is a very good sign.

What can you do with Unity3D?  Here is a list of games made with Unity3D on the web.  The one great thing about this platform is that is was made for gaming specifically from the start.  Simulations and game development with Unity3D is very fun and productive. I still love Flash, Director etc but Unity3D development is now very much in my rotation.

Games made with Unity3D:

Hancock Movie Games

Tennis Stars Cup

Duckateers

Temploe (ninjas attack you)

RC Laser Warrior

Urban Race Star

FlashBang studios

TraceON

EPIC Tower Defense

InvinciCar

Besmashed (multi)

Global Conflicts

Phoenix Final

Doom Siege

Mario Galaxy like run (third one down)

Zombie Drive

Pocket Piglets

ChickenDemo

Castle Conquest

Saturday, August 2nd, 2008

Making great games, applications and tools using flash, silverlight or other tools that are emerging such as Unity3D takes great style, effort and knowing your target. We need to know what the end-user machine has at hand.  The Unity 3d guys put together a great post on the capabilities of casual gaming machines. With all the talk about flash 3d, unity3d and silverlight what level are you targeting and what group of people can actually PLAY your games as you envision.

Pretty much everyone knows Valve’s hardware survey – it’s a very valuable resource that shows what hardware the typical “hardcore PC gamer” has (that is, gamers that play Valve’s games).

However, the “casual gamer”, which is what Unity games are mostly targeted at, probably has slightly different hardware. “Slightly” being a very relative term of course.

Lo and behold – we have a glimpse into that data.

How? First time the Unity Web Player is installed, it submits anonymous hardware details (details in the EULA). This happens only once, and contains no personally identifiable information. It’s much like visitor statistics trackers on the websites that gather your OS, browser information and whatnot.

Remember, all this data is from people who installed Unity Web Player (most likely because they wanted to play some Unity content on the web). Hardware of standalone game players might be different, and hardware of your game’s players might be different as well. The data set is well over a million samples at the moment.

Check out the full stats here.

The most interesting stats to me:

OS Platforms

Windows 96.8%

Mac OS X 3.2%

CPU Core count overall

1 54.7%

2 44.1%

4 1.1%

8 .1%

Wow this one is surprising, but with the type of gamer that will play and download a quality new plugin to get to a game, maybe not.  They need to have the latest and greatest.  Multi-core processors have been selling for about 2-3 years so this is a continuing trend that will make Flash 3d and even plugins like Unity 3d better over the short term.

Also when you check it over at Unity Blog note the top cards, it is a bit painful if you are a casual gamer developer.  Not a decent card in the top 10-15. But that is changing rapidly over the next 1-2 years in this regard. But this also vyes well for flash based games that rely on dual core software rendered results right now as a decent constraint for developers to keep content painfully accessible to all states of machinery out there.

I wonder if this information is available on the flash player and public? This is specific to the Unity 3D plugin that is also a bit of a different market that is willing to install a plugin for better experiences.  With Flash it is usually preinstalled or auto updated for a casual user and might be different as Flash has a 98% penetration rate.  Or for that matter the Director users which would be more gaming focused which amout ot about 40% of internet users.  But as with the case of Unity it is specific to games right now and a small penetration rate, Flash is also apps, ads, tools, demos, interactives in addition to games.  Having this information on Flash or Director would be nice.

Tuesday, July 29th, 2008

I rarely mention stuff I have worked on here but I got a chance to use APE and AS3 on the online Plinko game at the site for the Price is Right videogame for the famed pink Plinko Board.  Who doesn’t love Plinko?

I did the programming on this back when I still worked at emarketing/prizelogic.

I will be featuring a small iteration to APE with draggable particles and how I did it.  In the end I didn’t use the draggable particles but they are fun (i ended up changing my collision/border particles after testing).  I ended up controlling the drop location by swapping out a wheel particle after they dropped it.  So that it got the famous Plinko disc bounce and roll.

Why did I use APE? Well it is the least complex physics engine.  I started off with Box2dFlashAS3 and will post that one maybe as well but ended up going with APE mainly for integration it was easier that it was a less intensive codebase.  Box2DFlashAS3 can scare non C++ coders with it’s style let alone AS2 coders moving to AS3.

It is slower with all the other animation going on in the site but you can also play on my server here just the Plinko part.

Can you get 10,000?

Monday, May 12th, 2008

Recently on the papervision lists there have been some really creative uses of pv3d in games. I will highlight two here:

The Bowling Buddies game is made by the very creative Playfish.com company (more on the release at their blog). They have some great facebook/social network games combined with flash. With bowling buddies they created a game similar to Wii bowling (even with customize characters) and the best part is how they have scaled down versions. You can play in 2D, 3D and at different levels of quality to make it accessible to everyone. I think that will probably be needed with 3d flash games (Shockwave Director has LOD (Level of Detail) that helps with scaling down to slower machines but you have to do that yourself with the state of 3d engines in flash so far).

Bowling buddies and most playfish games are Facebook/Social Network based. You might say, why? (especially if you aren’t in the US where facebook is the biggest social network). But even Activision’s CEO calls facebook a threat to online gaming as we know it, this is because of the community aspect and the ability to play with friends and multiplayer games easily. Rather than setting up your own player find mechanism, facebook has it built in and all the viral aspects you need to garner more fans. So those into facebook and gaming are possibly ahead, but also it will be extremely competitive.

[ try bowling buddies ]

Airship is a really creative game that has been impressive to watch grow over the last weeks. It is now textured and performs pretty well. The best part is the Airship model and the fans. Very neat and I hope this one is seen through to a launched game. It is a bit like a RTS/Strategy overhead game that would be very cool to play multiplayer with Red5 server as well (just need the TIME!).

[ try airship demo ]

The best part is you can see after a year+ of release papervision and the other 3d engines are really changing the way gaming is done online. What was once a Java or Shockwave only capability, flash now has with evolving 3d engines, and there are playable fun games to prove it that are commercial ready.

Get your game on!