Posts Tagged ‘flash’
Sunday, April 19th, 2009

Lack of motivation at the half way point means that I never did get around to art. Also, the lack of playtesting makes me nervous.
But I think I have a pretty neat game.
Click here to play The Growth online.
Download the source + SFW.
Edit: If you can’t see the text (flash under linux?) please try this build with embedded fonts.
Tags: browser, final, flash
Posted in LD #14 - Advancing Wall of Doom - 2009 | 6 Comments »
Sunday, April 19th, 2009
Here it is! Enjoy yourself!
For those of you who haven’t been keeping up with the progress of this, I won’t spoil it by telling you what it’s all about.
CLICK HERE TO PLAY THE FINAL GAME IN YOUR BROWSER.

Click here to download a Windows Executable + Source
Coded in ActionScript 3.0 with Tweenlite, with art drawn in Flash CS3, and sound created in sfxr.
Tags: actionscript, advancing wall of doom, browser, closing my eyes, final, flash
Posted in LD #14 - Advancing Wall of Doom - 2009 | 3 Comments »
Sunday, April 19th, 2009

FLEEDOM FLIES - by HybridMind - April 17th-19th, 2009
Created from scratch for Ludum Dare 14’s 48hr game competition
Story:
An unstoppable armada of alien warships is approaching your doomed homeworld. Your only hope is to see how many of your race’s precious colony ships you can save! Flee through the armada for freedom, your fleet flies for it’s lives!
Controls:
- Use the arrow keys to move
- Use Z/A/Y to contract your fleet’s ship spacing
- Use X/S to expand your fleet’s ship spacing
How to Play:
The more expanded your fleet the larger your score multiplier! Watch out though as this will make you more vulnerable sometimes. To score high you will need to balance when you contract and expand with how you move through the alien armada.
- Also features Online Leaderboards for some friendly competition!
Tools used:
- Coded in ActionScript 3.0 using the Flash CS4 IDE and using Dr. Petter’s sfxr for sound effects.
- MochiAds Leadboard v3.0 API used
- Greensock TweenEngine Lib used
Got Feedback?
Leave a comment below or in the voting feedback area, or email me at dave [at] hybridmind.com
I’ll be working on this game some more so any thoughts or suggestions will be taken into consideration for the post-compo version! Thanks for playing and I hope you have a good time with it!
Files:
PLAY THE FINAL VERSION HERE IN YOUR BROWSER!
NOTE: If it seems slow or laggy, Flash can sometimes have issues when you view it with your browser. I recommend downloading one of the links below to play on your desktop for maximum performance!
WINDOWS EXE HERE
SWF FILE HERE (Right-Click Save-As)
SOURCE AND ASSETS HERE
Tags: armada, as3, avoider, final, flash, fleedom, flies, space
Posted in LD #14 - Advancing Wall of Doom - 2009 | 3 Comments »
Sunday, April 19th, 2009

Short Fuse 2: The Escape
Here’s my LD14 entry. It’s flash, so just click here to enjoy! Source is at this link.
I’m sad that I am going to get stomped in the Journal category, considering I spent the whole weekend documenting the development in great detail for my Behind The Dumb video series. But no way will I have that edited in time, so I’ll just take my lumps, and you be sure to check that out when it does come out next weekend (a different episode is coming out this week). I’m also recording a timelapse (hi timelapse! You are watching me type this!), but I’m just going to incorporate that into the episode too.
Tags: advancing wall of doom, final, flash, old coot, short fuse
Posted in LD #14 - Advancing Wall of Doom - 2009 | 3 Comments »
Sunday, April 19th, 2009
First time entering an LD and I’m finally done! Strengthen your wall of doom and see how much of the city you can destroy.

There are a few glitches but none that would be game breaking and also there’s no sound. If the game doesn’t run you may need to use flash player 10.
Play Game in a browser
Download Source:
gzip
zip
Tags: final, flash
Posted in LD #14 - Advancing Wall of Doom - 2009 | No Comments »
Sunday, April 19th, 2009
Good morning friends!
For anyone who feels like playing a very unfinished game, here’s the state of mine as of last night. The beginnings of the gameplay are there: notice now as you switch between your senses, sometimes you experience portions of the outside world. That’s what the deathbed experience is all about.
I have like 10 things on my list for the next 12 hours, so I better get to work.
CLICK HERE TO PLAY THE WORK IN PROGRESS IN YOUR BROWSER.

Tags: browser, closing my eyes, deathbed, demo, dying, flash, prototype
Posted in LD #14 - Advancing Wall of Doom - 2009 | 3 Comments »
Sunday, April 19th, 2009
Hey all.. I realized I had forgotten to post a lib I wanted to ask about using that is related to online high score ability in a flash game. Would just want to know peoples thoughts about using it for this compo.. or other compos if deemed too late.
Link to mochi leaderboards api docs
Link to mochi api v3.0 (as2/as3)
Basically it’s just a 2 line call someone can drop into their flash project that enables online leaderboards via mochi. You don’t have to use their ad network or anything but it would easily support the ability for people to see others scores in my game.
Anyway.. thoughts? Too late for this time perhaps..? but what about future compos? It isn’t really game code per se.. but it does give a game an advantage in that online leaderboards often lead to more competition with the score motivated players.
Tags: as2, as3, flash, leaderboards, lib, mochi, rules
Posted in LD #14 - Advancing Wall of Doom - 2009 | 3 Comments »
Sunday, April 19th, 2009

[ PLAY CURRENT BUILD IN BROWSER HERE ]
Well.. grabbed some sleep last night. Just played my game this morning to see how I felt about it’s progress and direction. Time to make the short list of goals that is so important in these compos to trying and pull off a playable and hopefully fun game in time.
I find a good trick to use is decide what makes the compo version versus what I’ll save for a post-compo version. I’ve been pretty good about actually doing a post compo version lately that I’m not too worried that I’m using it as a fake crutch. You can learn so much from a rapid prototype like this that it is still worth it to finish a reduced yet playable game for many reasons.
Anyway, knowing that some of my favorite features will likely still see the light of day makes me more willing to cut them for the compo version.
It is with that in mind that I am thinking about the following design decisions:
Compo Version Features:
1) One formation only of your fleet ships… the long and lean horizontal one. This is because I am not sure if I’ll have time to code enough of what I want to justify the other formations right now. I may have to focus on just making this a fun space avoider with the twist of having multiple lives / health built into the number of your fleet ships remaining as you fly along. As long as 1 ship makes it you have been considered to win in that you’ve saved some of your race’s people. The more ships you save the larger the score multiplier probably.
2) Probably not going to implement player ships fighting the enemy armada of doom. I’m really trying to focus on not making this a shmup but rather sticking to the fact that these are light and nimble colony transport ships that are trying to get the hell away from their doomed planet / advancing wall of the enemy armada.
3) I think that since I have a simple but functional way to hand code in all the enemy ship placements and movement speeds I have the ability to build an exciting armada progression that will have some fun surprises and such along the way for the player to fly through.
4) I am worried that since these compos don’t afford much optimization time I may end up making a version that in order to look as cool as I want will likely suffer performance wise on slower computers. I may have to go the route of a simple button to: “play high quality” and “play low quality” to turn down all the beam / particle effects I want to use. I think that is a fine compo compromise.
Of the 16 hours remaining I fear I may have some domestic duties to attend to as well unfortunately… laundry and the ilk.
Oh well.. it’s crunch time here at LD so good luck everyone!
Tags: armada, as3, crunch, demo, doom, flash, fleedom, flies, goals, space, thoughts
Posted in LD #14 - Advancing Wall of Doom - 2009 | 2 Comments »
Saturday, April 18th, 2009

Play in yo browser here…
Yeah– I’m excited.. so far… OK.. the two largest ships fire these purple beam weapons. The largest ship with the chance of firing 2 of them.. the second largest ship firing one.
I also have doubled the level length but that will change as well eventually.. I just wanted a larger amount of ships to fly through.
Also.. I made it so if your fleet touches any of the screen boundaries.. they asplode. Ideally… this wouldn’t be the case.. but after fighting collision detection logic (it is complicated due to fleet coords/ tweening patterns etc..) there were so many ways to rig the system to get your ships to hide.. that I just made them asplode…
Anyway— Beam weapons give you a tiny bit of warning via visual clue.. think any robotech episode when they are firing the reflex weapon.. there is always that .35 of a second where you can get out of the colorful path before you are so many cinders.
So.. recap: running into screen boundaries.. capital ships.. or giant purple lasers will kill your little ships..
Let me know if the effects are killing anyones computers yet.. i’ve done 0 optimizations.. (hey.. its LD)
Tags: as3, blur, cinders, demo, energy, flash, lasers, reflex, robotech, ships, weapons
Posted in LD #14 - Advancing Wall of Doom - 2009 | No Comments »
Saturday, April 18th, 2009
Gosh, I’m moving really slow. I’m going to have to start working harder.
My game is sort of playable. The game is about being on your deathbed, and in this build you can experience yourself slowly dying. You can focus your energy on different parts of your body by clicking, which has no effect right now except clicking on the brain, which slows down your death.
I guess you guys are going to want me to make this more GAMEY now. Fine. I’ll add points and crap. That’s coming up next.
CLICK HERE TO PLAY THE WORK IN PROGRESS IN YOUR BROWSER.

Tags: browser, closing my eyes, death, deathbed, demo, flash
Posted in LD #14 - Advancing Wall of Doom - 2009 | 2 Comments »
Saturday, April 18th, 2009
So, I have another playable build of my work in progress available.

Play it here in your favorite browser
It now has an enemy ship wave manager so I can build out the Wall of Doom(tm) that you must escape through to rescue the last of your race.
I also took a suggestion to map the fleet pattern echeleons to the Z/X/C/V keys.. four patterns in all.
Give it a whirl if you’d like as I’d love to hear any feedback. I’m trying to get absolutely as much of the gameplay done before screwing around with any graphics this time. I think it is actually progressing really well for once!
The game just ends right now when all the enemy ships go by. Also.. if you lose all your ships you have to refresh your browser to continue!
Tags: armada, as3, browser, demo, doom, flash, fleedom, fleets, progress, space, wall
Posted in LD #14 - Advancing Wall of Doom - 2009 | 11 Comments »
Saturday, April 18th, 2009

Current build playable here in your browser
Working title is Fleedom. Wanted to handle what I felt would be one of the most challenging parts of my game design which was making a fleet of small ships that you could toggle through various flight patterns while moving.
Got a decent enough working version now. Z/X toggles next/previous fleet pattern. Arrow keys move.
Here is the background on my current game’s design
Tags: as3, flash, fleedom, fleet, movement, pattern, test
Posted in LD #14 - Advancing Wall of Doom - 2009 | 7 Comments »
Friday, April 17th, 2009

play it here…
Since there is some confusion.. this is an actual flash game I coded as a warm up in the 2 hours leading up to LD14 theme announcement. It isn’t just a screenshot.. :) When the game loads, click in the screen and use your keyboard to win!
Tags: flash, LD14 - Advancing Wall of Doom, towlr, warmup, yodawg, yotowlr
Posted in LD #14 - Advancing Wall of Doom - 2009 | 4 Comments »
Monday, April 13th, 2009
Hello all,
I just found this open sources lib (http://www.web-adventure-kit.com/) and i want to know if the rules let me use it for this compo.
What you experienced devs say?
ps: It is a framework to make point & click adventures in AS3.
Thanks,
Lucas
Tags: as3, flash, lib, rules
Posted in LD #14 - Advancing Wall of Doom - 2009, LD - Misc | No Comments »
Monday, April 13th, 2009
I am pretty sure I’m going to make a go of LD14 this weekend. I will be voting in the theme rounds all week long and take a look Friday to see the theme that is picked. I will make up my mind then for sure. Why the hesitation? Well, I have a lot of things I’m already working on game wise so I have to make sure working on ANOTHER game is the best use of my energy… ;) I do love the LD compos though.. it’s what got me back into game programming again so it will always have a lot of pull on my heart. It is just so much fun as many of you know to participate in this event.
As far as programming tech and libraries go I will be making a change for the first time in all my LD experience! Previously I was rocking the Ruby language and using the excellent Gosu game dev library (which I still highly recommend!)
This time I’ll be using Flash / ActionScript 3.0. I have spent the past couple months learning ActionScript (first used AS2 for one game) and then another game I did in AS3 to work on my knowledge in that. Plus I’ve cranked through a couple really great books I picked up that I also highly recommend to anyone looking to make the leap. Essential ActionScript 3.0 (O’Reilly), ActionScript 3.0 Animation (Keith Peters), and Flash CS4 Professional (Katherine Ulrich). The Kongregate Shootorials were also a great place to start for AS2 and they have an AS3 version of the finished tutorial to learn from the code (it is well commented.) I learn good from books so I had to grab a few to help out. Anyway, I’ve been having a blast with Flash / ActionScript!
I’ve been very impressed by how quickly you can rough out a game prototype using the Flash authoring tool and some simple ActionScript classes. I used to think that I’d be hard pressed to find as rapid a dev environment than what I was already using with Ruby / Gosu but all I can say is DAMN.. flash is fast.
Plus, the added benefit of having both rapid playable cross platform versions for compo feedback as well as not worrying about the various builds after the compo and I think it builds a strong case as rapid prototyping tool geared for quick compos like this one.
Tool Set I want to use:
Flash / ActionScript 3.0
Libraries I want to use (if this seems ok par the rules?):
GreenSock’s tweening engine TweenMax / TweenLite
Looking forward to a great theme and a great compo everyone, take care!
Tags: actionscript, as2, as3, books, compo, development, flash, greensock, intro, libraries, prototyping, rapid, tools, toolset, tweenlight, tweenmax
Posted in LD #14 - Advancing Wall of Doom - 2009 | 12 Comments »
Friday, March 6th, 2009
Well, after a couple of hours playing old LD games (which tend to be amazingly good, btw), here’s my screwball idea.
Only Forwards + Mondrian = Ondrian Fordrian
In this mashup, I intend to mash extra hard, almost beyond recognition. In other words, I will be interpreting my inspirations loosely.
In Only Forwards, the avatar is always moving forward and the player’s inputs cause the avatar to turn left and right. In Ondrian Fordrian, the avatar is either moving forward or not moving at all; input consists of exactly one key, the MOVE FORWARD key. The player’s goal is to move forward as much as possible.
In Mondrian, the visuals are inspired by the De Stijl artist Piet Mondrian. In Ondrian Fordrian, the visuals are inspired by the Bauhaus artist Wassily Kandinsky. Or who knows, once I actually have a game maybe I’ll go with someone else, someone whose work is more gamey, like Mondrian’s friend Theo van Doesburg, founder of the De Stijl art movement. I totally just looked all that stuff up on Wikipedia.
In Ondrian Fordrian, the avatar is a Kandinsky doodad attempting to traverse the frightening, bewildering Kandinsky miasma. His goal is to move forward along his curvy, Kandinskic path. Everything moves. Some of it pushes him backward, some of it can hurt him.
Never Look Back. This is the second (way more boring) title for this game. Never look back, Kandinsky doodad. The past is past, and the only way is forward.
I will be working in Flash with AS3. I intend to finish the game this weekend, but it’s going to be meager, for a couple of reasons. Chiefly, I have a lot of other stuff on my mind, plus the weather’s so damn nice.
Tags: actionscript, as3, flash, kandinsky, mash-up, mashup, mini ld, mondrian, never look back, ondrian fordrian, only forward, only forwards, weather
Posted in MiniLD #08 | No Comments »
Friday, March 6th, 2009

This could only bring madness… or terror… or both!
Short Fuse + The Hairy Chestival.
I’m going for it! This is rough mockup to get the idea down but basically instead of the old miner carrying the leaky powderkeg.. we have our miner taking up a different profession. That’s right, he’s using the lawnmower (or is that chestmower?) from The Hairy Chestival.. only problem is that the lawnmower is leaking fuel like there’s no peak oil! You have to mow down the dry grass (or is that… hair?) before the spark ignites your fuel mixture. Oh yeah, for some reason the field is littered with explosive barrels that you can’t run into but that you have to destroy. There will also be a fuel meter on the lawnmower that will run out I think as well (like the button to discard the powderkeg in Short Fuse. I still have to work out exactly what the rewards are (do you really need one in a game so ludicrous? ;) ) and what the dangers are. But, I have high hopes for this.. hehe. I’ll be using Flash. Either AS2 or AS3.. jury is still out for this mini-LD.
Tags: actionscript, as2, as3, barrels, chestival, chestmower, exploding, flash, fuel, fuse, fusetival, hairy, lawnmower, mockup, peakoil, powderkeg, short, shorty
Posted in MiniLD #08 | 1 Comment »
Friday, March 6th, 2009
I love the theme of the mash up and am scouring the archive grid looking at old thumbnails. I’m trying to find a concept that won’t be too ambitious at all. The reason? Because this weekend I will make some progress towards learning AS3 I hope. I have my Essential ActionScript 3.0 book handy. I have my Flash CS4 Professional book handy. I have healthy snacks… I have angry chihuahuas.. (well not really, but my wife and I are picking up a new puppy tomorrow! Shiba Inu mix, not chihuahua I’m afraid.)
I have already made 1 Flash AS2 game so far but know nothing about actually using the Flash tool for making animations and such things. I also “know” AS2 in that sense that I’ve been programming in other languages a long time and can now brute force any kind of ugly code into working but I’m far from the land of knowing best practices so far! I really want to push on past AS2 though.
I think it would be fun to find a mash-up game that will ideally not be too large in scope that will allow me to get to know the Flash authoring tool and AS3. It does mean I have to make some more progress in the AS book.
Only time will tell what will happen. Epic Fail? We shall see! 
Tags: actionscript, as2, as3, chihuahua, conundrum, dilemma, flash, mashup, puppy
Posted in MiniLD #08 | 2 Comments »
Saturday, February 28th, 2009
Well after an incredible amount of work I have finally released my first Flash / ActionScript 2.0 game! You can play it here if you’d like. I hope it is cool to post here because it is relevant in that the original game play idea came from my Cryptid Puzzle Challenge entry in the Mini-Ludum Dare #7 competition back at the beginning of the month. I also wanted to really share it all with my buds here at Ludum Dare!

TurnStyle is a unique visual and memory based puzzle game where each of the 15 puzzles are original illustrations that follow a complete story arc over the duration of the game.
Every puzzle is made up of individual pieces which have been randomly rotated so that they are scrambled each time. You must work quickly and efficiently to rotate the individual pieces into the proper alignment before the timer runs out.
There are easy, medium, and hard difficulty puzzles mainly guided by the amount of individual image pieces that make up each puzzle and the way that I break up the images into pieces.
Personal best records are stored locally for score and rotation count per puzzle. Global high scores may be submitted to the Mochi Leaderboards at any puzzle progress screen. You are able to retry a level if the time runs out.
I haven’t submitted it to any portals or whatnot yet so it is living at it’s mochi-ads home right now. I’m using their encryption, version control platform, advert api, and leaderboards/facebook api. Seems pretty easy to setup.
I will try to post more about my adventure in creating this game and learning Flash over at my personal site but for now this is finished!
Tags: actionscript, as2, flash, free, image, memory, mochiads, online, puzzle, turnstyle
Posted in MiniLD #07 | 3 Comments »
Sunday, February 8th, 2009
And so my first LD entry comes to a close!
Play it at http://davidrlorentz.com/files/cryptidia.html. Also posted at Kongregate.
I would describe this game as a cross between mad libs and the Spore creature creator. Emphasis on the mad libs. Everything is randomized, including the number of arms and legs and the position and rotation of everything. I didn’t get a chance to network it (I was going to hook up a database to pull in random parts from other players online), because the outside world intervened. So you’re just gonna to have to keep drawing all those arms and legs yourself.
If by some miracle you manage to create something attractive or at least entertaining with this ridiculous tool, please post screenshots! I doubt it will happen.
This game was coded from scratch in ActionScript 3, with art created in Flash and music performed with Anvil Studio. Full source code is available here. A windows executable is available here.
Enjoy!

Tags: actionscript, cryptidia, draw, final, flash, mini ld 7, paint, pixel art
Posted in MiniLD #07 | 8 Comments »
Sunday, January 11th, 2009

Protect and grow your cell core to reach 1000 points or die!
Click-fest guarenteed!
Post your scores in the comments section! My best is 400 something.
Tags: as3, bloobs, cells, final, flash, growth, source
Posted in MiniLD #06 | 7 Comments »
Sunday, December 7th, 2008
Oops, as a result of poor planning combined with some real life things (grandmother’s birthday, taking the bus to another city to visit fambly, etc) I will not be finishing on time.
Anyways, if you’re curious to see how far I got with RACING FEVER, check out this page:
http://fydo.net/projects/ludum-dare-13-entry
I totally intend to keep working on it. As you tell, there is no way to actually complete a race. Also, the computer-controller cars are morons. 
Some friends on IRC also pointed out that the garage menu controls should be a little more responsive too.
Anyways, good luck to everyone else involved! :D:D
Tags: dnf, flash, racing
Posted in LD #13 - Roads - 2008 | No Comments »
Friday, September 19th, 2008
In the min-LD3 theme description, one of the suggestions was to write an article. I decided to spend my 48 hours figuring out how to use free tools to build flash applications. I didn’t actually get the article written over the weekend. But now, two weeks later, I finally finished it. Here is the link if you are interested:
Actionscript and mxmlc
Tags: flash
Posted in MiniLD #03 | 4 Comments »