The traffic on that website is above that of an average website before that date already,
but exploded on the release date of the game.
So, if you want to create such a game as well, here is some stuff which I learned so far:
- If you are more programmer than artist, use Adobe Flex, it's a free SDK (similar to the Java JDK) to write flash applications. I'm personally using it with the command line, but there are also (free) IDEs available, like FlashDevelop.
- Gameplay over graphics: The quality of graphics used in flash games seems to be secondary. A boring game with brilliant graphics will be rated a lot lower than a fun game with ugly programmer art. Interestingly, this is exactly the other way round in AAA-PC games.
- Be sure to use an ActionScript obfuscator like irrFuscator (it's free for 30 days). People will try to steal the code of your game and make their own game out of it. This is quite common in the flash game scene.
- Make it possible at any place of your game to disable sound and/or music. Or even add a volume control. Some people won't like your game if it doesn't have this feature.
- After releasing your game, stay cool: A lot of people will play your game and they'll write all kinds of comments about it, from useful, constructive criticism to swearing and insults. I even had one guy 'stalking' me and sending me several dozens of mails full of insulting shit. Simply don't take every input too seriously, in fact: You can ignore a lot of it. There are strange people out there.
I'll write some details on what tools and techniques I used for DsDefense later as well.
Matthew Casperson just published four new tutorials for CopperCube on his website. They show how to create a 3D model viewer, how to do dynamic lighting and how to use ActionScript 3 with CopperCube in two examples: Modifying dynamic lights at runtime and how to switch between different 3d scenes using MXML buttons.
Nice to see more and more people using CopperCube and now even helping other people create content with it.
Last week, I watched Quentin Tarantino's latest movie Inglourious Basterds. Living in a country where it is normal that denoting someone as 'Exile Jew from America' (original: 'Exil-Jude aus Amerika') causes the district attorney's office to think about jailing you (german article) (glorifying the National Socialist German Workers Party is strictly forbidden here), it is always a bit difficult to discuss movies like this.
Personally, I didn't like Tarantino's movie that much, but if you are watching the orignal (=non-dubbed) version and do understand german, than it can be quite entertaining: About one third of the movie is completely in german and in contrast to the usual approach of other movies from Hollywood, they used only native speaking german actors, resulting in an unusual experience: German characters in the movie don't speek 'fake-german' as usual and their dialogs even make sense :)
Inglourious Basterds is fictional, making up a story which cannot be taken seriously, but at some points you can get quite pissed: Like a lot other movies and computer games with a plot from WWII, also this movie tells you that all german soldiers have been Nazis and that it is completely ok to kill all of them, preferably in the most cruel way possible. Thinking that today most people seem to get their education from the movies, it is not surprising that most people have no idea that most people in the Wehrmacht have been normal soldiers and that German Soldier != Nazi.
The movie also has some entertaining parts, but I personally think I should have invested my money in a few good books instead. :)
Irrlicht Engine Users Group on Facebook! Well there was before, and it was founded by Thomas, but now Gaz, Alvaro and I are moderators there as well and it has a more official name :) Join us!
The Guild, directed and music composed by Jed Whedon (brother of Joss), lyrics by Felicia Day (Vi from Buffy):
here. GaŽl now released 98 new textures for free use with CopperCube.
You can download them here (11 MB).
(provided by bitplane). It installs to /Library/Frameworks and has projects for compiling as a shared library.
WTF!? I'm not exactly sure, but isn't Google a web company? THE web company? And I'm even paying them for that service, it's not that it is free. There is really no excuse to make this f*cking web interface not working with Opera anymore. Opera usually supports the same or in most cases even more features than most other browsers.
Google, you really can't be serious here. [Yep, I'm a bit angry now. Asked the adwords team for a statement already, but didn't get a response until now]
start it in a big bigger resolution on the Darkness Springs website:
The game is a mixture of real-time strategy and defense game, and settled in the Darkness
Springs universe for a simple reason: I was able to simply reuse the graphics of Darkness Springs. It also shares the iso rendering, menu system and AI code with that role playing game, so it wasn't that much work.
But I'm not sure about the gameplay yet, so any constructive feedback is welcome. If there is some interest, I'll also write some blog posts about the technical details of that game in a following blog post.
Mass Effect. Played through the first few levels and really liked the environment rendered by the Unreal Engine 3, especially the dialog scenes with the nice character models, the lightning and the tracking shots (wondering if the movement of the characters and cameras during the dialogs were scripted or generated on the fly, btw).
The game felt quite boring in the beginning, and unfortunately, still after playing 3 or 4 hours, it kept being boring. I thought I'm simply getting old, having played through dozens of RPGs already. But googling for "Mass Effect Boring" reveiled that I'm not the only one with this feeling.
Now, the DVD is lying next to my screen for several months already, and I didn't feel motivated to put it into the DVD drive again, until now. I hope this is really the fault of that game, and I'm not getting too old to enjoy playing computer games. :)
Adobe Flex, and maybe you've even played my last game Darkness Springs already.
One problem I always have when creating such games is the main menu and the user interface in general. The problem is that in games, you usually don't have standard UI components, and you are completely free to design the game dialogs. But all this freedom is actually making it more difficult: In a lot of games, this is resulting in ridiculous complicated UIs, UIs where you have no idea where you have to click at to get the result you want.
The image above shows the map selection screen in a new game I am currently working on when I have time for it. It's not a screenshot of the actual game, but a image composed using Paint.NET, which helps me to think about how the menu will look like when it is implemented. Painting game menus before implementing them really helps and avoids a lot of work.
This is now the 3rd iteration of the screen, and I think I can implement it now as it looks like. Maybe I'll finish this game up very soon afterwards, it has been idling around on my hard disk for too long already.
the last one, but welcome to the 7th game sound track quiz on this blog. Your task: Hit the play button and recognize which computer game this is:
Which game is it?
It's not really a hint, but this one is my all time favourite computer game until today.
At the 5th or 6th edit, this glitch became really annyoing and I wanted to scream angrily: "What stupid lame programmer wrote this f*cking part of that editor!?"
This was when I stopped, and remembered: "OMG. That was me."
In fact, I had implemented that part of the editor years ago and it was totally my fault. Too bad.
At least I was able to fix this problem afterwards :)
Irrlicht version 1.5.1 to the sourceforge servers. This version contains a lot of bugfixes and corrections, but also some few new features: Support for range fog in OpenGL, improved X11 support, Better .x, STL and Collada file loading, terrain rendering using hw buffers and a lot of bug fixes and corrections.
Thanks to all people involved in this project, especially the irrlicht team doing all the hard work. Always nice to have a new release out.