Update;
gfEngine (as it's called) seems to be working pretty well, what it does, is allow me to export all of the relevant game data out of flash, so that I no longer have to rely on macromedia's *$#@% timeline when playing movie clips. This also means I get full control of where animations are, what sounds to play, and data per frame like collision/attack boxes. Doing it this way reduces the complexity of trying to make a flash game; Now, instead of worrying about movieclips being persistent, I can simply attach them on the fly as needed, and track only the visible clips, which reduces the load on flash quite a lot. It's also becoming very easy to use, and since gfEngine is separate from the actual game engine (gfEngine does not make games, it just fixes all the broken crap in flash) then it can reused for *any* flash game.
Next up challenges include:
1. Allowing export of nested, targeted clips (for example, _xml_db_export[ "somecreature" ] = { abox:1, cbox:1, vbox:1, belly:"mc"...
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New Flash GameI've been threatening this for a while.
However, this one will not be quite like the others. My objective with this new game is to both create a "Flash Engine" and deliver a platforming game with it's own "Platforming Engine". Of course, "Engine" is a bad term; What that means is I'm making a system to drastically simplify making games in flash by abstracting and wrapping a lot of very complex things; All of which you will have to do if you plan on making even a simple game. There are many useful tricks you can pull with something like this, so once I have it tested and proven, I'll release it under a new thread in the game forum. Flash 8 AS 2.0 is the development target. I refuse to pay for CS3/CS4; I've already tried them & tossed them out as development targets. I'm not planning on supporting networked multiplayer, though hotseat is not out of the question. I also expect the users to have a higher end computer (1.6 Ghz +, 1 GB RAM+) and will not be... [ Continued ]
Last edited by ImaginaryZ on Sat Mar 06, 2010 9:40 pm, edited 1 time in total.
1 Comment Viewed 50 times LeaveI will be gone from Dec. 23 to Jan. 4
Obviously, if I was doing something for you, it'll be on hold! Whatever you celebrate, if you celebrate, happy generic event for you all! -Z 0 Comments Viewed 825 times Done screwing aroundAlright, that's it. I'm fucking pissed off at everyone.
I'm now working on xcore / mingl / xgfx, a set of core components that'll (finally) be smartly designed enough to both be flexible, easy to use, and as powerful as modern hardware lets me be. They operate very well using hardware graphics acceleration to the fullest, and all sorts of goodies in modern computers that let a interactive highly animated program sing. Like a game. Follow my real blog for more info as it progresses. Of interest to anyone following what I've been doing, here are the abandoned projects that won't get finished unless someone wants to help me out:
VFlashGame - Identical to NPlatformer; a beta version if...[/list] [ Continued ]
Last edited by ImaginaryZ on Thu Nov 05, 2009 10:32 pm, edited 1 time in total.
2 Comments Viewed 273 times Blender Game EngineOkay, back now.
Toying with BGE(Blender Game Engine) again, since, after almost 4 years of nonsense, they finally added in a few useful things to the game engine and fixed a few things. It's still bogus and retarded, but it does seem to work better. Hopefully I can find some recruits to help make levels and models and things. It'd be nice to have a generic hub based action game in the spirit of barbftr, but with more emphasis on variety than simple generic vore animations. Plus, since I'm doing most of the harder work, it should be simple for others to extend and make things in. We'll just have to see though. - Z On a side note, I lost all of my colleagues and RL friends that were helping me on my quests to make video games. If you are interested in making games or media for them, IM me or something. I guarantee you'll learn something. 1 Comment Viewed 1084 times |
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March 2010
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