Memory ala Adobe Flex

Posted in: ActionScript,Game Development |

I got bored this evening, so I whipped together a quick Memory game in Adobe Flex, more as a means to test some basic things … like extending built-in controls (Image) and building out dynamic displays (the images don’t exist in the MXML) and working with them through the event system (adding/removing them from the effect list). The card ‘flip’ is actually just a simple image.source = newSource (each Card has a ‘front’ and ‘back’ source).

Enjoy: http://projects.zoulcreations.com/games/FlexMemory/

It’s Math, ala Adobe Flex

Posted in: ActionScript,Game Development |

For those of you who have seen my simple ‘Its Math’ application written in Torque Game Builder, here’s a remake of it in Adobe Flex. The Adobe Flex version actually contains much more ‘logic’, but is no where near as ‘pretty’ looking (not that the TGB version was ‘pretty’ by any means … haha).

http://projects.zoulcreations.com/games/ItsMath_Flex/

Space Invaders ala Adobe Flex

Posted in: ActionScript,Game Development |

Ok, I had a really nice story written up, and then Mambo’s Story Editor blew up and refreshed the page for no apparent reason.  So I’ll keep this one short and simple.

http://projects.zoulcreations.com/games/FlexInvaders/

Above is a link to a Space Invaders clone written in Adobe Flex.  There are three components that make up this game, the Ship, Shot and Invader classes.  The Ship component is the player ship and has simple ‘move left/right’ functionality along with ‘fire shot’.  The Shot component is the fiery bullet that the Ship shoots when you press the Spacebar.

The Invader class is fairly simple at this point, and contains little to no logic.  The Invaders are currently stale and do not move around the level.  This functionality was not required to accomplish my simple test, which was to see if Flex was a suitable game development environment.  So far, I’m thinking that is definitely has the potential to develop simple Flash video games … not sure about it’s ability to get more complex — along with Flex’s ability to load up SWF’s ‘on the fly’ … you could intermix Flash and Flex stuff to make the game more complex (visually).

So give it a try, and let me know what you think …

First Game Release – Beta Build

Posted in: Game Development |

Zoul Creation’s is proud to announce the release of it’s first Beta — DinoMemory.

If your interested in giving the beta a try, and providing some feedback, please download the beta from the following link: http://projects.zoulcreations.com/releases/DinoMemory.zip

For those of you with Mac OSX, Rob Sandbach from Urban-Games was kind enough to build a Universal Binary, you can download it here: http://projects.zoulcreations.com/releases/DinoMemoryOSX.zip

Currently, it’s called “DinoMemory” as the only card sets you can work with are Dinosaurs, however, before the project is made public, I intend to hopefully include some “girl friendly” and “unisex” artwork (Dinosaurs tend to be “male”-ish).

If you download the beta, and wish to provide feedback (good, bad, negative, bug reports, what have you), please email me at BetaFeedback@zoulcreations.com. This email address is being protected from spam bots, you need Javascript enabled to view it

Thank you, and enjoy the beta.

TGB Resource – Easy Edit v1.0.0

Posted in: Game Development |

I have just recently posted a .plan on the GarageGame’s website, with links to a recently released TGB Resource that I am proving to the community for free.

The resource in mention is called “Easy Edit v1.0.0″, and is a simple floater that can be toggled on/off with a shortcut or menu option, and it’s functionality is quite simple.  It contains 9 buttons, 8 buttons for each map direction and a center button.

Each button moves the level builders active camera position in the direction clicked.  The resource is intended more as an example of how to create custom resources, and to also promote the creation and distribution of custom resources.

Here’s a screenshot of the resource:

Image

XMLObject v1.0 Beta Release

Posted in: C/C++,Game Development |

I have released the existing XMLObject code as a v1.0 Beta, and the details can be found in this GG .plan.

The current object supports the majority of the expat libraries standard callbacks, with the exception of it’s Schema/DTD callbacks, as well as the ability to parse both a full file and a string (obtained from network resources such as SOAP and XML-RPC requests).

Additional features, demos and examples of use for the XMLObject will be released in time, these examples include integrating my existing HighScores object as an XML document, as well as retrieving the HighScores object from a network resource.

For more details, and a download link, please drop by and read the GG .plan.

Multiplayer Split Screen Action

Posted in: Game Development |

I’ve just posted a .plan on the GG website,it makes reference to how you can easily create a 2-player splitscreen UI in a TGB game with almost no code and a simple GUI with two scene window’s in it.

The .plan can be found, here

I’ve also posted a TGB Template Project, which can be downloaded, here

TGB High Scores Object

Posted in: Game Development |

I was browsing the TGB TDN the other day, and noticed that there was a request for a High Scores Table article. I immediately went, “Hey, I need one of those in my game” and proceeded to code a quick HighScores object in TorqueScript. After writing the object, I decided to post a quick and dirty tutorial on how I created it, and attached the completed highScores.cs to the resource. This resource can be located here, Simple High Scores Object.

As this resource was posted under the TGB TDN, and the script object is not specific to TGB, I figured I’d post it here as well, sort of a “what I’ve been up to over the holiday”, so here’s the object:

TGB High Score System

Posted in: Game Development |

The TGB High Score System is a class that contains simple functions for adding, removing and storing High Scores for a game -- the general concept behind the system is this;

JavaScript:
  1. %highScore = HighScores::Create();
  2. %highScore.Load('~/data/levels/level1.hss');
  3. for(%x = 0; %x <%highScores.GetCount(); %x++)
  4. {
  5.     highScoreGuiListCtrl.Add(%highScore.getScore(%x).PlayerName);
  6.     highScoreGuiListCtrl.Add(%highScore.getScore(%x).PlayerScore);
  7. }
  8. %highScore.delete();

The same principal can be applied when a player needs to add a high score, you simply call %highScore.AddScore(%player) -- This function will return true or false -- true meaning that the player has reached a new high score -- whether your scoring system is "Top 10", "Top 25" or "Top 3", you can configure this when you create the HighScore object for the first time in your project, and then update or modify the setting later on.

Currently, the system is in alpha stages, but will eventually be available to the public in either a beta or stable release.

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