Archive for the ‘ games ’ Category

A Pixel Bender Stress-Test

Lone Survivor v0.2 – [Play Online]
NOTE: It’s recommended you have no other Flash windows running to see good performance.

So, just say I was going to re-build my survival horror engine (as seen in Soundless Mountain II) in Flash…

To re-create the lighting / fog / film-grain effects, I’d probably need to harness the power of Flash 10.0’s all new ‘Pixel Bender’ tech. This is like having programmable PS3-style shaders at your disposal. At the moment it runs in software, but it’s still faster than pure Actionscript 3 (Flash language).

From the research I’ve done on the net, no-one’s combined this tech with pixel art as yet (partly because it’s fiddly to set up I think, and it’s so new) – so let me know how it runs for you.

Press A/Z to move the secondary lights. Press Left / Right to move your player – there’s no walk cycle yet though!

The reason I’m posting is that I’d love to know what framerate you’re seeing, and your specs – press the ‘|’ key or the ‘¬’ depending on your machine to bring up the console and see your framerate.

Thanks in advance! is now up and running!

Hello, world!

Just a very quick note to say that the homepage has been uploaded, a year or so late… Have fun with it, and maybe discover something you had missed!

I’m in the process of writing ‘Gamepages’ for every one of them, so the frontpage links to them (I’ve done Soundless Mountain II as an example, which you can see on the sidebar of this blog). At the moment, they just link to the nearest way to find the game.

Anyway, take a look, and leave any feedback here. I’ll also try and give this place a makeover soon, so any suggestions would be great.


This Is How Bees Work

Jasper ‘superflat’ Byrne and Bento Smile Present:

“This Is How Bees Work”

This work aims to be a factual documentary, explaining to young and old alike exactly how the mysteries of nature unfold.

Please enjoy and learn something at the same time. Thankyou!

Download [OSX / PC]: / [4.4mb]

This is the finished version of the game.  We may add more at a later date, but there’s already quite a lot to discover…

I’m sorry for recent failure… Hopefully some win is on its way!

Before I bring you up to date with thing, and by way of apology for said tardiness, let me present this short ‘game’ I made a TIGJam UK2, a gathering of fine indie-gaming folk here in my native Cambridge, last night:


– by Jasper ‘superflat’ Byrne & ‘Bento Smile’

Oh, and that’s 12 E’s, and 6 Z’s, in case you were wondering…

Download: BEEEEEEEEEEEEZZZZZZ! (alpha 0.2) [OSX / PC]

Play with your mouse!

My good friend Bento Smile contributed the pretty flowers, and may add more foliage at a later date.  I will put some sound in at some point, and perhaps even a goal.  For now I quite like it for what it is.

Yes, things have actually been going on in my lengthy absence from this blog.   My beautiful girl, Aila, was born on the Dec 26th.  Her mother, Kanako, and I are very happy!

And I’ve been working on a brand new, completely unrelated-to-Amnesia/iLoveWar/Soul Brother game, but which is somewhat related to my earlier game, Trip.

It’s called Trip:One, and the best way I can describe it is a mash-up of gravity gun-em-up and Demon’s Souls-style hardcore, never-die-or-you-lose-it-all gaming.

I hope you’ll like it when I eventually show it – it’s being done in Actionscript 3 and runs in a browser, which is a departure for me – I normally go for the immersion of full-screen games.  I want it to be something people spend their lunch hours on though, and this is a great way to reach them.  For now, I’ll leave you with this screenie:

Another new image. And Demon’s Souls.

Progress Report

This hallway connects the street scene to the bedroom. There will be another similar one upstairs. It’s not finished yet. Work is slow.

Demon’s Souls & Positive Feedback

Now I promised to talk about Demon’s Souls in a previous post. Well, where to begin?

This game is revolutionary.

Most modern titles use what we designers term ‘Negative Feedback’ – this is not what is sounds like. A real-world example of this is a heating system, that pushes itself on when the temperature drops below a threshold. A game example of this, and the clearest I can think of, is the Blue Shell in Mario Kart. Get too far behind and the game attempts to balance itself out by giving you a massive advantage when you’re trailing (Blue Shells almost always get given to the player in last position, never to the leader, and are pretty much unavoidable when as the leader.)

This seems like an intuitive way to keep the play tight and competitive.

A ‘Positive Feeback’ loop specifies the opposite: that the further ahead you are, the better you do, and the further you trail, the worse you do. In the example of the heater, this would mean getting warmer when above the threshold, instead of below it, so in theory the heater would keep heating until it blew up, or never heat up at all.

Demon’s Souls uses this counter-intuitive system through virtually all its mechanics. The primary method being through the loss of souls and ‘downgrade’ to Soul Form when killed (you have half your normal HP). In other words, the game gets harder when you fail.

This shouldn’t work – so why does it?

Stay tuned for the next episode to find out!

Ok, so I lied when I said the room was final…

I can’t write much because I seriously need to beat 4-1 in Demon’s Souls right now. I plan to write at length why I think this game is a revelation, and maybe more regular musings on music, games and movies if people actually read it.

I’m in the middle of busy things at work and in my music… And I don’t have much time to work on Amnesia at the moment – but I’m still using every lunchbreak to do a little painting of the backdrops. So, now I’ve got the street done, I decided to look back at the room again to bring it closer in style.

Without further ado:

I’ll be back with a piece about Demon’s Souls soon.

“You’ll find shards of hardstone past here…”

Geek Out

Here’s a very techy post about the back-end of Amnesia – the hotspot system. If you’re not interested in geeky stuff, look away now:

Work on codebase is progressing nicely now. I can press a key during the game to flick into the hotpspot editor, which is separate from the map / gameobject editor. There I can place hotpots add special conditions to them and their corresponding scripts, which can do anything from say a line of dialogue, to run a complete program. Hotspots can also be attached to gameobjects, in which case the hotspot moves with it, in case I need any special case monsters or pickup items. To save game all I have to do is save copies of all the non-local variables, as well as the position and states of all game objects.

Hotspots can also be characters in which case they have a bunch more parameters and speech tree editors. I can also edit each room’s scripts, one for init, used for making sure each game object is in the right state and playing the right animation, one for each logic loop, to alter things in general play like lighting effects or simply running a timer.

I can now basically write the whole rest of the game from within the game, with nifty things like code highlighting, and even a basic intellisense. The nice thing is if I ever port it all I need to do is re-write the graphic engine, gameobject engine and script parser and the rest of it is data driven.

I still want to add a more intelligent animation system, and a neat editor for it, so you can place animations like cells with unique positions, and add attachment points and specify hitboxes, but overall I’m excited with the rate of progress! Time to iron out the little bugs and begin the long process of content creation.

Factual Update

Thought it was time to collate where I’m up to with all my unfinished games, in order of oldness. It doesn’t paint a pretty picture I’m afraid.

Super Super Ice Balls – the Bubble Bobble clone I’ve written three times. The last time I got really far but put on hold because I wasn’t happy with the art style. I plan to re-do it in a pixel art style most likely.

Trip The multiplayer shooter I’ve been working on since ’91. There have been around ten evolved versions of it over the years. I hope to bring it to a console one day. Just waiting for the right opportunity, and a suitable answer to the one-player mode. Would also like to give it a graphical overhaul soon.

Amnesia A psychological survival adventure. The most personal project I’ve ever undertaken, and hopefully one day in the next year or two it will be a reality. Check my earlier entries for more info, I’m working away at it right now.

iLoveWar My iPhone SRPG. This has been put on hold not because I didn’t like the game, but because I feel it is the right time to make Amnesia. I will definitely finish this one day!

Soul Brother – There’s a feeling of solidity lacking from the game, perhaps in the mechanics, which Stephen Lavelle pointed out to me. My heart sank a little because I knew he was right, I felt it too. There’s nothing ostensibly wrong with the game (I know Dock is not a fan of the non-linear format and perhaps he’s also right), but I’m not really sure how to fix it. It might just come to me!

Painting Pretty Pictures

3 weeks it took to do this piece, the main alleyway in Amnesia’s hubworld. Main reason being I’m crap at drawing – I have to do it by sheer force of will, by throwing enough monkeys at enough typewriters if you will.

But hopefully this sets the art-style for the rest of the game so without further ado, here it is for your viewing pleasure:

In other news, the new Harry Potter was rubbish.

Developments, developments, developments…

So things are progressing a little after a hiatus where I  focussed back on my music career for a while.  I’m liking switching between the two to keep them both fresh.  Only problem is, with a baby on the way and a full-time job it’s very tiring!

Here’s a little image, partly to apologise for pulling the teaser video (I edited that post to say why):

The Players Bedroom

The Player's Bedroom (Click to enlarge)

Anyway, this is my first screen of how I see the player’s room, and the kind of art I’m gonna be using – hopefully not much will change from this look – which is good because it’s taken six years to settle on!  I must have done fifteen versions of this room alone.  The sprite’s likely to change a bit though, as this is just my old one, and my good friend Dock will be doing the new one.

I’m playing with doing hi-res text as the game has a lot of dialogue…  I’m not usually a fan, but I feel it could possibly work here, especially for how much easier it makes dialogue to read? (This screen has been scaled down, it would normally be 1024 across – in fact you can have a look by clicking on the image.)

In other news, Super Street Fighter IV exists!