Posts Tagged ‘ Lone Survivor

Freedom

I feel like the guy in Shawshank, slowly tunneling away towards it…  Progress is excruciatingly slow, but it never ceases, and neither does the hope that burns with it!

The Thin Man

You find yourself in troubled waters…

Stage 2

This is the fun part I’ve been waiting for, and slogging through all the nasty bits for…  It’s time to make the game proper!  Now I can enjoy the rest of the project a great deal more because it’s all about:

– making graphics

– making sound and music

– making levels

These parts are why I make games – programming and engines are all a means to an end – and I’m pleased to discover that the engine is adapting well to having lots of shiny new content thrown at it.

In that sense I really feel like I achieved my goal of reducing all the bullshit you have to do to get stuff into the game – it’s now just a case of coming up with the creative stuff, and getting it in there is [almost] pleasurable with the editor.

So far there’s heaps of new locations, sound and animation – but I’m going to hold off on releasing any more demos until I reach the closed beta stage.

I’ll leave you with a new screenie – recalling Soundless Mountain II in some ways (I like bathrooms, what can I say?)

In other news, there could be some wonderful things about to happen with Superflat Games – I will tell more when it’s confirmed – but suffice to say things could get quite a bit more serious in the coming months…

Lone Survivor: Update

Lone Survivor – version 0.32 [Play online]
NOTE: This game contains explicit language. It’s recommended you close all other flash windows, including Youtube, for the best performance. Please note also that this is just a tech demo, and in no way shows the level of polish of a final game!

EDIT: The link now contains version 0.32, which improves flashlight, fixes a couple of bugs, and adds smooth room transitions, and lastly adds movement to points of interest automatically.

Update

I’ve linked to a new version of this, which is now running in the new version of the engine, which is close to complete.

Before, all the game objects such as the player were hard-coded in Actionscript using the Flixel framework.

Now instead, every game object is exactly the same thing as far as Flixel is concerned, except they run their own setup and logic routines which are all powered by the HAL parser (HAL is the name I’ve given to my script language). The player is slightly special in that it persists between rooms.

Sixel in Action

Also the assets are now handled in the editor (graphics and sound etc)… You just plonk one in the resource folder, and they appear in the editor. They’re automatically embedded into the Flixel code, so I never need to re-write it once it’s done. I hate manually typing in asset names!

I’ll probably write more about how my editor works at some point – it’s something I’ve worked on for a long time, and it’s just getting to a fairly usable state. There’s still work to do, but it’s almost possible to get a fully working adventure game out of it now. The last step is inventory handling, and I’ve got a plan for it, let’s hope it doesn’t take too long!

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!