Showing posts with label gamedev. Show all posts
Showing posts with label gamedev. Show all posts

Friday, January 10, 2014

e+Games Game Top Week 137-138

It's two weeks top, we were on vacations, so missed one chart. Thanks for submissions, sorry for delays with moderation, have an amazing Year ahead of You my friends :)

10. Turkey and the Basket
Turkey and the Basket - Good old pipeline gameplay with completely unexpected setting :) 7.0 / 10

9. Santa at Beard Salon
Santa at Beard Salon - Funny idea of makeover #game for Holidays :) 7.0 / 10


8. Papa's Pastaria
Papa's Pastaria - Papa strikes once again, customer service, time management #game :) 10.0 / 10

7. Bro vs Zombie
Bro vs Zombie - #Zombies, #defence, vector style :) #game 10.0 / 10

6. I am a Soldier
I am a Soldier - I like character and overall design style, nice runaway avoider #game :) 8.0 / 10

5. Walkers
Walkers - I like minimalistic #skill #games :) 8.0 / 10

4. knight sword
knight sword - Proper oldschool #fighting, haven't seen #games like this for ages %) 9.0 / 10

3. Sound Bound
Sound Bound - I like #rhythm #skill #games, #dj #game is natural and I see it for the first time in browser :) 10.0 / 10

2. Drawfender
Drawfender - Good idea of drawing #game :) 9.0 / 10

1. CrashTV
CrashTV - Stylish and speedy promo platformer :) #game 9.0 / 10

Happy Friday my friends, work less, play more :) #games
PS. Share, plus and comment please ;)

Friday, December 27, 2013

e+Games Game Top Week 136

There a lot of special #games this week: Happy Holidays :)

10. 10 More Bullets
10 More Bullets - Great idea of chain reaction #gameplay, nice graphics and implementation too :) #game 10.0 / 10

9. The Viking's Revenge Level Pack
The Viking's Revenge Level Pack - Good #strategy #game with nice traditional older PC graphics style :) 9.0 / 10


8. Mainframe
Mainframe - Very nice mix of #avoider and #defence gameplays, strong minimalistic graphics style :) 9.0 / 10

7. Moto X Dare Devil
Moto X Dare Devil - Speedy, nothing to add :) #game 8.0 / 10

6. Book Cricket
Book Cricket - Cool idea of visuals implementation :) #sport #game 9.0 / 10

5. Xmas Gift Shifter
Xmas Gift Shifter - Stylish gameplay and old flavoured graphics :) 9.0 / 10

4. Monkey GO Happy - Xmas Time!
Monkey GO Happy - Xmas Time! - Those chars keep on rocking and Xmas Time! :) #quest #game 9.0 / 10

3. Atomic Puzzle XMas
Atomic Puzzle XMas - Nice original casual puzzle game, good Holiday version :) 10.0 / 10

2. Boss 101
Boss 101 - Nice idea, unexpected and just great implementation :) #shooter #game 9.0 / 10

1. Santa Comming
Santa Comming - I like skill #games, not too easy at all, Happy Holidays to everybody :) 9.0 / 10

Happy Friday my friends, work less, play more :) #games
PS. Share, plus and comment please ;)

Friday, December 20, 2013

[r&d] Unity First Impressions #4: testing performance #gamedev

We are making our first 3d with Unity. It recalls all my old general 3D and applied Maya experience.
Today we are talking about light sources, environment and number of polygons vs FPS on different devices :)

Here’s the project. There’s an android computer appliance in the “build” folder.

A figure I’ve (Artur) blendered up myself is in the heart of events)))
  • there are figures for 1000, 10 080 and 99 844 triangles, I thinks there’s no point in making more
  • the x button changes the figure
  • to change the light, tap somewhere on the screen besides the x button and the name of the light source will appear above
  • light like “area” is available in the pro version
FPS are:
Sony Experia Play, Android
figure   spot   pointdirectional
1000      44.6     46.6    50.7
10800    39.2     39       46.9
99844    17       17.2     26.5

Galaxy Note 2014 Edition, Android (2560Ñ…1600)
figure   spot   pointdirectional
1000      63    61      61
10800    61    62      61
99844    47     47      49

Nokia Lumia 720, Windows Phone (800x480)
figure   spot   pointdirectional
1000      60    60      60
10800    60    60      60
99844    35     38      52

Tested only hardest configuration then to save time :)

PCq8200, Radeon 3700, Win Vista Business 32 bit (960x600)
figure   spot
99844     60

PCi5 661, GeForce GTX 770, Win 8.1 64 bit (960x600) (3D Monitor)
figure   spot
99844     107

MacBook Pro (960x600)
figure   spot
99844     60

iPhone 5 (1136x640)
figure   spot
99844     N/A
Didn't found plug cable and time to set up all provisioning stuff %)

Looks like it vertical sync to 60 FPS and 100 on 3D Monitor.

It’s best to take into account, that the standard sphere for about 80-100 triangles with skybox mobile shader plays the role of the sky and the camera is the one that moves, not the object.
There’s no textures and animation as well as programmed logic and typing reaction etc. in the demo version, so the mentioned FPS can be easily cut in half.
Generally, the phone readings don’t exactly make me smiling and I hope that our games will have at least 40 FPS on most devices.

I think we'll manage to optimaze everything properly to get game run smoot on highest range of devices.

You are welcome to download benchmark source or build for Android .apk and share the results of Your beloved smart and fast phones and tablets ;)

Thanks in advance, have an amazing weekend ahead of you :)

+ More R&D posts ;)

e+Games Game Top Week 135

This week once again: 7a (me) post and promote up to one game a day so much more space for user uploaded #games reviewed and promoted by Tanya, You are welcome ;) The top is based on #game views only, more views, higher place :)

10. Panic In Space
Panic In Space - rescue of drowning handiwork of drowning, even in space. 10.0 / 10

9. North Pole Racing
North Pole Racing - good graphics and interesting point races 9.0 / 10


8. Legend of The Brothers
Legend of The Brothers - dynamic toy ))) 10.0 / 10

7. Frosty Adventure
Frosty Adventure - good idea for jumping )))10.0 / 10

6. Jerry Brother
Jerry Brother -  no comments %) 10.0 / 10

5. Dungeon Deadline
Dungeon Deadline - Retro, nothing to add :) #game 9.0 / 10

4. Biker Granny
Biker Granny - Just curious why grannies are so cruel in #games? %) 9.0 / 10

3. Ecotone(demo)
Ecotone(demo) - Stylish graphycs but too gloomy as for me :) #game #demo 9.0 / 10

2. Scorpion Blast 3
Scorpion Blast 3 - I haven't seen good old Zuma's #gameplay for ages :) 9.0 / 10

1. SmashZ
SmashZ - Funny hero and #zombies for sure :) #game 9.0 / 10

Happy Friday my friends, work less, play more :) #games
PS. Share, plus and comment please ;)

Wednesday, December 18, 2013

[R&D] New Flass Pro CC HTML5/JS/Canvas

It's completely not fashionable nowadays and I've spent a lot of happy years since 1997 with #flash technology and anyway I had no idea to try new Flash IDE %) Arthur tried and shared  links, impressions and demo.



I experimented with the flash updates and I don’t feel quite positive about them. If someone’s interested, I can write a detailed article.Is anybody?

Long story short: congratulations, we’re back at AS2 and flash 8 level, however, most likely, even flash 7. Basically, it’ll do for banners and some really crappy games (by the way, I’ll have to try actually doing something simple on it, maybe pretty soon, maybe native JS coding going to be better). 
I’ll also need to make an analogue on AS3 and compare the productiveness on platforms and find out if such method will do as a JavaScript analogue of the existing one. 

Here comes official article from Adobe blog and old plain flash game build in HTML/JS/Canvas.
 
p.s. Internet Explorer has a better FPS and Chrome turned out to be a load of crap.
p.p.s. Now a lot HTML5 will be defiantly slower then old flash hardly blamed for it %)

Tuesday, December 17, 2013

Our new #game, project name Naughty Who?

We are working on a new #Unity #game. It's the first sketch for the #game :)

Project name is Naughty Who? so far and It's time to decide who is naughty:

1. girl or boy 
and what is her/his
2. name/description
What do You think?

Thanks! :)

Monday, November 25, 2013

[R&D] Unity First Impressions #3 #gamedev

We've in progress with a new Unity #game for mobile devices. Working on gameplay with early #prototype and sharing more first impressions.

We can't share a demo and material on #game it so some funny stuff instead  and more funny stuff in the end of article ;)

  1. Development in unity is specified for the desktop, but when it comes to mobile devices, small problems that complicate the process and increase the testing time appear. I wasn’t able to find a way to emulate gyroscope accelerometer data etc. while testing in the editor itself. It all comes down to a long compilation process and then you still need to transfer everything to a devise or an emulator, which also takes more than enough time. Another thing that’s even more uncomfortable is editing the touch events, because they cannot be emulated with the cursor. A problem like that did not exist in the Flash+Starling. In fact, there was even a gesture emulation. Here you need to work with what you have. In other words, to use the keyboard and come up with something else. If you want to check the click through rate of the desktop objects, you’ll have to write a similar code, that reacts to the movement of the cursor with the pressed down button. By the way, if you write a code, optimized for multitouch, for pressing more than one button at the same time, during the reaction realization only one will work. It means that you’ll have to write a code for touch tracking anyway and there isn’t a way to make sure if it works in the editor during the quick launch, only after a long compilation and installation process. Long story short, there’s enough trouble.
  1. When working with 2D gui objects, the incomprehensible coordinate system with the beginning in the center of the screen brings more problems. What I mean is that a point, which in the standard screen coordinate system is located in the upper left corner of the screen and its coordinates are (0:0), will have (-Screen.width/2 ; Screen.height/2) coordinates in the unity system. That doesn’t seem to be quite comfortable :) Maybe I just haven’t found a way to change the coordinate origin settings yet and everything is a lot more simpler. By the way, 2d elements can be set in the 3d coordinate system. Then the location on the screen can be measured with the floating point number from 0 to 1 and it automatically redraws after you change the screen size. It’s cool, but not when you need a pixel accuracy.
  1. I almost managed to repeat the Flash application structure by operating the process from one class (a sort of Main). To do that, you just need to create an Empty GameObject and attach the code to it.
  1. There’s also a lack of such ActionScript feature as the addEventListener. For a class, inherited from MonoBehaviour, there’s a possibility to reload the functions, that are called at specific events. There’s a lot of them (https://docs.unity3d.com/Documentation/ScriptReference/MonoBehaviour.html). You could say, that there’s one for every occasion, including the events, that react to collisions with other 3d or 2d objects, the beginning and the end of render, cursor click etc. However, there’s one negative side: if you need to track an event for many objects on the scene, you won’t be able to do that with a simple addEventListener line in the cycle. There’s more than one way out of this situation, but none of them is that simple. Such solutions aren’t good enough, if you need to quickly create something new and check if it works without fixating on the realization of such mechanism.
  1. Unlike the MovieClip with one main class, the object in unity and prefab can have as many classes like that as you like. It’s really cool and handy. You can add a code while the program is running and in flash it was impossible. Access to such class: while in MovieClip we’re working directly with variables and methods, in unity GameObject we’ll have to use the GetComponent function. It looks something like this: (myGameObj.GetComponent("sizeClass") as sizeClass).width = 500;  you can save the link in the variable, so that there’s no need to invoke it every time. It codes well)))
  1. The physics is great and simple to use. It saves time during prototype creation and especially things like inert object moving and their collision. Before in most cases mechanics like that had to be written manually or you needed an external framework. Here there’s no additional installations and complications. It’s enough to watch a couple of video lessons to make a judgment about the simplicity of physics http://unity3d.com/learn/tutorials/modules/beginner/physics
We've got a demo, working on features and playability but with unique gameplay can't show it as I've told before. So instead of sketches I thought to share funny and completely unplayable demo of Angry Birds in 3D (Web and Android Builds).

Also I'm still planning to expand Unity on Windows Phone impressions in previous article R&D for Moblile Game Development.

Previous parts of this article are here [R&D] Unity First Impressions #2 #gamedev and here [R&D] Unity First Impressions #1 #gamedev

That’s all for now, see You soon :)

Wednesday, November 20, 2013

[R&D] Unity First Impressions #2 #gamedev

We've started up with a new Unity #game for mobile devices recently. Working on #tech demo/#prototype and sharing more first impressions.

http://www.google.com.ua/url?sa=t&rct=j&q=&esrc=s&source=web&cd=1&cad=rja&ved=0CCoQFjAA&url=http%3A%2F%2Funity3d.com%2F&ei=vciMUvS-Hs2jhgfOu4H4BA&usg=AFQjCNGmV9YAkS7AoqarqxS54m_ToZ_ZMQ&sig2=vf0_xyoy2ErfBRmIaX5XPQ&bvm=bv.56643336,d.ZG4
  1. What I like most is good documentation. The video lessons from their official site were enough for the beginning. Now I’m also watching the lessons here http://www.unity3dstudent.com/category/modules/ . The examples on this site are only on Js. It would seem to be uncomfortable if you want to write on C#, but you can easily write a code of equal value on both languages and the best part is that scripts on unity can be also written on both of them and they will work together without any problems)) I’m not sure yet which language to choose. JS is kind of closer to flash, but C# is easier to read when it comes to large amounts of code. I hope I’ll decide soon.

  2. The most complicated thing so far is to understand the unity application structure itself. At some points it crosses path’s with flash and is complicated by 3d frills. It’s hard at the very beginning, because after working with 2d graphics it was a little unusual that you need to at least set the lights for the scene, or else it will be dark like in… )) After 2d, it’s also hard to allocate objects in 3d space. A simple drag-and-drop with the cursor doesn’t always work. Sometimes you’ll have to switch between different projections and drag the object in each one of them.
     
  3. It’s important to understand what prefab is. It’s a MovieClip analogue, only with a more complex structure. I didn’t puzzle out all of the details yet, but they can be easily created on the scene with a simple drag-and-drop as well as with a dynamic code.

  4. What also made my day is that if class contains public parameters, they are shown in fields of object inspector and can be edited manually from there.

  5. I really liked the simplicity of adding physics to the object. It’s quite simple to add a Rigidbody component to the object and it will begin responding to the physics. You can set such parameters as weight, gravity etc. The manipulation with physical factors also doesn’t seem to be quite complicated. For example, gm.rigidbody.AddForce( Vector3(0,20,0)); - is a sort of a way to kick the object up (it will gain a one-time speed-up depending on the indicated vector). There are a couple of more useful things like that, which can come in handy and will save plenty of time for quickly written trash-games.

  6. I also haven’t got the time yet to figure out how you can simulate the accelometer and gyro sensor on your pc. Once again, I’ve spent enormous amount of time on testing one code line, which responds to the accelometer.

  7. In the morning, I heard that a new version of unity with 2d native support was released. I’m curious about what they came up with :)
We've got a demo working demo but with unique gameplay can't show it,  So sketches next I guess.

Also I'm still planning to expand Unity on Windows Phone impressions in previous article R&D for Moblile Game Development

That’s all for now, see You soon :)

Thursday, November 14, 2013

Our new game Element 53 @ FGL #gamedev

https://www.fgl.com/view_game.php?from=dev&game_id=30857
I happy that I've got a lot #gamedev related topics to start lately, please support our new re-skin/upgrade of old #match3 #casual #game @ FGL.com

Match three of a kind elementals, gather the stars, find fifth element to save the world.

Match three casual game: 16 levels, 8 upgrades with 5 levels each, 8 bonuses, 1 slot for in-game premium element purchases and endless combos in gameplay, customizable highscores system. Minimalistic design and atmospheric sound.

Build with AIR, tested on touch devices, ready for AppStore.

Naturally addicting, don't even try it  ;)

Wednesday, November 13, 2013

[Top Rated Games #1] Liquid Measure 2, Homerun in Berzerk Land, Flood Runner Armageddon

We are testing posts from our portal e+CMS to Blogger through API version 3. It's already take 6 weeks and still doesn't work as needed %) So 3 of Top Rated #games on our portal:

1. Liquid Measure 2 - Great idea and excellent polished implementation of puzzle #game ^) 10/10
Liquid Measure 2

2. Homerun in Berzerk Land - Great launcher game - Berzerk Studio rocks as always ^)10/10
Homerun in Berzerk Land

3. Flood Runner Armageddon - I like run away games, this one is well done ^) 10/10

Flood Runner Armageddon

Hope we manage with Google API soon and going to share more targeted #game selections ^)

[R&D] Unity First Impressions #1 #gamedev

I'm happy to post much more #gamedev related articles recently :)

We've started up with a new Unity #game for mobile devices and finally it's with unique #gameplay that we invented or mixed to tell more precise.

So working on #tech demo/#prototype and sharing first impressions.

This is our opinion about Unity so far:
http://unity3d.com/

1. The coding is bearable, but unlike Flash, all kinds of simple operations are more complex, for example:
something you could spell out in flash like this
mc.z+=10;
here will look like this:
transform.position=new Vector3(transform.position.x,transform.position.y,transform.position.z+10);

2. It’s cool that you can add your code files to each scene object just like it once could be done in the Flash with AS2. It’s kind of a convenience plus, but it’s not clear yet how to cooperate with objects, roughly speaking, from other files.
And where’s the main file of the Main program/class isn’t clear too.
As well it is unclear how to operate with the dynamically created objects.

3. The cell phone development is kind of moronic.
The preview starts up fast, but you’re not able to set a specific screen size, because it depends from the way the panels are arranged and on my monitor it’s really small. The only way to test it with a decent proportion is to prepare a build for either your PC or your phone and indicate the size directly. The problem is that in both cases the build preparation will take lots of time even for a couple of code lines, not to mention the installation time on your phone. In Flash it’s quite simple. All you have to do is launch the adl. It’s quick and the result is almost the same as the one on your phone.
To sum up, it’s kind of disappointing, when all you need to do is change one small line or even one number, but you have to wait for about 5 minutes to see the result.

We've got more impressions written down for the second article, the translation is in progress...

Also I'm planning to expand Unity on Windows Phone impressions in previous article R&D for Moblile Game Development

See You soon ;) 

Tuesday, November 5, 2013

R&D for Mobile Game Development

I haven't coded two of our latest games and now, one is on App Store and Google Play, here is browser version with links to mobile and the other is going to be available at FGL pretty soon. Now I go further I haven't tested technologies just set a task, publishing demos, sharing impressions and conclusions :) Now I can be called R&D manager for sure :P

The task is to get our next games workl properly in Browser, on iOS, Android and Windows Phone. The last requirement makes AIR not a variant, so in focus HTML5+JavaScript and Unity. We made AIR/Flash based performance test demo too anyway. Also Visual Studio was involved %)

The laziest and easiest solution is PhoneGap

https://build.phonegap.com/apps/598805/builds
Pretty easy and nice but performance of 1,5 FPS on Motorola Defi+ makes it not quite usable.

So we've tested natural performance Unity, HTML5+JavaScript/jsFl and AIR/Flash. We havn't find the way how to display FPS in Unity, so will tell that all three variants runs fast in Browser. On Android Unity, Flash, JS works the same as for Browser naturally. Android selected for showcase because no certificates required to run.

And the most interesting case about Unity build for Windows Phone. It's not too trivial and I'll post howto and some results  As soon as I have more time...


[Updated #1] Hello ... :) I've finally found time to launch it, error was in project for Android, clean new project launches fast and easy :) I'll share more info on actual demo run on Windows Phone and Windows Market submission too ASAP  #gamedev

+ Meanwhile one more Unity tech demo and one more in progress, hope we'll have a new game on Unity pretty soon ^)

[Updated #2] Three more articles [R&D] Unity First Impressions #1, #2 and #3 and several tech demos there.

++ Working on one idea how to invent games, don't know have I seen It somewhere or it's or know how, going to share ASAP too :)

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