Teh Hotness – Some BMX Insanity

I don’t post much BMX stuff on NRDland.com, but this was too good to pass up. Terry is an old friend who used to ride for my old bike company, Ronin, and this video is simply insane.

Keep in mind that most of these tricks are ridiculous on their own, but when you mix it with another ridiculous trick – well, that’s just not right. Not you mention that you can just tell they had a blast filming this.


TERRY & AARON MIX FROM ODYSSEYBMX.COM

27

05 2010

Flash Tactics #4: The Joy of Flash Game Libraries

Flash is a fast and easy tool for making games. Plain and simple. There are very few tools where it’s easier to get something on-screen and moving.

So what happens when you add a set of Flash libraries for that makes is even FASTER to make Flash games?

Six months ago, in Dec 2009, I had never programmed a game, ever. The closest I came was a non-functioning bowling score app I wrote in BASIC on a Mac in grade 12 (which was back in 1992…) Since then, I haven’t programmed anything. Nothing, zip, nada.

Today, Ray Ardent is a 12+ level platformer with 10 power-ups, parallax scrolling, multiple dinosaurs with their own AI (who explode into chunks when they die), cut scenes, music and fx, motion blur, pick-ups and double jumps (because double jumps are awesome!).

Not bad for a guy who’s never programmed a game before.

Flixel - FTW

There’s absolutely no way making Ray Ardent would have been possible without Flixel, the awesome Flash library from Adam Saltsman (aka:Adam Atomic) of Canabalt fame.

Without Flixel, my first game probably would have been something signifigantly smaller, simpler and I know for a fact that the code would have been a gigantic mess.

Flixel gave me a structure to follow and set the framework which allowed me to have a basic prototype up and running in a couple of days (knowing what I know now, making the original Ray Ardent Prototype would take a couple of hours, as opposed to a week).

As Ray Ardent grew in scope and complexity, the Flixel framework let me get new features up and running quickly and if I needed to build something from scratch, it was easy to extend and build upon Flixel. When problems came up, the Flixel Community was fantastic, with helpful responses and code samples.

As a bonus, I met a couple of other local developers using Flixel through the community and we’ve gotten together a couple of times to talk games, Flash and life.

Flash game libraries take the pain out of a lot of elements of game development that are boring, repetitive and time consuming, letting you focus on making the game. It is a solid foundation upon which you can build a game.

For any developer looking at Flash and making Flash games, I cannot recommend libraries enough. Yes, you’ll have to learn to use Flex/FlashDevelop and yes, you’ll have to learn some new commands, but the amount of time you save in the long run is more than worth it.

All of the libraries below have everything you need to get started:
- Great Tutorials
- Great Community
- Regular Updates
- They Are Free

    Game Libraries:

Flixel
Flash Punk
Push Button Engine

    Physics Library:

Box2DFlash

26

05 2010

Ray Ardent Video Dev Blog #1 – The Alpha Milestone

In which I discuss what the original idea for Ray Ardent: Science Ninja and what it’s morphed into.

23

04 2010

Flash Tactics #3 – The Challenge of Branding Flash Games

Branding is extremely in the entertainment world.

A solid brand will give your game an established identity. That identity will help your players relate to the game. That relationship will give your game legs and make it easier for players to spread the word about your game. As a result your game will have more players and have a greater chance of becoming a franchise upon which other games can be built.

Many will say that you can’t have a successful piece of entertainment without effective branding.

While everyone can recognize that branding is important in the traditional gaming world, branding in the Flash world is not so black and white. The primary reason for this is that in most cases, the only tools you have to sell your game are a thumbnail image and the game’s name.


To stand out from on the crowded landing/search pages on Flash portals, a Flash game needs solid branding.
Read the rest of this entry →

23

04 2010