HTML5 version of Flipit

The talented Brad Mandershceid has been working on an HTML5 canvas version of one my games ‘Flipit’ and I’m excited to show how it’s coming along. I know Brad’s tested the game running on the iPad, but seeing as I have a couple of other devices here I thought I’d give it a quick demo on those so he (and you) could also see how it’s performing. Brad hasn’t optimised for these other devices, so although the performance is slow, it’s great to see it works fine anyway. Awesome work Brad.

Sorry the video gets blurry towards the end, forgot to set me camera to autofocus and as always pushed for time …

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Corona – Escape

I don’t have much time to write this post, so I’ll leave it mostly to the video. Here’s a demo of another game I’m working on using the Corona framework. This uses the phsyics engine, and is based on an old Actionscript 2 game I made a few years ago. This is running on a first generation Galaxy Tab.
(Sorry about the quality I didn’t have time to get conditions better)

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Corona ‘Boing Boing Santa’ beta on device demo

Here’s the progress I’ve made on making my first game in Corona (http://www.anscamobile.com/corona/), and I have to say I’m pleasantly surprised with the performance. What I also like is that I did ZERO customisation to make this work on the two different sized devices I show in the video :D

Check it out:

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Corona

Recently I’ve been playing around with the Corona framework, which surprise surprise … is not Flash! Corona is quite a neat platform that compiles to native code for both iOS and Android and uses the ‘Lua’ language. Lua (http://www.lua.org/about.html) is a VERY VERY different language to Actionscript 3 and I’ve found it difficult to adapt to some of it’s ‘methods’.

The main reason I am looking into Corona is to get better performance from my games on mobile. But at the moment this is really just research, though I intend to finish this game to a standard where I can release it. Many thanks to Jesse Warden for his help in understanding how the language works.

I set out to make a VERY simple game, based on a previous one I’ve made, of the ‘Kick-ups’ genre.
In this screen grab you can see the debug mode of Box2D (which is built into Corona), using separate objects for parts of Santa, and using joints to connect them together.

And here’s a video showing the result of a couple of days of me working by trial and error, looking up docs and asking questions. I haven’t had a chance to try this on a device just yet (its nearly dinner time), but if it comes out well I’ll record a video to show the performance.

If you’re interested you can find out more about the Corona framework here: http://www.anscamobile.com/corona/

I had a go with Corona back in January 2011, though the platform has evolved a lot since then, you can see here: http://pixelpaton.com/?p=3209

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Match 3 game beta 1

Recently I spent just under 2 weeks away from the internet, reading books and playing a LOT of PopCap’s Bejewelled on my iPad. Originally I had installed Bejewelled for my mother (as we were visiting my parents) and found that I continued to greatly enjoy the game myself. Shortly before our trip ended I decided I’d have another go at making an engine for a Match 3 style game, specifically trying to replicate the game play in Bejewelled. With a clear goal in mind, and a well executed example to follow I thought this could be a great opportunity to learn from how PopCap had made such a wonderfully addictive game.

Here’s a video showing how my game engine is shaping up, I allow any moves at the moment, this is very beta …

I’ve made a match 3 game before (Galaxy Gems), but I’d kept it simple and avoided some of the more complex gem matching that especially happens in Bejewelled with the ‘L’ shape, ‘T’ shapes. This time though i wanted to tackled this seemingly simple, but in practice complex logic problems. Over a period of 2 or 3 days I made great progress and had managed to get what about half way through a basic engine build.

My sketchbook is from India, with handmade paper – very cheap and has lots of plant matter embedded. Here’s my working sketches …

Here’s some photos from my sketchbook where I have been breaking apart the gameplay and working out solutions. I’ve found this extremely challenging and satisfying as it begins to work, turns out there’s A LOT of factors to take into consideration when making an engine of this type ;)

I won’t go into the details of how a game engine like this works, I simply don’t have the time myself to share this type of thing and besides I’m not finished yet so it’s quite likely I’ll have to change some things around as I implement more features. While making my version I had to make large changes to the structure and flow of the logic a few times.

I also spent a little time looking at the way PopCap had organised menus and screens, taking notes. Just to clarify, this is not so that I can blatantly copy, but instead in an effort to learn from what I find a well designed game. Here’s a few pages I did during this …

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