Posts Tagged ‘POGZ’

Breakit 4 on iPad, POGZ on Playbook

07 Jun

SHAZAAAAAM! Now that I seem to have a hang on the code signing for the playbook and am in full swing with iOS, it’s time to show some new videos! These games are published using Adobe Flash Builder 4.5.1 using the mighty power of Flash to allow my games to run multiplatform 😀 (can you tell I’m happy with the result?)

Sorry for the slightly poor quality video, low lights a killer.

Here’s POGZ running on the Playbook:

POGZ on Playbook from Terry Paton on Vimeo.

And a big surprise to me, Breakit 4 running fine on the iPad (version 2).

Breakit4 on iPad from Terry Paton on Vimeo.

A note about the iPad 2: In some incredibly rough tests I did the performance difference of a compiled Flash app running on v1 versus v2 of the iPad seemed to be about 25%.

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More Flash on iOS

07 May

WOO HOO! Thanks to Adobe I’ve gotten access to the pre-release of the upcoming AIR 2.7 which allows much greater performance of Flash ported to the iOS platform.

Running on the first generation iPad (borrowed from a friend), here’s the video of today’s results showing Flipit, POGZ and Salamanda …

More Flash on iOS from Terry Paton on Vimeo.

Before I got this working I tried publishing POGZ (the second game I show) with AIR 2.6 and it was pretty much unplayable, so 2.7 makes a HUGE difference.

This software is pre-release for a reason, I struggled to get some things working for a little while, haven’t bothered to look into how to apply icons properly and it needs to be compiled with the command line, which is not very friendly. Once I got the process worked out, it turned out to be relatively quick and easy and I was able to quickly port 3 games to an iPad.

If your getting impatient about getting your hands on AIR 2.7 yourself, trust me, it’s worth waiting till it’s properly released, all the bugs worked out and the workflow is smoothed out. It’ll be coming soon enough :)
Adobe and their team have done great work on this.

Thanks a lot to @leebrimelow, @sjespers, @almogdesign and @philhaeusler for helping me work out how to get this working.


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FGL Cell your flash game competition

01 Aug

The guys over at FGL have partnered with adobe for a competition developing flash games targeted at mobile devices. I’d decided I was going to be a part of this (I’d found out early that the competition was coming) and as you might be able to tell from my blog posts I’m in full swing producing content for it.

You’ll need to be a member of Flash Game License – though it’s free to sign up, and I reccomend you do if you want to make money from your games.
The competition page is here –
The forum for the competition is here –

I don’t normally go in for competitions or even awards, but this one grabbed my attention as I’m really interested in the mobile space and the potential that is opening up there. Google have been doing great work in developing their mobile operating system so that it supports third party software and this has allowed adobe to get the flash player (version 10.1) so that it will now play flash content at something resembling desktop performance. Adobe Flash technology is a personal favourite of mine as it allows rapid prototyping and development of just about anything.

With a flash player install base on desktop computers and the rapid upgrade adoption that has been built into the player, this means that my content has been able to be played by 10’s of millions of people. What I’m looking forward to in this next phase of flash distribution, especially on the google devices is the portability of my games so that people can now play them in places and times never before accessible. Some of these instances are when traveling, waiting around, giving the phone to the kids while at a party (seen that a lot lately) and even on the toilet!

Content developed for a mobile device has it’s own particular quirks and reminds me a little of the earlier flash days where optimizing for efficiency and speed was especially important. Mobile devices are typically less than half the speed (or worse) than a desktop, and have a lot less powerful GPU’s (meaning much less powerful graphic rendering). For me personally this has meant exploring ways in which I can optimize the code i use, finding new solutions to adapt old techniques and a much deeper understanding of how to write efficient code.

One of the the major issues with developing for a mobile device is the resolution versus the actual size of the screen. What looks enormous on a desktop machines screen feels just right on my phone, so I’ve learnt a lot about testing the UI before committing to designing it. Buttons need to be about twice the size I typically make them for my normal games and this eats up screen real estate very quickly. At the same time fingers are typically very inaccurate and of various sizes so allowances need to be made that.

So far I have found it very satisfying to see my content running on a phone, being able to play with it, share it and see the people also enjoying what I’ve made. It feels like a much more personal experience to play a game with touch.

From this perspective I can highly recommend that if your a flash game developer you should be at least considering putting time into either porting one of your existing games over, or making something new for this new wave of devices that is coming. These are still very much early days, the markets are young, the devices a little immature and the money making a little uncertain – but the future is huge. Then there are the emerging tablet devices. The experience you gain from making something for this type of environment has invaluable lessons in design, optimization and problem solving – let alone the satisfaction of seeing something work beautifully.

Check it out, you may even win something – I’ve already got 3 entries in 😉
You can view the submissions here –

Written on my iPad, which needs to be able to run flash. I cannot wait till there is a good android alternative.


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MazeBall beta 1

16 Jul

I’ve had a game idea for a while, though not original I’ve been very keen to make it and over coffee yesterday a good friend and I discussed it at length. We talked gameplay, collectables, and things to separate it from the crowd.

I realised that my previous game POGZ basically had all the foundations for making this game work so I sat down and within 15 minutes was able to produce a working proof of concept with the game engine. The speed of me being able to do this was help by the fact I had actually setup POGZ to use the accelerometer feature, but I ended up not using it as it changed the game from what I was intending. I’m pretty excited about how quickly I was able to get something working.

I’ve spent a little more time before filming the video, stripping out graphics, adjusting a few object sizes, and creating a very basic maze in order for it to not get tied up with look of the previous game.

Here’s a video of where I got up to …

The game is of the classic genre ‘labyrinth’ ball mazes (wiki link) where you have to guide a ball bearing around a maze, typically not falling into holes. It uses the accelerometer feature of a mobile phone, and in the example I’ve shown in my video these are literally the first settings I did for controlling the ball. It feels way too fast and slippery, but can easily be adjusted. Reference as to the original types of

Just to note, the intention is not to show the whole maze as I do in this video, but to show only part of it at a time, which you scroll around. Wether this actually works or not needs to be tested. I’ve got a bunch of ideas that I want to do with this, but I won’t go into them – not until I’ve tested a few of them out.

Here’s a few sketches we made which might hint at some of what I’m planning in this game …


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POGZ finished!

22 Jun

Finally POGZ is finished! After what seems like a long time, but in actual fact has only been 18 days from my first physics test, I can now say it’s finished have begun the process of looking for a sponsor. I’m showing off over at FGL at this link – though you have to be logged into view it

It took a mammoth effort to build and play test all 48 levels of the game, and it gets pretty hard towards the end. But I’ve still kept the game very much within the realms of a casual game & I am pretty happy with how it’s come out.

Below is a video of POGZ as an AIR for Android game. I won’t be doing much more to it until my phone gets updated to Froyo OS 2.2 and AIR comes out of pre-release.
And one final thing I like to do when I finish a game …. WOOO HOOOOO!!

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