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Member Since 21 Feb 2003
Offline Last Active Oct 24 2015 08:26 AM

Topics I've Started

Killing off Flash and the impact that would have

14 July 2015 - 07:12 PM

After the recent security kerfuffles with Flash, there's been a lot talk about killing Flash. Like, the head of facebook security saying we should kill flash. Or Mozilla having to release emergency patches just to block Flash from getting it's grimy hands on your computer. This is causing more people to start banging the drum to hunt down Flash like a vampire and burn its corpse at the stake (or do you put the stake through the vampire...does it need to be on fire?) and it's starting to seem like a lot of people couldn't be happier to see it gone.


So we kill Flash - is Html5 and WebGL in any state to replace it just yet? I've had a very tough time trying to get games to work cross-browser in Html5 (with it's limited feature set compared to Flash) and WebGL still seems to be in it's infancy (see Unity5).   


What about all the historic content like Newgrounds, Kongregate, heck the majority of online games made for the last decade? If Flash is killed off, how much of internet history goes up in flames overnight? I can't imagine many people would (or even could) port their games away from Flash. 


I don't know what the right answer is, but I feel like we have at least some responsibility to maintain the history of the internet. Blocking off a decades worth of content with no alternatives is a scary proposition. 



Is Haxe used much professionally?

11 July 2015 - 08:55 PM

I've been playing around with Haxe a lot lately and I'm finding it to be a really interesting toolkit/language. 


On a whim I decided to see if there were any development jobs around using Haxe and, at least in my area (Toronto) there was zero results. For such a cool toolkit I was surprised to see that nobody seems to be using it (or at least, not hiring for it).


So I was curious, is anyone out there using it professionally? Assuming it's not just my area and it's not used that much outside small projects does anyone have insight on why that might be? 

Where is the best place for demo feedback?

26 June 2015 - 02:09 PM

Despite being on these boards for all these years, I'm still not sure of this - Where is the best place (on GDnet) to get game demo feedback? I'm working on a few projects that are not released yet, but I'd love to post some early demos for user feedback.


Tigsource has a "Playtesting" forum which is separate from the Announcements forum - does GDnet have somewhere like this?

Drawing animations in photoshop creates a terrible workflow

17 June 2015 - 09:25 PM

Up until pretty recently I've been working with Unity, using the fancy pants plugin 2DToolkit. One thing I loved about 2dtk was that it had a screen where you would plan out your animations which was reading in realtime from a PSD file - so what I would do is just draw out all my frames into the PSD file while running and jumping with the animation in my game. Seeing the instant live feedback in game was a huge time saver during game jams.


Now instead of Unity I'm using HaxeFlixel (flash), which is a fantastic framework. However, my current workflow is driving me insane. It goes something like this:


1) Start a new row of 32x32 blocks in photoshop

2) Sketch out a very rough idea of what the animation will be. Fiddle with layers for a bit to get a mock-view of the animation

3) Save PSD, then save a separate .png file.

4) Open flashdevelop, compile and run, then move around in the game and check the animation.

5) Close swf file, go back to photoshop, move a few pixels

3) Save PSD, then save a separate .png file.

4) Open flashdevelop, compile and run, then move around in the game and check the animation.

5) Close swf file, go back to photoshop, move a few pixels


It's a terrible workflow. I find I can usually get decently far with just fiddling with the animation frames in photoshop, but eventually you need to test the animations in the game itself.


So I'm curious - for those doing 2D artwork how do you build out your animations without rebuilding the game every 5 seconds? Are you lucky enough to be using engines that have more real-time feedback? How do you manage longer animations?

"Odds Mansion" - for 1GAM game jam.

06 January 2015 - 11:11 PM

Hey all


I made a little game called "Odds Mansion" over the December break. It was for OGAM using the theme Luck.




Unfortunately the theme was for November and I only started in December, so, I was a little late...wacko.png


If you have any feedback, that would be great, but otherwise have fun!