abstractworlds

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  1. Information on our Maze Racing Robots game for the Samsung Internet@TV app platform can now be viewed at: [url="http://www.samsungsmarttvchallenge.eu/challenges/68/submissions/1635"]www.samsungsmarttvchallenge.eu/challenges/68/submissions/1635[/url] [url="http://www.samsungsmarttvchallenge.eu/challenges/68/submissions/1635"][img]http://www.abstractworlds.com/mazeracingrobotssmall1.png[/img][/url] This is an information page containing descriptions, screenshots, and an embedded youtube video with commentary, which was created as part of our submission to the Smasung develop contest on that website. If you like what you see, please support us by voting for us. The game itself was developed in Javascript, HTML4 and CSS, which is the main development platform for the Samsung Smart TV platform, (Flash Lite is another option). HTML4 is the version of HTML, the platform does not support the Canvas tag or other HTML5 features. We also have a page on our website describing the game, along with another "closer up" youtube video showing the graphics: [url="http://www.abstractworlds.com/maze-racing-robots"]www.abstractworlds.com/maze-racing-robots[/url] Hopefully this will give you an introduction to this new app platform, an idea of what types of games are possible on this new app platform, and what is possible developing in standard web technologies in HTML4. The game should be released later this year.
  2. Cheap/free web game environment

    Its worth checking out mtasc which is a free open source action script compiler which allows you to create flash swf files, without having to buy the expensive Flash studio: www.mtasc.org This was also discussed on the following thread: www.gamedev.net/community/forums/topic.asp?topic_id=410145
  3. Internet Browser Programming Languages

    If you are considering the canvas, its also worth checking out Google's canvas code which is a javascript implementation which gets the canvas working in IE: http://code.google.com/p/explorercanvas/ If you download this from the sourceforge download link on the page, there's also a 3D test example (example 2) included in the zip. Since its a 3D software engine in javascript it will be relatively slow.
  4. Internet Browser Programming Languages

    Over the past few years my company has investigated ways of getting 3D/virtual tours into a browser, including standard plug-ins, home grown activex, java etc. We are still looking into to, and currently I think the 2 best ways to go are: 1. Use Flash video for prerendered 3D visualistion movies, or camcorder movies of the real thing: www.flashvideostudio.com 2. If you want 3D interactivity and are willing to sacrifice photorealism for a more abstract 3D representation then use a Flash ActionScript and an ActionScript 3D engine: www.mtasc.org (open source actionscript compiler) www.flashsandy.org (open source actionscript 3D library, or develop your own 3D engine in actionscript) The reason I recommend Flash is because it is mainstream and available on most PCs (especially if you target an earlier version such as FlashMX/6) and seems to have the brightest future (Flash will even be available on Nintendo Wii, shipping with the Opera browser, Java wont be included). The reason I haven't recommended Java is because it doesn't have such a big installed base as Flash and I cant see this changing (I'd welcome anyone's feedback who has any statistics that contradict this). Java, however, should allow a more feature rich software 3D engine due to its better performance. The reason I haven't recommended Director is due to its smaller installed base, and 3D hardware acceleration issues (drivers, cards, version of DirectX, etc which may be OK for targeting gamer PCs not so go good for targeting mass-market home/business PCs/laptops). The reason I haven't recommended C++ plugins (Netscape/ActiveX) is due to the cross-platform development headache. If you are uncomfortable about disclosing any more information here and prefer to contact me directly, just use the contact us page on our website at www.abstractworlds.com [Edited by - abstractworlds on September 30, 2006 11:05:36 AM]
  5. web games

    Your first 2 questions are general windows questions. In windows explorer right click on .as file, select properties, then 'opens with'. If dos box is fullscreen press Alt + space to bring up menu, then click on properties. I cant comment on your other questions, since I dont use an IDE (just an editor), and I dont use flash for games. Your flash version question can be googled. Flash and DirectX are different technologies, the best thing to do is look at existing Flash games to see what kind of thing is possible.
  6. web games

    I think that trying to get jpgs loaded and useable within your game, for anything more than just a static background, may be a bit advanced to start with (and to be useable may involve advanced techniques like preloaders, events, etc). You may find it easier and less offputting when beginning to learn Actionscript just to use shapes that you draw within the code, with commands like e.g. createEmptyMovieClip, beginFill, moveTo, lineTo, endFill, etc.
  7. web games

    I think mtasc is only used for compiling actionscript into swfs. To embed other graphics into a swf use swfmill first, the resulting swf can then be used as an input to the mtasc compile process (mtasc -swf commandline parameter). Alternatively there are actionscript commands to load say jpgs at runtime (e.g. loadMovie). That's about as far as my knowledge goes - its best to google mtasc forums and samples for further information.
  8. web games

    plus you dont need Flash to include it in a website. The swf files that mtasc creates are standard Flash files, you just upload to your site and use the appropiate HTML code to embed them. Visitors only need the standard Flash runtime to run your game, and you can use MTASC to target different versions of the Flash runtime (e.g. Flash 6).
  9. web games

    mtasc is used mainly to compile your actionscript source text files and create a Flash swf. swfmill is mainly used to create a Flash swf file from other non-actionscript resources, like graphics, fonts, etc. You could probably get by without swfmill if you load your jpgs etc at runtime using actionscript commands rather than embedding them into your swf. Since actionscript source files are text files you can use any text editor including notepad. There are drawbacks using mtasc, including no friendly IDE, no support, slightly different code in some places than standard Flash acionscript code, etc. ... but it is free.
  10. web games

    The Flash swf file format is to some extent an open format. This means that you dont need to purchase Flash to make Flash files. There are other packages from other vendors which can create Flash files too. For gaming, where most of your flash will consist of actionscript code, you may want to consider: www.mtasc.org which is a free open source actionscript 2 compiler and www.swfmill.org for compiling resources. This setup isn't going to be as friendly as the Flash environment, but for programmers looking for a free alternative it might be worth considering.
  11. Mobile Content Portal for Small Developers

    Quote:Original post by Ionsquare Has something like this been done before?getjar.com and handango.com getjar is good for testing and distributing free content, handango can handle the paid content. The general problem with a site offering free and paid content is that most users will just go for the free content. Casual mobile games are especially difficult to persuade users to upgrade to paid content, since they already have their quick casual game fix. If you limit your free demo too much, or even to a level which you think is appropriate, chances are you will end up with bad user feedback from users wanting more for their free version. Other problems include having too many games (so please make the site searchable). It is admirable that you are trying to address the problem. Personally I do not know what the solution is, it is a very difficult market to be in.
  12. Unity Isometric not dead yet

    I must agree that exploiting and taking forward 'older' 3D engine technology can be the right choice for some projects. At the risk of mixing metaphors, it isn't 'flogging a dead horse', there can be 'life in the old dog yet'. After looking into Direct3D hardware accelerated polygon engines in the past, we are still looking into software only 2.5D raycasting engines for some of our future projects. Abstract Worlds Ltd. www.abstractworlds.com
  13. A cron job could be set up that requests a public web page on your site periodically. If your webhost doesn't support cron jobs you could: 1. Move to another web host 2. Ask a friend to set up a cron job on their server which then calls your page 3. Use a service that does this www.cronservice.co.uk 4. Perhaps do something clever with an uptime monitoring service, if this service checks your site run your script then
  14. Quote:Original post by Are286 Something like a normal website flow... Is there a cheeper way to simulate a cell phone interacting with a web application I strongly recommend you look into using the phone's WAP browser first, using WML and WAP site technology. It sounds like this may be good enough for what you want, and it will save you all the trouble of developing BREW or J2ME networked applications.
  15. SHGetFileInfo will get the shell icon associated with a file, then perhaps use DrawIconEx for displaying it.