Neon Race

December 5th, 2010

Here’s something you don’t see often – a 3D racer Flash game.   Hands up who owned one of the following: Out Run, Chase HQ, Super Hang On or even Super Monaco GP Rally?  Exactly.  So, you’ll be pleased to hear that they’re exactly the kind of vibe conjured up by LongAnimals’ excellent effort.

It’s a simple, no- nonsense racer with time limits to beat and minor upgrades to be had.  No grind necessary here – about 20 minutes will see you suitably kitted out with enough bolt-ons to unlock all the levels and whizz around in a glowing white-hot supercar.  Just how they used to be.  The smoothly-executed vector graphics give a credible illusion of speed, even more so when your turbo-glow effect is applied and you plunge headlong into the void with a breathtaking turn of speed.  It’s like the jerky 16-bit days of yore, but with ramped-up graphics balancing out an unfortunate lack of hummable tunes.

A twist on a bygone era but that deserves to keep you busy tomorrow lunchtime.

Neon Race on Kongregate

Colour My Dreams

November 22nd, 2010

It’s perhaps surprising how there’s so many Flash games that deal with the idea of melancholy and loneliness.  Given the number of highly-saturated tower-defence and match-threes around, they’re just not really the things that spring to mind.  But exist they do, and here’s one that I enjoyed recently, Colour My Dreams.

CMD is a the third hand-drawn explore-’em-up in a series from SilverStitch, continuing from Colour My Heart and Colour My World, and their theme of love bringing about colour into a drab, monochrome world.  The artwork has opened out from the earlier games, settling into a detailed, hand-drawn style slightly reminiscent of Mateusz Skutnik’s Daymare Town series. Playing at least Colour My World first is recommended, as there is a general lack of instruction which I found made gameplay initially unfathomable.  (This is despite having played CMW many moons ago, which did give the player a better idea of what was required.)

The emphasis seems to be on taking in the small world, although there are a couple of puzzles which drive the narrative forward.  I didn’t feel these were as well signposted as they could have been, but they represent a change from the earlier games’ more linear progression.  The story is less subtle this time around, though, and the puzzle payoffs consequently are satisfying enough.   Overall, the game is quite short and I wouldn’t expect you to require a second cup of tea – an ideal play for an autumn evening.

This isn’t actually my favourite in the Colour My… series – but more about that nearer Christmas.

Colour My Dreams on Armor Games.

Small Worlds

October 25th, 2009

Jay Is Games are having a Casual Gameplay competition based on the word “Explore”, and one of the entries is the really rather magical Small Worlds.

The exploratory theme is addressed brilliantly with a twist on the Strider-style “room-reveal” platforming that I’ve never seen before, but I don’t really want to spoil the wonderful idea, so I’ll tempt instead  with a screenshot of 1/3 of the way through one of the later levels.  The graphics and music are an excellent and consistent fit, and despite some people complaining of control problems, I’ve had none.

Go play.

SmallWorlds

The Necktie

October 5th, 2009

The Necktie is an interesting one.  Stylistically it’s excellent – the limited palette conveys an urgent atmosphere and the geometric lighting and shading is an atmospheric touch.  Gameplay is a mixed bag – the movement is extremely slippery a la Jumpman — strange for a game that’s about accurate shooting and not spatial challenges.  There’s not much difficulty there either – the floaty physics enable you to run past most enemies to the exit first time.

thenecktie

One to watch, though – it looks striking, and remains work-in-progress – the author says they’ll be “fixing up” some stuff soon.

Via the all-knowing TIGSource forums.

Finwick

October 3rd, 2009

I do like a good platform game, and every so often a clutch turn up now and then. One of the current run is Finwick by Small Green Hill.

finwick

Now, I’ll be upfront and say that the story plods a little, the platforming isn’t overly original – your usual rolling rocks, switches and buttons are all in residence.  The tutorial seems overlong for a seasoned platformist like me and the puzzles aren’t at all complex.

But.  It is gorgeous.

If someone took a faint memory of Samorost as a starting point, and polished it up to a gleaming shine.  These are without doubt some of the best graphics I’ve seen in a Flash game to date.  It’s a beautiful world full of one-off touches, such as little characters going out about their daily business, and one-shot graphic effects that betrays this game as an obvious labour of love.  Fantastic stuff.

The first 26 levels are free, and another 50-odd are available for a reasonable price.  Recommended, especially to those who are a lot newer to the genre than I.

Flash Text Metrics

August 6th, 2009

Might seem like an odd thing to start off a blog with, but hey – you’ve got to start somewhere. I’m no Flash rockstar, but this seemed like a pretty common usecase and had been bugging me for a while.  I needed to measure the size of some text before rendering it to the stage, in AS2. There’s me thinking that using

TextFormat.getTextExtent()

would give me a reliable figure.

It seems like a reasonable method of solving the problem: Measure the text, then do whatever you need with the result (fit your text to a box, for example.) Unfortunately, it doesn’t really pan out. The values returned in the Object you get back differ between Flash Player version, platform and browser. Great! Apparently some Mac player versions return the value in twips, and not pixels, too.

The strangest variation I found was that the same platform, browser and player gave different values depending on whether the font was installed or not, even though the font was embedded. I’m guessing it’s possible that Flash could be using the metrics in the installed font if available, which are correct, whereas the embedded ones are somehow wrong. A theory that I have no hope of proving, but a theory nonetheless. (I’ve had similar problems with sIFR before.)

The result wasn’t quite as bad as just using

Math.random()

instead, but it’s getting that way.

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// Returns values incorrect by ~10% varying
// between platform and browser
aTextField.getTextFormat().getTextExtent.width;

At this point I was considering refactoring the project to use AS3, which has a

getTextLineMetrics()

method which I hoped would fix everything. But that would require a fair amount of hassle, so I tried autosizing the TextField and measuring that. It didn’t want to know, and soundly ignored any kind of sizing I tried to set. Cheers. However, I finally discovered non-obvious textWidth and textHeight properties of the textField, which seem to give the right values. So the steps are to measure some text are:

  1. Create an invisible text field (or use an existing one) with the appropriate textFormat
  2. Set the text in the field to the phrase to measure
  3. Use textWidth and textHeight to get the dimensions you need

And finally, some (untested) AS2 code:

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// Assumes textField with instance name 'field' on the stage
 
var field:TextField;
var textFormat:TextFormat;
textFormat = new TextFormat("Verdana", 16, 0xffffff);
 
field.setTextFormat(textFormat);
 
field.setText("I am the ruler of measuring text");
 
trace("Width of text is: " + field.textWidth + ", and height is: "  
+ field.textHeight);

You get the idea. Until next time…

0 OK, 0:1

May 6th, 2009

Welcome to the home of 8bitmonster.  Now:

gotoyourroom