the-inbetween posts categorized as Flash

Flight Game

We boarded the plane at high noon. By three in the afternoon I was on the ground again, nearly ten hours passed. A direct flight from Paris to Toronto is eight hours long, but this one had a stop-over in Quebec to let off all the Quebecois. The final one hour stretch from Quebec City to Toronto Pearson airport was wonderful; the majority of passengers had disembarked, leaving a mostly empty and spacious plane for the more English speaking passengers.…

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Small Worlds

David Shute’s Small Worlds is an entry for JayIsGames’ “Explore” competition. It is a great example of simple storytelling in a game. That might seem like a loaded statement when you consider that the entirety of the piece has no dialog, two lines of text, and features a protagonist that is three pixels tall. It’s mechanically simplistic too, only allowing you to move left and right and awkwardly jump. But that’s enough. Through your own explorations it slowly reveals the…

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FIFA Earth

EA’s Fifa Earth is neat. A Flash based real-time visualizer of stats and trends from games played in Fifa 10. I’m down with stuff like this. It’s ambient information that fits somewhere between the stat heavy specifics of something like Halo 3 and, well, nothing. Indirect stats like this always give a little extra life to an interactive product, making it seem more vibrant and organic. Fifa Earth tracks things like what countries do well, statistically, in online matches, what…

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Fatty Bum Bum

Coming from Nick Stumpo, whose abnormal behavior child (abc) I fondly remember as one of the early paragons of the emerging flash/web/motion design scene back when Flash 5 was still fresh, is Fatty Bum Bum. An installation slash game Flash piece by Hanazuki for the Cinekid festival. From a game design perspective, Fatty Bum Bum is rather poor. The controls are a little unresponsive, not mapping properly to your mouse position or click actions. It’s hard to read — it…

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Unity and the Future of Browser-Based Games

Back in 2000, if you wanted to create rich media for the internet you had two choices: Macromedia’s Flash and Macromedia’s Director. Director, which produced Shockwave files, was the more powerful of the two: far faster, capable of pixel level manipulation, and with a proper (if weird) scripting language in Lingo. Proper Actionscript, which showed up in Flash 5, was still months away. But Shockwave was a heavy format (broadband wasn’t so widespread back then) that sometimes had problems running…

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One Day Game Prototype, Flash Actionscript

Adobe Flash is like the mafia to me: just when I think I’m out, it pulls me back in. This is the “problem” with doing something for so long (eight years this month[1],) you get good at it and then you get known for it. Well, it’s a “problem” for me because I like to diversify. For years I was the “flash guy” and it’s a title that’s become hard to avoid, especially when there are bills to pay. Or…

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Harmonic 313’s Word Problems

Harmonic 313‘s EP1 is an interesting, if brief, excursion into bleepy, old school “Detroit techno.” The record makes heavy use of retro Speak N Spell samples, which is probably one of the most sampled toys ever. That little reference to the toy game isn’t restricted to the music though, it’s there through the packaging and website. All the track names are obscured behind a simple color coded substitution cipher. The website plays with this and makes a simple little interactive…

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Inside ‘Puzzle Farter’

It speaks volumes that, in the last month, the only games I have touched are Grand Theft Auto IV and Puzzle Farter. Hell, Puzzle Farter is the only game that I’ve finished since Rez HD in March. Of course, I’ve had other priorities. The developer of Puzzle Farter is also a member of a secret cabal internet community that I’m in and it was there that the alpha and final builds were posted. I linked to it, giving a fellow…

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Quatchi’s Shootout Shutout

One of the things that has kept me super busy over the last month has just launched: Quatchi’s Shootout Shutout. A small flash game for the Vancouver 2010 Olympics’ “Meet the Mascots” page. I’ve liked the Meomi designed characters ever since they were revealed last winter, so it was a joy and privilege to be able to work with them. The game was produced by zinc Roe Design, who recently launched their own weblog. All Flash coding by me. PS.…

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FITC and Flash

FITC Toronto was in full swing over the last weekend and it struck me with a severe case of deja vu. Annual conferences like this, if you attend them frequently enough, are strange beasts. Forgotten names are brought up, faces that are seen once a year show up and all the lunch time (in)decisions and presentations feel awfully familiar. There are always interesting bits and pieces and insights to take away from some of the talks, though it’s often a…

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