Tags – project.

Indie Games CZ.

Rád bych vás pozval na první z pravidelných setkání vývojářů her, grafiků, designerů a všech, které toto téma zajímá.

Domácí herní scéna není ve světové konkurenci žádné ořezávátko. Kromě mezinárodně úspěšných titulů je zde i celá řada malých studií a jednotlivých vývojářů, kteří tvoří desítky zajímavých her. Proč tedy ještě nemáme prostor pro neformální setkávání nezávislých herních vývojářů, sdílení informací, myšlenek a nápadů?

Odpovědí na tuto otázku je Indie Games CZ. Chceme více provázat nezávislou herní scénu u nás a vtáhnout do ní lidi, kteří možná netuší, jak začít. Věříme, že prezentace a pozdější networking pomohou jak jednotlivým vývojářům, tak i scéně jako celku.

V případě zájmu plánujeme vytvořit tradici pravidelných setkání se stále zajímavějším obsahem.

Více informací naleznete na http://j.mp/indiegamescz nebo na twitteru @indiegamescz.

Říjen 2011 přinese:

  1. Unity: úvod (Václav Vančura a Michal Hotovec)
  2. Flash: 2D na GPU (Tom Krcha)
  3. Flashpoint & Arma – Indie AAA tituly (Martin Vaňo)

První setkání proběhne v úterý 18. října 2011 v 19:00 v HUBu v Praze. Hlavní sál máme pronajatý na tři hodiny, poté se přesuneme pravděpodobně do Punta. Vstupné je dobrovolné (HUB není zadarmo).

Unity: úvod

Václav Vančura (@vancura) a Michal Hotovec (@mhotovec) nás provedou herním enginem Unity. Po přednášce s ukázkami bychom měli vědět, kdy Unity použít, v čem se liší oproti dalším herním enginům a proč je tak oblíbený.

Flash: 2D na GPU

Tom Krcha (@tomkrcha) z Adobe nám ukáže pár posledních her, na kterých se podílel a jak začít psát až 1000x rychlejší 2D hry na GPU ve Flashi.

Flashpoint & Arma — Indie AAA tituly

Martin Vaňo (@martusak) z Bohemia Interactive Studio nám prozradí, jak se z garážové firmy stane producent AAA titulů a přitom zůstane dál nezávislým. Co všechno udělalo deset let slávy s konkurenceschopností BI Studio, co je omezuje a v čem tkví jeho síla. Zkrátka vám zprostředkuje příběh Bohemia Interactive (podle skutečné události).

Fracthor: Status update.

As I recently wrote, there’s a new game in production.

Mr. Chalupa and me are working on a new action title. Watch this space for updates!

Moderatrix: Fast User Interface Widgets Without Flex.

In this series of articles I’d like to invite you to meet the library I’ve been working on during last few years: Moderatrix (with a small help from other support libraries).

It started long before I joined Falanxia, but Moderatrix made a good leap lately: it was heavily used in our recently launched Bzoonk Bar game.

So what’s going on here? Basically all you need to see is in the video screencast below – all the effects, animation and so on (it was used in other projects as well, but let’s stick with Bzoonk Bar). There’s a lot more under the hood I’d like to talk about.

You may ask why I didn’t use Flex (or any other user interface library). But first you need to know the requirements I needed to meet.

Everything started when I was in Cyprus for my one year trip to Sideshow. I just moved from AS2 to AS3 and I really needed a strong library to allow me fast prototyping, while not using Flash (you may know Flash IDE is nearly unusable on OSX).

I got to create a feature-packed video player for Involver, and there was a huge list of requirements I had to satisfy:

  • fast and easy GUI skinning and rendering,
  • skins should be built and used without rebuilding of the player core SWF file,
  • so the premium clients could build their own skins – without Flash, just using regular graphics app and a text editor,
  • color theming of the existing skins for regular users and not-so-premium clients,
  • advanced 3D animation.

The list was somewhat longer, you can check it out on my Involver portfolio page, but I think it’s now clear the requirements were pretty tough.

Actually it was even a bit worse: there were some other challenges I also needed to solve: data and processor consumption should be minimal.

So now you know why Flex was not an option for me:

  • Flex apps are usually pretty large (and the Involver player had to be compact; it has to load fast, start fast and act fast),
  • they are usually a bit sluggish, honestly,
  • it’s not really easy to deploy pixel-perfect graphics in Flex (I got a feeling this could be a reason for a flame war),
  • it’s not really easy to add animation, Flex components are too slow to animate smoothly,
  • in 2007 it was difficult to skin a Flex component, and if you needed a runtime skin, you needed Flash or Flex to build one,
  • no 3D possible – we needed to animate UI containers in 3D and it’s really not possible in Flex even now, few years later – Flex simply doesn’t think you’d ever need to put a subcontainer in a parent container (which may be rotated), but puts it on the stage again

I tried a few user interface libraries available at the time, but nothing was really useful for my scenario. So I decided to build my very own system. It started as a part of my vancura-as3-libs package, but when I started to work at Falanxia, I refactored the libraries into Falanxia suitable ones. And now the libraries are open again – so you can use it right now.

This series will show you how to use them. If you’re interested, please be sure to follow me on Twitter, so you know when a new article is out.

MumboJumboT: Day 2.

Ok, here’s a weather forecast for today: coding coding coding, since main graphics of the MumboJumboT project is done done done.

MumboJumboT body

Here’s MumboJumboT’s body.

The space in the middle will be canvas for all audio controls and displays. I am not entirely happy with his head, so I’ll revisit it at some point. I planned to make it in 3D (rotating while playing), but maybe I’ll keep it static, while making it richer (I think robot needs ears, antennae etc). PSD is here.

Screencast

While drawing I recorded a movie you can watch here:

Now what

So now let’s jump into coders’ world. Don’t forget to follow @MumboJumboT on Twitter!

Update

MumboJumboT project is done. Read more here.

MumboJumboT.

Since today I’ll be working on a small one week project, something like a workshop. I’d be glad to prepare an application for realtime visualization of audio.

I love this kind of projects: you got a limited time – 7 days should be enough to prepare a small application. Game, audio or video stuff, you name it. When you work alone, you could manage your time more precisely, there’s no one who tells you what to do and what you should avoid. It’s solely your work and you can do whatever you want to – but it has to be done before the deadline, which can’t be moved in any circumstances.

This time I’ll prepare a small audio application. No business plan, no desires to sell it. No visible sight of making money of it. Just simple fun. This app was on paper for too long and this contest made me start it.

The app will mix samples in a never-ending stream of blabs. Everything will be mixed randomly from predefined settings, adjustable by you. And most importantly you’ll be able to make your very own generator by recording audio from your computer’s Line In or Microphone input.

I want to show you some of technologies I developed during last few years. GUI widgets with loadable skins, audio processing (I made few multitrack sequencers and mixers), a slice of 3D rendering. All Model-View-Controller via PureMVC.

I want to use these technologies if you’re interested to know:

If you want to take a few lessons from ActionScript and these areas, this project is a lovely place to start. I did not tell you? Everything I am going to produce here will be licensed as Creative Commons, open for everybody. And that doesn’t apply only to source codes, I am talking about assets, source PSDs, illustrations, samples etc.

So if you’re interested in what I am going to come up with in next 6.5 days, enjoy me on the voyage. It will be a rather fast, but very fun trip. Watch this place and Twitter stream at @mumbojumbot.

Update

MumboJumboT project is done. Read more here.