Posts in Category "Gaming"

Latest Updates on the Flash Runtime

There’s been talk recently on different forums regarding Adobe’s position on the Flash Runtime.  Hopefully some of the work we’re doing and items outlined below will help answer these questions.

First, let me introduce myself.  My name is Chris Campbell and I’m the product manager and customer advocate for the Flash Runtime product team.  I’ve been part of the Flash and AIR teams for the last 4 years and prior to that I worked for 14 years as a developer in our digital imaging group.  Some of you might know me from the forums, where I’ve spent a lot of time working with customers to bring issues to the engineering team.  I’m on Twitter @liquidate but you can also reach me via email at ccampbel@adobe.com.

What have we been up to lately?

Improved Packaging Engine – We’ve made massive improvements to our iOS packaging engine (Halfmoon AOT), with reduced packaging times up to 10x.  This work lays the foundation for future features like iOS workers.  This has been in our beta builds for a while (we try to make these publicly available on a regular basis) and was out in our public AIR 4.0 release.

ActionScript concurrency for Android – We knew this would be a hit with the feedback we received with ActionScript Workers on the desktop so getting this over to mobile was a priority for us.  We had an extended beta for this feature and it made its public appearance in AIR 3.9 with additional fixes based on feedback received in our 4.0 release.

Support for new versions of OSX, Windows, iOS and Android – We know that our developers and users want to use the latest OS’s and browsers.  We have made sure that the Runtime supports these targets and we’re committed to making sure that continues in the future.

Here are just a few of the new features that we’re working on this year –

ActionScript concurrency for iOS – Now that we’re finishing up with the Halfmoon packaging work, the next step is to add support for ActionScript Workers on iOS.  We know this is an important feature and we’re looking forward to starting an extended beta for this later this year.

Improvements to Stage3D – Stage3D was a massive game changer for Flash.  We want to add to this with significant efficiency improvements by supporting multiple render targets.  If you’ve been around for a while, you might remember a previous beta for AGAL2.  We’re picking this up again now that we’ve got support for all supported platforms and we should have something to share later this summer.

PPAPI debugging – A long time request has been the ability to debug Flash content on Google Chrome.  We’ve been working to bring our debugger to the PPAPI platform and we’re almost ready for a beta release.  This required a lot of work under the hood and while we’re there we’re also tackling a nagging Stage3D performance problem.  Progress has been going well and we’re optimistic that we’ll have a solution for our customers.

Game discovery – We know that there are a huge number of games available on the market and it’s hard to get the user’s attention.  We believe we can help.  One of our greatest strengths is the reach of our platform.  Flash Player is installed on over a billion computers!  The AIR shared runtime is installed on 50+ million Android devices!  We’re working to figure out how we can leverage these strengths to improve your app’s success.  Look for details on Adobe GameSpace, Playpanel, GamePreviews, and more in the very near future.

It’s certainly true that we have increased our investments on HTML technologies, but Adobe and the Flash product team are dedicated to pushing the Flash runtime platform forward.  We believe that AIR and Flash Player are excellent solutions for both the video and gaming markets.

While most of Adobe’s marketing and PR activities are focused on the Creative Cloud and Marketing Cloud initiatives, we are working on the following items to help improve our messaging around the Flash Runtime.

  • Redesign, refresh and make regular content updates to our game development web site.  We’ll be retiring the gaming.adobe.com microsite and instead updates will be made to our Adobe Developer Connection page found here – http://www.adobe.com/devnet/games.html
  • Create a new Flash Runtime showcase website that allows for easy showcase project submissions by our development community.
  • Reach out to the community and promote their games and usage of Adobe tools through guest blog posts and case studies that we feature on adobe.com.   If you’re interested, please contact me via email.
  • Find additional and creative ways to allow our passionate development community to evangelize the use of Flash Runtime

Finally, in a recent Adobe post there was some confusion regarding PhoneGap and if this product was supplanting or replacing AIR.  This is not the case.  We believe both of these technologies have merit and we recommend developers pick a solution that best suits their project.  For gaming and video related applications, on either the desktop or mobile platforms, we believe the Flash Runtime continues to be a great choice.

Thoopid, a Garden Snail, and Adobe AIR

Snailboy!Updated 10/31/2013. We are always excited to see the fantastic examples of what can be accomplished by our Adobe Game Developer Tools customers.  The creative capacity of Adobe customers is always amazing, but the folks at Thoopid have really garnered my attention with Snailboy, a fun, physics based, puzzle platform game with rich graphics, killer sound and over 45 levels of intoxicating game play.  When I first saw this game, I thought I was watching a movie or a cut scene.  I was wrong; this game is just visually stunning!

RW Liebenberg, Managing Director and Lead Developer at Thoopid, took a few minutes to talk to me about their company, their unconventional hero, Snailboy (yep, he’s a garden snail!), and their experiences with Adobe products in building this breathtaking experience, which, incidentally, is their first iOS game.
 
 
Continue reading…

Away3D makes its way to Typescript!

10-9-2013-11-27-12-AM1Today our partners at Away3D have introduced their first official alpha release of Away3D for Typescript!  Away3D is an open source 3D framework available in Adobe’s Gaming SDK.  Initially available for ActionScript developers, this new alpha available on Away3D’s website opens the framework up to the Typescript language and Javascript developers everywhere.

We’d like to congratulate the team at Away3D!  This is a major milestone and a huge leap forward for hardware accelerated graphics on the web for both desktop and mobile platforms!

For full details, please see the Away3D Typescript 4.1 Alpha blog post by Rob Bateman.  For examples, test tools, and source files please visit typescript.away3d.com.

Video tutorials are available here:

Getting Started
Recompiling the core
Live debugging with Google Chrome

Independent game developer successfully ports Adobe AIR game from mobile and tablet to console

Mat Dickie, independent game developer known for his work in the wrestling niche, has taken his retro-style mobile and tablet game, Wrestling Revolution, to the console. Created using Adobe Game Developer Tools and downloaded more than one million times across Android and iOS, Wrestling Revolution offers players the biggest wrestling universe with more than 350 characters – and dozens of them in the ring at one time. Now available on the new OUYA console, Wresting Revolution can now be enjoyed by fans on their TV, the genre’s natural home.

Mat

OUYA provides an open development experience so that, like Dickie, any creator can publish a game for a console to be played on TVs.

“I was excited about bringing the gamepad-controlled, multi-player experience to consoles. Wrestling games have a proud history on consoles from the NES and SNES to the N64 and PlayStation. But those doors can be hard to open for an independent developer like me,” he says. “Consoles are the genre’s natural home, so on OUYA I’m reaching new audiences that don’t typically play PC or mobile games. What I like most about it is that I have a stable platform for the first time in my career, and I know that players will have the same experience as me.”

In taking Wrestling Revolution to the OUYA platform, Dickie made sure that it wasn’t just a mobile port to the console. The game fully supports controllers of all kinds—right down to analogue sticks for precise movement. The multi-player modes are also exclusive to consoles. There’s an option to play in either “Versus” or “Co-Op” mode, which will involve up to four human players.

Wrestling Revolution is just one of the first Adobe AIR games on OUYA,” he says. “Some perceptive AIR developers had everything in place ahead of OUYA’s launch which helped me get going quickly.”

Wrestling Revolution climbed over 200 places in OUYA’s O-Rank in its first week of release and jumped into the top 50 games in its second week. The game is being downloaded hundreds of times per day with 10% of players opting to purchase the full game.

“The OUYA audience is obviously a lot smaller than on established systems, where over a million people are playing my mobile apps. However, the conversion rate is higher. The OUYA audience likes to invest in games and support their evolution,” says Dickie. “That ensures that my first game won’t be my last.”

Bringing Console‐Quality Multiplayer games to Web and Mobile Platforms

San Francisco‐based nWay is a developer and publisher of free‐to‐play online multiplayer games. Founded in 2011 by gaming and startup veterans Tony Harman, Taehoon Kim, and Dave Jones, the nWay team is comprised of leading developers and executives from the gaming industry that have collectively contributed to more than a dozen hit console and online games including: Killer Instinct, StarCraft, Diablo II, Dead Space 2, FIFA Online, Battlefield Online, Dante’s Inferno, Grand Theft Auto, Crackdown, and Lineage II.

chronoblade_logo

nWay’s new action‐packed Flash browser game, ChronoBlade, combines the explosive skillbased combat of a hack‐and‐slash brawler game with the open‐ended character progression of an RPG. Showcasing fully 3D‐rendered characters that can execute dozens of brutal combo moves, ChronoBlade lets players customize their characters by creating a variety of attacks and upgrading their equipment with various enchants to suit multiple types of playing styles. In keeping with today’s web and mobile platform consumption habits, play sessions were designed to last five‐to‐ten minutes so that players don’t need to set aside significant chunks of time to play.

“ChronoBlade is a free‐to‐play game and is hyper accessible as a Flash browser game,” said Alex Pan, marketing director, nWay. “With the heavy user adoption rate of Adobe Flash Player, we knew that our game would be available to a wider audience.”

To develop ChronoBlade, nWay developers wanted a solution that had high accessibility, modern 3D hardware rendering, web deployment, and a no‐client‐install solution. “We selected Adobe Game Developer Tools because of the cross‐platform development capabilities and hardware accelerated rendering. Adobe Scout also gave us great insight into our game client performance—helping us optimize our code and detect problems early,” said Dave Jones, cofounder, nWay. “Another game development must‐have for us was the need for console quality graphics and gameplay and Adobe Stage3D helped us achieve that.”

ChronoBlade_Inventory_Aurok

ChronoBlade is in Single Player Open Beta now on the browser and multiplayer PvP and Co‐op is launching at the end of Summer. The iOS and Android versions are expected to be available later this year.

ChronoBlade links:

Game Webpage: http://www.chronoblade.com

Facebook App Page: http://www.facebook.com/chronoblade

Facebook App: http://apps.facebook.com/chronoblade

Mobile: Coming soon!

Adobe Gaming SDK Updated

We are pleased to announce the availability of Adobe Gaming SDK version 1.2, part of the Adobe Creative Cloud. This latest update to the Adobe Gaming SDK enhances this essential collection of frameworks, code samples, and learning resources that work together to help game developers create and deliver ActionScript games across multiple Devices.

Some of the latest editions to version 1.2 include:

  • Away Builder Workflow Tool – Streamline and simplify the creation of 3D scenes with this open source visual workflow tool created for both designers and developers. Away Builder is a companion application for the Away3D framework. Import and stage 3D assets like models, materials, effects, and more.
  • Game controller input APIs – In addition to the OUYA game controller support, we’ve added Flash Player and AIR Gamepad support for desktop and XBOX 360 controller library for ActionScript developers.

Learn more about these new features as well as ActionScript concurrency (workers), LZMA SWF support, 4096×4096 and rectangle texture support plus more in the Flash Player 11.8 and AIR 3.8 release notes.

Download the Adobe Gaming SDK

Open Source Flash C++ Compiler, CrossBridge

We are excited to announce that the Flash C++ Compiler (FlasCC) has been contributed to open source as CrossBridge and will be delivered through GitHub.  FlasCC has become the standard technology to bring C/C++ content to the unparalleled reach of the web.  As CrossBridge, it will enjoy the speed of innovation and improvement that the open source community can bring.

FlasCC was previously delivered as part of the Adobe Creative Cloud.  As CrossBridge, it is available to everyone and we invite you to join with us to improve it.  Adobe will continue to invest in CrossBridge, contributing to and managing the project.  CrossBridge has been released as 1.0.1, containing all the original source of FlasCC 1.0 plus several improvements to the product.  In addition, we have contributed all current, on-going development work of CrossBridge 1.1, which includes an upgrade to LLVM and the front end, Clang to enable advanced C++ syntax support.  We look forward to collaborating with the community to complete this exciting release.

To get started with CrossBridge, please visit adobe-flash.github.io/crossbridge and, to find out more about our Game Developer Tools and the Adobe Creative Cloud, visit gaming.adobe.com/getstarted.

Indie Cross-platform Intergalactic Battle Game Developed using Adobe Game Developer Tools

NEWchoose_your_sideIndependent game development company Overdose Caffeine creates cross-platform, real-time multiplayer games with fast and intense environments. Pocket Fleet, the company’s first cross-platform, free-to-play, multiplayer game, invites players from around the world to create or join a space dogfight and test their pilot skills against real people or CPU-controlled enemies.

With a small development team and the goal of making Pocket Fleet available quickly to a wide audience of casual and hardcore gamers, Overdose Caffeine sought a solution that offered cross-platform compilation—Android, iOS, and any computer with a browser—and rapid development.

Developers chose Adobe Game Developer Tools including Adobe Flash Professional, Adobe AIR, and Adobe Scout. “We had our own multiplayer gaming framework called Coffee Pack coded with ActionScript, and it was ideal for building a game like Pocket Fleet—so using Flash Professional and Adobe AIR was the best technology solution for our new game. We also knew the game had to be cross platform, and with the Adobe solution, we have a single code base to easily publish the game to multiple platforms,” said Tolga Ozuygur, Overdose Caffeine’s co-founder and lead programmer.

Benefits of Adobe Gaming Solution components for Ozuygur include:

  • Rapid authoring and remote debugging with Flash Professional  was  essential for mobile development;
  • Adobe AIR allowed developers to push the game to mobile, while offering smooth interfacing with underlying mobile device APIs through Adobe Native Extensions;
  • Adobe Scout for optimizing the game, which is essential because some mobile devices have limited hardware and the game needed to perform fully on a large variety of devices.

Ozuygur notes that “Adobe Flash has created a market for browser-based games, and Adobe AIR is doing the same for cross-platform gaming. The great thing is that developers can carry over their experience with Flash to other platforms,” he says

The pre-alpha version of Pocket Fleet took just two weeks to build from scratch, with the game officially launching three months later. Pocket Fleet was recently featured and passed the 500,000 downloads mark on Google Play with almost 320,000 monthly active users on all platforms. Overdose Caffeine is now working to add more social features to the game including a friend list, private messaging, and teams. A large galactic map is also planned that will let players see the big picture on how their race is doing in the war.

Pocket Fleet:

The Magic Bullet of Web Gaming

There are plenty of reasons to come to MAX, and at the top of the list are the outstanding sessions led by the most innovative minds in the industry. This year at Adobe MAX, don’t miss legend Richard Hilleman, Chief Creative Director at Electronic Arts and his session  The Magic Bullet of Web Gaming where he talks about the importance of controller design for game play learning curves and how it affects a audience size of a game.  He’ll also explore the links between positive reinforcement in a game and a games audience size with emerging innovations in various platform technologies. See our latest Q&A with Richard here.

Join Adobe evangelist Andy Hall and Enrique Duvos as they talk about how game developers and publishers around the world push the limits of what’s possible on the web and on mobile devices with Adobe Game Developer Tools during their session “Best of the Best:  International Flash Games Showcase

Learn more about the game developer session

Register Now: https://www.adobe-max.com/portal/newreg.ww?trackingid=KDCBO

Burrito Bison Revenge Takes Home Mochi Players Choice Award

BuffaloAfter the big win at FGS5, we checked in with Juicy Beast Studio, creators of Burrito Bison, about their game, inspirations and insights.

The team originally attended Cegep de Saint-Jerome in Quebec and studied Multimedia Integration. After graduation, they decided to pursue their own studio. “We simply had an interest in video games and decided to go for it. It was pretty risky, considering it was our very first job after college,” commented Co-founder Yowan Langlais.

The team feels that most of their game design knowledge comes from their experiences as gamers. They learned using ActionScript, Photoshop, Flash and After Effects. “We basically had all the tools to make Flash games, we just needed to push the game development aspect ourselves,” said Langlais.

Their mission is simple: To work on games they love – and have faith that other people will enjoy playing them.  “We also put a lot of effort into polishing our games so things look good and feel right.”

Langlais suggests that students who are interested in game development, “Start small. REALLY small. And finish the game completely, with sounds, music, a beginning and an end. By making a complete game, you’ll learn what it takes. If you want to aim for something bigger for your next game, you’ll already have a good idea of how ambitious it should be.”

Congrats to all the Mochi Award winners!

*reposted from Adobe Education Community Game Developer Newsletter