Posts tagged "Adobe Gaming"

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

Adobe Shows Herokon and More at GDC

HerokonWe told you back in September that Silver Style Studios was working on their brand new MMORPG game called Herokon – based on the German pen and paper RPG Das Schwarze Auge. Well, they recently launched the English version of the game and we’re showing it off at out booth at the Game Developers Conference in San Francisco this week. So, stop by to see the game up close or go to this link to sign up and start playing online: https://phex.herokon-online.com/en/play/

Also, check out the full success story here to see how Silver Style developed this amazing game using Adobe Gaming Tools.

Girl Gamers are on the Rise! All Female Team of Developers from Arizona State University Follow their Dreams and Create Maia

Under guidance from Graphic Information Technology (GIT) professor Arnaud Ehgner, a team of female students from Arizona State University (ASU) has been working tirelessly on a school project to develop a one-level game on par with those created by industry professionals.

Maia, a 2D side-scroll action game for portable devices, is a magical jungle adventure that leads the player through a series of mysterious temples and ruins where the priestess—Maia—tries to head off an attack and keep peace in the village of Kuma.

The game is developed using 3D models for a 2D game. While the scenery is 2D, the characters are created first in 3D, and then transplanted into a 2D world. The team chose to develop the game using Adobe solutions including Adobe Photoshop, Adobe Illustrator, and Adobe Flash Professional because of the compatibility across platforms. Illustrator is used for the game’s concept art; Photoshop to finalize artwork with shading, touch-ups, and closing up texture seams; and Flash Professional for creating an engaging game with consistency across platforms.

“Adobe Photoshop also helps us play with the different perspectives by easily letting us translate and rotate the 3D models onto a 2D plane,” said team leader Rachel Ramsey.

The game targets female players with a strong leading female character. “I am so excited to be a part of Maia, as it has been one of my childhood dreams to create a video game with a strong female protagonist,” notes team member Jennifer Davidson.

Maia, now being expanded to three levels, will officially launch at the Game Developers Conference (GDC) 2014 for the Independent Gaming Competition and be available as a free demo for a limited time on iOS and Android tablet and mobile devices.

ASU

Comprised of six women, team ‘Femme Fatale’ as shown in photo left to right: Liza Gutierrez, Jennifer Davidson, Samantha Hannis, Marcella Martinez, Skylar Mowery (Rachel Ramsey not pictured.) Photo by GIT major, Tessa Menken

Find out more information: Maia on FacebookMaia on TwitterMaia on Tumblr

Game On: The Present and Future of Game Development

The Adobe Gaming crew has been out and about a lot lately, participating in large, multisite events that inspire youth and young adults to explore game development for fun and even as a potential profession.

First, we participated in the Global Game Jam, Jan. 25–27. More than 11,000 developers from 319 sites in 63 countries spent 48 adrenaline-fueled hours working on more than 3,100 projects based on this year’s theme, sound of a heartbeat. It was an exciting intellectual and creative marathon for programming, iterative design, narrative exploration, and artistic expression.

On Feb. 6, Adobe visited schools around the United States to promote digital literacy as part of Digital Learning Day. Nearly 25, 000 teachers and millions of students participated in all 50 states. The national campaign spotlights successful instructional technology practices in K–12 public schools.

In the Global Game Jam (GGJ), participants gathered late Friday afternoon, watched a short video keynote with advice from leading game developers, and then received the contest’s secret “sound of a heartbeat” theme. All sites worldwide were then challenged to make games based on that theme, with games to be completed by Sunday afternoon. Although the event is heavily focused on programming, there are many other areas where people who don’t code contributed to game development.

Many of our Adobe colleagues attended the event at locations worldwide. For instance, Adobe evangelist Andy Hall, in Sydney, Australia, went to cheer on jammers programming with Adobe Flash. “Organizers loved it and were happy to let us speak, hang around and interview people, or do whatever we wanted really,” Hall says. “With that said, at the Sydney Jam, my presence as an evangelist was not really necessary. Everyone there knew their technology backwards and forwards.”

Sushi

For the GGJ, Adobe sponsored an award for the best game made with Adobe Flash, which went to Monster Sushi Train. It features a monster sushi chef who cuts hearts into shapes requested by other monsters at a sushi bar. Its programmers are Chris Suffern, Wayne Petzler, and David Kofoed Wind. Check it out at http://www.playgamespro.com/game/1844/Sushi-Monster-Train.html.

For the K-12-focused Digital Learning Day, Adobe Gaming used the opportunity to connect with students—many of whom had limited previous computer experience—tackle the task of building a game with Adobe Flash Professional. Besides introducing them to Adobe Flash Professional, Adobe helped kids from different backgrounds collaborate in ways that made the best use of each student’s unique skills and interests, whether those interests included zombies or American history.

Achieving digital literacy through game design is also one of the goals of Globaloria, an Adobe education partner. Globaloria is a turnkey academic curriculum that uses a social learning network and game design to promote computing knowledge and global citizenship. As part of Digital Literacy Day, the Adobe Foundation has committed to match all donations made to Globaloria up to $50,000. You can be a part of it by donating at http://www.globaloria.org/adobe. Besides funding Globaloria’s initiatives, your donations help fund the World Wide Workshop, Globaloria’s parent organization. The World Wide Workshop supports publicly shared, long-term projects that are complex, computational, immersive, and innovative, so children build long-term skills for learning and critical thinking.

PlayHaven Offers AIR Native Extensions

playhavenWe had the pleasure recently of connecting with PlayHaven to learn more about their powerful marketing platform, how they are helping mobile game developers monetize their products, and the benefits of offering AIR Native Extensions. Recently profiled in Forbes Magazine on the free-to-play model and helping monetize more than 4,000 titles, PlayHaven offers additional insight in the Q&A below.

What is your name and role at PlayHaven?
My name is Lauren Lamonica Rosenthal and I’m a product manager at PlayHaven. I’m always working to make better products and refine the experience for our game developer partners.

What is PlayHaven?
PlayHaven is a lifetime value maximization platform that mobile game developers use to better acquire understand, and intelligently engage and monetize players.

We currently provide an iOS and an Android open source SDK for game developers to integrate into their applications. With these integrated game developers can send targeted content to their players from our web dashboard in real time—including cross promotions, rewards and virtual good promotions. We also offer a powerful ad network with 4,000 mobile games and 100 million unique monthly users.

Where is PlayHaven located?
PlayHaven is based in San Francisco, CA with an office in Portland, OR.

Why did you start PlayHaven? What were you solving in the market by launching PlayHaven?
PlayHaven launched its platform to help mobile game developers solve the challenges they face acquiring, engaging, retaining and monetizing players. The team saw an opportunity to help developers build better relationships with their players in an easy and flexible platform.

Our goal with the PlayHaven platform is to give mobile game developers a single service that allows them consume and understand relevant information about their users and take meaningful actions that will maximize the value of their players.

Why did PlayHaven create the AIR Native Extension (ANE)?
We know that there’s a vast community of high quality game developers who don’t write their games in native code, and we want to make our platform as widely available as possible. With the the PlayHaven AIR Native Extension, game developers get access to the same set of acquisition, engagement and monetization tools that we offer to Adobe developers coding natively.

What are the benefits of ANE for you? For your mobile developers?
The PlayHaven ANE will help us reach 12,000 of the most creative and innovative live app and game developers using Adobe’s platform. We’re thrilled to join the Adobe community.

The AIR Native Extensions makes it simple for mobile game developers using Adobe AIR to quickly integrate PlayHaven into iOS and Android apps using Flash’s ActionScript and start benefiting from the entire PlayHaven platform.

How do you use the ANE?  Any links to tutorial information to get developers started?
Adobe AIR mobile game developers for iOS and Android can use the PlayHaven native extension to run ads and deliver targeted in-game marketing communications to players including cross promotion of other games, rewards, virtual good promotions, announcements, and opt-in data collection. Sign up on playhaven.com to download the native extension, and then add it to your project library to get started.

Developers can find tutorial detail on GitHub.

Why are Adobe solutions like AIR and Flash important to game developers?
Creative people love to create. They want to build rich, interactive experiences for their players and be focused on creating a cutting-edge game. Adobe has always made user-friendly software that serves the creative professional with familiar interfaces and deep possibilities. As the mobile gaming industry becomes increasingly fragmented with more operating systems and devices offered up as gaming platforms, developers will turn to solutions like AIR because they trust Adobe to guide them through a new medium with good tutorials and minimal red tape.

What’s next for PlayHaven?
Product innovation is our top priority and we’ll continue to invest in tools that help our developer community maximize the lifetime value of their players. But, without saying too much, adding tools to our engagement suite and providing data-driven insights for developers are ways we’re continuing to create a more valuable experience for our partners.