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Tag: game development

Games and Nostalgia

2003-06-24 John Winkelman

This post will mostly only be interesting for Flash coders and game developers

I have spent the past several days working out various functional specifications and data models for the Flash Adventure Game. So far, I have rudimentary versions of the following:

-XML heirarchies
-Tile placement engine
-dynamic bitmap object masking

I am particularly proud of the object masking idea.

My ultimate goal to create a game (engine) which can be modified without the requiring that the user in question have access to Flash. All that should be needed is a graphics program which can pump out .jpg files, a text editor with which to produce XML, and (maybe) an FTP program to place files on a website.

The dynamic masking is the key. It compensates for Flash being unable to dynamically load .gif or .png files; these formats support alpha transparency. .jpgs, which can be dynamically loaded, do not support transparency. But they can (using the Flash Drawing API) be masked. All I need to do is feed in the appropriate coordinates (in XML; not unlike creating an image map), and skaboom, I have one highly detailed, appropriately transparent sprite!

A lot of this reminds me of the hundreds of hours I spent back in the 80s writing games on the Commodore 64. Back then, there were no graphics applications so we had to program our images in hexadecimal. And the images, egregious hacks aside, were all 24×24, and one color. Or 12×24 and three colors, but all of the colored images had to share one of the colors.

In other words, this is a real walk down memory lane.

As I have useful information I will post it in an open directory. I will post some code after it is debugged. As always, suggestions are welcome .

Posted in ProgrammingTagged Flash, game development comment on Games and Nostalgia

Engine

2002-02-10 John Winkelman

Just to prove that Flash is great for making 80’s style arcade games, here is a little thing I whipped up in about an hour this evening. Use the arrow keys to move, and the mouse to aim. If the arrow keys don’t do anything, click on the window to bring it into focus. I will add destructive ability when I figure out how to attach a #%*)%*#%# click event to the root level of a Flash movie.

Posted in ProgrammingTagged Flash, game development comment on Engine

Life, or Something Like It

2002-01-082024-05-13 John Winkelman

I had a flash of insight today regarding the programming of simple artificial life experiments. The simplest would be a series of algorithms running in the background of an interface, with a series of readouts of statistics… how many are left, which generation they are on, all that general stuff. Adding a graphic representation of the data improves the life metaphor, allowing visible representations of the “creatures” to visibly interact with one another.

With fairly simple object-oriented programming the artificial life (AL) forms could be given rudimentary traits — aggression, speed, strength, reproduction, life span, etc., and be allowed to interact with one another. A sidebar could keep track of the averages in the population: average aggression, average age of the group, likelihood of breeding… and, based on random starting variables, after a few or a few hundred generations, evolution will have occurred.

With a little more programming mojo–but still in the realm of the simple–the ALife individuals could be made to “cannibalize” one another, and tests could be run to see what version of the life is most likely to succeed: that which is harmful or helpful.

The idea occurred to me while I was browsing the AI Depot.

In other news, I added three Flash mouse trailers to the tech section. Flash: I love it, I hate it.

[2024.05.13 UPDATE – fixed link to AI Depot]

Posted in ProgrammingTagged artificial intelligence, artificial life, game development comment on Life, or Something Like It

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