Useful Websites for Game Developers, Game Designers, …

Last night I was looking some old docs and I found a list of links that, at the time, I thought that every Game Developer, Gamer or curious (about game) should know.

In fact, this isn’t nor a specific list and nor a huge list, but is really helpful to the purpose of be startup to get inspired in the projects of your new games.

Here are the links (if you know some other useful links, please reply this post, than I’ll update it):

Aggregators:

Analysis:

Market and Industry:

Development:

Reviews and News:

Virals:

Visual References:

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Screen Manager

It’s been a while that I’m trying to post the screen manager how to use (also because the code has already been on my code.google for a while).

So… aren’t you tired of building screens for every new site? Linking it to a movieclip? Manage all transitions?… And also having problems with scope access or listener?

On the net you’ll find some code that really fix the problems, like GAIA, but not in a simple and easy way. Personally I’ve being using this class for all my projects (games or simple websites) since I wrote it and I’ve noticed how fast I can start a project by using it.

To be able to build a screen you’ll need some class like this:

package com.filipesilvestrim.screenexample.screen
{
	import com.filipesilvestrim.screenexample.utils.ButtonManipulator;
	import com.filipesilvestrim.screenexample.utils.Consts;
	import com.filipesilvestrim.ui.screen.AbstractScreen;
	import com.filipesilvestrim.ui.screen.ScreenManager;

	import flash.events.Event;

	import gs.TweenLite;

	/**
	 * ...
	 * @author Filipe Silvestrim
	 */
	public class ScreenHome extends AbstractScreen
	{
		private var content : mcScreenHome;

		public function ScreenHome( name : String )
		{
			/* The AbstractScreen has 4 params:
				@param: String - being the name of the screen registered in the ScreenManager
				@param: Boolean - exist transition to the entrance of the screen
				@param: Boolean - exist transition to the exit of the screen
				@param: Boolean - if this screen have something to preload
			*/
			super(name, false, true);
		}

		//When someone calls the change to screen this is the first method to be called
		override public function build():void
		{
			//creating the view
			content = new mcScreenHome();
			//an AbstractScreen is a subclass of Sprite
			//so, we're adding the view created in flash to the ScreenHome instance
			addChild(content);

			//repositioning the view (anchor point is in the middle)
			content.x = 275;
			content.y = 200;

			//reset propeties
			this.alpha = 1;

			//getting access to the buttons created via flash
			ButtonManipulator.createButton(content.$instr, "Instructions", gotoInstr);
			ButtonManipulator.createButton(content.$more, "More Info", gotoInfo);
		}

		//helper callback event manipulated by the ButtonManipulator
		private function gotoInstr(e:Event):void
		{
			ScreenManager.getInstance().changeToScreen(Consts.SCREEN_INSTR);
		}

		private function gotoInfo(e:Event):void
		{
			ScreenManager.getInstance().changeToScreen(Consts.SCREEN_INFO);
		}

		//If the current screen is active and someone else calls the changeToScreen method
		//this method is called to destroy the current screen
		override public function destroy():void
		{
			TweenLite.killTweensOf(this);

			//cleaning the memory
			removeChild(content);
			content = null;
		}

		//All the optional screen functions as transitions in and out and preload
		//must to override their methods and when done call theirs end methods (event)
		override protected function transitionOut():void
		{
			TweenLite.to(this, 1, { alpha:0, onComplete:super.endTransitionOut } );
		}
	}

}

I’m showing here one example to show how easy and fast is to create screens in an ActionScript project using the ScreenManager.

And here is a example of a game screen:

This movie requires Flash Player 10

To download the example (source code) just click here to download the FlashBuilder project and link it to my library (donwload at my google code)

The document class of the project is this:

package
{
	import com.filipesilvestrim.screenexample.screen.ScreenHome;
	import com.filipesilvestrim.screenexample.screen.ScreenInfo;
	import com.filipesilvestrim.screenexample.screen.ScreenInstructions;
	import com.filipesilvestrim.screenexample.utils.Consts;
	import com.filipesilvestrim.ui.screen.ScreenManager;

	import flash.display.Sprite;

	[SWF(width=550, height=400)]
	public class ScreenManagerExample extends Sprite
	{
		public function ScreenManagerExample()
		{
			/*
				First we need to start the ScreenManager.
				The first param is the DocumentClass - we need this because
				the ScreenManager need to have direct access to the stage
				to get focus back to the current screen and if we would
				to access the main class or stage directly via the property scope.
				The second parameter is the local (DisplayObjectContainer)
				were the screen will be attached later.
			*/
			ScreenManager.getInstance().init(this, this);

			//Before start we need to register all the screens to be used later
			ScreenManager.getInstance().addScreen(new ScreenHome(Consts.SCREEN_HOME));
			ScreenManager.getInstance().addScreen(new ScreenInstructions(Consts.SCREEN_INSTR));
			ScreenManager.getInstance().addScreen(new ScreenInfo(Consts.SCREEN_INFO));

			//vamos inicializar/chamar a nossa tela de escolha
			ScreenManager.getInstance().changeToScreen(Consts.SCREEN_HOME);
		}
	}
}
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Alchemy shell script for easy compilation

Hello all!

Once the blog is with a new face, let’s start to renew the posts too :)

Today I’m posting a quick tip for those who are new with Adobe Alchemy. I really agree that it kind of sucks when you’re new with theses technologies and you need to configure a lot of things.

Well, I have created a little shell script that helps to compile a C or C++ Alchemy project without the necessity of configuring the .profile file.

The steps to install and compile a Alchemy project with this shell script are:

  1. Download the Alchemy Toolkit at http://labs.adobe.com/downloads/alchemy.html
  2. Unzip the package in a directory (that will be your main Alchemy directory)
  3. Go to the main Alchemy directory via Terminal (i.e. cd /Documents/alchemy)
  4. Run the config script in Terminal (i.e. ./config)

Now to compile a project just copy the shell script file to the folder that contains your C or C++ Alchemy project. But before run the script you just need to change the path (highlighted line) to the alchemy-setup directory located in the Alchemy directory (i.e. source /Documents/alchemy/alchemy-setup).

And that is it :) Now to run the shell script just make the file executable (i.e. in terminal type “chmod +x run.sh”) and run it. The script will then ask the main C file of the project: Just type the name of the file without extension and click Return. Done! Your project will be compiled!

Ps.: This is a shell script for Unix. If you want to port it to Windows (.bat) feel free to do that! Just share with us!

Ps.: To compile a C++ file just change the lines of the c-file extension (i.e. cName=”$fname.cpp”) and change the compiler to the g++ (i.e. which g++ AND g++ $cName -O3 -Wall -swc -o $swcName).

#!/bin/bash
#
# About:     This file is a shell script to make easier
#         the compilation of Adobe Alchemy sources
#
# The MIT License
#
# Copyright (c) 2009 Filipe Silvestrim - http://www.filipesilvestrim.com
#
# Permission is hereby granted, free of charge, to any person obtaining a copy
# of this software and associated documentation files (the "Software"), to deal
# in the Software without restriction, including without limitation the rights
# to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
# copies of the Software, and to permit persons to whom the Software is
# furnished to do so, subject to the following conditions:
#
# The above copyright notice and this permission notice shall be included in
# all copies or substantial portions of the Software.
#
# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
# AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
# LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
# OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
# THE SOFTWARE.
#

echo "**************** Easy Alchemy Compiler script ****************"
shopt -s expand_aliases

echo "// Configurating Alchemy..."
source /Documents/alchemy/alchemy-setup
PATH=$PATH:~/bin:/usr/local/bin:~/bin/flex/bin:~/bin/astmp:$ALCHEMY_HOME/achacks
export PATH

alc-on
which gcc

echo "// Accessing  Current Dir..."
DIR=$( (cd -P $(dirname $0) && pwd) )
cd $DIR

echo "// Please, write the main C file name:"
read fname
cName="$fname.c"
swcName="$fname.swc"
gcc $cName -O3 -Wall -swc -o $swcName

echo "**************** DONE ****************"
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What a shame… Back to blog!

Wow today I saw my blog and I felt a pain on my heart. Can you guys imagine, it’s almost one year that I didn’t blog.

Last year was so busy, building a looot of games, conciliating work and college and my User Group. I just feel said about have being had no more time to blog. So, let’s change this scene.

To those that don’t know what I do. I’m an Game Developer, mainly developing in AS3, at W3Haus. I have an Adobe User Group in Rio Grande do Sul, Brazil; the user group is called AUGRS. I’m finishing my college (Digital Games at UNISINOS) this year and my thesis project will target game engines and AS3 (soon I’ll have more news about it).

And here we go starts new year with an picture of me in an meeting at LFPUG (London Flash Platform User Group) last year when I traveled to London to attend Flash On The Beach 2008. I’m the 4º from right to left. And by request of my friend (lol), I’ll introduce Pedro Taranto, another Brazilian that traveled with me and he was there to – the 1º from left to right.

Meeting at LFPUG

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From now on just English…

Well guys, unhappily – to whom just want to know in Portuguese – and happily to the rest of the World, I’ll be writing just in English on my blog. I’m taking this action looking forward an better transparency to change informations on line, once the majority of the ActionScript Gurus communicate each others in English and too because I’ve a lot of abroad ActionScript friends.

So, to those that want continues seeing ActionScript related subjects in Portuguese, I strongly advice join to the AUGRS ( Adobe User Group Rio Grande do Sul) discussion list.

To the others, we’ll be in touch.

== Versão em Português / Portuguese Version ==

Bom pessoal, infelizmente – para aqueles que só saber Português – e felizmente para o resto do mundo, estarei blogando de agora em diante somente em Inglês. Estou tomando esta medida visando uma melhor transparência para troca de informações online, uma vez que a maioria dos gurus da área se comunicam em inglês e também levando em conta de que tenho muitos amigos da área no exterior.

Então, para quem quiser continuar vendo assuntos relacionados a ActionScript em Português, aconselho estes a participarem da lista de discussão do AUGRS ( Adobe User Group Rio Grande do Sul).

Aos demais, estaremos em contato, porém agora Inglês.

1 Comment »

Filipe Silvestrim is a Brazilian Game Developer. Have in his background expertize in many technologies, but has his focus on the Flash Platform. Is the founder and currently act as Manager of the AUGRS - Adobe User Group Rio Grande do Sul.