The transfer quality is a bit low, but you can still get the gist of the game… break the blocks and move down the levels! You can manipulate the entire level, through rotation, scaling, and even drawing (not shown in the video). Production has been good, as I am now making the 30 levels in the game, and I expect the game to be done by the end of this week! Enjoy the grainy demo!
Here's the posts for: January, 2008
Jan 08
Actionscript 2 vs Actionscript 3 – A practical comparison.
For alot of budding Flash game developers, our times bring with them a choice: AS3 – To switch or not to switch.
For those who are learning from scratch, the choice is obvious, you should definitely learn AS3 to begin with, AS2 is old hat, archeic, “Grandpa’s Actionscript”. Ok, well it’s probaly not referred to as that last one anyhow. However those, like myself, who “Grew up” on AS2 may feel a fond affection for it’s warm, snuggly,forgiving style. AS2 will let you off with a whole load of corner cutting, if you don’t mind the odd messy segment of code or a slight performance decrease. I currently have three games in the pipes, one of them is AS2, the other two are AS3, and switching between them (I like variation in the projects I’m working on) can be a bit brain frazzling at times, and for what gain? I set out, in a spare half hour, to test the practical benefit of coding in AS3 over AS2, and will let you decide for yourself if you think it’s worth it.
The files attached to this post are the source files I have used for this test. They are both self contained with no external class declarations for ease of distribution. Both are coded to generate 4000 “particles” of a YinYang design consisting of 21 curves (So while not overly complicated, it gives a much fairer comparison to everyday usage than the many Bitmap data particle systems you can find on google that show AS3 as performing 10-15 times faster than AS2)
Once 4000 YinYang particles have been generated, the amount of time it took to do this is traced in the output box in milliseconds. I have chosen the method of controlling the particles by a set of three Arrays for 2 reasons. 1. It allows me to keep the actual code used 99 percent Identical in both the AS2 and AS3 versions and 2. Array Manipulation is very heavy on the performance of Flash. So with this experiment we shall see the results of a PRACTICAL (i.e. similar to conditions one would use while actually making a game) comparison between AS2 performance and AS3 performance. Not only is there heavy strain on loops to account for code processing, but an awful lot of screen redrawing at a practical 25fps.
Here are my own personal results (which may differ from yours depending on what machine/plugin you use to play the file)
Computer Specs:
Intel Core Duo 1.66 GHZ
2GB DDR2 RAM
Geforce Go 7600.
Results:
Actionscript 2 Average over 10 trials to generate 4000 particles: 18890 Milliseconds
Actionscript 3 Average over 10 trials to generate 4000 particles: 8344 Milliseconds
The conclusion is, as expected, the AS3 version was faster than the AS2 version, but only just over twice as fast. This indeed does present a necessity to upgrade to keep up with the ever increasing complexity of current Flash games, and the benefits of a few new features, but, in my opinion, a practical speed advantage of just over 2 is far from the promise of Adobes virtual machine speed revolution. It seems the promised 10 times increase in performance was only meant for those entertaining blogs which showcase the authors experiments in Flash, which, valid as they are, do not apply to practical Flash Game Development.
So do I recommend the upgrade to AS3? It depends. If you are still using a version of Flash which doesn’t support it, then I’d say for now that there truly is no rush to throw money at Adobe for an upgrade to AS3 (via a Flash CS3 purchase) However, if you’re dragging your feet for comforts sake, throw yourself in head first and try something new. Just keep in mind, will your game be running faster at the compromise of cut features due to inexperience in the vastly different AS3? If so, it bears well to remember, that a faster codebase does not equate to a better game.
Thanks for reading this hefty post, I’m sorry if you felt it was rather drawn out, but I think it’s an issue which has only been really addressed by the Flash Experiment community, not the Game Development Community.
Jan 08
‘Color Defense’ by Coolio Niato
Happy Friday everyone. Our most famous Rhythm developer ‘Coolio Niato‘ had his game ‘Color Defense‘ mentioned in a PC gaming magazine in the UK. Here’s a picture of the article.
Congratulations Coolio! We’re looking forward to your next game. Make sure to visit his profile page and congradulate him.
-Daniel
Jan 08
Games for Windows Feature
The Civil War surgery game Dark Cut 2 has made it onto page 52 of Games for Windows magazine, as part of their “52 Free Games to Play Now!” article. It swims right beside tons of other games not developed in Flash, so it is quite the honor for me. It is in the February 2008 issue that just came out, so if you are in the US, you should go check it out!

Jan 08
25th Game, Coming Soon

I have been with Armor Games for quite a while, but never really stepped back to see where I have been through all these years. I just realized that Mr. Walters Grand Excursion was my 24th game, and that I am currently working on my 25th title for Armor Games.
I am really quite astonished, actually. I always viewed games as single-bodied works, but never my entire portfolio as a single collection. But recently I realized that I am out of college now, and I started Flash in my early years of high school. When you realize you’ve been toying with Flash for nearly 6 years, you realize how much work you have actually done.
I also realized how much money In-n-out has probably accumulated from my releases. I celebrate every release with a trip to In-n-out, a fast food restaurant that cooks up an amazing double cheeseburger with grilled onions on it. I would always grab one of those and a large Dr. Pepper. Tradition is strong, as I would immediately go after a game launches, even if that meant 10 in the morning (as it usually did, because I pulled all-nighters during college to finish titles). 17-18k calories later, I am still skinny somehow.
My next title is all about gameplay, and it is all about getting the player to actively manipulate the level design to continue on to the next level. More on that coming soon. But until then, I’ll keep my eye on the prize, and start to work towards an even greater library of work. – John
Jan 08
Reflections on the New and Old
With the launch of the new site; there is a sense of wonder, delight and accomplishment; but there is also a mourning and sense of sadness for the site I ran for the last couple of years. It’s been tough to let the old site go; knowing that it was stable and established.
Here are some of my favorite and least favorite things about the old site.
Favorite:
*Long list of games on the homepage
*Cheesy graphics that represented the Medieval theme of the site
*Having to update the site manually through dreamweaver so I could learn HTML
Least Favorite:
*The run-on list of games on the homepage
*80′s design to the layout and images
*having to update the site manually
As you can see, it was an off/on relationship. Lastly, to compare the New and the Old, I printed out both home pages and hung them side by side. See any differences??
-Daniel
Jan 08
To Lock, or Not to Lock
If having to scan your finger wasn’t enough protection @ the ‘Armor Office’.
I decide to buy a Laptop lock to secure my Mac Book Pro safely to my desk. The lock had a 3 digit code you could input to save yourself from carrying a key. Last week when I decide it was time to go home, my lock got a mind of its own and didn’t open. After much negotiating, it decided to be stubborn and so I pulled out the BIG GUNS! Any guesses who won?!?!?
-Daniel
Jan 08
Mr Walters Grand Launch

Well, a month of work resulted in this beauty! Mr Walters Grand Excursion is the first platformer that I have done in about three years. Most of my games center around a bizarre amount of pixels, but this one is completely different from what I do normally.
In the game, you play a speedy Mr. Walters, bent on getting back his carrot supply from the king. In the process you can pick up the carrots he has scattered on levels, and help a few friends along the way.
The main feature of the game is a grappling hook, which allows you to swing from platform to platform! This style of gameplay is rarely seen in the Flash community, and I think I know why. I spent a solid 3-4 days just working on the swinging mechanic, and it is extremely difficult to code! It requires a swinging motion relative to a weakening sine wave, which is harder than it sounds. The rope swinging works well in my perspective, after all that work!
The game features 10 levels and a final boss level. Hopefully you can pick up some of the achievements along the way… each achievement you get will unlock an outfit for him to wear (except for the first outfit, which are the clothes he is wearing at the time!). There is also one hidden achievement… see if you can find it! I’ll give you one of the achievements now though… travel 88 kph and the first one is yours.
Good luck, have fun! This game really challenged my coding experience, and I hope it shows in the final product. I also got to do a lot of animation too, which I enjoyed!
Jan 08
IndestructoCopter released on NG – The Curse strikes again!
IndestructoTank – Peak score 4.26 – Newgrounds PortalTop 50 for around 12 weeks – Daily Second.
Indestruc2Tank – Peak Score 4.45 – Newgrounds Portal Top 50 for around 8 weeks – DAILY SECOND.
IndestructoCopter – Peak Score 3.95- DAILY SECOND!!!!!
One day, people, one day…an IndestructoTank game will score Newgrounds Daily First.
In all seriousness though, I’m very happy with the reception (Daily second, Frontpage, 3.95) IndestructoCopter recieved on Newgrounds, but I have big plans ahead mark my words
.
-Tony


