Saturday, July 14, 2018

4.2 Title Screen

Normally when I create a game, the title and menu screens are the last screens that are created. For this chapter, however, I am going to create the games title sequence first. This demonstrates one of the big differences between Flash games and Animate HTML5 Canvas games. As of Animate 2017, there is only a single scene so switching between scenes is not allowed. The normal approach to creating a game is to break up the different screens of the game into separate scenes. For Animate, this can’t be done but there are several different alternatives. The approach that I will be taking in this book is to break the game up into separate movie clips that act like scenes and have a single master movie that contains the movie clips as separate frames of the main movie.


 The screen starts off blank. Seven gems then grow onto the screen in what at first seems to be a random pattern. Once the gems are fully grown the letter N fades in behind the gems. This is followed by three gems appearing to create the letter I and another 7 gems to form the M. If you look at the screen shot of the final logo  you will see what the final screen looks like.


To create this sequence, many layers are used. While the number of layers could be reduced (you will see a technique for that later in this chapter), I figured that for a title sequence, the extra layers wouldn't hurt.

Each gem is on its own layer. When I created this title, I first laid out all the gems into a rough NIM pattern. To make sure that people could read the title, I then used the line tool to create an outline of the letters. I filled the outlines with a solid color and turned each of the letters into a symbol.



The appearance of the gems is stepped so that they don't all appear at once, with additional delays for the appearance of the letters added. Each gem is animated using two keyframes. The first keyframe is scaled to 10% of the original size. A motion tween between the two keyframe's is then added.

The fading letters is a simple alpha blending tween. You start by creating a second keyframe of the letter. The first keyframe is then set to an alpha level of 0. A motion tween is then placed between the two keyframe's.



Saturday, June 30, 2018

4.1 NIM Design

While NIM is a very simple game, it is a good game to start learning game development with. The game is very straight forward in its presentation. The rules of game play are very easy to implement. Most importantly, at least for beginning Animate developers, the game requires only a minimal amount of JavaScript.

While I personally have no problem with JavaScript, I know a lot of Flash and now Animate developers who fear scripting languages. Games, by their interactive nature, require scripting. There is, however, no need to jump right into extensive JavaScript use. Our first project will attempt to keep JavaScript to a minimum.

We already know what the game is about from the description in the previous section, so what is needed is specific details on the game. There are three things that must be decided. What is the object that is being removed, how many objects are there to be removed, and how does the player remove them?

All of the questions can be answered pretty much any way the designer wanted and the game will still work fine. For the object, anything could work, though I look at the object as something valuable that the person would want the last one. To me I think of jewels or gems when I think of something valued. The reason that gems are valued is because they are rare. The bigger the gem the rarer it is. This means that if the last gem is a big gem then it is a very valuable gem.

The number of objects is simply a matter of how many can fit on the screen. Four rows of ten seemed to make sense, so for this version we will have 40 gems. This would also leave room for a space where the user could specify how many gems to take. As the only interaction the user has is select how many gems to take, the user interface is simply three buttons, with a text area to describe what is happening.

Using buttons to remove the gems is not the only way this could have been handled. An alternative interface would be to have the player click on the gem to be removed. This would be intuitive, especially if the allowable selections were highlighted in some way, but without use of JavaScript would be a huge amount of work.

Saturday, June 16, 2018

Chapter 4 NIM

For the next few months I will be posting Chapter 4 of my "Creating HTML5 Games Using Animate" eBook, which is broken into 8 sections. Once that has been completed, I will post an update for my spelchan.com plans. With my Masters program starting in September, I am not sure how much time I will have to devote to the site so hopefully will have a better idea once this chapter has been finished being posted. I do plan on continuing porting a game a month from Blazing Games to Spelchan.com but may focus on the simpler games. I am planning on blocking out time for both porting and my emulator project but obviously if I need the time for my course work and TA/RA duties then those hours will be sacrificed.

While I have seen this game go by other names, I was introduced to the game as NIM. I have no idea why it was called that, but figured that I would stick with the name I am familiar with. The game is a very simple game where you have a set number of objects. Each turn the players can take from one to three objects. The goal of the game is to be the player who grabs the last object.

Apparently this game has been used within the mathematics of Game Theory to demonstrate certain principles. I have also heard that the game has been mathematically solved and that there is a way of playing the game that will guarantee winning the game. I have not researched either of these things, but readers who are interested in this game may want to do research on these topics.

The game has already been posted on my Spelchan.com site for February (NIM). Here is a screen shot of the game:



This chapter starts out with a look at the design behind the game in the section “NIM Design Overview”. Normally when I am developing games, I focus on the game play and getting the core game working before getting to things such as title screens but for this game I am developing the game in sequence. The ”Title Screen” section then covers the creation of the animated title logo sequence with the “The Play Game Button” section explaining how the start game button was created and how to write the JavaScript to activate the button.


With the title screen out of the way, we need to start work on the game so the “Limiting Layers” section covers the laying out of the playfield in such a way that we don’t need to use 40 different layers for handling the layout. As the game is controlled by the player, the “Player Panel” section covers how the user interface element of the game works. Having buttons to remove gems doesn’t do very much unless you are able to remove gems so “Gem Removal” covers removing gems from the game screen. The removal of gems is refined by adding different game states and a computer-controlled player in the “State of the Game” section. Finally, we have “Winning and Losing” which covers ending the game.

Saturday, June 2, 2018

Fleet Postmortem

Fleet is one of the first Java games that I wrote. As the game was written in Java, and Kotlin is a replacement to Java which can compile to JavaScript, I decided to see how well Kotlin works for HTML5 games. The create.js library was used for handling the GUI aspects of the game. To make the game more playable on tablets, I had to rework the user interface quite a bit which makes this more of a re-write than port.

Fleet was released on Spelchan.com on June 1st and is based on the classic pen and paper game that is now played on a board with easily lost plastic pieces. You control a fleet of ships. You have an opponent who also controls a fleet of ships. Your goal is to destroy your opponents fleet of ships before your opponent can destroy your fleet of ships.



What Went Wrong

In the original Fleet, ship placement was done one ship at a time with the player using the space bar to rotate the ships. As I wanted this to work on touch-only devices this meant that requiring a key stroke was out of the question. Dragging the ships around to move them seemed like the ideal touch-based controls. Double-clicking on a ship to rotate the ship became the obvious solution for ship orientation.
While create.js does have some support for drag-and-drop, I still had to write a fair bit of code to get this to work. Getting it working with the mouse was easy but for some reason it would not work on the tablets that I have access to. I finally searched on-line for any information where I discovered that you had to enable touch by using the Touch class. Seconds later I was running it fine on my tablet, but my Dad's older tablet ran very poorly and inconsistently. While I suspect that this is predominantly due to the age and slow speed of the device, I decided it would be a good idea to have the initial layout of the player's ship be randomly generated just like the AI ships so that if a player was having problems moving ships around, they could just go with the default random layout.
Testing the dragging and dropping of ships resulted in the ship often not going where the player was expecting due to the way the sprite snapped to the grid. One solution to this problem was to simply have the grid snapping happen as you dragged the ship but this simply did not feel right. The original version would highlight the grid squares where you were going to place a ship in white or red so I figured that I would do the same thing here but opted for yellow and red. This took a bit of work to accomplish but I think the results are quite nice.

Mixed Blessings

Kotlin is a rather new language that came to the scene more as an alternative to Java programming on Android but with the ability to compile to JVM, JavaScript, or Native it has a lot of potential. I started my Atari 2600 project to try out the language where I found myself enjoying the language. I wanted to see if it could be used for porting games so decided that as Fleet was originally written in Java, it would be a good contender.
One of the nice features of Kotlin is that you are able to use the "native" features of the platform you are compiling to so a JavaScript project can make use of JavaScript libraries and other native features. This has to be specified using the external designation but there is a utility to convert TypeScript definition files into Kotlin definitions so it was simple enough to get a create.js definition. Using create.js with Kotlin always felt like a kludge and its JavaScript nature made working with it awkward for many activities such as tweening.
The biggest downside to using Kotlin and Create.js together is that both are large libraries making the loading time a bit larger than I would like. For a larger project this would be okay, but startup time for Fleet seemed to be way too long.

What Went Right

The AI that I created for the original version of this game was surprisingly good and yet was fairly simple to implement once the base ideas behind it were worked out.  The version of the AI in this game is essentially the same as the original version except that it was cleaned up. It didn't take too long to port the code over and it just work. If all the code I ported went this smoothly, I would have ported many more games by now.

Summary

I think this version of Fleet is a bit nicer than the original though there is still a lot of things that I would have loved to do had I the time. It is possible that I may revisit this game in the future with a deluxe version of the game, but that will not be for a while.
As for using Kotlin for future HTML games, I am still up in the air. If I could find a good cross-platform library with similar functionality to Create.js, then this would possibly be a good thing. Writing my own cross platform library is not likely in the near term, but after I get my Masters it may be something I would think about. I am still wanting to try out the Rust language, so how much I like that language will determine which of the two languages I will be focusing on in the future.

Saturday, May 19, 2018

Towels for Earth Postmortem

This is a postmortem for the game that I will be posting on May 25th for Towel Day which is the HTML5 port of Towels for Earth. Towels for Earth was a game that I created for a Game Jam back in 2013. The theme of the game jam was towels in honor of Douglas Adams. I suspect that there are several Douglas Adams fans who managed to encounter my Blazing Games site somehow as the polls show that there are quite a few people who wanted to see this game ported to HTML5. It is a fun but short missile defense game where missiles are destructor beams and anti-missiles are towels with the player tossing towels at destructor beams to save the Earth.



What Went Right

This was a game-jam entry so it was very quick to port over. I had a bit of time left over from what I budgeted so I decided to add some sounds to the game. The original game is in space for which there is no sound, but purists can simply turn the sound off via a nifty sound toggle that I added. The speaker artwork was taken from another game I wrote that had a sound slider but I didn’t have enough spare time to try and create a slider, but that is probably something I should be doing in the future if I ever get enough spare time, which won't be in the next couple of years.

I started going through some of the public domain and royalty free sounds that I have collected over the years to find a few sounds that would work with the game. While some people may not like my choices, I think they work well for the theme of the game. Sound in Create.js is very easy to play if the files have been downloaded which I am using preload.js to do so this was trivial to add once the sound files were found.

What Went Wrong

I went a bit overboard with the original game and had created a pixel-perfect collision detection routine. This requires the use of bitmap libraries that Create.js doesn’t have and would have been very painful to do – not to mention excruciatingly slow – to do so I reverted to good old-fashioned bounding circles. The wonderful thing about bounding circles is you just find the distance squared between two objects and see if the squared distance is within the combined radiuses. The problem is that if one of the shapes is not spherical, then the collision results can be a bit inaccurate. I don’t really mind too much but suspect that I may hear some complaints about this. I did try to be a bit generous with my circles feeling it is better to have more false positives than false negatives.

Some of you may be wondering why I am using distance squared. This is an old-school technique to save a bit of CPU cycles. Distance is sqrt( (x1-x2)^2 + (y1-y2)^2) which is a slow routine to calculate since square roots are very slow to calculate. On the other hand, radius*radius is very fast to calculate so by forgoing the square root portion of the calculation you can speed up the check while keeping the accuracy of the calculation.

Mixed Blessings

The original game used a combination of background images and vector artwork, but I opted to go with all images even though I could have saved a bit of space by using some vector images. The tradeoff of a slightly larger file size for slightly faster game rendering and a easier coding was arguably worth it. The images I did want to have as vectors were actually fairly large so it wasn’t that much space that I was using. My original plans were to have the backdrops converted into a separate jpeg file while the other parts were stored in a png file so I could get a bit better compression. When using my image view to see how different compression ratios would affect the image quality, I noticed that the images looked pretty good when converted to 8-bit png files with only a small increase in file size so I put all the images into a single image atlas.

For people who still have slow internet connections, these decisions may have resulted in longer loading times. For that I apologize as I know most people with slow internet don’t have a choice in the matter.

Conclusion

Overall, I am happy with how this game turned out. Sound does add a bit to the game, but sound and music is my Achilles heel. I really have to start trying to add more sound to my games in the future.

Saturday, May 5, 2018

State of the Site May 2018 update

With my being accepted into a Master of Science in Computer Science program I will be extremely busy for the next couple of years. I do want to keep up with my site, which is not that time consuming if I predominantly post ports of the games from Blazing Games so both this blog and my homebrewgamejam.blogspot.ca blogs will continue while I am in university. The frequency of the updates is going to be shifted from weekly to alternating between the two blogs with each having an article posted every other Saturday. If things get too hectic, I may cut back to a monthly update but am going to allocate a block of time towards the site and blogs so that things will continue unless something bad happens.

My Easter Egg generator is not really writing a postmortem for. While I did learn a bit about color filters while creating it, this is not enough to warrant a full article.

This month is seeing the release of two games. The first being the HTML 5 version of Four in a Row which is not a new port but does need to be transferred over from the Blazing Games site eventually and as towel day is so late in the month why not this month. The original version was still rough so I decided to clean up the AI a bit and to add animation to the game. There is still a lot that I would like to add to the game before I would consider it to be complete but not sure when I will find time to do that so it may be a decade before this game is properly completed.

Towel day will be the release of my Towels for Earth port. However, I will be posting the postmortem of the game before the actual release of the game. That will be the topic for next fortnight’s post after which I will start posting Chapter 4 of my Animate CC eBook.

Fleet, which I was planning on posting in June, is not quite ready. If it is not ready in time I may post a different game in it’s place but hope to have it finished. If the game is not ready by the 25th then I will go with an alternate post. Either way the site will have information about what I am going to post. If the game is delayed, it will still be worked on so will be posted later in the year. 

July's game will be released on the 13th of the month as that month has a friday the 13th. It is going to be 13^2 Spikes. August is String Along, but I may substitute it for Fleet if a delay is required.September is when CQ is finally suppose to appear but if things go as planned there may be a bit of a surprise with that release.

Saturday, April 28, 2018

3.7 Functions and Objects


Functions, which are known as methods in Java, are named blocks of code that can be called by using the name of the function. This allows you to create a block of code that can be re-used without having to duplicate the code every time it is used. Functions are defined by using the function keyword. Functions can also be given parameters. Parameters are values that the function can use. You can have a function use as many parameters as you need by separating them with commas. Functions may also optionally return a value by using the return keyword. An example of a function would be:

function square(number) {
    return number * number;
}

This function would simply return the square of the number passed to it. To use this function, you simply need to call it, like this:

x = square(2);

The parameter passed can be a variable or it can be a constant value. A constant being any value that will never change, such as the 2 above.

It is also possible to assign a function to a variable, allowing you to pass a function to a another function. In the earlier section you seen a function being created in-line to be assigned to a variable. To assign an already existing function to a variable you simply uses the function’s name without any parentheses and followed by a semi-colon.

 variable_holding_square = square;

Objects are similar to functions. Objects are essentially a combination of variables combined with the functions used to manipulate those variables. This, along with the topic of creating objects, will be covered in chapter 5. However, using existing objects is very common in JavaScript and a requirement of Create.js so we will briefly have to cover using existing objects.

While it is possible to create an empty object and add things to it to make it a unique object, more often you will be creating objects of a certain type called a class. You use a class by creating an instance of it. The variables in every instance are unique to that instance. You can, in theory, have as many instances of a class as you wish (in reality you have a limited amount of memory so you are limited to the number of instances). In fact, your movie is itself an instance of the MovieClip class.
To create an instance of a movie clip you can quite often just use Animate to drag the object (be it dynamic text, a movie clip, or a component) onto the current frame and give it an instance name using the properties panel. Some classes are not visual in nature so you have to manually create them using the new operator as follows.

variable_name = new ClassName();

Objects do take up memory. This memory will continue to be used until all references to an object have been removed. To remove an object (or at least one of the reference to the object) you use the delete keyword. All variables that are assigned to that object need to be deleted (or changed to refer to something else) before the object will be removed from memory.

delete variable_name;

To access a variable or function that belongs to an object, you use periods. An exception to this is if you are writing code within the class in that case, you refer to the object using this. Some classes, such as Math, have what is known as static methods. These are functions that can be called without having to create an instance of the object by simply using the name of the class Here are some examples.

otherMovieClip.gotoAndPlay(1);
Math.cos(angle);
otherMovieClip._x = 23;
otherMovieClip._y = 32;
this.gotoAndPlay(“labelToPlay”);

And that is all there is to basic JavaScript programming. Next chapter we will apply this knowledge to the creation of a simple Animate game.