Archive for May, 2012

Got a sponsorship from

Finally got an offer that made sense for a sponsorship and it is the good people behind and that made it. The previous sponsor wanted the ad revenue which I knew wouldn’t be too high (made 7$ as of yet), but they didn’t offer much too, plus I wanted to know how much money it meant so I refused. After I posted about my game here, I got contacted and accepted the sponsorship from because it didn’t come with any strings attached.

Anyway, I reuploaded the game on Kongregate, go play it!

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Tricks when starting using the Starling framework

I am working on my next game, well trying to. I am a bit lazy but I am fighting that. Anyway I came to a point where performance was an issue in the prototype, so I decided it was time to jump into the Starling Framework.

I have been wanting to try it for some time and I must say it was quite easy to port my existing code to it since it uses the same API than the Flash display list. But there are a lot of little things that are different. I’m am going to list a few gotchas, but first I think every one new to Starling should read Thibault Imbert book (which is free) about it. It is only 122 pages long and it took me about 20 mins to go through it. Also the wiki on the starling framework website is quite useful.

Starling; the walled garden

Here is the code you need to start Startling:

_starling = new Starling(Game, stage);

Game being a class where you will control what will happen inside of Starling (also called the Root Class). Now you see my next game interface will use the normal Flash display list, but from it the user will be able to change stuff that happens on the graphics inside Starling. So I need a way to communicate with it, but there is no easy way to access the Game class… Here is the way I found:

_starling.addEventListener(Event.ROOT_CREATED, _onRootCreated);
private function _onRootCreated(event:Event):void {
	_starling.removeEventListener(Event.ROOT_CREATED, _onRootCreated);
	_game = Starling.current.stage.getChildAt(0) as Game;

If you ask me this is a bit hackish, mostly the stage.getChildAt(0) but it works. I think you should just be able to access it using Starling.rootClass but that is just me I guess. I read somewhere that you could listen to the Event.CONTEXT3D_CREATE but that didn’t work in the latest version.

Little differences

So they wanted Starling to be similar to the display list but some little differences remained. The first one I noticed was that the rotation property on a DisplayObject is in radians instead of degrees. A bit annoying but not really a huge thing. Starling comes with a utility function to convert angles that you can find here: starling.utils.deg2rad. They did this in order to be consistent with the Sparrow framework; not sure why Flash people should care but hey, what can you do…

Also if you are looking for filters on display objects, stop looking it’s not there.

Finally the is 2 great new properties on display object pivotX and pivotY which allow you to change the origin point which is really useful in rotations and scaling.

Well that is it for now, as I play more with it I should find more stuff and I will edit this post. Also, I will be working on a book soon, so I might not feel like writing on this blog too ( you know, like writing too much in one day).

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Doodle Complete on Kongregate

After a six weeks waiting for sponsors on Flash Game License and a ridiculous bid of 75$, I decided to finally release my game Doodle Complete on the web. The 75$ bid was even more ridiculous than that, the bidder also wanted to collect the money from advertisement and release the game under their name on Kongregate and Newgrounds (well new grounds require the game to be only 700px height so my game won’t fit there…). So I decided to release it without sponsors and to at least get some information about advertisements revenues. I spent all day yesterday trying to get Admob working for the Blackberry Playbook (yes you can get it on your PlayBook now!), but I couldn’t really do it. I also made it available with MochiAds and to their distribution network which already gave me 2000 views, so that is good.

Now, it seems like people on Kongregate don’t really like the game because the controls are hard… Well I could do something there, but I don’t think it would make people go crazy about the game anyway. So I kinda decided to let it go. I’m going to fix the minor bugs, but I won’t put anymore time on this game and start working on the next one which will be more classical, little risks that people will complain about the controls.

Last thing I will do is try the iAd extension for iOs from Milkman games to see if those revenues are worth the trouble. I will have to pay 20$, but I guess I will have it for other games too.

Anyway go play the game on Kongregate and if you can give it 5 stars :)

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