31st Mar 08, 19 Responses, posted in Website
Just a few updates to the blog. Along with the WordPress upgrade which apparently fixes a lot of things, I enabled caching which should speed up some of the load times and now clicking on images will open up a Lightbox. I’m also giving Google Ads a try. We’ll see how that goes.
Anyyyway, stay classy.
22nd Mar 08, 10 Responses, posted in Flash Games
Easter is here, so I thought I would do something different (read: anything at all) for this blog. So here’s to a new series of posts, which I’ve dubbed “Road to DAZ3″, that will explore the many features that will be a part of TastyLamp and Hysteria Studio’s upcoming game - DAZ3. So let’s get straight into it with Part 1: DAZL & Console.
Many of the new Flash games that are around these days have their own level data. The data is usually created in a level editor of some sort, can be shared around with friends and sometimes submitted to an online database of levels. As many of you know I’ve experimented with these sorts of systems with BR5: Synergy and BRT.

But every level editing system so far has been fairly static. You place objects, maybe set a few attributes for them, but you have no control beyond that. Enter DAZL - a new form of level data that will play a key part of DAZ3. DAZL is an entire scripting language built on XML, that is parsed by DAZ3 within Flash Player. DAZL can be as simple as defining some objects to be placed in the world, or as powerful as creating an entire level with objects and missions.
Users can write DAZL themselves, save the file and then load it into DAZ3 to play. Each world or level in the game will be written in DAZL, and available for everyone to see and modify to their hearts content. A separate DAZL editor written in Adobe AIR will be available for download, which allows the editing of DAZL using a GUI.

Another new feature coming in DAZ3 is the Console. The Console allows you to run commands and manipulate the game while you are playing it. You can type a line of DAZL into the console and have it parsed, just as if it were in a separate DAZL file. The Console will allow players to have fun with adjusting the game to their liking, which could mean anything from spawning your own ammo to creating a hundred more enemies.
Stay tuned for more looks at DAZ3 in the future.
7th Feb 08, 19 Responses, posted in Flash Games
Two things. First, I’m still alive. Nice to hear from me, yeah?
Second, check out Grey Life, the latest thing to pop out of Marty from Hysteria Studio’s brain.
It’s sort of a N-inspired level-editor-based fusion of explosives and locked doors. And with user levels much like the BRV and BRT ones I’ve made, it’s sure to keep you occupied for a little while.
So yeah! Vote 5 and you’ll help fund Marty’s well deserved laptop he’s got his eyes on. I’ll try and get some work done or something. I’m sure you’re all dying for a TastyLamp release. Blame school - Year 11.
1st Jan 08, 2 Responses, posted in Flash Examples
Good news, everyone! Michael Baczynski from polygonal labs has released the first iteration of Motor Physics (now named Motor2) in time for the new year.
It’s an ActionScript 3 physics engine, that boasts polygon vs. polygon collisions and super-speed. If you’re interested, you can view some examples on Michael’s site.
Although it doesn’t quite have as many features as the author would like, and lacks any documentation - it’s a brilliant start at what I would say is the most promising physics engine for AS3. Looking forward to using it in future games.
25th Dec 07, 1 Response, posted in Uncategorized
Just a quick post to wish everybody all the best this holiday season, regardless of how you celebrate it. Have a wonderful Christmas and a super-peachy New Year. 