Dev - Sort these by name
Reflect Games Competition
Posted on August 03, 2007 at 03:24
Greetings all! Sorry for the short blog (I just KNOW you guys must love my usual long-winded drivel!), but I am getting out of work in a few minutes, and wanted to announce this here! I am anxious to getting back to posting more blogs here on 64Digits, but I still don't have quite as much time as I've wanted to, and thus haven't been able to get back into this stuff yet. Anyway...
We've got a little competition going on over at Reflect Games, and I wanted to let you all know about it! The competition goes on from August 1 to August 31, and the challenge is to create an arcade game that uses only the arrow keys, space bar, enter key, and escape key. There's ~$20 worth in prizes to the winner, as well as a custom banner made by yours truly for the top two. The three top competitors will have their games featured on the site (and may be offered the chance to make the game into one that uses the Reflect System), and all runner's up will be listed on the site! So if you've been looking for a reason to make a tight little game, this could be it, and I invite everyone here to compete!
Full details can be found on the Reflect Games forum here: http://forums.reflectgames.com/viewtopic.php?p=11144#11144
And here's the official forum for the competition: http://forums.reflectgames.com/viewforum.php?f=21
I hope to see some of you over there, and good luck if you decide to compete!
Fred's New Job / FS Beta 3
Posted on May 20, 2007 at 00:49
Top Edit: Falcon Squad Beta 3 is released, and I will be hosting today! Let's frag each other! http://gmc.yoyogames.com/index.php?showtopic=297664
Well, I haven’t been able to get as much done with Falcon Squad as I’d hoped this week, but it’s all good – I’ll have a new demo out this weekend. I’ll talk about that in a second though, because the reason for that is that I have gotten a new job!
Yes, my career as a lowly page designer for a real estate magazine is over, and I am now a production artist for a beverage company! It’s really a very nice job, and I have had a lot of fun learning their system, and helping with product packaging designs and such. My supervisor and project manager are nice people, and everyone at the company seems very happy to be there – which makes it much easier for me to be there as well. The only flaw with this new job is that it’s considerably farther away (an hour away) than my last job (20 minutes away), but so far being a commuter hasn’t been as bad as I thought it would be. The pay is good though, so I’ll stick with it for as long as I can, and still keep plenty of time on the side for my girlfriend, and for my work.
That said, I’ve been working today, and I should have a new demo out for Falcon Squad tomorrow. The new demo will include a lot of user-requested fixes / additions, as well as (hopefully) two new maps to play on, and a lot of fixes and optimizations. I’ll be running a server as much as I can tomorrow as well, so hopefully I’ll see some of you online!
Lastly, I also wanted to say that Aces High Over Verlor Island has made it into round 3 of the <a href="http://gmc.yoyogames.com/index.php?showtopic=299049">cagematch</a>
; over at the GMC. If you liked AHOVI, show your support with a vote!
Anyway, I’m off to get back to work on Falcon Squad, and also to play some Rainbow Six Vegas later on… just picked it up (on sale for only $39.99 at Target!), and it’s an awesome game. Thanks for reading, and for voting! [;)]
Oh yeah, one more thing... aparently there is an impostor posing as me over at YYG... Note the neato URL, with replacement characters to make his name look the same but act as another user. I've deleted all his bogus reviews and comments, but if you want, send him a note or leave him a friendly comment on his profile. I'm sure he'll appreciate it. [;)]
You can find his profile here (can't use an actual link, 64D converts it into MY profile!):
Fred's new game is here!
Posted on May 12, 2007 at 21:44
Greetings everyone, and welcome to Falcon Squad
(soon to be subtitled)... a little project I've been working on for about a month now.
Falcon Squad is a top down shooter which, when finished, will hopefully include a pretty fulfilling, story-driven campaign mode, a training area, and statistics tracking via Reflect. Right now though, it's only got multiplayer
modes, which I am very happy with so far.
...and one last screenshot link!
Though it isn't without it's occasional problems, I'd really like to see what everyone thinks of this at this point... so please check it out, play some people online (you'll need a Reflect Account
), and let me know!
· Fully working menu / Reflect login system
· Online multiplayer for up to 16 players, with deathmatch team dm, and capture the flag
· Adjustable settings for the host
· 2 large maps to choose from
· 5 weapons, plus grenades
· Engine is almost 100% complete
· Saves /load player color information
· Dynamic sound system, with lots of great ambiance and sound effects
Fixes in the most recent version (May 13, 2007):
· Chat text is easier to read (added shadow
· Team colors are now shown in the TAB score sheet while playing
· New map Grassy Knoll added (smaller than the others by 25%)
· Fixed most / all of the actor_id errors
· Got rid of the show_message() on client join
· Fixed a few tile problems
· Added a version check so the game will tell you if there is a new version out
· Fixed most / all of the string errors
· Reduced EXE size by about 2 Mb
· Reduced total ZIP size by about 1 Mb
WASD - Movement for player / spectator camera
Left mouse - Fire, spawn, etc.
Right mouse - Throw Grenade
Middle mouse (click) - Melee attack
Middle mouse (wheel) - Change weapon
Enter - Initiate / send chat message
F4 - Toggle windowed / full screen
Esc - Exit
Made with GM7 - NT / XP/ Vista
Runs at 800x600 windowed, start full screen, no resolution change
Click here to download!
- If you want to host a game, you'll have to make sure your router is set up correctly - this may mean that you have to forward TCP port 27782
to your computer! See http://www.portforward.com
for more details on how to do this!
Known Bugs / Problems
· Have seen some oddness with CTF flags sometimes
· Some tiles don't fit together 100% perfect
Posted on May 10, 2007 at 01:06
Before you even start reading, let me say this: I am not actually making an MMO… But my topic title is not a sham, and if you will read on, I shall prove that to you! Hehe.
So long time no blog, eh? Sorry folks, I have been busy… but soon I’ll be getting a new demo out, and I will need some beta testers. So stay tuned. Now, onto my blog!
Anyway, I think it’s funny, how much MMO games have really changed the way people think about games. Myself specifically. As a former WoW explorer, and a current Guild Wars adventurer, I often look around myself at things in the real world and think to myself, “man, that would make a great MMORPG game!” I ask, is this a common thing to think among game developers?
Case in point – In a recent fit of nostalgia (and I happened to have a Best Buy gift card burning a hole in my pocket), I picked up season 2 of Disney’s Ducktales.
Before I continue, I’d like to say that I think this show is one of the best cartoons for TV that Disney ever produced. It had action, adventure, and some silly (but still funny) humor that was very reminiscent of the old Uncle Scrooge / Donald Duck Carl Barks comic books I used to read when I was a kid. It was colorful, well animated, and had some very memorable music. But enough of my praise, back to the topic at hand.
While watching the show’s pilot episode (2+ hours, 5 episodes long!), where most of the main characters and locations are introduced, I couldn’t help but think to myself again “man, that would make a great MMORPG game!” Yes, I envision a persistent game world filled with ducks, beagles, money bins, mansions, hideouts, crazy inventions, etc. I see a Junior Woodchuck quest / merit badge system. An explorable Duckburg. Maybe some big treasure hunting story. The possibilities would truly be endless!
To those of you who know of (and appreciate) the show, this would probably be an amazing experience. To everyone else, it probably sounds insane!
As was mentioned above however, it is not to be. Aside from the fact that a project like this would be of an impossible magnitude for a single person to undertake, it would also be a waste of time to work so hard on a project that you could have no possibility of selling, and probably even less of a possibility of pitching to the owner of the intellectual property contained within.
But a man can dream, can’t he? [:D]
Fred Returns to the 64Blog
Posted on April 08, 2007 at 19:40
Well, it's been a while since I've had a real proper blog... and I have my reasons. Basically, I've just been so busy with other stuff, I haven't been able to keep up a steady routine of supplying you guys with long, wordy blogs. But the absence has ended, Fred has returned. It's 64Blog time.
First things first - I am very excited about how well received Aces High Over Verlor Island has been, here and elsewhere. It's been cool, I've been watching AHOVI slowly rise up the most-played ranks on Reflect Games... it just overtook Linked a couple of days ago! I've also been closely monitoring my bandwidth because of AHOVI, because shortly after I posted it on the GMC, a couple other sites picked it up. That, combined with the continuous load of people downloading Hover Tank 3D, was quite a lot for march. For the curious, here's what a few of the more popular hits I see on my referrers list:
By the way, if any of you can read the languages on the bottom two, I'd love to see what they have to say about the game!
I also spotted this article on Indy Gamer, which points to Hover Tank 3D, as well as a few other finely crafted GM games:
So it's been a busy last month of first getting out AHOVI, then patching it a little bit, and finally working on a big update to the Reflect Games website. This update, which I will have ready as soon as I get done coding a forum from scratch (yikes) will include Reflect Credits leaderboards, a store you will be able to use these credits at, as well as a revamped user page / user profile page, and more... it's been a long time in the making. After that... then I get to update the Reflect system itself, so that it will be able to support cross-game friends lists, and a few other things that need to be added. I'm excited about all this stuff, but man, is it a lot of work! Add to the mix my 2 web projects (for paying customers), one of which I just finished last week, and you'll probably come to the conclusion that, yes, I am in fact busy enough to not blog.
But I laugh in the face of busy-ness, and obligations. Ha! HA HA! Take that, responsibility! For I have also started working on another game, and I think it's coming along very nicely. After only 4 days of work, the basic engine for the game is running great, and the whole project is looking to be a great thing to add to the arsenal of games already using Reflect. Instead of trying to describe the game (and without giving too much away about where it's going) I'll throw down the gratuitous screenshot:
The trees and the walls both have 3D effects applied, and the explosion you see is done with particles in GM. The player is what I am most proud of, however... The movements are so fluid, it's unfortunate that you can't capture it in a screenshot. I don't want to say too much about what I'm planning on doing with this right now, but I will say that it will probably be online. [;)]
You'll see more of this later, once I've gotten it farther along in development. I am excited about this project though, so hopefully that is sooner rather than later!
Anyway, I'll cut it off here, since this is already pretty long... it's good to be back with the 64Blog though, and thanks again to everyone who downloaded and played AHOVI. Good times!
Aces High Finished!
Posted on March 17, 2007 at 20:34
Greetings everyone! I'll be submitting this to 64 Digits soon as well, but figured it'd make a good blog post too, after a month of inactivity. [:D]
After months of development, I have finally finished Aces High Over Verlor Island
For the uninitiated, AHOVI is a 3D top-down arcade shooter where you pilot a biplane, and compete against other people online, or against yourself (and the clock) in the 3 single player modes. You are capable of performing a few special maneuvers, and various power-ups occasionally appear in order to help you stay alive.
Each of the 3 single player modes has an online high score board set up so that you can compete against others, and of course, you can also compete directly with people in brawls of up to 8 people at once! For each single player mode, and the multiplayer mode, you can earn Reflect credits, which are basically just a way of showing others your skill level, and how much you've played.
LEFT MOUSE - Click to activate a button
UP & DOWN ARROWS - Navigate menu options
ENTER - Activate a button
ESC - Close the current menu / exit the game
Playing the game:
LEFT & RIGHT ARROWS - Turn your aircraft left or right
LEFT & RIGHT ARROWS (double tap) - Do a barrel roll
UP ARROW (hold) - Speed skill
DOWN ARROW (hold) - Slow Skill
DOWN ARROW (double tap) - Perform a vertical loop
SPACE BAR - Fire machine gun
ESC - Exit the game
ENTER - Begin chat type mode / send message
SHIFT (hold) - View scoreboard
HOST CHAT COMMANDS:
/players - view a numbered player list
/kick # - replace # with the desired player number from the player list to kick a player
F4 - Toggle windowed / full screen mode
Click here to download
Like a few of my previous games, (Evolites and Linked), in order to submit your high scores, earn credits, and play online, you'll need a Reflect Account. You can find out more about how the system works, and sign up at the Reflect Games website
. It's free, fast, and painless!
A special note about playing online
If you want to host games online, you might have to set up your router to use port forwarding. you can find out more about that here
. Just make sure TCP port 27782
is open, and you should be good to go.
1,000 Reflect Gamers
Posted on February 20, 2007 at 15:15
As is commonplace with Apple's X Server, we (my work) currently have the server shut down for maintenance, after a few more days of intermittent service. If we don't do this, the server becomes more and more erratic, crashing more frequently every day until something becomes corrupt on the hard drive and our database of information must be rebuilt, a process that can take anywhere from 30 minutes to 3 hours. Sometimes it's good, since it allows me time to browse websites, post on forums, chat with people via IM... and of course, write blogs!
So here I am, back from a 2 night / 3 day mini vacation in San Francisco. The weather was great, I saw some awesome stuff, and got to spend a lot of time with my girlfriend. I feel fresh, revitalized. I am ready to get back to work on my projects. And 'm kicking it off with a status report, courtesy of my blog. Let me say first though - if any of you happen to ever get the opportunity to stay at the Ritz Carlton Hotel, by all means, do so. I think the elevator there was more fancy than a few entire hotel rooms I've stayed in before! Fancy, fancy stuff.
Anyway, big things! Reflect Games has now officially reached the 1,000 member landmark, with 1,000 users joined by friday, and (to my surprise) over 1,020 currently as I write this! I've been working hard to add new things to the site, and I will continue working on it in order to make it the best site possible for players of our games, and our third party developers' games. This summer, I may also undertake the project of re-writing a lot of the underlying server code, so that the Reflect System will be more well-rounded and able to support more of the features both players and developers want, like friends lists, in-game messaging, etc. It's a long road ahead, but with over 1,000 members, a great line-up of first and third party titles, and more to come all in under a year's time, I am very happy with the way things are heading. Don't forget to check out the site's newest addition, the <a href="http://forums.reflectgames.com">Reflect
Forum</a>, which you can use your existing login to access.
I also wanted to touch on the status of Aces High Over Verlor Island, which, though slow, is progressing. I recently completed two of the three single player game modes, and I've added a lot of new stuff to the game, including music (courtesy of Ds, of EO fame), new effects, and a large bag full of fixes and touch-ups. The 3D tile system was also re-written to allow the game to run a bit faster, and I will be continually looking over the code and trying to find things that can be optimized as I finish up the game. I'd like to get the game out on GM7, if the conversion is mostly painless, but seeing as we don't really know when GM7 might be out, I'm having a hard time pacing myself. There aren't really any features of GM7 that I need to get into this game, but I would really like for the game to be compatible with XP and Vista... so we'll see. Regardless of all that, I am really happy with the way the game is turning out, and I hope that you guys feel the same when it is eventually released.
I've been debating what I want to work on after AHOVI, and I'm just not quite sure yet. I've already done quite a bit of work on Hover Tank 3D 2, and I'd like to continue that, but I also have been having some ideas for a couple of other games recently, including a more RPG-ish sequel to Evolites, the oft-delayed Gunner McJack (kinda like Soldat), a Worms: Armageddon type of game, or possibly a "massively single player" top-down sci-fi shooter akin to Starship Troopers. I've got big ideas for all of these games... some of them I think would make for a really fun time too. I just don't know what to do! Oh well, I really should focus on finishing up AHOVI. I'm also (still) finishing up my commissioned paintings, as well as a website I've been contracted to construct, and of course, the massive amount of video games I have to play.
Ah well... I've got more to say (I think I always do), but I think this is enough for now. Try to stay patient for GM7 everyone, and thanks for reading!
Fred’s take on the YYG + fun quotes
Posted on January 28, 2007 at 14:48
Through all the drama that’s been going on over the last couple of days, no doubt spearheaded by Mark’s announcement of YoYo Games’ new involvement in Game Maker development, I think the funniest thing has to be the irony of the name and the various pros and cons people have been arguing over. It goes up and down. How smart am I, huh? Heh heh.
I don’t really want to cover the same territory many of you already have already discussed to death, on the GMC and elsewhere, so instead I want to point out some of the most ridiculous things I’ve seen thus far in the ongoing discussion. In no particular order, and anonymously presented, here they are. I know this seems like a long blog, but bear with me… there are some real gems down there, and I’ve just got
to say something about them, heh.
Mark i thought GM was your thing. You disappointed me. I really don't care if the development of GM is slow. I can wait. I don't trust these xbox "YoYo" people.
Mark you let me down.
Yes, the Xbox-YoYo people are coming to ruin everything. To me, this sounds like someone who is afraid of evil Xbox-YoYo space men coming down from Mars to destroy human civilization. And I bet the government sanctioned the entire thing. Get out your tin foil hats.
I registered to help gm not yo yo games. I agree with^^^ him
And I don’t like an admin that joined today
Unconditional hate for the new admin who joined today. The same admin who is responsible for transferring over everyone’s identity to the new site. Oh, he forgot to transfer one of them? Was it the guy who said he hated him? [:D]
it seems good to me that is if they dont make it sell only..
because then the development of gm would boost
I think this guy is talking about getting rid of the non-registered version… you know, the non-sell only version.
my post disipered did some one delete it
A this topic is to post a opinion I did and you did mark is probably going to post some thing
if you try to change a opinion the more it gets logged into there head
I would like to see this completed I don’t like it but I did not like it when the made us do gm in school
you don'y know what you like till you try it
I deleted it. And I deleted it because, like this one, it made no sense.
Keep deleting my posts, and Ill keep posting. FredFredrickson, once again, thinking you are god. So, If everyone is allowed to the opinion, which you think is right (i.e. agreeing with the move) why, can someone like myself, and morph not post disagreeing?
I don’t even think I need to say anything about this one, hehe. The guy got his posted deleted because he called the people who did not disagree with him “losers.” Apparently, that’s the kind of opinion we are missing on the GMC. The furious, name-calling kind of opinion.
I don't think this is a move in the right direction - People will take over and completly change the program and it will go from easy to difficult - You will lose 90% of your market which is aimed at people getting started or who don't want to spend months coding in C ! Chances are if they port GM to C++, GML will not exist! Maybe D&D will remain, but coding will be what in C++ too ? That would suck.
Now keep in mind money is no object, I don't care if prices go up, I think GM is cheap anyways and more should be charged for the product that is not the point.
Moving to C is the right thing for GM itself and the runner, but keep existing GML commands, don't transform the entire GML into C for crying out loud, that would be a DISASTER.
This is not a good day for GM users, this will spell GM's death - eventually that other company will take over, mangle GM and call it a new name, demand loyalty fees and add more restrictions and possibly spyware & adware to your compiled EXEs ! Remember nothing is FREE, no company will offer to host your stuff for FREE, there has to be something in return like FORCE you to use adware, force you to send them your GM6 and taking full ownership.
After years of work, 7 major revisions, and probably a lot of personal time (and initially, money) lost on the project, Mark is ready to hand it over to the huge corporation that is YoYo Games, breaking the seventh seal, and opening up the gateway to hell. I really wonder sometimes, when I read posts like this: how does one reply to a post in English when he seemingly has no capacity to read it? Where did anyone say that GM was definitely going to be re-written in C++? And why would that mean the death of GML?
It's a major take over don't you see ? The days of freedom of releasing your games freely are now over - be prepared for new policies and royalty fees and more severe restrictions..
BUT on a more positive note, GM was headed for death anyways, either way - I mean with the major disappointment that is GM7 as a lot of people found out, who were expecting major changes, realise that GM was dying - and it is.........so now with this merger, it's going to die but faster
And YoYo claims they will host your game FREE- I do know a thing or two about hosting and bandwidth costs - you don't honestly believe these guys do you ? Nothing is FREE - I can see it already the small print "All materials submitted are now full property of YoYo Games" I can feel it - So you work hard to make a game and then it becomes full property of someone else. I don't think they will host your games FREE without in return inserting ads, pop-ups etc... in your games, the LAST thing people want.........
I think there is a conspiracy here. Mergers are never a good thing for the small company being gobbled up.......
Free hosting? No, no site could ever
manage something like that… *cough* 64 Digits *cough* This guy really needs to wipe all the stupid-dust off his magical crystal ball - the view of the future he is seeing is idiotic, at best.
Wait. So unregistered users of GM 5 and 6 have to pay for GM7?
Er, huh? Was it being offered to them for free before? Did I miss something?
I think that’s about all I can handle right now… But rest assured, there is a lot more where that came from. Believe it or not, I didn’t even have to dip into the trash forum to pull any of these little nuggets up – no, every single one of these posts currently resides in the actual topic. And I wonder how people get confused, huh? [;)]
In other news, I wanted to report that progress has been good with Aces High Over Verlor Island. I am about halfway done with adding the three single player modes to the game, and I have finally received some music from my composer, so I have added that as well… it sounds great! I am really excited to release the game, but pending how this whole YYG thing goes down, I might just end up waiting until the new forum has settled in, providing my progress continues on at the same pace.
Anyway, until next time… never fear for the future of 64 Digits when YYG is complete. It’ll be filled with people like the authors of the quotes above, and so far as I have seen, hardly anyone here writes like those guys. [:P] Thanks for reading!
Contest Ideas, Progress Update
Posted on January 24, 2007 at 17:04
Well first of all, I am glad to report that Aces High Over Verlor Island is again taking steps toward completion - the first single player mode (of three that are currently planned) is almost complete. Single player mode isn't really what I wanted to showcase with the game, but I think that each of the three challenges will provide enough variety and instant fun for people to be something that they continually come back to. The addition of a high score board for each of the three games should contribute to this as well, I hope. I really want to get the game done sooner rather than later, as it has been in production for a long time, and I am anxious to get something new on my plate!
Another thing I've been thinking about lately is having Reflect Games host a contest of sorts, in order to boost creativity and promote the people who are willing to put effort into it. The contest would run for a month or so, kind of a spring contest... but I'm not quite sure what the goal of the contest could be.
One idea I had was to do a "one level" contest, where you could make a level for a game that has yet to be made or doesn't exist. Any kind of game, any size, length, or depth. The goal would be to make the level as professional and polished as you could, and to make it seem as if it were just pulled straight out of a game. Any kind of story that is portrayed in the level could start and finish wherever you want, characters would not really have to be introduced, etc.
Another idea I had was a contest where the pieces are supplied, like a graphics pack, or set of character sprites, and the goal is to make the best WIP / finished game to go along with them.
Judging would be conducted via a forum poll, or something similar... Prizes... A cool banner? Reflect credits? I haven't really nailed down the details yet, since I have only really thought about it a little bit over the last few days.
So what are your thoughts on this? Would you be interested in competing against others in a contest hosted by Reflect Games? What other ideas would be good?
Anyway, I feel like this blog is a bit lacking in the content dept., but unfortunately I don't have much else to say, and it's about time for me to get back to work here (writing from work, gotta love it). So thanks for reading, and until next time!
Naked fighting chicks
Posted on January 19, 2007 at 16:51
I'll be honest: I like scantily-clad women in my games, running around in a bikini made of stainless steel and Kevlar just as much as the next guy. I'm not the kind of guy who will buy Tomb Raider or Dead or Alive Xtreme 2 just because I want to see some digital jugs, but I do appreciate the time and effort that my artistic brethren put into the characters in games I play, like Guild Wars. Still, I can't help but find it amusing at how women are portrayed in games, and the debate surrounding the issue.
Let's get the obvious out of the way right now - women are usually overly sexual in games because most people who play games are male. More importantly, they are teenage / college-age males... you know, the kind of males who really like polygons formed into vaguely female shapes. So naturally, in order to make this target audience want to buy, developers feel the need to pepper their games with this sort of thing. I guess I can't blame them though, because it works, even if it gives gaming a distinctly bad taste for women who feel adventurous enough to give it a try.
So where does that leave the socially conscious developer? If I want to include a female character in a game, should she be uber-sexy? Would it be more tasteful or real to include a not-so-shapely female character? If the rest of the characters in my game are war-scarred, trash-talking heavyweights, doesn't it follow that any female characters I throw into the mix should be the same? And would anyone (even the ladies out there) really want to see an overweight, scorched and scarred, trash-talking woman running around in the typical spandex armor, shooting people?
I should mention that I also enjoy female characters with real stories, who seem more real than the typical ladies of electronica, like Jade (Beyond Good & Evil) or April Ryan (the Longest Journey). But I still find the debate over the sexiness of women in games amusing at times... Because, despite all the grit and grime that usually covers the male heroes of our games, aren't they too usually physically perfect specimens?