Against SOPA

January 18th, 2012

Apparently, shit just got real and the anti-SOPA protest/blackout is happening. Which is great. So if you’re one of the few americans that browse around, off you go…do something about it. Just think how many memes like the one below you’ll be thrown toward you if this one passes :)

 

 

 

The Ghost Protocol Dilemma

January 8th, 2012

So they have retinal scanner with real-time face recognition, sticky gloves able to hold the user on any surface, face sculpting tech, last BMW ultra-tech prototype car…yet the hand-cuffs can be still opened with a metal paperclip? :D

The Help Conundrum

November 28th, 2011

I don’t read ingame help, but I complain when it lacks :)

FlodXM ported to HaXe

October 20th, 2011

Recently, I have investigated the opportunity of using Amiga-like tracker music in my games. I really want to make an “anniversary” version of Orbital Decay (woohoo…3 years!) and one of the features is a nice and engaging soundtrack, without bloating the file size. And, apparently, if things go nice and well, Loose Cannon will also have such a soundtrack.

So, I’ve ported the aforementioned library to HaXe. Grab it from the here.

There are  a couple of small bug fixes and there is a speed optimization for the mixing, by using the flash.Memory class (Alchemy bytecodes, bla-bla-bla). The processor load, using the standalone debug Flash player, as seen in Process Explorer tool, is 4%, compared to the AS3 version which does 8% (the machine is an AMD 3200XP with 2Gb RAM running WinXp).

Apparently, NeoArt, the guys that made Flod stuff, will release Flod 4.0 (soon?). Porting, again, will be such a funny task :)

Update: apparently, according to Nicolas Cannasse, Adobe removed Alchemy opcodes from the latest Flash player (11.2), so if you compile for this target, you have to revert to using Vectors instead of the flash.Memory API.

3.5 Years Later…

October 19th, 2011

I’ve finally managed to learn how to make games that I like to play.

Now, if I’d only learn to make games all the other people like to play…

Play Like a Pirate

September 27th, 2011

Update: Loose Cannon Physics has been released. You may play it here.

It’s Loose Cannon, my latest physics puzzle (phuzzle!)  game. Developed during the summer months, it features 30 crazy levels where you can fire the cannon, shoot the musket and jump, plus a level editor to make&share your own puzzles.  Of course, it was coded in HaXe and uses the Box2D physics engine ;)

At the moment, the game is up for bidding on FlashGameLicence, but there isn’t much interest from sponsoring portals for this one. Most likely it will probably be released at the end of October under (my own) Piron Games branding.

Until then, a small teaser, below.

FlxAsteroids. With source code!

September 22nd, 2011

Asteroids spinoff made in ActionScript3 using the Flixel framework and the FlashDevelop IDE. Coming to think of, it’s the first time I use any of those :) Done in 2 days, showing off the coding “mad skillz” to some guys.

In short, Flixel is cool for quick prototyping, ActionScript sucks (:p), FlashDevelop is very good and useful. While you may expect a step-by-step Flixel tutorial, I don’t have the time to write it.  Even if the coding style is a bit all over the place, I bet you are a smart developer, so you should figure it out. Or simply ask below ;)

Grab the sources from SourceForge. The sources are released under ZLib License, in short, do whatever you feel like with them.

Some of the graphics were done by me (asteroid, bullets, the teleport fx and the explosion fx), so use them freely.  The rest are from all over, I can’t remember the exact authors, most likely they are from Pixel Joint.  Use with care and respect toward their work (that is, replace them with yours).

Sounds were made using the excellent sfxr.

Visit the project page at SourceForge.

And play the game. Just below. Three ships to choose from, each with different powers, use arrow keys to move, Z to fire, X to fire the power (when it’s loaded). Backspace to quit from game to select screen.

Breakfast at Post-Apocalyptic Tiffany’s

July 6th, 2011

From Fallout 3, played long time ago.

And bonus, the pyjamas one-man assault squad :)

The Making of: SuperChicken Battles the Penguin Horde

June 10th, 2011

The Concept

So it was one day that I’ve got texted and phoned over by my cousin. “Dude, get on Messenger, I’ve got to show you something”. My cousin, Ionel Jinga, is a traditional artist – sculptor -  involved in all kind of crazy art projects, which in the past years got a crush for digital. So he sent me these doodles:

Read the rest of this entry »

SuperChicken Goes Wild

June 8th, 2011

Please play, enjoy and don’t forget to cast your vote ;)

On Kongregate: holy-moley!

On Newgrounds: up, up and away!