Archive for the ‘Flare3D’ Category

“Chase Life” for Maruti Suzuki Motors made with Flare3D

Wednesday, January 14th, 2015

Usually, an advergame isn’t taken seriously. But the guys from Eccentric Engine worked hard and get a balanced and entertained racing car game and at the same time they respected the customer’s requirements. Chase Life is a game for Maruti Suzuki Motors to promote the launch of their new car, the Alto K10.

In the game, you must customize your car and drive fast to reach every checkpoint before the time ends. You can play it using the keyboard or a mobile device as gamepad and if you are good enough, then you can challenge your friends to beat your best score :-)

The game is already available here!

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We were in touch with Gaurav Rane, Co-founder of “Eccentric Engine” and he kindly answered our questions about the game and the development process.

– Your game looks really cool! How many people was involved on its development?

Thanks a lot :) The game was developed by a team of 4 people. The 3D team of two working on the modelling, texturing and lighting of the garage and track and two developers who worked with Actionscript as well as socket.io to create the mobile controller for the game.

Customizing the car before the race.

Customizing the car before the race.

– Choosing the best technology for a project could be complicated. Could you mention why Flash and why Flare3D?

When we conceptualised the game, the requirements were that it had to be a web-only game. Looking at some recent numbers with the games we have developed, Stage3D was chosen over Unity3D for web games. The fact that the Unity plugin is being blocked by Chrome contributed to the decision too. Our programmers have a strong background in flash and are also experienced with Stage3D, having worked with some other engines in the past.

This time we had to work against the clock to create the game. Flare3D became a no brainer because of its superb editor and superior performance. It just made prototyping a breeze and we had decided on using it at conceptualization stage itself. We also knew that given the time at hand the advanced loading functions of Flare3D and accessing objects makes it very easy. Plus the other features like integration with the Away Physics engine was exactly what we wanted.

– Which was the hardest problem to solve in the development process? Can you mention how you solved it?

The biggest problem we faced was choosing a physics engine for the game. Flare3D 2.8 was announced and we were looking forward to some great physics examples with it, so we started out with Flare3D physics. But we soon realised that not everything was possible with the current state of the physics engine that we wanted in the car, so we went ahead with the AwayPhysics integration. Of course the extensive documentation helped solve most of our problems.

Note: The refered example of Away Physics integration is included in Flare3D distribution.

– Did you received some feedback from the client?

Lots of it :) I’d love to share a lot of it here, but wouldn’t be able to. They really liked the overall experience of the game and this game will hopefully get them to take Gaming much more seriously. Of course, there were some questions and comments asked during the development of the game, physics related, which I am not sure, Albert Einstien would have been able to answer :p

Maruti Suzuki

– I think that you can learn something new in every project. Did you learn something new developing “Chase Life”?

We were looking forward to learning shader programming with FLSL when we started with this project, so that we could use all kinds of cool effects in the game. Slowly but surely we are on our way, right now we have just implemented a version of the ColorSwitchShader. Soon we are looking forward to implement way cooler stuff in future projects.

Nice visuals using FLSL Shaders

Nice visuals using FLSL Shaders

– What about the future? Are you working in a new game?

While Eccentric Engine is a Digital Marketing Company, our division Eccentric Thrill was created with the intent of creating brilliant games. While we currently build games for Brand Promotion, we are hopeful of starting our own Gaming Label really soon.

The team is comprised of people who are gamers themselves and love creating these amazing experiences for others. We have worked on some games in the past making use of other engines like Unreal and Unity, and flash was mainly used for our web experiences. Since Stage3D is progressing so well already and with the demos I have seen with AGAL2, we cannot wait to get AAA gaming experiences to the web with Flare3D. Lots of games planned for the coming year.

Are you ready to run a race? Play the game HERE

About Gaurav Rane:

Co-founder, Eccentric Engine. He also heads the Tech and Games development team at Eccentric Engine.
Email: gaurav@eccentricengine.com

About Eccentric Engine:

Eccentric Engine is a Digital Marketing Agency based in Mumbai, India, with expertise in developing Games and Tech Experiences for Brand Engagement. The agency has created gaming experiences for Red Bull, Tata Motors, Maruti Suzuki among other Brands.

Web: http://www.eccentricengine.com/web/

Twitter: https://twitter.com/EccentricEngine

Facebook: https://www.facebook.com/EccentricEngine

Cartoon Network’s Regular Show Dimensional Drift made with Flare3D

Thursday, November 20th, 2014

 

Regular Show Dimensional Drift made with Flare3D

Finally! Regular Show Dimensional Drift for Cartoon Network is online! Last week, we were extremely happy when we were noticed that the game was available for everyone! This is a racing game (single and multiplayer mode) made by a great and talented team.

Regular Show Dimensional Drift's Team

Regular Show Dimensional Drift’s Team

The game is right now available at Cartoon Networks’s website and during the development process we have created a lot of tools and workflow improvements that will be included in the next Flare3D’s version.

Adrián Rodera, Art director and Game designer says about the game:

For us, this game had three major challenges. The first one, involves bringing back to life the old games’s spirit where you felt that “win” was hard to achieve, but the reward worth it. You can find this feeling in classic games like “Prince of Persia” or “Megaman”. Today, games show a difficulty level that is like a guided ride across the park… these games, forgot the satisfaction obtained by the users once a hard target is reached. DD tries to recover that feeling rewarding the user’s effort after every new challenge faced by the player.

Regular Show Dimensional Drift inspiration

Prince of Persia, perfect balance between difficulty and rewards!

Secondly was to get an online game with astonishing graphics and a smooth gameplay. This challenge is closely related to the technology that you are going to use. We evaluate pros and cons from different technologies and decided that Flare3D provides a good balance between power of rendering and development workflow. One of the most important requirements was that the game must be run in the same way through different web browsers and Flash is perfect for that, this game only requires the Flash player that is already present in the 99% of computers. Flare3D gave us all we needed to build the racing game that we wanted.

Regular Show Dimensional Drift, astonishing graphics

Regular Show Dimensional Drift, astonishing graphics and smooth gameplay!

At the end, the hardest challenge… build a game including not only customizable cars and different character’s skills but also keep a “real” balance between them. This was the way we found to make every car feels different and balanced with the gameplay. This brings a wide range of driving sensations and avoids frustration along the game.

While I’m writing these last words of this post, Regular Show Dimensional Drift reached the 1st place in only three days and is the most popular game at Cartoon Network!!!

Regular Show Dimensional Drift MOST POPULAR

Regular Show Dimensional Drift Is the most popular CN’s game!

 

 

PLAY Regular Show Dimensional Drift

Using AIR Gamepad in your Flare3D game

Thursday, August 28th, 2014

Walk through our deferred lighting demo using Adobe AIR Gamepad!

Walk through demo using Adobe AIR Gamepad

turning your mobile device into a joystick with Adobe AIR Gamepad

One of the latest features released with AIR was Adobe AIR Gamepad. Basically, if you have adobe AIR installed in your Android phone or tablet you can use it as a joystick in your game. The integration is really easy (check out Adobe’s tutorial here) and provides you with a lot of possibilities such as adding the joystick functionality for your game or else you can use it as a second screen for interactive applications.
To play the demo you must follow the following steps:
Important: Flash Player 14 (or higher) is required

  • Open the demo here
  • Launch Adobe AIR application in your phone or tablet.
  • Shake your device to enable AIR Gamepad.
    AIR Gamepad

    AIR Gamepad enabled in your device.

     

  • Type into the demo the code that appears in your device and press “connect”

    Type the code that appears in your device.

    Type the code that appears in your device.

  • Once you get connected your device will vibrate and you will see on the device screen the touch areas for walking and looking around into the demo.

The demo

This demo uses our “Deferred lightning” example. You will find the demo’s source code at Flare3D Labs in a new folder called “gamepad” which has been added into src.
The VirtualPad class receives a gamepad’s reference and handle the input in the same way. This class was made to detect traditional touch events, but with a few changes was adapted to work with AIR Gamepad. As a complementary information you can checkout AIR Gamepad docs here.

Download the demo

Interpreting the input

AIR Gamepad recognizes Multi Touch and gestures input and send them to your application. So you can catch the input as if your app would be running in the mobile device. Once the connection between the app and the device has been established you are able to skin the device’s screen sending an image. In our demo, we are sending an image that shows a reference indicating the touch areas on to the screen.

 

It’s time to play! :-)

 

 

 

 

Football inspires! Bring life to your inspiration with Flare3D

Friday, July 11th, 2014

BannerBlog_Elsa_Football

On July 13, the world’s eyes will turn to Brazil for the final match of the 20th FIFA World Cup, the planet’s biggest football tournament. Inspired by the passion of fans from all over the world, Flare3D Team, being also big football fans, created this example “we had such a great time developing it that we decided to share it with you”. The game shows how to implement the basis for any other penalties game. You can download the full source code and assets here.

The Game is simple, drag the ball to define power and direction. The shooting height is defined depending on the position you pick up the ball (picking the ball  in the bottom you get a height shot).  The game use physics and is really simple.

Get Adobe Flash player

This example works with a custom Dev Build library (included with the example), this library was compiled only for development and testing purposes. If you want the latest and stable version of Flare3D you can get it from our website.

Take this example as inspiration, we will be happy if you take the challenge to build your own football game, adding moves, headers,dribbling, etc…

Download the full example

We’d like to create a gallery of football related themes, games and then showcase your creations with us and be part of the Flare3D footballmania. Team up with Flare3D 😀