Archive for the ‘Releases’ Category

Escape Fast by Kraken Studio using Flare3D

Thursday, April 25th, 2013

Play Escape Fast

Kraken GameStudio presents ‘Escape Fast’, in this game you are a bankrobber that has been betrayed by your henchman. Your goals:

1 – Run away avoiding cops
2 – Recover the stolen money
3 – Get revenge to the bad guy

The game is simple, fun, addictive and has a beautiful 8 bits’s retro style. Drive across the levels and re-experiment the pleasure that you got playing those 80′s classic games.

It’s a real 3D game but the camera was placed to get an isometric view.

    escapefast_09 escapefast_05

Victor Corvalan from Kraken Studio talked with us about ‘Escape fast’ and other things:

- ‘Escape Fast’ presents a lovely retro design, polished details and a very nice cartoon music style.
How many days did you spend working to get ready this beautiful game?

The development of this game took 40 days approx.… the graphics were ready in less than a week and the engine in 2.5 weeks… the tedious part of the development was the design of the levels. The 2 animations of the game only took one week to make. The rest of the time was for testing and for final adjustments.

-How many extra people were involved in this project (3D artists, musicians, etc..)?

There were 2 graphics designers, Jose Bordon and Julio Peralta; 1 3D modeler, Ariel Baez; the musicians Ronny Antares and Camilo Stager from PowerUpMusic  and me (programming & levels).

- Why pixel art? Which were the inspirations for this game?

I personally love the mix of 3D and 8bits/retro look. I remember that years ago someone posted in a forum the work of Kenneth Fejer and since that I started to appreciate that style.

- ‘Escape Fast’ isn’t your first project using Flare3D. So, which were the reasons to choose Flare3D as your engine for these games?

When I was moving to 3D development I made a lot of research… I was looking for one easy tool with good performance to get married with :D … when I finally found Flare3D and compare it with other engines I knew that I finally found the tool that I was looking for. Flare3D really reduces the developing time and let us focus on the development of the gameplay without get distracted in other things.

- There are a lot of people working in their first videogame, do you have some advice for them about things they should never to do when developing a video game?

If possible, start with smalls projects, you will gain experience with them and will keep you motivated. Don’t forget to develop the games that you will enjoy to play.

 

Play Escape Fast here ! :-)

In a HD world don’t miss this refreshing breeze!

 

Tip: Controlling the car could be difficult, using the virtual gamepad could be easier than using the keyboard.

escapefast_03

 

About Kraken GameStudio

We are the first game development studio located in Asuncion, Paraguay.
We develop videogames out of reality with the objective to improve your entertainment. We think that games should be something out of reality!.
The members of the team are Victor Corvalan, Ariel Baez, Eladio Delgado, Jose Bordon, Julio Peralta and Raul Porro.
We work together with the PowerUpMusic  team, our friends & partners from Chile and with “Creadores” whose owner is Paulino Rolon

About Victor Corvalan

I’m a developer from Paraguay and I am 26 years old. I develop videogames and also some boring stuff. Before starting with Kraken GameStudio, I made & developed interactive floors/walls’ installations, interactive bars, augmented reality, virtual presence, holomotion and other cool stuff… you can see my work in my blog (in spanish) http://pes-cado.blogspot.com

Real time light baking with Flare3D

Thursday, April 4th, 2013

Flare3D light baking

In the past few weeks, Jason has been working hard to create a real time light baking system, taking advantage of Stage3D and fully GPU processing.

This new feature will allows in few seconds add baked shadows and enhance the ambient illumination in your scene. This is great to get beautiful scenes without the cost to use dynamics lights and because a picture is worth a thousand words, please check the screenshots below..

lightBaking_01 lightBaking_02

On the left you can see a 3D Scene composed by cubes over a plane. This scene only contains the default directional light.

On the right, you have the same scene, but now with baked illumination with multiple lights(point, directional), diffuse baking, soft shadow baking and fixed UV edge feature. To make it, the scene’s illumination was pre-calculated with more than 100 lights and this took only some seconds!

The result? You can obtain a complex illumination without expensive resources.

The advantages of this feature In Jason’s words:

The point of doing this is because:
1) the name of baking dose not mean it is fully static, to bake it into texture in the real-time makes it has the possibility to change if needed, for example there is a scene with sun light at beginning, but may change to a night view later on.
2) the cost of baking is very cheap, may faster than uploading regular bitmap data in some cases,
Just assume we upload 101 light maps for this demo, that would be much slower,wouldn’t it?
3) precision of texture is no longer need as large as it could be, instead 128×128 is enough for a object, that is because we generate the texture by shader, instead of unpacking any bitmap format.
4) it is easier than having a external light maps, since for artist they just need to create an extra UV coordinates, all the rest of work just leave it to the program:)
5) the file size would be reduced a lot, as you can see the whole file is only 135kb, it is a pretty much a light map size, isn’t it?

The light baking feature is in Labs and will be available in a future release. Meanwhile, you can test this demo downloading it from our forum here.

Keep in touch for more news! :-)

Announcing Flare3D for HTML5

Monday, January 7th, 2013

html5_banner

A new exciting year is starting and Flare3D is evolving and growing every day to take advantage of new opportunities!.

So, yes!!, we’re talking about HTML5 and WebGL, and yes!!! We have decided to start a new journey into this new amazing world :D

As always, our mission is to provide Professional workflow to create next-gen 3D web and mobile based applications! – same tools, same workflow, same file format!

In this early Flare3D / HTML5 demo, you can see directly in your browser without any plugin, our lovely Yellow Planet model (zf3d) without any change at all!!!

But, enough talking, show time!!, check it out here.

This is an early stage, there still a lot of work to do!, so, we want and we need to receive feedback and suggestions from you guys, in order to give you the best quality possible product!.

We have more to show. Stay tuned, new things are coming to Flare3D!.

Showing Progress!

Friday, November 2nd, 2012

Last time, we spoke about FLSL here and here, but now, I want to share with you some of the tasks we have accomplished in latest days.

  • First, thanks to Jose Luis, as you may already noticed, we have new super improved forums! (applause), so, we’re not only going to give you a super awesome 3D engine (very modest), but also we want to improve the support and community tools!
  • We also have finished the new 3DMax plugin that already has support for lots of texture formats (including bmp, tga, psd, jpg, png, dds, etc..), automatic lightmaps batching, support for diffuse, specular, opacity, bump, reflection, refraction and ambient maps, additional support for cube maps, simplified interface, bug fixes and more!
  • There is also the new ZF3D format, which is basically a new Open Flare3D Format, which  is a zip file containing all the textures, binary files, animations, resources and a descriptor xml file you can easily edit, or simply replace assets and then convert it to a binary F3D file ready for production. This also means that you can write your custom exporters or editing tools ;)
  • Also, thanks to Ivan, who has been working super hard (trust me!) on the Collada importer, we have now much better support for *.dae files, that is supported by most of the external 3D platforms such as Blender, Maya, Cinema4D, Sketchup, etc..
  • But there are more awesome news!, the new Library (swc), the engine itself!, we already got a very nice and stable version!!! :D – I could enumerate here “tons” of new features, but we’ll go deep on each one in coming posts.
  • But….stop!, there is even MORE!!, latest days I were totally focused on the IDE, cause, we want to give you not only a 3D library but a whole workflow and tools!

And here we are! :) , this is already running with the new version!, you can see in the image, some new panels and tools, dynamic layouts, workspaces and detachable panel windows,  and a large amount of improvements ;)

So, we’re pretty close to release all these things! just a bit more of work! but for those who can not wait (like me), we’ll announce trough the forums an early access during the next week, so..stay tuned ;)

Getting started with FLSL : Part 1

Tuesday, October 16th, 2012

We are going to open a “request for beta” very soon, so, it’s a good time to introduce some of the concepts of the new version.

If you didn’t see the previous post, you may want to take a look first here.

If this is your first time in the shaders world, this short description may be useful: (from wikipedia)

Shaders are simple programs that describe the traits of either a vertex or a pixel. Vertex shaders describe the traits (position, texture coordinates, colors, etc.) of a vertex, while pixel shaders describe the traits (color, z-depth and alpha value) of a pixel. A vertex shader is called for each vertex in a primitive (possibly after tessellation); thus one vertex in, one (updated) vertex out. Each vertex is then rendered as a series of pixels onto a surface (block of memory) that will eventually be sent to the screen.

How do I use them in Flare3D? The process is very simple!

First rule! don’t panic! at the beginning you may get a bit confused, but you’ll see pretty soon how easy and fun is to play with shaders ;)

  1. Write your shader in a file with an (*.flsl) extension.
  2. Drop the FLSL file into the Flare3D tool (image above), and it will output a file with the same name plus a (*.compiled) extension.
  3. Embed or load the compiled shader file into your AS3 project.
  4. To use your shader, you can create a FLSLFilter to use in your Shader3D mixed with other fitlers, or you can just create a FLSLMaterial for a static material.

So, let’s start from the basics and take a look at some of the data types availables in FLSL:

  • Namespace: Yes!, namespaces, like in AS3, you can import different packages (namespaces in flsl) to make your shader code easier.
  • Samplers are the data type related to textures. You can use sampler2D for traditional 2D textures or samplerCube for cube map textures.
  • Techniques: In each FLSL file you could have one or more techniques that define different behaviors for the shader like, different profiles of the same shader, or simply different materials or filters in one file.
  • Outputs are the variables that defines the final state of the shader, at minimum, each shader should write the vertex position and fragment pixel.

There are other data types that will be detailed in future  posts, but for now, let’s see what this code does:

sampler2D texture

We declare a variable “texture” of type “sampler2D”. Samplers are public variables and they are exposed also on AS3 side so you can change it  also by code.

output vertex = transform();

In this line, we declare a variable vertex of type output and assign to it the value returned by the function transform() (declared in flare.transforms), which contains a simple vertex multiplication to transform the raw vertex data into the perspective vertex position into the screen.

output fragment = textureMap( texture );

And finally, the declaration of the variable fragment of type output also, and assign to it the value returned by textureMap(), which gets the pixel value of the sampler texture passed as a parameter.

The output data type, is a dynamic one, and it is reserved for certain output values. In the case of  veretx and fragment variables, they are declared as float4 values which represents a XYZW for the vertex position and RGBA for the fragment.

So, there are so many new things here…but don’t worry!, with just some examples you’ll see how much powerful and easy is to get around it.

See you in the next part!.

Flare3D 2.5 + Starling Integration

Tuesday, July 24th, 2012

starling

To take all the advantages of accelerated content on Flash, and achieve the maximum possible performance, you would like to mix between 2D and 3D accelerated frameworks, well, it is now possible!

Maybe, you are working in a project where you need to optimize its performance as much as possible (like a mobile project). In this cases, you must to avoid any CPU intensive operations, and one thing that you can do, is changing the traditional 2D Flash interface that uses CPU resources for other based in GPU acceleration. To take advantage of Stage3D capabilities with 2D accelerated graphics you can use The Starling Framework. With Flare3D 2.5 and the next version of starling you will be able to use them together!.

We were working with Starling team to provide the most easy and simple possible integration, and to prove it we made a short example that shows how Flare3D and Starling can work together. If you were working with Starling framework before, you’ll feel most of the code very familiar.

You can see this sublime experience (and more) in the following example:

A public beta of Flare3D 2.5 is coming very soon ;)

Stay tuned!

Flare3D news: New update v2.0.48 is available!

Wednesday, April 11th, 2012

flare3Dv25

We are excited to announce that Flare3D update v2.0.48 is available.
This is an small update to fix a few little bugs, and over the time, the engine becomes more and more solid and stable!

Download links are available here and the changelog here.

So, is time to bring the engine to the next level, and our team is working full speed, day and night to release a coming new mayor version, Flare3D 2.5!

Starting from 2.5 version, we’ll not call it “pre-release” anymore, and we’re including a watermak on the trial version (you can easily disable for debugging purposes).

We expect to launch this version early in May!, and Flare3D 2.5 will include three new amazing features:

Flare3D Shader Languaje (FLSL v2.0).

It was created originally as an internal tool, but it has evolved into a full shading language.

The new version includes several new features, but most importantly, it lets everyone have the ability to extend the native functionality of the in a very easy way!.

Amazing shaders effects, post process filters, shadows, and tons of amazing new stuff can be created with a few lines of code without needing to use low level AGAL bytecode.

The new FLSL optimizes every aspect of materials and render pipelines and is very well suited for 3D mobile games.

FLSL V2.0 is a complete language that includes many special features that simply doesn’t exist today on current shading languages!.

YES! We are very excited with FLSL V2.0 !!!!

New 3DMax exporter.

Our developers recognizes that one of the most important features of Flare3D is deep integration and workflow with 3DMax.

This new plugin isn’t only a completely rewritten version to support the new Flare3D file format, but also has several cool new features like:

  • Support for shared instances.
  • Support for all texture formats available on 3DMax.
  • Better geometry compression.
  • Full integration with FLSL V2.0. This allows to visualize Flare3D shaders directly on 3DMax viewports!

Cool right?

Graphics3D API as the beginning of Flare2D…..best of both worlds!

  • Full integrated Graphics3D API!
  • Can you imagine creating a vector-based  graphics with Flash Pro, and with a single click convert them to a mesh and render them using the power of the GPU??
  • Now you can combine 2D and 3D worlds in the same environment!.

What’s next?

We’ll not stop here!, and soon, we will publish a full public roadmap.

It will include a totally new IDE, dynamic and static shadows, real time post process effects, new collision system, optimizations for mobile, and more, a lot more !!

We are just thrilled to see what biggest studios are doing with Flare3D all over the world. They are raising the bar of online games with 3D enabled games.

Exciting times are coming, stay tuned !!!

Flare3D team.

Terry Paton´s Meteor Storm 2

Saturday, November 5th, 2011

Header

terry2 After the success of Robot Arena, Terry Paton is back with another great game: Meteor Storm 2.

In this occasion you have to defend your moon bases from meteor storms and Alien attacks, earn credits, upgrade your defenses while destroy meteors and enemies spaceships.

pantalla1

This game uses all the capabilities of stage 3D to provide an amazing and fun user experience.

Let`s see how many meteors can you destroy: www.newgrounds.com/portal/view/583139

Flare3D WIKI is online!

Tuesday, October 18th, 2011

 

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As supplement of our Forums, in the Wiki you will find:

  • All samples included in the distribution of Flare3D.
  • Examples and more advanced techniques
  • Tutorials and Articles
  • Links to useful third-party content
  • A download section where you will find current and past versions.
  • and more!! We are adding new content constantly

You can access directly from: http://wiki.flare3d.com 

We are very happy with our WIKI! We hope you enjoy it :-)

Flare3D Studio – Sneak peek

Sunday, September 18th, 2011

screen_blog

To all Flash geeks!

I am writing these lines while a drop of cold sweat runs down my back. Pictured above is a snapshot of the Flare3D Studio!

A powerful new “tool” that will bring to all Flash users an easy way to play with all the new Molehill/Stage3D capabilities!,

A whole new way to work with 3D in Flash for artist and programmers!

Flare3D Studio was completely rewritten and, I don’t know if I should say it .. IT IS AMAZING! Shhhh, be quiet! this is just the beginning.

Look at the picture carefully and try to discover what is inside! Ready? Ha, ha ha! Even with your best effort you will be far far away to discover what we have to show you! Keep in touch, more good news are coming soon!

Have a nice day Sonrisa