Archive for the ‘Releases’ Category

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

Flare3D + Barbacube. Pushing Stage3D to new limits

Monday, March 10th, 2014

Lightstorm - Barbacube

Barbacube Game Studio, the new Flare3D’s partner company is here!
Barbacube is made of an amazing team of professionals who love what they do. They bring to us an awesome technical demo. So guys! Here is LightStorm, play with it, beat your own high score and discover some of the amazing features available on the latest version of Flare3D.

 

Flare3D + Barbacube

Play Lightstorm Now and discover a new Stage3D experience!

The game is 100% Flare3D and includes a lot of new features that you’ll find in the next Flare3D version. Are you wondering about what things were used in the demo? Check out the following list for a quick review:

– Bidirectional motion blur.
– Chromatic aberration.
– Hardware occluded lens flares.
– Glowing objects.
– Local Reflections (Car’s front window).
– Post processing image effects and particles.
– Global fog and gamma correction.
– Projected blob shadow (not plane).
– Full featured constrained mode
– Special optimizations for Google’s Pepper version (try HD mode if your GPU supports it).
– Custom shaders here and there..
– Featuring the new Collisions engine (<1% cpu ussage).
– And a lot more!

What about mobile performance?

We made some tests on iPad 3 for iOS, Google Nexus 4 for Android and BB10. In all cases the game ran fluid and we got the same experience than the desktop version. Would you like to check LightStorm’s performance on mobile? Watch the following video that shows real game play over iPad3!

Future expectations

Barbacube is here to stay. A good game depends on a lot of factors. The right team, the best tools and great passion for games!

The team is currently working on big projects, so, you will hear about Barbacube again shortly :-)

 

Play Lightstorm here

 

Evil Genius Online by Rebellion made with Flare3D (The fun way to take over the world!)

Thursday, February 20th, 2014

Evil Genius Online

Rebellion is a renowned games developer studio in the UK. Well known for many famous games such as “Sniper Elite” saga.

But now, they are releasing “Evil Genius Online” (AKA EGO), their first social game on Facebook. The game concept was inherited from “Evil Genius”, a successful 2004 PC game. In the game, you play the role of a villain determined to rule the world.

The Online version includes like in the original, memorable characters with lots of humor. Your goal is simple… build a secret base and develop evil super weapons to gain notoriety to become the most evil genius! In the game you will receive help from other villains, you also lead a team of minions that will do the dirty work for you 😉

EGO Screenshot 3

Stand on your minions to take over the world.

 

EGO (Evil Genius Online) was developed by a Rebellion’s team placed in Oxford, England. We had the possibility to talk with EGO team about the game, Flare3d and the development procces:

 

-How long did you guys spend developing the game and who comprised the team?

Evil Genius Online was originally prototyped by a small team before going into full development in 2012. During the prototype stage we looked at various rendering engines for Flash, and quickly decided that Flare3D was the best option for us and the project. As soon the game was green lit we started the recruitment process for artists, server and client side programmers, designers and the Dev Ops guy who does lots of server monitoring, scaling and tweaks.

-Evil Genius you personalize the bad guy, an ambitious and an criminal entrepreneur.    What was your inspiration? 

How many times do you see a film where the bad guy ‘wins’? Or play a game where the primary antagonist gets to swan into the sunset whilst the good guys are made to look totally foolish? Not too many, I’d wager. There’s a bit of an Evil Genius within us all I think – the game lets you unlock that part of your brain and let it thrive! Of course our biggest inspiration was the original Evil Genius PC game which really nailed the dark humour of being a megalomaniac!

Evil Genius 2004 PC version

Evil Genius 2004 PC version

-Did you want to give the game a retro look like the TV shows of the 60´s?

During the prototype we tried out a few different art styles and even toyed with the idea of making it modern day and realistic. However nothing seemed right compared with the strong 60’s art style of the original Evil Genius game on PC, so we quickly went back to original art style. We started dissecting the original art assets and creating all new artwork in the original style that was optimised for the game engine. The Austin Powers style of humour was a big plus for us and hopefully this can be picked up in the game’s dialog; it gels very well with the art.

Austin Powers look

Austin Powers look

-Is it feasible to expect the game to run on mobile devices?

We have already worked on multi-touch controls and the game works great on Windows 8 touch screens and the Microsoft Surface Pro 2. Having the game running on a bigger range of mobile devices such as iOS and Android devices is on our roadmap, but we don’t have a date set in stone for this yet. Our plan is to move over to a Starling UI layer and optimising the 3D models to run on the targeted devices, a challenge the team are looking forward to.  Watch this space!

-How did Flare3D contributed to the development phase of the game?

Flare 3D is a great tool for rapid prototyping which was essential during the initial phases of development. We managed to put together the first working prototype extremely quickly. Flare 3D integrated seamlessly into our backend AS3 framework and we were able to hit the ground running. One of our favourite features the Flare3D offered was FLSL and we’ve used a number of shaders to create effects such as fading reflections in the floor and chrome textures.

-What was the toughest issue you ran into while you developed the game? Were you able to resolve it?

With a game of this magnitude the biggest issue we have come across is optimising the game to run on as wide a range of devices as possible. Luckily Flare3D is a fairly quick so most of the optimisation was done on the asset end. We have focussed on created several quality experiences for the game so that model complexity and render modes can be simplified dynamically on low end hardware.

-For all those games developers who would like to explore the world of social games, what are the things you must never forget and which are the things you must never do?

The biggest thing we’ve learnt while developing Evil Genius Online is that for a project the size of a social game you’ll never manage to think of everything. There is so much to think about from social network and payments integration to building menu systems, animations, backend servers and data, lots of data that requires understanding, balancing, rebalancing and continuous testing. Make your framework as flexible as possible so when you need to change your design or road map which is inevitable you are well prepared. Prepare for failure, make mistakes, but deal with it as quickly as possible.

-What are Rebellion plans for developing games in 2014?
Well like everyone else we’re learning that a New Year, doesn’t just mean new games – it means supporting, improving and evolving your current games too. For EGO we are continuing to develop to our road map and have some very cool new content and features planned.

Of course we’re known for our console and PC games too, so I hope you don’t us plugging Sniper Elite 3 which is due out later this year on PC and consoles – including PS4 and Xbox One. Alongside some other stuff we can’t talk about yet, it’s going to be a big year for Evil Genius, and Rebellion.

The game is on line as “Open beta” for everyone who wants to know how world domination feels :-).

Join and enjoy Evil Genius Online here: https://apps.facebook.com/evil-genius-online/

And remember… how the evil master said…

Pinky: Gee, Brain. What are we going to do tonight?
The Brain: The same thing we do every night, Pinky.Try to take over the world.

Pinky & Brain

Flare3D Collision and Physics engine preview!

Monday, November 18th, 2013

A month ago, we showed a first preview of the new collision detection and physics library. We haven’t stopped since then and we are still working hard to include it in an upcoming release! This new engine was to be based on a new and innovative approach and also was to be capable of solving collision and physics behavior as we have never seen before in Flash. If you haven’t seen the video yet and you are wondering if that is possible? You can find the answer bellow. Thousands of objects, all working at beautiful 60 fps.

From the moment that we obtained the first results, a large  smile was put in our faces! 😀

A different approach

Let me talk a bit about the direction we’ve taken. When we looked at some games, we realized that a lot of them, don’t necessarily use physics, or in some cases they just fake it, but most of them have a need for collision detection. That doesn’t mean they don’t use physics, but they may not be simulation games either. Keeping this in mind, we faced the problem from a non-traditional point of view. Just to start, the system must be able to solve collisions in a highly optimized way. And after that, physics behavior may be applied on the objects involved. This approach is far more stable than traditional physics simulations, so it is very important to have a more controlled game environment. What we mean by a ‘controlled environment, is avoiding the unpredicted behavior that you may get in typical physics simulations, but without taking away all the fun :)

classic video games

Only few games needs real physics, but all of them need collision detection!

Collisions and objects (the core)

In your app you’ll be able to interact with collisions between different kinds of objects.

The available kinds of collisions are: ray, mesh, sphere and box collision (coming next: capsule, convex hull), and the objects affected by these collisions can be classified into Static, Dynamic, Rigid Bodies and Trigger, each one with its own behavior.

Flare3D New Collision System

new collision types will be available

New features will be fully integrated with Flare3D (engine and tools) and you can use physics/collision by code or define properties and behavior in a visual way using Flare3D IDE. The whole development was made “in house”, fully made by the Flare3D Team from scratch, which a ridiculously high performance! This is 100% AS3 (No FLASCC or cross compiling)

 

Who will benefit the most from the new engine?

We can say that the obvious answer is Game Developers. Game developers will be the group that will take most advantage of the new collision system (Especially those that are doing mobile apps). But, at this point we are sure that it can be used in a lot of other apps, because it provides a unique real solution for collision detection in low performance devices like tablets and smartphones!

Simple physicsfor game developers

Game developers! This is your lucky day!

The first mobile test

Yellow Planet, our tutorial game that recently was updated to Flare3D latest version, was our first mobile test for the new collisions system. The game is the same, we only optimized the assets to make them “mobile friendly” and we changed the controls to allow game play without a keyboard. In the original version, collisions were the most intensive resource consumer. Now, collisions only take less than 1% 😀

YellowPlanet on Mobile

Yellow Planet running on New iPad and BlackBerry 10

A little help from my (Flare3D) friends

To make your life easier, the new collision engine will be released including a super pack of mini-games showing how to use the new engine in a real project! This will be the ideal starting point for many developers!

 

Do you want more?

Check out our talk in Flash Online Conference #6 where we talked about Collisions and Physics in Video Games (our talk begins at 4:00:30 ).

Remember, this is not another Physics engine. This is a custom and powerful engine that we did it to make you happier! And we think that we did it 😉