At the NASSCOM Game Developers Conference

ngdc stage

Another year of the NASSCOM Game Developer’s Conference, India has ended. Another year with a better turnout than the last! What a way to celebrate the gaming community of India.

The NASSCOM Game Developer’s Conference (NGDC as we call it) took place on the 15th and 16th of November 2013 at the JW Marriott at Pune. Located right in the hub of the Pune university area, the location is better connected than the earlier one in Pune city and probably encouraged more to attend the event.

The conference had 3 simultaneous tracks focused on Indies, Business and Technology. There were also workshops on Unity development, Game Design, Mentorship by industry experts, BYOG (Build Your Own Game) and Nasscom Gaming Awards.

I went to the event not just as a delegate but also as a speaker. As delegate I attended a lot of the indie talks. My favorite was the talk by one of the founders of Simogo. With just two people in their company, they have done some amazing games. Their postmortems were precise to each game but it was great to see their unique game mechanics.

A workshop for Unity got me introduced to working with 2D on the new Unity 4.3 platform.

Another good talk was by Martine Spaans from Gramble.com on Best Practices for Publishing Mobile Games in the Western Market. While some of the points were known from the best practices materials available online, the presentation was good with points from personal experience.

Interesting it was to attend the Crowdfunding and Kickstarter session by Pyrodactyl Games because they are a success story on Kickstarter from India for their game Unrest.

I spoke about Adobe AIR games on Multiple platforms. The presentation was basics of Adobe AIR but there was so much to share when talking it – Tools, Scout, Stage 3D, Starling, Native Extensions, Feathers UI, Away3D and it just goes on. I hope the audience (a lot of them non AIR developers) could understand it well.

The best the conference had to offer was meeting old friends, colleagues, twitter friends and networking with new people. Waiting for the event to repeat the success next year!

Mariam

Build a URLRequest with headers of multipart/form-data content type with ActionScript

BitmapData

 

 

 

 

 

 

 

Posting an image on a platform which requires it to be of a ‘multipart/form-data’ content type is different from posting a URL link of an image or sending an image as binary data.

For example, both Flickr and Facebook APIs require the ‘multipart/form-data’ type for uploading images and in the latter case I never realized it because there was an existing Facebook API which was doing the work behind the scenes.

Incase of Facebook, if you are using the Facebook Actionscript3 SDK for posting images to your own wall, you are required to convert your image into a ByteArray and then use the API to POST the image. The classes that handle this are the FacebookRequest.as, AbstractFacebookRequest.as and PostRequest.as, but as a developer you may never know of these classes or use them directly.

For instance the code below captures a Movieclip from the stage as a bitmap, encodes it as a PNG and then uploads it to your Facebook wall using the Facebook Actionscript3 SDK.

In my case I did not have any SDK or classes to work with this particular content type. That’s when I read about the UploadPostHelper.as class written by Jonathan Marston. It is an old class written in 2007 so it needed minor modifications to work with today, but nonetheless, it served the purpose of building a POST request with properly formatted headers required by the server to interpret the content of multipart/form-data type.
Assuming if I had to rewrite the code to post an image to Facebook without an SDK, the code below would work just as well.

Write to me if you want the UploadPostHelper.as class with the changes I’ve made to it or have suggestions to work with image data.

Mariam

Mobile Game Fetch gets featured in Seattle’s Museum of History and Industry (MOHAI)

Big Fish Studios’ “Fetch”, a Soon-To-Be-Released Mobile Game recently got featured at Seattle’s Museum of History & Industry (MOHAI)

Fetch is a one-of-a-kind old school art adventure meets arcade game currently in development at Big Fish Studios. The game before its release has became a featured exhibit at the Museum of History & Industry (MOHAI) in Seattle. The reason is simple “To put history in the present! What’s more contemporary than an unreleased mobile game”

Fetch is an imaginative adventure game about a boy who goes to great lengths to save his best friend, a dog named Bear, after he’s been captured by a mysterious fire hydrant.   MOHAI’s interactive installation invites visitors to participate in a number of development activities around Fetch; from testing the game in-progress to contributing their own unique game ideas. The exhibit documents the entire game development process – from the sketch of the original idea through to the final creation of the game.

BF_Collage

Developed in-house at Big Fish Studios, Fetch redefines the adventure game genre by incorporating fun, quick-play arcade games along with brain-teasing puzzles and interactive storytelling. Set to release in the first half of 2013 on mobile platforms, Fetch was designed from ground-up to take advantage of the unique gameplay attributes of touch screen devices. The mobile platforms which will support Fetch have not been released but I’m sure it would include the widely popular platforms.

MOHAI recently reopened on December 29th in the newly refurbished Naval Reserve Armory. The interactive Fetch exhibit was spearheaded by Creative Director Ann Farrington and Executive Director Leonard Garfield, with significant contributions from the Big Fish Studios team.

BigFish_InGame

“An interactive game like Fetch is the perfect subject for a game development exhibit,” said Leonard Garfield, MOHAI Executive Director. “There are millions of people who play games but most aren’t privy to the process and details that go into actually creating a game. Along with the Pixar-like storytelling and production values in the game,  the Fetch exhibit is both inspiring and  educational. ”

The “Building a Video Game” exhibit at MOHAI will be on display through September 2013.

 

 

Mariam

Box2D for Flash Games – Book Review

Box2D For Flash Games

Box2D is a highly popular physics engine. Its popularity lies not only in it being a free open source engine, but also because it has many features to produce realistic physics effects in games. It has also been used by many popular games across the mobile and web.

Flash is one of the supported platforms, therefore this port of Box2D has become almost a priority for many game developers wanting to use realistic physics with AS3. The book “Box2D for Flash Games” written by Emanuele Feronato is therefore a great resource for understanding of the Box2D physics concepts and getting your hands dirty with actual game development.

The book dive starts with basic examples without going too deep into the engine theory. Every new line of code added to the examples thereafter is further explained in detail. Concepts such as friction, density, primitive and complex body types, shapes and collisons are all covered . The chapters then take a step by step approach towards developing actual game levels from popular games such as Totem Destroyer and Angry Birds.

I personally follow Emanuele Feronato blog and know that he comes with tremendous experience in gaming. He contributes to the community with his gaming articles and this book only lets him share more refined and in depth information with his readers.

 

Stop That Silly Chicken game for iPad

Stop That Silly Chicken

With the successful release of “Stop That Silly Chicken”, it is heartening to say that the game was developed using Adobe AIR for the iOS platform.

Stop That Silly Chicken is currently available on the iPad and iPhones. The game uses Milkman Games native extensions for social media and advertising. It also uses a native extension for in-app alerts.

Silly Chicken is a character owned by 9X Media, a brand providing entertainment on television through their various music and cartoon channels.

The game concept revolves around Silly Chicken who runs around a kitchen table in a quest to steal and break the eggs kept safely in a bowl. The player has to tap Silly Chicken before he reaches the table. The player can collect game coins from piggy banks and use them to make purchases from the game store that will make it easier to trap Silly Chicken. The game has 2 modes – Survival and Time mode and both are easy to understand and play. The game is completely free using an advertising model with Admob.

I’ve been reading the comments of the players since its release and glad to see it being liked. It seem that the idea of tapping Silly Chicken and seeing its reactions through different animations is funny for many.

Please download the game if you haven’t already and spread the word about it!

Mariam