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Jun 22 10

Help Get Everything to Everyone

by Sean James McKenzie

Everything, By Everyone may sound like the most vaguely titled movie since Stephen King’s “IT” and perhaps it is. But it happens to be aptly named.

In 2006 Newgrounds, the web’s oldest and arguably most popular Flash portal, changed its slogan from “The Problems of the Future, Today!” to “Everything, By Everyone”. On the surface the change was an attempt to distance Newgrounds from its reputation of being a haven for negativity, teenage angst and childish toilet humor. But in reality, Newgrounds was updating its slogan to reflect what it had grown into; a collection of talented and passionate artists and programmers sharing their work with the world. Newgrounders were creating games, cartoons, music, art and a thriving community around all of it. They were, and still are, creating everything, by everyone.

Nathan Kuruna, a filmmaker and fellow Pennsylvanian, is working on a documentary that will tell Newgrounds’ story. Besides that he’s telling a story about the evolution of online entertainment, of user generated content and how the web (and Flash) have changed the way we get, make and perceive entertainment.

I had a chance to sit down with Nathan last August to talk with him about Newgrounds, Flash, and where I think they’re going. He shared with me what he’d learned in his other interviews and also what he hopes to accomplish with his film. I promise you this is a film that will not disappoint. Not only that, it will turn some heads in the process.

We’re so used to the web as it exists today that it’s hard to remember what it was like before Newgrounds, YouTube, Twitter, Facebook and blogging. In roughly a decade, the web has gone from being primarily about content consumption into a forum for self expression. User generated content has undoubtedly changed the web, but its reach extends far beyond the browser. In November of 2004, Tom Fulp and Dan Paladin leapt off the pages of Newgrounds onto the XBOX with Alien Homid, the first Flash game to cross over to a console. Edmund McMillen, another prolific Newgrounder, brought us Gish (which is now open source, by the way) and is now readying the debut of his first console game, Super Meat Boy. Meanwhile, Bo Burnham is writing a musical for Judd Apatow and Brain Waterman is making a movie with the Leslie Nielson (yes, that guy from the Naked Gun movies). User generated content has given creative minds who would have otherwise gone unnoticed a chance to compete with traditional media outlets.

Nathan’s movie is about how this transformation came about and Newgrounds’ role in all of it. Appropriately so, he’s found his way onto Kickstarter to help get his project across the finish line. He’s shot a ton of video but he’s got hundreds of hours left to sift through, editing to do, more interviews to travel to, dvds to press, festivals to enter and lives to change. OK, that last part might have been an overstatement but we’ll never know if Nathan doesn’t get a chance to make his movie, so please consider throwing him a few bucks. He’s a hell of a nice guy and I can tell you first hand that he believes in this film and has a passion for its message. Hell, his movie may end up being proof of its own message. It’s a story worth telling and we’ll all benefit from having it told.

For more information, head over to the Everything, By Everyone website. If you’re already sold, click here to help him out. And if you can’t donate, that’s cool but do Nathan a favor and click one of the share buttons below or put his Kickstarter widget on your website or blog.

People are often inspired by others’ generosity, so if you find yourself reaching into your pocket to help out, leave us a comment and maybe you’ll incite a few others to follow your generous lead.

Jun 17 10

Play Nitrome’s Newest Game: Fault Line

by Sean James McKenzie

Today, Flash game outfit Nitrome released yet another inventive game, Fault Line, a puzzle-platformer unlike any I’ve ever seen. The hero is a little purple and yellow robot who looks like he just came from a Mega Man boss casting call. He runs, he jumps and oh yeah…he can fold the world in half. Like many puzzle-platformers the goal is to get from point A to point B. However in this game you have to fold the level in half to do it. Scattered around the game are clickable nodes between which you can draw lines, folding the world between them. As you do, new pathways open, lasers will be redirected and other pieces of the level will shift around you.

As you’re folding the Fault Line universe you’ll find that you can create extremely interesting landscapes, which Nitrome also uses to create some very playful pre-folded levels. These levels let you set your thinking cap aside and play like Mario trapped in some weird origami hell; no puzzles, just land your jumps. These breaks from puzzle solving bring welcome relief from a mechanic that while ultimately clever may have otherwise become monotonous.

There’s still no way to go from the instructions screen straight into the game, which I’m going to continue picking on until they address it (see Bullethead and Chisel). There are a few spots during the game where simultaneously working the mouse and the keyboard was a little awkward and if you click away from the game the “camera” goes to visit the upper left corner of the level. But as per usual, Nitrome has done a great job being innovative in a space that sees at least 100 new games every day. This one too is worth a play.

Epilogue: In Good Company
Approximately two years ago, Shift and other games popularized the gravity rotation game mechanic. Then Edmund brought us Time Fcuk, which took that genre a step further. Fault Line feels like another branch in that family tree, which might also include Closure, a game that challenges you to manipulate shadows in order to find your way through each level. I can’t help but feel like these, and many other games, are all connected in some way. Whether they’ve directly inspired one another or not, it’s neat to look back at the games that stand out and try to trace connections to the games we’re playing today.

What other games do you think would fit into this family? Feel free to leave a comment.

Jun 11 10

Super Mario Crossover Version 1.1 Trailer

by Sean James McKenzie

When Super Mario Crossover hit the web roughly a month and a half ago, Jay Pavlina knew within hours that he had a major hit on his hands. With the accolades pouring in, he promised to continue updating the game and it looks like he’s going to deliver on that promise. Jay released a trailer of what he intends to bring us in the first major update, scheduled to launch on June 25th.

You rarely, if ever, see this much care go into maintaining and updating an existing game. Instead, developers typically parlay a hit into a sequel, stretch their game by releasing level packs or give users the ability to build and share their own content. In the case of Ninja Kiwi’s Bloons and BloonsWorld, we saw all three (plus a few spin-offs). Whenever you have a hit on your hands it of course makes sense to try to ride that wave; and I think all of the above approaches are valid. It’s just especially fun to have the opportunity to watch a successful Flash game evolve, much like receiving updates via the App Store, XBLA or the PSN. He’s proven himself to be very inventive in creating enjoyable NES mashups and it’s really exciting to imagine what he’s going to bring us in future updates.

May 21 10

How to Simplify Programming Challenges

by Sean James McKenzie

I recently had a young programmer named Jack (that’s not his butt to the right) ask me for help with a game he’s been working on. I don’t want to give away too much about his unreleased game, but for the sake of discussion I have to at least tell you that it involves a big ass rock that goes around smashing the crap out of different shit. (and 2 sentences in I’ve hit my butt reference limit for this article)

The version he shared with me was pretty far along but he was stuck on one particular detail; getting the rock’s tail to point in the proper direction. Essentially he wanted the tail to point away from the direction the rock was moving, similar to the tail a roll of toilet paper might draw when thrown through the air.

This is a fairly common challenge in game programming and I, like many other game programmers, have done this in the past. I have code that I would have happily handed over to him, but after speaking to him we decided it would be more valuable for me to push him in the right direction rather than just take his FLA and fill in the blanks. I’ll spare you the Chinese proverb about teaching a man to fish..

On Problem Solving
Whether you’re programming super complicated banking software or just making a simple number guessing game, the process is the same.

  1. What do you need to do? Define the challenge.
  2. What do you know? Assess the tools and info you have at your disposal.
  3. Do you have all the pieces? Figure out if what you have can be used to solve the problem.
  4. If yes: Create a plan for using what you have in order to solve the problem.
  5. If no: Break the problem into smaller challenges and return to step 1

This is of course a grotesquely generalized version of problem solving. But what’s important to note is that by asking the right questions you can distill ANY problem into simpler more manageable parts. No matter how complex, the solution to all programming challenges (and most real life ones too!) is simply the sum of smaller problems solved in the right order.

Asking the Right Questions
Let’s take a look at Jack’s problem and how we might break it down into a solution.

1. What do you need to do?
We need to rotate the rock so that it’s “facing” the direction it’s moving.

This is a “plain English” definition of the problem, which is the best place to start, but before we can continue we’ll need to convert the definition of our problem into something we can quantify.

Since movieClips have a rotation (_rotation in AS2) property, it’s likely that we’re going to need to use this to point the clip in the right direction. We know that the rotation property accepts degrees, so we’re probably looking for an angle.

The real answer to Question #1 is:
“We need to figure out the angle at which the rock is moving.”

2. What do you know?
In this step you’ll want to keep the answer to Question #1 in mind, but it’s perfectly fine to be liberal about listing the things you know. You can sort out the relevant data from the irrelevant later, but you never know what piece of information might spark an idea so to start it’s a good idea to list whatever comes to mind. (be creative!)

  • Since the rock is a movieClip we have access to all of its properties; rotation, x, y, etc. These 3 are the most likely to be useful, but remember movieClips have all sorts of properties.
  • It’s moving so we probably know its speed in the x and y directions
  • Our rock might be in an environment with some rules, such as gravity, windspeed and friction. It’s our world, so we’d know all these things too.
  • We also probably know who shot Mr. Burns. Who doesn’t? But I can’t imagine that’s going to do us any good.

3. Do you have all the pieces?
Now that we’ve listed the stuff we know, we have to sift through it for something that might help us calculate an angle.

If we can define a line, we can calculate an angle. Well, a line is defined by two points so let’s look at what we collected in Question #2 and see if we can come up with two points; two points that define the path of our rock.

We have the current location of the rock, via the x and y properties of the movieClip, which would be the end point of our line. We need the starting point to complete the line, which we don’t have in our list.

This means that the answer to Question #3 is “No”. We have to put this part of the problem on hold for now and refine our problem into a more specific question:

Where can we get the starting point so that we can draw a line?

Luckily for us this is an extremely simple problem. On every frame we’re going to be updating the position of the rock. So all we have to do is store the current position of the rock before we move to the next frame. (I recommend a variable called lastPosition)

If we do that, we can add lastPosition to the list of things we know, which gives us two points. We’ve got our line! This means we can calculate an angle, which means we can figure out what angle we need in order to point the rock in the right direction. We’re almost done!

The next thing we need to do is write a function into which we can pass our starting and ending points that will give us an angle in return. Since this isn’t a math lesson, it’s a lesson about learning to fish (OK I lied about the proverb), I’ll just write the function for you. They’re adapted from one of my favorite books, Keith Peters’ Foundation Actionscript 3.0 Animation: Making Things Move! (I’m also a big fan of this book) Both are fantastic resources for math, physics and other common game programming stuff.

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// AS2
function getAngle(startX,startY,endX,endY):Number{
	var dx:Number = endX - startX;
	var dy:Number = endY - startY;
	var radians:Number = Math.atan2(dy,dx);
	return radians*180/Math.PI;
}
 
// AS3 
function getAngle(st:Point,end:Point):Number{
	var dx:Number = end.x-st.x;
	var dy:Number = end.y-st.y;
	var radians:Number = Math.atan2(dy,dx);
	return radians*180/Math.PI;
}

The last thing for us to consider is how to setup the rock clip. If we set it up so it’s facing to the right in its default position [rotation=0], the angle we get back from our function will point the rock in the correct direction.

There you have it, a seemingly complex problem broken down into a few manageable parts.

This problem was small, but the process is applicable to a project of any size and challenges of any complexity. The key is accurately defining the things you need to achieve. From there you can survey what you have at your disposal and see if what you have can be used to get what you need. If you can’t, you need to define more specific questions until you have all the tools and info you need to finish the job. It’s just that simple.

Now go, build the next Farmville or twitter or Google Wave, you know…something really useful. Oh, one more thing, bedonkedonk… I lied about the butt thing too ;)

Thanks to Ajay Karat for lending me his rock and fire art for the trajectory sample above.

May 18 10

Interview with Flash’s Co-Creator, Jonathan Gay

by Sean James McKenzie

Aaron Simpson and I recently had an opportunity to sit down with Jonathan Gay, co-creator of Flash, to talk to him about what’s been going on with Apple and Adobe these days. OK, so we didn’t actually get to sit down with him, we emailed him questions, but we were seated while we were writing them. Shut up. I’m sorry, let’s never fight again.

Anyway, as a long time Flash enthusiast and recent Mac convert (I do love my iPhone) this has been a topic of great interest to me. So I was very excited when Aaron asked me to help him come up with some questions for Jon.

I will keep this brief because there’s a lot of meat to the interview, though I would like to say this: With Jonathan free from direct involvement in either Adobe or Apple, we knew he would be able to speak openly about the driving forces behind and the implications of Apple’s exclusion of Flash and commitment to HTML5. He brings some thoughts to this discussion that I haven’t yet heard from either side and though there are moments when you’ll wonder if he’s playing favorites (after all Flash is near and dear to his heart) I found his responses to be well thought out, honest and fair.

Before I send you off to the interview I have to thank Jonathan Gay for taking time to indulge our curiosities and to Aaron Simpson for asking me to work with him on this. Discussion is a good thing and I hope Jonathan’s thoughts can help keep it going.

Hop on over to Cold Hard Flash to read the interview with Jonathan Gay, which covers Apple, Adobe Flash and the dwindling population of the Giant Panda. Note: Interview’s panda bear content may be lower than advertised.