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All too often technology and the internet are given a bad name, with a multitude of reports on the bad things they are used for. This week I set out to look for a few of the good things, and it's not too difficult to find them, especially if you have access to BBC Click. Things I didn't know last week include the use of the XBox Kinect to help disabled, injured people and stroke victims back to health. Software both instructs and monitors the patient through their exercises, and can detect where the focus is needed far better than a human can. Kinect cameras are also used in operating theatres, where the surgeon can swipe through his patient data in mid-air, thus preventing contamination by touching equipment.
We are on the verge of flying unmanned ambulances which will be able to access patients in inaccessible areas. The vehicle is essentailly an enclosed stretcher capable of bringing the patient back down a mountain or out of a warzone.
The most fascinating find is open source medical equipment. Amidst all of the hype around Pfizer, Astra Zeneca and the billions of dollars floating around their merger plans, there are organisations creating open source life saving technology. There is a handheld cancer detector that can be 3D printed using downloadable plans, utilising a mobile phone for the screen. Nursing staff can now reach people almost anywhere in the world and download the equipment when they get there. They then upload the results to a doctor elsewhere in the world for diagnosis.
So if you're looking to take your skills and do something life-changing, there are projects out there already proving that it's very achievable.
We've seen in the last few weeks that there are many talented people in our community, and the results of the competition are in. You can read about these and the ongoing FPSC Reloaded contest too. There's also a roundup of AGK and FPSCR developments and much more to inspire you.
Until next time,
(1) Compo Results (2) FPSCR Competition (3) FPSC News (4) FPSCR Store (5) LUA (6) FPSCR Gallery (7) AGK Development (8) Tutorial - Data (9) TGC Channel (10) Social Feeds
The results are in and as you will no doubt have seen on the forums, our winner is Save the Humans for Later by Mark Harrison!
The one line description we were given sums up the game perfectly:
"Blow up buildings and beam up as many humans as you can before you get blown up"
The judges loved playing this game which is an interesting take on the endless flyer genre. It's an exilarating mix of dodging the enemy in its varying forms, destroying both buildings and enemies, and trying to pick up the stranded humans all at the same time. The controls and concept are very simplistic, which is just what we asked for. However the skills and tactics you choose to employ make the game progression very varied. Finding the right mix of dodging, shooting and collecting is what makes the game addicitive. Combined with the highly visible scoreboard tempting you to climb the ladder, this entry was the one that lost the judges most of their time trying to be just one step better. Congratulations Mark, and we hope you enjoy your well-deserved prize!
Before we list all of the great entries into this competition with a little feedback on each, many thanks go out to everyone who made this competition a success. Naturally, all of the contestants made it a memorable competition with their enthusiasm and eagerness to help one another along the way. Our thanks go out to Rick Vanner and the TGC team for providing the prize, the incentive and the tools to make it happen. Finally, my personal thanks go to Sean Mann who stepped up to the task of judging admirably (and at the expense of not being able to enter the competition himself!), making judging both easy and enjoyable.
Here are all of the entries and the feedback. We ask all of our readers to visit each of the games, and support them by downloading, playing and giving feedback. The judges feedback is below, and each entry includes the area we believe the games would benefit most from with a little improvement. There is nothing to criticise with any of the entries, we simply hope you can take the games to the next level.
This game has a huge amount of potential, from concept to style. We hope this game is being developed further and probably beyond the realms of the simple theme of this competition.
The biggest benefit would be a less cluttered HUD that it easy to understand, making sure the player knows how much ammunition is remaining and how to reload.
Find out more about Battlezone Royale here.
The gameplay on this entry is the main focus for our attention, playing well. It is very responsive to user control, and similar in play to games like Temple Run.
With some better animation and improved graphics, the game could fare well.
Find out more about Chicken Run here.
This game has opted for the pixel-art approach, and it works well for the style. The music complements the game well.
We'd recommend making the game much easier, with a rotating Chompy but static melons. Once the small number of bugs are ironed out this should be released again as an improved version.
Find out more about Chompski here.
Once again this game is presented well with fantastic, smooth scrolling graphics and smooth controls to match. The leaderboard was very well implemented in this entry.
Although the tilt controls are well implemented, it would be a good idea to add an option for tap controls for those who aren't as comfortable with tilting. Some simple spinning variation of the asteroids would also add an extra dimension.
Find out more about Comet Bird here.
This game was nicely presented. The parallax effect in the background and the dark style is well composed. The music adds a nice atmosphere.
Making the game easier in the early moments would encourage the player to keep trying. This could be achieved with larger gaps and being a little more forgiving on accuracy of the jumps and slides.
Find out more about Dawn here.
The judges couldn't help but be impressed by the graphics and animations in this fun take on the Flappy Bird theme. In fact it even triggered a few laughs along the way.
The game could take a leaf from Worms, and add death-sequence voice overs to complement the on-screen messages. It's a good candidate for conversion to mobile.
Find out more about Diablo The Prawn here.
This is an interesting variation on Mario's Cement Factory, with Christmas presents and sacks being the focus of this game. The idea is good and would be worth improving in time for the festive season.
The mechanics of dropping off the presents could be made smoother, and ensure that the pause button doesn't get in the way of the gameplay.
Find out more about Green Hat Helper here.
The main impression of this game is its procedural generation of the hole, it ensures no two levels are ever the same. It's not so far from the Flappy Bird concept, yet at the same time it's a unique take on the genre.
We'd recommend removing the minor frustration of the cow's limbs flailing around quite so much. The ragdoll approach is fantastic, he just needs a little less panic in his movements! We hope it does well as one of the published games in the competition.
Find out more about Holey Cow here.
This is a nice combination of flight sim and endless runner. The controls were generally good and there was certainly replay value in the game.
We'd like to see the next version of the game with improved occlusion and a more user-friendly colour scheme. A bit more polish and a little more play testing will greatly improve this interesting title.
Find out more about Jet Lag here.
It's always good to see a retro 8-bit styled game, especially with a graphics theme that was popular back in the day - blocks and fire! It also has a complementary soundtrack to match.
It would be nice to see the levels being randomised, and a small number of sound effects for the actions and events for player feedback.
Find out more about Mine Climb here.
This game takes the Flappy Bird idea and flips it, with moving controllable blocks, exactly as the name implies! Thinking outside the box comes up with interesting slants on everyday concepts.
We'd suggest reducing the vertical movement of the bird just a little to improve your chances, especially earlier in the game. This feature could be ramped up as the game progresses to increase the challenge.
Find out more about Moving Blocks here.
This is a unique take on the endless runner, and a refreshing style. The tiliting of the screen angle adds depth to the gameplay, and each game appears to be unique.
Improving the logic to ensure all obstacles are achievable and only those in the field of view have an impact will make this a very playable game.
Find out more about Run Forest Run here.
Although just an alpha version of the game, there is a good WIP thread accompanying the game progress with full design document, which is good to see. The animation and controls are effective.
We hope to see this progress with improved graphics, a death animation and perhaps a back story.
Find out more about Skyway here.
This tap-based idea is sufficiently challenging to want to improve, and play again. It has the feeling that more playing will improve player skill. It's also has a clean presentation and is simple enough to pick up and play.
As the game is about happy and sad, a mood bar might be a better way of presenting the progress. With this themed approach to scoring it could be a successful game in the marketplace.
Find out more about Smash Smiley here.
This entry has already been released to the general public, and as such is a stable and well-polished game. The weather effects add to the scene, and the obstacles have their own quirky personality in their design.
The game may stand up well against the competition by making it slightly easier in the early stages, and ensuring there are no near-impossible scenarios with consecutive gaps being vertically very far apart. Again, we wish this game every success as a published entry.
Find out more about Soaring Blue Jay here.
Overall this is another great entry, crossing classic space shooters with a Flappy Bird concept. Graphics are good, music is nice and the voiceover is funny.
With just a little more polish and finetuning of the controls to ensure the spacebar reacts immediately this will be a winning game.
Find out more about Spacy Spaceman here.
The presentation of Super Footie is great, and the concept is very different from the other entries. Getting the ball down the field is the aim, whilst avoiding your opponents.
Adding instructions is the key to making the game a success. It can be tough to understand the mechanics, and perhaps making it easier at the beginning will help too.
Find out more about Super Footie here.
Joining the band of published games, this one is refactored to fit the competition criteria. It has a nice relaxing start and progressively increases the stress as the game progresses. It is nicely animated and sufficiently addictive.
The music would benefit from being more varied as a game can last a few minutes. The graphics are good and would be improved by being higher resolution for larger format devices.
Find out more about Swiped Out here.
Following the Flappy Bird theme very closely, it is a rendition with nice graphics. The controls are responsive which is essential for this type of game.
The game is somewhat harder than the others out there of this genre, making it slightly easier at the start will ensure it can compete alongside the others in the market.
Find out more about Tap Tap DIE here.
We liked the graphics in this game, and the performance, the smooth animation certainly added credit.
We'd look forward to seeing a death animation to add polish, and perhaps a sound track that is befitting of the great graphics. As with many of the games it would also make the game more addictive to give the player a good chance to improve over time.
Find out more about Tap Tap Tap here.
The first thing to strike the judges was the great implementation of Google Achievements and High Scores. The GUI was also nicely presented, making a good first impression
This game could be improved by giving the player a better chance to survive at the beginning of the game, by increasing the bullet size and making the AI less accurate.
Find out more about The Bird Game here.
This game stands out for it's well presented, crisp graphics. The gameplay can be summed up as the rope mechanics in the Worms franchise, but with less time to think about your next swing.
With a little more playtesting to perfect the firing of the silk rope this will be a fun and addictive game. It should also increase in difficulty a little more to keep the player hooked.
Find out more about The Worm Game here.
Tricky Hop is Flappy Bird meets platformer, as you hop from one pad to the next. The graphics are perfect for this style of game, and it is certainly a challenge to keep the frog hopping.
We'd like to see the game simplified, in order to make it a successful and addictive game. Moving the screen in time with the frog would be less confusing and a better challenge.
Find out more about Tricky Hop here.
This entry is one of the games that took the 3D approach, in the form of a ghost working it's way through rooms and avoiding obstacles. It has a unique take on the concept and uses a fan to blow the ghost around.
Making the fan more responsive would help the player immensely at the start of the game and give them an opportunity to familiarise themselves with the controls. Replacing the graphics with a higher resolution would also be ideal.
Find out more about We We Ghost here.
$750 Cash prizes!
$750 of Graphics cards!
33,000 Store points!
Each month we'll update you on the progress of FPS Creator Reloaded. You will find a running commentary on the development through the FPSC-R Blog, but right here you will find some of the selected highlights that deserve your utmost attention. You can also follow the development on the official Facebook page. Within the R&D offices here at TGC, Reloaded is our main focus and we aim to constantly develop it to make it into a world class game creation tool. With great support from people who have made pledges to the project we are able to evolve and build our best game maker ever!
Lee Bamber, FPS Creator Reloaded Developer summarises the May achievements for himself and the FPSCR development team.
Lee BamberDave is the go-to guy for ensuring the game play is top draw and my work will hopefully allow him to focus on behaviors rather than the boring stuff like animation and movement
Those of you that frequent the FPSC Forums will no doubt have seen our CEO Lee Bamber will be interviewed by Intel on June 4th. Many of you posted your questions here, many thanks for your contributions. We'll hopefully provide a link next month to the full interview. It will focus on Indie development and be scattered with a mention or two of FPSC Reloaded. If you want to watch the interview live on the Internet then sign up here before the event.
Crowd funding provides a way for Indie Developers like The Games Creators to pre-fund their projects. It's also a thumbs up from customers to show the developers the market wants and needs their new idea.
By pledging you are helping The Games Creators to build the most exciting and revolutionary game creator. With your pledging support you can strengthen our team as we build this amazing technology. You are essentially becoming part of our family as you share in it's development and ultimate production.
All pledge levels grant the backer access to all betas, with other bonuses, including free model packs valued at between $18 and $39 for Gold and Silver pledge levels.
So, if you'd like to help fund Reloaded development and join us on our journey, please support us with a pledge. The most popular and best value deal is the Gold level pledge, but you can find details of all pledge levels here.
The Gallery can now support Video uploads. So if you've made a gameplay video or a tutorial then please share it with the community via the Video Gallery.
Here are some more of our favourite images screen shots from the FPSC Reloaded User Community.
Our AGK expert Paul continues to dedicate his time to AGK V2, with many challenges presenting themselves, but which will ultimately make a better and more verstaile product. These past few months the development has been focused on the new Compiler and Interpreter. Paul explains some of the deeper issues he's faced this past month;
Working on the parser involves making sure it's backwards compatible with existing code, which has some interesting edge cases that need handling. For example when calling a gosub from within a function the gosub loses access to the function local variables and gains access to non-global variables outside the function. This has been dealt with by implementing a new variable handler that can deal with the various scopes (global, local, and function local). The parser can now recognise all the possible variable declarations:
AGK V2 can also now parse expressions like "a = 5+func()*b[5]" checking that every function, array, or variable is properly defined.
Code has been added to validate function calls matching parameter count and types for AGK commands and user functions. There are also more expression rules added for types and arrays so it can now parse expressions like:
mytype.x = othertype.arrayoftypes[a].somevalue
Arrays can be resized with:
array.length = myType.num + 5
At this point testing was started on the bytecode output and it was soon realised that AGK V2 would also have to handle type casting. Expressions like "a = 6.5" would function correctly if "a" is defined as an integer and promoting integers to floats in mixed expressions like "6.5 + 7" producing a float result. The changes to support this are now completed. AGK V2 now handles AGK commands that have multiple compatible types. For example Str(int) and Str(float) would take Str(6) as an integer, where as Update(float) would take Update(6) as a float.
Function parsing is well under way, handling local variables and arrays. These are now placed on the stack instead of in global storage, and passing arrays and types by reference so that modifying their contents affects the original copy or passing by value so any changes remain inside the function. Essentially, variable handling is really working well.
The compiler and interpreter work has been a tough but rewarding ride, and we're now through the hardest part. We should be looking to release a new Alpha in June for you all to start playing around with.
There's a blog in the forums should you want to follow the development progress.
fileID = OpenToWrite("test.txt" , 0)
WriteLine(fileID , "this is a test")
CloseFile(fileID)
cid = CreateHTTPConnection()
SetHTTPHost(cid, "1.1.1.1" , 0)
SendHTTPFile(cid , "uploadfile.php" , "" , "test.txt")
SetPrintSize(1)
repeat
if GetHTTPResponseReady( cid ) = 1
print (GetHTTPResponse( cid ))
else
print ( GetHTTPFileProgress( cid ))
endif
Sync()
until done = 1
CloseHTTPConnection(cid)
DeleteHTTPConnection(cid)
END
<?PHP
if ($_FILES["myfile"]["error"] > 0){
echo "Error: " . $_FILES["myfile"]["error"] . "\n";
}
else {
echo "Upload: " . $_FILES["myfile"]["name"] . "\n";
echo "Type: " . $_FILES["myfile"]["type"] . "\n";
echo "Size: " . ($_FILES["myfile"]["size"] / 1024) . " Kb\n";
echo "Stored in: " . $_FILES["myfile"]["tmp_name"] . " \n";
if (file_exists("upload/" . $_FILES["myfile"]["name"]))
{
echo $_FILES["myfile"]["name"] . " already exists. \n\n";
}
else
{
move_uploaded_file($_FILES["myfile"]["tmp_name"], "upload/" . $_FILES["myfile"]["name"]);
echo "Stored in: " . "upload/" . $_FILES["myfile"]["name"] . " \n\n";
}
}
?>
function ZipDirectory(sZipFileName$)
if GetFileExists(sZipFileName$) = 1
DeleteFile(sZipFileName$)
endif
doOnce = 0
makeZip = 0
repeat
if doOnce = 0
doOnce = 1
thisFile$ = GetFirstFile()
else
thisFile$ = GetNextFile()
endif
if thisFile$ = “”
done = 1
else
if makeZip = 0
makeZip = 1
zipFileID = CreateZip(sZipFileName$)
endif
if GetFileExists(thisFile$) = 1
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AddZipEntry( zipFileID , thisFile$ , zipLocation$)
endif
endif
until done = 1
if zipFileID > 0
CloseZip(zipFileID)
endif
endfunction
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