When I wanted to implement a high score table in my last game, I knew I would have to use some kind of encrypted communication between a Flash client and a server-side code, or soon someone would forge a score. If you are serious about creating a commercial Flash game, you are better off choosing one of many providers of on-line game services. Their solution scales better than your would-be implementation, has higher availability, and was thoroughly tested with thousands of implementations.
However, if you’d like to learn something new, want to create propriety secure communication, or just want to do everything by yourself, read along.
Continue reading “Secure Communication Between ActionScript and PHP”
The following post contains foul language and humour not suitable for youngsters or those easily offended. If you are easily offended, my advice to you is simple…
Continue reading “Strutter Arcade”
Anywhere I may roam
Where I lay my head is home
Carved upon my stone
My body lie, but still I roam…
Thus Metallica found their new home, only for a while, on a C64. Not satisfied with a lack of sound in my last C64 release, particularly because I have a strong affection to the SID tunes, I wanted to explore it next.
Continue reading “Wherever I May Roam”
At the beginning of 2011, I hacked C64DTV that was gathering dust in my closet for years. After I flashed much better games from the fixed DTV games repository, I proudly presented the hack to my co-workers. We fell into the discussion about how the games were made in the old days and how their creators were the real programmers, using dirty tricks in assembly to overcome the restrictions of the early gaming hardware. Soon I made a bet with a junior co-worker to create a game in assembly.
Continue reading “Bet”
I wanted to implement basic procedural terrain generation ever since I took the AI classes at the university, where we used Prolog and console output for the implementation of AI algorithms. Needless to say, everything looked very unimpressive and lame. Several years later, I revisited the basic AI algorithms in Flash and applied them to the concept of the classic 2d platform game. I’ve used three algorithms to generate a terrain for a side-scrolling game:
Continue reading “Procedural Terrain Generation”