Fingers crossed JJ Abrams delivers the film I’ve been hoping for, and I can’t wait to see some X-wing fighters on the big screen again! May the Force be with everyone!
If you’ve been following my blog recently you may have seen my WebGL experiments that featured some cute game characters that had been created by my buddy Alex. Well those characters were from a game he was working on called Corgi Warlock, and the good news is that it’s now available to purchase on Steam! Yay!
I must congratulate Alex on an amazing effort. He was the sole designer, coder, artist, and animator on the project and has worked quite tirelessly on it for well over a year. I’ve absolutely no idea how he managed such a feat! The sheer volume of characters that he’s designed and placed in the game is simply bonkers! Don’t they look great!
Alex primarily comes from an animation background and created all the artwork and animations for Corgi Warlock within Flash Professional. The game itself was built using Construct 2. He’s got tonnes of great game ideas so I’m really looking forward to seeing what project he moves onto next.
Corgi Warlock is available on Windows.
So the big news today is that Adobe are renaming Flash Professional. From early next year it’ll be known as Adobe Animate CC. This will more accurately reflect Flash’s position as an animation tool for the web and beyond. It’s also obviously an attempt to get around the negativity that is constantly attached to any content produced with Flash.
Given the fact that Flash Professional has been targeting other platforms as well as the SWF file format for a few years now, re-branding was always something that was on the cards. Animate CC will continue to support Flash and AIR as first-class citizens. And as you’d expect, its support for HTML5 Canvas and WebGL will continue to grow. You can find more details over on Adobe blogs.
It’ll be interesting to see the Flash community’s reaction to this, especially those who come from a development background.
I’d been itching to do a bit more Swift development recently but hadn’t had much spare time. Plus, every time I set myself a small project, it quickly grows arms & legs and ends up another one of those things I started but never got close to finishing.
So I thought I’d just pick up a book and spend a week or so working my way through it. That way I’d get some more hands-on Swift experience and actually have a pretty good chance of finishing something.
Picking a book from the seemingly endless number of Swift titles out there isn’t easy, but in the end I opted for Game Development with Swift, which was published by Packt, who just happen to be the chaps who published my own book a few years back.
The book ticked all the boxes for me: it didn’t focus on teaching you the language; it covered Apple’s excellent SpriteKit graphics framework; it was fairly short and to the point; and it also promised to show you how to build your own endless runner game. In fact, I was extremely impressed by the author’s ability to lead you through the process of building a game. He did an extremely good job of introducing new game concepts and then applying those concepts to your project’s code.
In fact, the author did a similarly good job when it came to introducing language features that may trip-up those new to Swift. While the book doesn’t necessarily teach you Swift, anyone with a few years programming experience under their belt should be able to pick things up without too much trouble. It was written before Swift 2.0 was released so there are a couple of code fixes you’ll need to make in the final few chapters. However, it’s nothing you won’t be able to figure out for yourself.
Game Development with Swift is an enjoyable title and does a great job of highlighting just how easy Apple’s new programming language is to work with. You’ll also come away with your own little endless runner game and an appreciation for how awesome SpriteKit is for quickly bashing together 2D games.
The book’s author, Stephen Haney, deserves a lot of praise for cramming so much into such a small page count and also for the way he effortlessly takes you through the process of building a small game. If you’re looking for a quick introduction to Swift and SpriteKit then you should definitely give Game Development with Swift a read.
If you don’t quite have the confidence to jump straight in without knowing a bit more about the language then why not work your way through my Quick Start Guide to Swift tutorials first.
I thought I’d finish up my recent round of WebGL experiments with the cast of goodies from Corgi Warlock. Don’t they look great!
Oh and a huge congratulations to my buddy Alex for getting his Corgi Warlock game green-lit on Steam. Alex has been feverishly working away on it over the last year or so. I’ve absolutely no idea where he finds the energy or stamina to pull something like that off. Great work dude!
Today’s WebGL experiment is actually a character from WeeWorld. Say hello to Jeff the Unicorn everyone. Jeff hates being a unicorn by the way. Whatever you do, don’t call him cute.
For this experiment I chained together a series of separate Jeff animations. One of him puking, another of him farting, and finally one of him squeezing out a rainbow poop.
Oh and as a side note. I once worked on a cool iOS game prototype based on Jeff the Unicorn. Take a look at a video of it here.
This time we’ve got a fishy foot soldier. I thought I’d drop in one of Alex’s death animations along with a walk cycle. It works quite well don’t you think.
I’ve just realised that Alex’s original animations are all set to run at 8 frames-per-second whereas I seem to have accidentally cranked everything up to 16fps. Shhhh, don’t tell Alex or he’ll make me re-publish everything and upload it all again.
Anyway, I think they look great at this new frame rate
I had some fun last week mucking around with Flash Professional’s WebGL publish features. My buddy Alex very kindly sent over some character animations from his Corgi Warlock game so I set about converting them for WebGL.
All of Alex’s original artwork and animation was actually produced using Flash so getting them working with Flash’s WebGL publish target was actually pretty easy. And the really awesome thing about targeting WebGL is that your content will run quite happily on mobile browsers too. Hurray!
I’ll publish a few more animations over the coming days.
Looks like Flash Professional will be getting some attention at this year’s Adobe MAX. Focus seems to be on the latest drawing and animation improvements, and also Flash’s HTML5 and WebGL publish targets.
Here’s a list of the sessions and labs that’ll be on offer:
- Animating Nickelodeon’s riDUCKulously awesome series Breadwinners with Flash CC
- Animating SVG with Flash Professional CC
- Animating with Fresh Styles: Techniques for TV with Flash Professional CC
- Flash Professional CC: The Future of Animation Is Here!
- Giving Flash Professional Another Look
- The Future Is Now: HTML5 Advertising with Flash Professional CC Just Added!
- Unleashing the Creative Power of Flash Professional CC
- What’s New in Flash Professional CC, the Animation Tool of the Future