Author: Sarah Northway

  • Word Up Dog: Creating iPhone apps on Windows with Adobe Air

    Word dog on the iPad
    Word Up, iPad!

    I’d already optimized my new Flash game Word Up Dog to run on mobile phones, and used Air to package a version that I could sell in the Android app store. Now for the next challenge: the iPhone.

    Shortly after Adobe announced the tools for compiling Flash code into iOS apps, Apple banned the process as part of their ongoing spat with Adobe. Happily they retracted this bit of bs six months later, so we are free to experiment with Air for iOS once more. God knows if we’ll ever view Flash websites on an iPad browser, but this is a start.

    Building Air for the iPhone is similar to the Android process, but generating the security certificate requires paying Apple $99 for a developer license (Android is free), then dancing back and forth uploading and downloading files from their website. Although you need a Mac to write iOS apps in Objective-C, you can compile Flash AS3 code into iOS using Mac, Windows, or Linux. I used Windows, along with OpenSSL (instead of Keychain) to generate the security bits, and iTunes (instead of Xcode) to install the app onto my phone.

    Here are the steps:

    1. Download the Air 2.6 SDK, paste it into a copy of your Flex SDK directory, and set FlashDevelop to compile using the result
    2. Download OpenSSL
    3. Start a new FlashDevelop AIR AS3 project
    4. AddChild your existing game in Main.as
    5. Add NativeApplication handlers to prevent the phone from idling
    6. Modify your application.xml to add iPhone-specific settings
    7. Sign up for a $99 iOS developer account
    8. Generate a key by calling
      openssl genrsa -out SarahNorthway.key 2048
    9. Generate a certificate signing request with
      openssl req -new -key SarahNorthway.key -out WordDog.certSigningRequest -subj “/emailAddress=youremail@domain.com, CN=Your Name, C=US”
    10. On the Apple website, upload WordDog.certSigningRequest, create a provisioning profile for your iPhone and download WordDog.mobileprovision and developer_identity.cer
    11. Generate a pem file with
      openssl x509 -in developer_identity.cer -inform DER -out developer_identity.pem -outform PEM
    12. Generate the p12 certificate with
      openssl pkcs12 -export -inkey SarahNorthway.key -in developer_identity.pem -out WordDog.p12 -passout pass:yourpass
    13. Build your air project to create WordDog.swf
    14. Compile the final ipa file using
      adt -package -target ipa-app-store -provisioning-profile WordDog.mobileprovision -storetype pkcs12 -keystore WordDog.p12 -storepass yourpass WordDog.ipa application.xml -C . WordDog.swf Default.png iconsFolder (this takes a few minutes)
    15. In iTunes, drag WordDog.mobileprovision and WordDog.ipa into the library
    16. Find your game in the iTunes library apps, drag it onto your phone and sync

    Wheuf! A few extra steps and security files in there, but it’s all worth it, so we can sleep safe knowing nobody is installing homebrew apps on their own iPhones without paying Apple first.

    Sarah Working
    Me hard at work… or trying to beat Fate of the World?

    Unfortunately Air 2.6 only supports iPhone gen 3 and above, but this is probably for the best considering how much more processor intentive the Flash code seems to be compared to Objective-C code. Word Up Dog runs well on a 2nd gen iPad, but it still drops to 15 fps when moving the map around, so I’m going to have to go back to optimization before I can release it on the app store.

  • Rebuild 2: let’s get this arty started

    Characters Before
    The androgynous stickmen of Rebuild 1

    A couple weeks ago I posted looking-for-artist requests on Newgrounds, DeviantArt, TIGSource and FlashGameLicense, and got a couple dozen responses. I was kind of expecting more, seeing as it was a paid contract to work on the sequel to a popular game, and I was surprised at how many of the responders hadn’t even looked at the original game. I did however get a few very exciting responses from people who had played the game and were – bonus – great artists.

    Insanity 2 screen
    Insanity 2, now THAT's horror

    I chose EvilKris, creator of the Insanity and Insanity 2 point and click horror games. He works with 3D models and layers of texture to produce some truly dark, creepy images, far more realistic and disturbing than my clean and cutesy vector art from the first game.

    EvilKris's character art in progress
    EvilKris's character art in progress – the one on the left uses my actual face!

    To start with he’s been working on characters and equipment to replace the old faceless stick figures, so you can really see the fear in your scavenger’s eyes as you equip her with a pistol and send her off alone to desperately scrounge for food at an Allmart teeming with the living dead.

    Next will be the gory stuff for the zombie attack sequence, which I’ve decided is not going to be a minigame after all. I’m going to spend more time instead expanding the strategic game, adding plot and NPCs, equipment resources, new buildings and new endings. I hope the sequel will have more replayability, but one thing is for certain: it’s going to have a more a darker more engrossing (and also more gross) visual style, which will fit better with the storyline.

    In other news, I recently did an email interview with Ethan Moses of HorribleNight.com where I talked a little about my inspiration for the game and the relative merits of zombies vs hive-minded insect aliens.

  • Creating a two-step Flash preloader

    Sarah and two laptops
    500 kbps ain't as fast as it used to be

    I came up with this one in Costa Rica, while consistantly waiting three minutes for a 5 meg Flash game (Rebuild, as a matter of fact) to load. The vector graphics take up very little space so over 4 of those megs were just the music. Since I usually play Flash games muted, I figured it was foolish to make players wait until the music loaded before they could start playing. Enter the multi-part Flash preloader.

    Preloaders in Flash work by putting some content (the loading animation) on Frame 1 of the base MovieClip, and the rest of the content (the game and music) on Frame 2. The first frame loads in its entirety and any actionscript on that frame executes before the second frame starts to load. This makes sense when you consider that Flash was designed for playing movies. So, can you simply move some of the content (the music) to Frame 3? Yes, it’s that easy!

    Well, easy if you’re writing your game on the timeline in the Flash authoring tool. I prefer to use FlashDevelop and the Flex compiler (both free) instead, so my main class is in an AS3 file and the frame metaphor is more obscure. If you start a new project in FlashDevelop using the “AS3 Project with Preloader” template, it creates a Preloader.as class, and a Main.as class with “Always Compile” and the Frame metatag [Frame(factoryClass=”package.Preloader”)]. What this tag does is tell the compiler to put Main.as (and any of its dependancies) on the second frame, and Preloader.as (with its dependancies) on the first frame.

    So, if you stack one more class on top…

    Music.as with [Frame(factoryClass=”package.Main”)] (set to “Always Compile”)
    Main.as with [Frame(factoryClass=”package.Preloader”)]
    Preloader.as with a spinny ball animation

    Flash Frames

    The only catch is you can’t determine how much of Main.as has loaded using loaderInfo.bytesTotal because that will also include the bytes from Music.as. Instead you either need to look at Preloader.currentFrame, or try to instanciate Main and catch an error if it’s not ready yet. You could get fancy and use as many frames as you want to determine load order of all your assets, but if you’re dealing with one very large swf it’s still better to cut it up and stream your assets from outside.

    While South Korea has plans to put 1 gigabit connections in every home, internet speeds in big countries like the US and Canada have been falling behind. Many areas of the world will be running through 3g cell connections before they even have cable or dsl lines. So go easy on them and don’t forget the preloader! :)

    Here’s my example code:

    Preloader.as

    package loadtest
    {
    	import flash.display.MovieClip;
    	import flash.events.Event;
    	import flash.events.IOErrorEvent;
    	import flash.utils.getDefinitionByName;
    
    	public class Preloader extends MovieClip
    	{
    		public function Preloader()
    		{
    			addEventListener(Event.ENTER_FRAME, frameEntered);
    
    			trace("preloader starting");
    
    			// TODO put your spinny ball here but DO NOT reference the Game or Music classes
    			// directly or they will be compiled in to Preloader frame 1
    		}
    
    		private function frameEntered (...ig) :void
    		{
    			// the user can begin playing the game
    			if (currentFrame == 2) {
    				trace("frame 2 finished loading, starting game.");
    				var gameClass :Class = getDefinitionByName("loadtest.Game") as Class;
    				addChild(new gameClass());
    				// TODO remove your spinny ball here because the game has started
    
    			// finally, the music can also start
    			} else if (currentFrame == 3) {
    				trace("frame 3 finished loading, starting music.");
    				var musicClass :Class = getDefinitionByName("loadtest.Music") as Class;
    				addChild(new musicClass());
    
    				// all done loading everything so ditch the preloader
    				stop();
    				removeEventListener(Event.ENTER_FRAME, frameEntered);
    			}
    		}
    	}
    }

     

    Game.as

    package loadtest
    {
    	import flash.display.MovieClip;
    	import flash.utils.getDefinitionByName;
    
    	[Frame(factoryClass="loadtest.Preloader")]
    	public class Game extends MovieClip
    	{
    		public function Game () :void
    		{
    			trace("game starting");
    
    			// TODO put your entire game here but DO NOT reference the Music class
    			// directly, or it will be compiled in to Preloader frame 2
    
    			try {
    				// this is okay, but will throw an error if the Music isn't loaded yet
    				var musicClass :Class = getDefinitionByName("loadtest.Music") as Class;
    				var music :MovieClip = new musicClass();
    			} catch (error :ReferenceError) {
    				trace("music class isn't loaded yet");
    			}
    		}
    	}
    }

     

    Music.as

    package loadtest
    {
    	import flash.display.MovieClip;
    
    	/**
    	 * This file must be marked as "Always Compile"
    	 */
    	[Frame(factoryClass="loadtest.Game")]
    	public class Music extends MovieClip
    	{
    		public function Music () :void
    		{
    			trace("music starting");
    
    			// TODO reference your mp3 or wav classes here so they will be compiled in to
    			// Preloader frame 3.  You can also reference Game since it's already loaded.
    
    			// this is okay
    			var game :Game;
    		}
    	}
    }
  • Rebuild 2: Starting the Sequel

    Rebuild on Kongregate
    #3 on Kongregate with 2,000,000 plays!

    My game Rebuild was more successful than my highest hopes. It’s nearing 2 million plays just on Kongregate alone, and is still the #3 game in their rankings. So there’s no doubt I’ll do a sequel and it’s about time I got started!

    I’ve gotten heaps of suggestions by email, pm, and in the forums at TwoTowers, Kongregate and Newgrounds. I’ve been collecting these and trying to get a feel for how people are playing the game.

    I noticed something interesting: many people play to completion, trying to get all four endings in one game, preferrably on the same turn. This is not at all how I play; I just want to get to an equilibrium where I’m not in constant danger of being wiped out, usually around turn 75. Mopping up the remaining 2/3 of the map isn’t interesting to me, so I didn’t make a lot of content for the lategame. This is how I imagined a game going:

    • Turns 1 – 24: worry about food
    • Turns 25 – 44: worry about zombies
    • Turns 45 – 74: worry about happiness
    • Turn 75: either you’ve stabilized and won, or you’re dead and don’t know it yet

    These numbers are hardcoded: zombie mobs first arrive on day 25, and on day 45 the zombie spawning caps out and new happiness-related events start happening. But people are playing until turn 250 and conquering all 100+ squares. So, my first priority for the sequel is to take this play style into account and make sure the game stays interesting for longer, especially on easy difficulties. There will be many more random events, and branching storyline events where you have to answer yes or no questions which influence future events. Maybe even factions you can effect, or special named npcs that join the fort if you meet certain conditions.

    I was also super pleased to see people swapping stories of their survivors; the funniest names or most eyes lost (I saw 9) and the random stuff that happened to them. So my second goal is to make survivors more customizable and unique, with equipment and skills and levelling. Varying skin and hair color and yes, there will be things to lose other than eyes.

    Zombie Attack Art
    How not to do art: don't draw things for 20px high then stretch them to 150px

    The biggest complaint was the art (though some people liked it’s simplicity), followed by the fact that the zombie attacks weren’t interactive. The art will get some attention (hopefully with help from someone else), specifically the animations which I admit are totally pathetic. No promises, but I also want to replace the attack animation with a minigame that changes your odds by +/- 10%. Skippable of course, and hopefully more interesting than your usual point and click shooter.

    So those are the big 3 (more lategame content, more unique survivors, better zombie attacks), but of course there will be new buildings and effects, improved art all around and I’m going to address some stuff that drives everybody (including me) crazy about Rebuild, like:

    • All the clicking involved in sending 10 guys on a mission in the lategame
    • Having to move people on and off guard duty all the time
    • Squares filling up with zombies the turn after you clear them
    • 20 zombies spawning every turn in the last couple squares on the map
    • Losing a single 3% danger fight in Harder or Nightmare can ruin you

    Of course there are a lot of suggestions that won’t make it in, like I’m not going to attempt multiplayer or add an XCom-style tactical battle system (I wish, that would be awesome!). I’m already starting a list of ideas for Rebuild 3 – hah, we’ll see!

    Rebuild 2 Title
    The new look may be for you to decide!

    I’m looking for a vector artist to help me out this time, so if you’re interested in working on Rebuild 2, drop me a line with your portfolio.

    There are a lot of other little things that may or may not make the cut, and the possibility of versions for iPhone and other platforms. But I’m just getting started, so there’s still time to send me your suggestions!

  • Word Up Dog: Creating Android apps with Adobe Air

    A screenshot of Word Up Dog the game
    Word Up Dog: represent, yo!

    Having already optimized my game Word Up Dog so that it runs relatively well in a browser on an Android phone, I was ready to package it up as an installable app. Adobe Air makes this easy to do with few changes to your original code. Adobe has a Flash CS5 plugin to do it, but I prefer to do things the free-and-open way when I can, so here’s how I built the Android app using only FlashDevelop and other free Windows tools.

    First, I don’t recommend the Android emulator. I struggled with getting emulator-compatible versions of the Air packager and Air runtimes installed. There didn’t seem to be much advantage so use a phone if you can get your hands on one.

    I followed several tutorials and honed the process down to this:

    1. Download the Air 2.5 SDK, paste it into a copy of your Flex SDK directory, and set FlashDevelop to compile using the result
    2. Start a new FlashDevelop AIR AS3 project
    3. AddChild your existing game in Main.as
    4. Add NativeApplication handlers to prevent the phone from idling
    5. Add android-specific settings to application.xml (here, have mine)
    6. Generate a certificate using
      adt -certificate -cn WordUpDog 1024-RSA certificate.pfx yourpass
    7. Build your air project to create WordUpDog.swf
    8. Package the swf into an apk file with
      adt -package -target apk -storetype pkcs12 -keystore certificate.pfx -storepass yourpass WordUpDog.apk application.xml -C . WordUpDog.swf iconsFolder
    9. Upload WordUpDog.apk to your phone and baby, you’ve got a stew going
    Word Up Dog on a Nexus One
    Victory – the Air for Android app is installed!

    I was prompted to install the Air interpreter the first time I ran the game on my Nexus One, then it behaved just like any other app. The performance was about the same as running the SWF through the phone’s browser, but of course there are advantages to being installed. I could force the game to stay in landscape perspective and add a customized handler to deal with incoming phone calls. Not to mention being able to upload and sell it on the Android app store!

    Next I’ll tackle Air on the iPhone.