This landed on my desk this morning…



It’s really nice to hold the boxed game. If you see it in a German or Swiss store don’t forget to pick-up a copy
Cheers,
Chris.
The Hemigo engine also includes Box2D physics support as standard. I’ve tried to make it as easy as possible to make complex physical scenes using the online development tool. This is the same physical engine used by the Angry Birds games (and Orbyx Deluxe
) and opens-up a myriad of gameplay possibilities.
Here’s a small physics demo, built 100% within the Hemigo Studio tool, go ahead and click in the box. I’ve limited object creation to 2 per-second to keep things running smoothly.
Cheers,
Chris.
Hi.
Hemigo Studio is my new online HTML5 game development environment. It’s kind of like Visual Studio except that it has been designed from the ground-up specifically for HTML5 canvas games and it’s embedded in your web browser. Having the tool completely online opens-up some interesting possibilities such as automatic source code version control, effortless worldwide project collaboration and transparent software updates.
The easiest way to explain how it works is to show it in action, so here’s a video showing how I made the game in my previous post from scratch in around 30 mins…
I plan to make the Hemigo tools available to everyone on the web for free within the next few months, and I’ll be posting some more demos games over the coming weeks showing-off the kind of games that are possible.
Cheers,
Chris.
Hi.
I’m very pleased to show-off a little bit of what I’ve been working on over the last few months – the Hemigo HTML5 game engine
The Hemigo engine is a cross-platform Javascript engine that targets the HTML5 canvas element. My belief is that the canvas element will be the future of games on the web for years to come, and my goal is create a highly reusable code-base with all of the features that you would expect from a powerful 2D desktop game engine.
Without going into too much detail about features and capabilities at the moment, here is a very simple game I made earlier today. This should (unlike my earlier attempt) run without problems in all of the popular web browsers (if you have any trouble please let me know).
This game took around 30 minutes to put-together and isn’t going to win any awards, but I’ll post a video shortly that describes how it was made in more detail, something that I’m pretty excited about.
Cheers,
Chris.
Five years ago, when I played games I either used a Windows PC or a dedicated gaming device. Occasionally I’d play a web-based Flash game for free. For the last few years I’ve been able to buy and play games on my mobile phones and tablet computers from dedicated app stores (Android & iOS). Today I personally spend more time playing games on my phone than I do on PC or console, and many more people play games almost exclusively in their webbrowser, very often on Facebook, and more recently on Google app store.
As a game developer, once you’ve decided on a new game idea the toughest decision is deciding which market you should target. The choice of markets has never been more diverse. Should you aim for one of the dedicated consoles, or the PC/Mac downloadable market, or one of the major mobile platforms, or a social game for Facebook…etc, etc? There are many, many markets out there and each has it’s own pros and cons
Once you have chosen your market, deciding on the technology to use is the next big challenge. If you choose wisely you might be able to target many of the big markets (Unity3D for example), but this has to be weighed against the risk of becoming dependent on 3rd party software which might not exist in a few years, or for which the licensing model might change.
When I started porting Orbyx Deluxe to the PC I gambled that the investment in a solid Windows OS-based engine written in C++ would be worthwhile, and that I’d use it to release at least a couple of other games on the PC downloadable market. However, as things stand today I don’t believe that targeting the downloadable PC market with a native C++ code-base is the best option for a new casual game. This has made me think long and hard about what the best way forward for Hemi might be.
In short the answer is HTML5.
I could go into the problems (as I see them) with the other technologies out there, but from where I’m standing I truly believe that it’s the only technology that will have maximum device penetration and that can instantly reach users on current and future devices for years (if not decades) to come.
Now, if only there was some off-the-shelf software available that I could use to make the next HTML5-based Angry Birds-killer…
[Update] A recent Flash update seems to have messed-up the mouse pointing in this demo, and I don’t have the time to fix it unfortunately. [/Update]
I spent some time this weekend experimenting with the new Flash player 11 release – it’s awesome! Adobe have finally added 3D hardware support (where available), which obviously has potentially huge implications for casual gaming. IMHO it’s now the #1 platform for releasing indie games on the PC. Nothing else has the same level of mass penetration, back-end server support, client h/w support, and h/w graphics.
I’ve put together a small demo app using the Alternativa 3D engine. Why not give it a go – it’s h/w accelerated where available.
I found this review of the XBox version of Orbyx yesterday on ExHardcoreGamer.com.
They awarded it 7.5/10 and said :
I give kudos to HEMI Indie Games for at least making a quality clone and a quality product in a sea of crap coming out of the XBLI channel
Nice to see the game’s still getting some attention more than 2 years after release!
Cheers.
Hi.
I’m very happy to say that Orbyx Deluxe v1.4.4 is now available exclusively on GameHouse.com and partner sites.
For me this is a match made in heaven as many Game House users are the exact target audience for Orbyx Deluxe.
Every Game House user review so far has awarded the game the maximum 5 star rating, so the game certainly seems to be connecting with the Game House audience
Version 1.4.4 includes some brand new user-interface graphics and some minor bug fixes.
Cheers,
Chris.
Just a short video demoing the current state of the engine. More to follow in the coming weeks…
Making a 2D game was a great way to take my game framework/engine to the first level. Now I’ve got an effective & efficient tool-chain and solid ‘real-world-tested’ core libraries. Taking the engine to the next level means supporting character-based 3D games, and every good 3rd person character game needs a good chase camera.
What is a Chase Camera?
Think Super Mario 64, Tomb Raider, Ratchet & Clank etc. Chase cams generally hover above & behind the player’s avatar.
What Makes a ‘Good’ Chase Camera?
At the very least a chase cam has to keep the avatar visible on the screen. Some games achieve this by locking the camera to a fixed position relative to the avatar. This works well for games when the user uses a mouse to steer (e.g. World of Warcraft), but with joypad controls can make some people feeling motion-sick (myself included). A good chase cam for joypad control should therefore not (IMHO) be fixed to a point relative to the avatar’s transform. Some games (like Deathspank) fix the camera to the avatar’s translation, which works well but is restrictive.
More advanced chase cams will attempt to maintain line-of-sight with the avatar. i.e. What happens when the avatar disappears behind a wall? Some games simply require the user to move the camera manually, but this creates a lot of extra work for the player.
A good chase cam shouldn’t pass through walls as this ruins the illusion for the player. Refusing to pass through walls can also create problems though, if the camera get’s stuck in a corner for example. A good chase cam will avoid passing through scene geometry, and elegantly handle ‘no-win’ situations.
Finally, a good chase cam won’t make the player feel motion-sick. This involves dampening all movements, avoiding jitter, and generally making as few changes to the camera’s position as possible. This can be quite subjective since some people never get nausea from games, and others get it a lot (like me).
Taking all the above points into consideration, here is my current attempt at making a good chase camera.