Q: What would you suggest to aspiring bitmap
artists in order to learn creating effective characters and tiles?
Play some of the classics – or if you are like me and can’t
get past the first level of a game find some screenshots. Looking
at the way others took on a task and came up with a good creation
helps improve your own style.
Take a good look around - see your world with open eyes. Make your images believable.
Do they fit our ideas of how things work in the real world?
Most of all - create, create and then create even more. Bitmap art has a lot
to do with practice and experience. Try out different aspects ( tiles, backgrounds,
sprites and animation ) as well as different techniques ( “purist” pixelart,
rough concepts and digital illustrations ). The better you know the techniques
the easier you can apply them to a task at hand.
Q: How did you manage game assets? Did
you try to externalize them? If so, how?
At first I wanted to externalize all the assets, however I always
come back to a flat file in the end, the advantages in my mind
outweigh the disadvantages. It’s much easier to take care
of, and much easier to avoid synchronisation issues, I feel that
it will eventually be loaded anyway, so do it at runtime. I understand
this is a little spoilt, but it’s the way I do it.
Q: Did you use a level editor for designing the
various game maps?
I find that without using a level editor, your fighting a losing
battle. A level editor is fundamental in allowing fast creation
of maps. During the first few months of production I made a very
raw editor to make maps with, while we awaited a snazzier editor
which was being created. The developer sadly had too much on his
hands and we never got to use it, it was a shame, but we managed
to deal with it. The editor we use now is very rough, with basic
map editing, its very tricky to use, but as I made the game, and
the editor, it works perfectly for me.
Q: What format do you use for exporting/importing
maps?
Originally I had planed to use an XML based system, but as time
progressed, I still prefer to stick with a flat file with the maps
embedded in code, it goes a small way to stop client side map modification
for cheating, and also speeds up loading times and prevents synchronisation
problems.
Q: How many levels are there?
We are currently aiming for 3-4 levels per tile set, so probably
around 16 in the end. (plus a training level). Each level will
get harder and offer some hidden bonuses for the power players.
Q: The game is filled with nice eye candies:
parallax scrolling, realistic physics,
explosions, smoke, flames etc... How did you manage to keep all those effects
on screen without affecting the frame rate?
A lot of it is just real simple code designed to look like its
doing a ton, but many things go on behind the scenes to make sure
that only what is on the screen is being displayed. A lot of optimisations
are being used to reduce the amount of code the Flash Player has
to trigger itself, all the code is triggered manually, so we reduce
the amount of onEnterFrame functions, by stepping through arrays
of objects. Additionally, I spent a fair amount of time allowing
all aspects to be toggleable, so if you feel the parallax is slowing
down the game, you can turn it off.
Q: Is the game compiled for Flash Player 7 ?
Yes, the game will require Flash Player 7 and will not run on
Flash Player 6.
Q: Do you think it's the right time to start
exporting for fp7?
I personally moved to FP7 immediately, I was one of the slower
movers from Flash 4 -> 5, and suffered because of it. FP7 will
eventually become the standard, so I feel moving to it faster will
help in the long run. Additionally 8Ball will be coming soon, and
I feel that having a good grasp on AS2 now, will make it a little
easier than some of those who didn’t make the move.
Q: Did you use Actionscript 2.0? If so what advantages
(and disadvantages) did you find using it?
HA3 was coded with the naming conventions and type declaration
of AS2, however it does not use classes for speed issues. To be
completely honest, coding this way has no real advantages except
keeping all variables locked to their primary function; this keeps
speed up to a degree, as it stops runtime type swapping. The major
disadvantage however is that it doubles the amount of code you
have to write, as variable declarations become longer etc.
Q: How many people worked on it?
As in HA2, the code and graphics were all done by me and DayDream.
For sound we have asked for a little bit of help, its always the
last thing on my mind, Squize has lent a hand for that portion.
A good friend of mine from Soundhog has kindly donated the music
score for the game.
Q: How much time did it take?
This is the worst part in retrospect; it’s been a year in
production this February. However it must be known that HA3 is
a labour of love, in that, we don’t actually get payed to
make it, so it’s always playing second fiddle to our actual
work. This is the main reason in the slow development time of this
project.
Q: When are you going to release it?
Ah! The question! We are trying ever so hard to get the game done,
we hope with all honesty to have it done before June, but we can’t
promise anything, it’s terrible for those fans who loved
HA2, but sadly we can’t work on it while we have other things
in the way.
Q: One problem many developers have to face one
day or another is versioning. How do you approach this problem?
Versioning is very important I feel, however I never follow a
strict scheme. For HA3 the versioning has been going on as major
systems are integrated. Each new system gets its own letter added
to the end of the file, so the new tile sets added ts to the end
of the filename, it’s a terrible way to do it, as the filename
is incredibly long, but keeping archives is important in case you
break something, or something is lost. Future projects will be
strictly versioned with a tool such as SVN, to keep art in line
etc.
Q: Another problem is finding a decent Actionscript
editor... any advices?
I personally have no problem with the FlashMX2004Pro Editor. I
use it as it reduces the amount of alt+tabbing I have to do. On
slower computers I understand it is an issue as it is a slow performer,
but I run quite a fast computer, so this isn’t an issue for
me. I understand that there are a lot of nice external AS editors,
but I find no use for them as it stands.
Q: One growing problem seems to be the web games
theft/hacking. This seems especially true for Flash based games
since its not very difficult to reverse-engineer them. Did you
develop some protection scheme?
The standard URL locking is in place, that is a must for most
games, but with the current trend of actual modification to the
games, it has become much harder to protect. We have some small
bytecode hacks which seem to mess with most decompilers, and with
the advent of some new technologies which only work with Flash
Player 7, we feel that we are fairly well protected. However simple
Memory Hacks are almost impossible to detect, so cheating will
always be a problem, sadly its something we have to deal with at
the moment.
Q: Do you think Macromedia could do something
about it?
For sure, I would love to see ActionScript change to a compiled
language, firstly this should increase the speed of it, and also
make reverse engineering a lot harder. Without touching on this
issue, they are scaring away a lot of developers who don’t
see Flash as a viable platform to develop on, because time and
energy spent on one project can be modified to look like it is
another company’s product.
Q: After the famous flash player 8 demo, game
developers are expecting great rendering speed improvements! Do
you think this will help Flash to better assert its position as
a game development tool?
Definitely, Flash is in the right position to be the number one
platform for web based content, at the moment it isn’t seen
as the right platform for 3d content or high action/fast paced
games. 8Ball looks to change this, and make a lot of great looking
things possible. With the crazy statistics of penetration for the
Flash Player, its impossible to think that another product could
eclipse it, but it all depends on Macromedia giving the developers
what they need.
Q: How do you see the future for independent
developers in the web-games market?
If I didn’t, I wouldn’t be making games! I believe
that some of the most creative minds are independent game developers.
The web market is ever growing, and the demand for easily accessible
games is on the rise. Many companies are finding that putting games
on their site is a great way of keeping people on the site, and
many sites are springing up with the sole intention of giving people
web games (and sadly some illegal sites which are distributing
modified games). Finally, I also I feel that this is a good way
to get your foot in the door to move to greater things.
Q: Mobile market seems also to be growing fast.
Did you already think about a mobile version of HeliAttack or some
other titles of yours?
We made a conversion of HA2 to mobile phones and the nGage system;
we actually found that it didn’t work too well. The reason
was that it doesn’t work for the type of game that it is.
However, other titles we have created such as Little Soldiers,
work much better on these portable platforms, and we expect them
to do much better. The mobile platform is ready to explode, as
is the online games. However I feel that they are separate entities,
and games that work on phones won’t always work online, and
visa-versa.
Q: What do you expect from the next Flash release?
It seems like speed is what we are getting. This is great because
that’s what we have been clambering for, for the longest
time. Additionally the addition of new graphic effects is extremely
snazzy. I do hope they add some new countermeasures against code
theft/modification. But being able to rely on the speed of Flash
will be great.
Q: Can you unveil some of your future plans?
Maybe an HeliAttack 4 ?
We had originally planned to make an actual single player ‘Metal
Slug’ like adventure mode for HA3, however due to file size
issues, more time constraints and the limitations of the Flash
Player, we have been toying with the idea of doing a similar game
on a stable independent platform coded in C++. The current name
we are throwing around is “Heli Attack: Defensive Strike”,
it will essentially be the same game, but without the survival
element, and more of a standard platformer, with more enemies,
guns and even more interaction with the environment. As said this
is just an idea, and no plans have been made. Personally I love
this series, and I have lots of ideas for progressing it further,
I’ll try to continue it, and if the fans stick behind us
like they have for HA2, then it will surely come.
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