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In this part of the terrain modification tutorial I will show you how to move single nodes and their neighbors if necessary. To begin at a smaller scale I will not use a multi-row grid but a line of nodes instead.
Every node in a line will have two neighbors (except for the outer ones of course).
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Terrain Modification Tutorial Thumbnail

This appendix is part of the terrain modification tutorial series and holds information about the dynamic creation and drawing of tiles.
The different tile styles presented are some sort of tribute to great old games like Populous and SimCity and their differences in tile design.
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Posted in as3, flash, grids, mochiads, Terrain Modification, Tutorial | Tagged , , , , | Comments Off on Terrain Modification in Grid Based Games – Appendix A: Dynamic Tiles
Terrain Modification Tutorial Thumbnail

Target of this tutorial is the development of a scrolling isometric tile map where the terrain can be manipulated. Inspiration for a test like this were Populous and SimCity with their respective methods of terrain manipulation. While Populous lets the player change the height of a single node (forming a pyramid), SimCity always pushes the whole tile. The challenge here is that node’s heights can only be altered in dependency of their adjacent nodes.
This part deals with the creation of a tile map displaying the isometric map with terrain.
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Posted in as3, flash, grids, mochiads, Terrain Modification, Tutorial | Tagged , , , , | 9 Comments

Phew! You may have noticed the domain for this blog has changed. I am still in the process of moving all files and making changes to the database so several difficulties may appear. I would like to apologize for any inconvenience during this time. And there are still some images which are just placeholders.

If you experience any flaws please do not hesitate to contact me (it’s kegogrog @ yarrcade . com (without the spaces)).

Thanks and Yoho!
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I recently found that notifications in the name of an application just showed up with a question mark graphic instead of the application icon. Researching the forums it seems that that is a widespread problem. Yet a solution was quite simple:
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Posted in game development, monetization | Tagged , | Comments Off on The Facebook application icon bug

Nice. New installation, activated Akismet, BOOM: notices everywhere. The functions register_sidebar_widget, register_widget_control, clean_url and _c are depreceated. I just edited the akismet.php to get rid of those errors.

If you like, download it here, unpack (.zip) and copy it to your wp-content/plugins/akismet folder:
ZIP.

Posted in blog, PHP | Comments Off on WP3.0, the true debug and depreceated functions

As a follow up to the rather pessimistic first year review I experienced something that rewarded my efforts. The following is a little story in pictures just to show you the influence that one big portal can have on your earnings.
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Posted in mochiads, monetization, xperiment | 3 Comments

Well, I have seen a lot of success stories in the flash game business. Most of them are stories about the one big hit game, the holy grail for every developer. Hmm, haven’t found mine so far but I discovered that I am pretty more interested in the search.
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Posted in game development, mochiads, monetization, xperiment | Tagged , , | 1 Comment

The task was to use text files that are created by an external program on a daily basis to create a workbook that contains those files’ data in monthly spreadsheets. The good thing is, the text files were named ‘DATAYYMMDD’, so there is a keyword (“DATA”) and the actual date in year, month and day form.
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Alright, the most important part of that mazing type tower defence game must be the pathfinding. Completely different from the given path games, a constant ‘re-pathing’ is neccessary. What we’ll do here is the basic thing. A backwards pathfinding with all nodes to create a flowfield. Heuristics are included to later check if there is a possible path (using the shortest path). There is a number of end nodes taken into account but only one start node yet. Creeps will later use the given direction of the node they are on.

Here is what we are going to create, have a little test:

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Posted in as3, flash, Grid Based Games, grids, mochiads | Tagged , , , , , | 17 Comments