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Mochi London 2012

Mochi London 2012

Mochi London 2012

Mochi London is rapidly approaching us, this year the event is being thrown on September 15-16th. The Mochi Media sponsored event is a good place for developers to hear great talks, and also meet some other fellow indie game enthusiasts. As ever the event is free, and there are some really interesting speakers this year, several of which have spoken at Flash on the Beach in Brighton. The artist working on Enola: Prelude, Jimp, is doing a talk entitled Game Aesthetics & Branding so were looking forward to that especially.

Here is the speaker line up:

Iain Lobb, Indie Game Developer – ‘Super Gun Kids: The Making Of…‘
Tom Vian, Co-founder, SFB Games – ‘Screenplay‘
Rob Donkin, Director, Bad Viking Ltd – ‘Bad Eggs Online: Our Eperiences with Multiplayer & Microtransactions‘
James Pearmain, Freelance Video Game Artist – ‘Game Aesthetics & Branding’
Stuart Allen, Indie Game Developer, FunkyPear – ‘Simple Verlet Physics for Games’

For more information, check out ChrisJeff.com

Getting Started Links for the Starling Stage3D Framework

The Starling Framework is a Stage3D framework that aims to allow developers to benefit from hardware acceleration without having to go into the gritty details of working with the GPU. Here are a list of useful links to use when beginning Starling development:

Download Starling: http://gamua.com/starling/download/
Official Homepage — http://gamua.com/starling/
Support Forum – http://forum.starling-framework.org/
API reference — http://doc.starling-framework.org/core/
Tutorial book from Thibault Imbert — http://shop.oreilly.com/product/0636920024217.do
Wiki Reference – http://wiki.starling-framework.org/

Thibault Imbert Tutorial Collection – http://www.bytearray.org/?p=3371

Introducing Enola: Prelude

Enola: Prelude Black Spells and Gruntling

Enola: Prelude Black Spells and Gruntling

Enola: Prelude is a game I have been working on for a while with my good friend Jimp. We worked together last on Cowlorful, and have teamed up again to work on an RPG. We read in a few places that making RPG’s are time consuming, and now we can definitely say that is the case! We have been working on it for a while now, the amount of content required to make a immersive RPG is quite a large workload. We have however been going strong, and progress has come a long way.

Enola: Prelude Taking Damage & Ailment

Enola: Prelude Taking Damage & Ailment

The battle engine is now now almost contains all the features of the finished game. We have included a variety of attack methods, including ailments which give weapons and spells a unique twist. Of course it wouldn’t be an RPG without limit breaks, and we have some pretty devastating ones in store. As a homage to great RPG’s of old, some players may recognise something about the last summon….

Enola: Prelude Limit Break

Enola: Prelude Limit Break

Enola: Prelude also allows players to create new weapons to use against the various enemies they will encounter while exploring the world. They can collect materials from dead enemies, and use these to create new weapons with different powers and characteristics.

Enola Prelude: Inventory

Enola Prelude: Inventory

Enola: Prelude Weaponsmith

Enola: Prelude Weaponsmith

We do however have quite a bit of work to left to complete. We are still working on adding in the story elements, and a few screens still need some work. Enola requires a lot of balancing also, like any RPG, and this is going to take a lot of hours to get to a stage we are happy with. Other final thouches like finalising sounds are yet to be completed.

We are also looking to release the game on mobile devices after the web release, running within AIR. Early tests look positive , but we will need to make considerable changes for the mobile version.

Enola: Prelude - Carnifex

Enola: Prelude - Carnifex

Enola prelude will enter the final stages of development through out September. If you want to keep up to date on the progress, check the Enola Facebook page or Twitter account. Alternatively come back often or follow GrindheadGames or ArtJimp on Twitter.

Using Captive Runtime with AIR for Android and Flash Builder 4.6 Tutorial

When creating Adobe AIR applications for Android mobile devices, it is now possible to bundle the AIR runtime into the .apk file so that users do not need to download and install the AIR runtime manually. This is a similar approach to what Adobe have taken with AIR for iOS, as applications do not need the user to install AIR on the device beforehand for applications to run. The downside to this approach is that applications suffer a much larger file size and will not receive any updates to AIR unless the application itself receives an update.

Export Release Build

Export Release Build

Using Flash Builder 4.6, exporting applications using the captive runtime is easy. When exporting your application for distribution, click ‘Project > Export Release Build‘ .

Select Captive Runtime

Select Captive Runtime

Click next, and then make sure you have ‘Export Application with Captive Runtime’ selected and then hit finish. Flash Builder should now export an .apk file into your bin-release folder with the bundled AIR runtime.