Tag Archives: box2d

Kelloggs Coco Pops: Ancient Rooms

Ancient Rooms Start

Ancient Rooms Start

Working with GlueIsobar, we developed a game as part of a promotion for Kelloggs Coco Pops. The game involves the player controlling a kart, and jumping over and ducking under various obstacles such as flames, spikes and boulders. Ancient Rooms was deployed multinationally, and as such was localised into various languages, including arabic.

Ancient Rooms Door Puzzle

Ancient Rooms Door Puzzle

The game promoted use of codes found by using an in-pack toy supplied when someone purchased a pack of Coco Pops, which helped the user to unlock doors to different rooms.

Ancient Rooms

Ancient Rooms

Ancient Rooms was built using Box2D to control the physics, and different types of obstacles can be found on each of the different levels.

Ancient Rooms: Fire Level

Ancient Rooms: Fire Level

We were able to work with our good friend Jimp on this game, who supplied the artwork and also level design.

Ancient Rooms: Ice Level

Ancient Rooms: Ice Level

Cowlorful

Cowlorful Main Menu

Cowlorful Main Menu

Cowlorful has been released! Cowlorful is a physics based puzzle platform game that I developed in my spare time while working at Substance with my friend Jimp. The game was eventually sponsored by ArmorGames, and has since appeared on many portals around the world.

Cowlorful features 19 levels located in 5 distinct world zones to explore. Each world includes an animal NPC, that presents the player with fun quests that sometimes span multiple levels. When a level is first started, it is grey and becomes increasingly more colourful as the player nears each tile within the level. Players must colour a certain amount of each level to be able to progress to the next one.

Colouring in the level

Colouring in the level

To complement the coloring in theme, the world map also colours in as each subsequent level is finished. The world map can be navigated using the mouse or arrow keys and pressing spacebar begins a new level. NPC’s can be seen on the world map also and animate to display if that quest has been completed.

Cowlorful World Map

Cowlorful World Map

Some levels also include enemies which the players must avoid. Other obstacles include puzzles, which the player must complete before being able to complete the level, or to be able to reach a hidden stack of coins. Some levels also include golden udders. Collecting all of these golden udders unlocks a super special prize which could totally change your opinion on cows forever. I’ll leave this one up to you to explore.

Enemy and Quest

Enemy and Quest

Coins can be spent in Cowlorful to buy new hats and customize the character. The shop features 40 hats, some of which can only be bought once the relevant quest has been completed. There is something here for everyone!

Cowlorful Hat Shop

Cowlorful Hat Shop

Cowlorful also features 12 achievements for those of you out there wanting to go the extra mile. Some of these can be hard to get, and take a lot hard work to complete.

Since being released Cowlorful has also caught the eye of E4, who have posted it on their website, along with a short review:

A slick platformer that asks you to cover the whole place in colour (despite them using the American spelling of color, we’re going to use colour… we thought of using cuhlar… but that doesn’t even exist). You’re a sad cow. Sorry.
You’ve got to bounce from cloud to cloud, through zone after zone enjoying the weather as you go. There’s some secret areas to uncover, and some friends along the way who need some help.

Cowlorful on E4

Cowlorful on E4

Cowlorful has been one of my favorite games ever to work on and I owe a lot of that to Jimp for his beautiful artwork and helpful advice. I’d also like to thank Matt Baxter for his creativity and inspiration.

The game can be played on many major portals but make sure your playing version 1.5 of Cowlorful as found on Newgrounds. If you own a Flash game portal, and you want a free game, you can also download everything you need to host Cowlorful.

Family Guy Trick or Treat Wheel

Family Guy Season 11 Trick or Treat cover

Family Guy Season 11 Trick or Treat cover

Last week at Substance I spent a few days working on this small Facebook app in time for the Halloween festivities. It is a small Flash app that allows users to spin a wheel, which will slow down and stop, presenting the user with a funny or rude message. I decided to use Box2D for the wheel physics to help reduce the amount of code I would need to write to create it. In hindsight, this was a bit overkill, and with slightly longer to work on the project I would have liked to have written my own physics as they would have been a lot lighter on the CPU. Unfortunately also some of the artwork supplied to me was blurry, which is noticeable on the logo, and the video is a bit grainy. However, there was not much I could do about this from a development perspective.

Family Guy Season 11 Trick or Treat Trailer

Family Guy Season 11 Trick or Treat Trailer

Users are encouraged to post this message back to their Facebook wall or share their result through Twitter to help promote the campaign virally.The application also contains a teaser video of the product and a whole host of tracking code so the client can get accurate feedback on how many people shared messages and which messages were most likely to be shared.

Head over to Facebook now to spin the Facebook Trick or Treat Wheel !

Error found when using World Construction Kit ( WCK ) and Google Analytics

I am a big fan of the Box2D World Construction Kit and have used it to many build several games. However when working with the packages recently I encountered a strange problem when trying to incorporate Google Analytics into the build. I have used Google Analytics many times in the past, so I was surprised to find an error when using it. I had opted to use the Analytics component and avoid using the AnalyticsLibrary component. I spent a while trying to figure out if there was a problem in my code, but there really is not much you can get wrong with Google Analytics and this was not the case. Here is the error I was receiving:

outer-scope = [global Object$ flash.events::EventDispatcher$ flash.display::DisplayObject$ flash.display::InteractiveObject$ flash.display::DisplayObjectContainer$ flash.display::Sprite$ flash.display::MovieClip$ Preload$]
[Preload~[O] *[A]] {} ()
0:getlocal0
[Preload~[O] *[A]] {} (Preload~[O])
1:pushscope
[Preload~[O] *[A]] {Preload~[O]} ()
2:findpropstrict com.google.analytics::GATracker
[Preload~[O] *[A]] {Preload~[O]} (Object~[A])
4:getlocal0
[Preload~[O] *[A]] {Preload~[O]} (Object~[A] Preload~[O])
5:pushstring “UA-19243777-5”
[Preload~[O] *[A]] {Preload~[O]} (Object~[A] Preload~[O] String~[S])
7:pushstring “AS3”
[Preload~[O] *[A]] {Preload~[O]} (Object~[A] Preload~[O] String~[S] String~[S])
9:constructprop 11 3
[Preload~[O] *[A]] {Preload~[O]} (*[A])
12:coerce com.google.analytics::AnalyticsTracker

VerifyError: Error #1014: Class com.google.analytics::AnalyticsTracker could not be found.

at Preload/handleComplete()

To this day I am unsure why the class can not be found when trying to use Google Analytics with Box2D World Construction Kit. It is really strange, I can trace everything as expected but it still errors. The workaround we came up with was to install the Google AnalyticsLibrary component into Flash. For some reason this solved my issue, and I was able to compile after doing this even though I didn’t adjust any of my code.

If anyone could unravel this further then leave a comment! I am intrigued to find out the real reason behind this. For the mean time, if anyone else encounters this bug then placing the LibraryComponent into the library may help you.