Tag Archives: world construction kit

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.

Cowlorful has been sent to sponsors!

Over the last few months I have been working during evenings and weekends on a Box2D platform game called Cowlorful with my good friend and talented artist, Jimp. I have found Cowlorful a pleasure to work on, this is possibly due to the fact that it looks so pretty!

Cowlorful Title

Cowlorful Title

The game features 19 action packed levels, which Jimp carefully put designed and put together. We originally wanted to do more, but because of my workload I did not have enough time to create any. It is a shame as I would have liked to have created a couple, but I think there is a healthy amount of content regardless. The main problem I had was with the performance, the graphics can be quite intense, so making it all run fast was an issue.

Initial Level Design

The game also contains 40 hats that the player can unlock and wear. Why would a cow want to wear a hat you may ask? Well, because cows are pimps. There are also 10 side quests available to complete and some more hidden secret hidden goodies, such as the Golden Udders. Who knows what these do ? I hope you enjoy finding out!

The game has now been sent to sponsors and we are both excited to see what they think. We have decided to email portals directly this time instead of using FlashGameLicense, at least initially. It will be interesting to see if we can avoid the 10% cut that FGL take out of your profit, I hope we can! I will post up some more information and the release date as I find out. Keep your eyes peeled!

Horrible Bosses game ‘Bash-a-Boss’ is released!

Horrible Bosses: Bash a Boss Title

Horrible Bosses: Bash a Boss Title

Bash-a-Boss is a casual game produced by us at Substance001 to support the cinematic release of the new Warner Brothers film, Horrible Bosses.
In Bash-a-Boss, players hurl objects across the office in an attempt to collect stars, hit their superior and avoid obstacles on the way.

To fire an object players choose from a selection of 5 choices, before using a slingshot to set its trajectory and speed. The mechanism works in a very similar manner to Angry Birds, a decision made because of the players’ familiarity with its use. While we did mirror many aspects of Angry Birds, we decided to add some new features to create a unique twist.

Horrible Bosses: Bash a Boss gameplay

Horrible Bosses: Bash a Boss gameplay

Each object within Bash-a-Boss has its own set of attributes, including weight and friction, so choosing the correct one for each level is crucial to a good score. Some level obstacles can also affect the flight of a users object. Throughout some levels objects such as fans pose a hurdle that must be overcome in order to reach your goal. To get a top score, users must hit the target using as few shots as they can, by collecting as many stars as possible on the way.

Bash-a-Boss was created with help from the Box2D World Construction Kit by Jesse Sternberg. This great library helped me leverage the awesome power of Box2d and create this game in a short time frame ( < 1 week ) and I do not think I would have been able to produce this game without it. The fact that the game was created in such a short time frame is noticeable in places and it could do with a lot more polish in areas. However, I am happy with what we were able to produce in such a limited time scale. SO what are you waiting for? Head over to www.bashaboss.co.uk and show everyone who the real boss is!