Hi there!

My name is John and you found my website! I make Flash games and do other things. I have this website as a sort of homestead for myself and my work. Thanks for visiting :).

Latest Projects

  • TITOL3

    TITOL 3


  • Chuck the Sheep

    Chuck the Sheep


  • Coinbox Hero

    Coinbox Hero


  • Exit Path 2

    Exit Path 2


  • Soviet Rocket Giraffe

    Soviet Rocket Giraffe Go Go!


  • Elephant Quest

    Elephant Quest


  • Flock Together

    Flock Together


  • Treadmillasaurus Rex

    Treadmilla- saurus Rex


  • Anglebeat

    Anglebeat


  • Achievement Unlocked 2

    Achievement Unlocked 2


  • Exit Path

    Exit Path


Keep Tabs




Exit Path 2
  • May15

    For weeks I toiled over something that I knew was a risk and a crazy endeavor in terms of Flash gaming.  It’s an entirely text-based game called Llama Adventure.  The game has seven rooms of puzzles and plenty of interesting mechanics.  No, it’s not a surgery game and it’s not a techno-throbbing ADD rush.  It’s a game that steers completely the other direction, but that’s something I am proud of.

    I’ve never made a Text-Based Adventure like this, or have I even beat or played one for more than a few minutes.  This is new to me.  And with that, I wanted the experience of creating something I had little experience with.  Perhaps I could bring something new to the genre with fresh eyes and fingers.  It’s new frontiers for me, nothing is safe about making a game like this.  I equate it to building a biplane when I’ve been building gliders all my life and then jumping in.

    And with that risk, a strange occurrence happened in the creation of this game.  I have never had MORE FUN making a game in my life.  The production of this game was a breath of fresh air from the usual grind of balls, guns, and swords.  I got to mess around with virtual environment and build rooms out of sentences and form words around puzzles.  It was a strangely invigorating process.

    30+ pages of writing went into the game.  Each room needed to be built with objects that interact with each other differently.  The action from player had to correlate with the action that could be received from the computer, and in-sequence had to be triggered in order or else end in llama disaster.  The programming per room was about 400 lines of code each, built on a text-parsing thingamabob I built.

    Keywords and phrases built upon the idea that verbs directly affect nouns, and that nouns could create relationships with other nouns.  When a player said to “look at _____” the engine figured out each word and realized how to use it.  The game would even light up phrases if they were legitimate things to say to help the player.  The engine also recognizes different ways of saying the same thing.  “Go to next room” means the same as “go to other room” and “move through the door” by picking up on what the nouns and verbs were in the sentence.

    The story was built from the idea that each room was a “kill room,” a room with a set of instructions and objects that must be used in the right way to move on.  It’s a way of isolating the player in containers before letting them move into other containers.  Containers allowed me to work between the levels very quickly and test things without much crazy manipulation of code.

    In the game there are only two real characters. The “Master” of the lab acts as an MC throughout all the lab rooms.  He is a lunatic for sure, a deranged man who treats you terrible yet you can only feel bad for.  And you, the Llama, are his test subject, one of 44 specimens who have past through the lab previous.

    I can’t expect epic scores from Flash game websites or can I expect that this will at all be the game to end all games.  The ability to sit a player down and tell them to read seems unfathomable for this day and age.  But what I hope is that I can give a few players a really fun experience and let them have a moment to interact with a unique story and level design that is unfamiliar to those who didn’t have the early computer generation as a reference.  Just as I am unfamiliar with this genre, I hope others who are unfamiliar can play and enjoy the game as well.

    So enjoy!  And I would love feedback.

    35 Comments

    This post was written by John on Friday, May 15th, 2009. He has 488 posts on this blog.

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  • May13

    IMG_6603 

    I originally posted a topic about a new game mailing list, and then decided that I was being far too boring.  I have instead decided to post about some recent developments.

    Llama Adventure has all levels completed except for 1, and will undergo testing tomorrow.

    Like stated above, I’m considering the creation of a mailing list for new game launches.  That way people get notified instantly when something new erupts from the core of the Earth.   For the most part it’s a tentative yes, but I need to figure out how to make a mailing list.  Like what if a 100 people join this list, what if a 1,000?  I am not sure how to manage something like this, I need to figure it out!

    I am porting over my mini tile engine to AS3 for a boost of speed!  Tile engine V1 was seen in several games, including Maverick, Super Mafia Land, and Achievement Unlocked.

    Carlie is looking for a kitten on Friday, Muffin might get a friend Bagel.  Yes, I will not vacillate on that cat name.

    I took some pictures (as seen above) of the beach on Sunday, check it out.

    And finally, the water heater at the office broke and I don’t have access to tea.  If you find a zombie that looks like John wandering the streets around your house stay indoors, lock the windows, and keep your children safe.  That is all.

    3 Comments

    This post was written by John on Wednesday, May 13th, 2009. He has 488 posts on this blog.

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  • May04

    A few updates.  I made a minigame this weekend!  Good news is that it’s done, bad news is that I feel it is lacking that kick.  Put simply, I made a game that you can play from start to finish but it doesn’t feel complete at all.  It’s a top-down shooter of a very microscopic sense.   I called it “Simple Shooter,” and it takes all but a few seconds to play… but it just doesn’t cut it.  I think I may shelf it or revisit it once I get some solid ideas to make it better.

    This week Llama Adventure  should be done.  I’ve put a few extra days down for production so I can really iron out the edges.

    Giraffe Rave’s concept has been finalized but production has yet to see any real sense of commencement.  I know the story, music, and programming, but not yet the realized code or game.  Just to tease, it’s got a bit of Cold War in it.  That’s all I am going to say.

    I am looking forward to my next few projects and am starting to see all sorts of things in the future.  This is where I like to be.  I like to have so many projects to look forward to that there is no possible way that I can even get started on all of them at the same time.  

    And for five points, if I had a second cat what would I name it?

    19 Comments

    This post was written by John on Monday, May 4th, 2009. He has 488 posts on this blog.

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  • May01

    llamatxt

    I’m in a hurry to get ready for some hiking tomorrow but I wanted to provide a quick link over to the Armor Blog for info about Llama Adventure.  And here’s a screenshot to the game, like I said in the article it’s definitely something very new coming from me :) .

    Enjoy your weekend!

    8 Comments

    This post was written by John on Friday, May 1st, 2009. He has 488 posts on this blog.

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  • Apr29

    While I am void of any good screenshots for the text based-adventure I’m working on, I can take this time to talk about the programs I use for Flash game development at the office and home.  

    Adobe Flash CS3/Flash CS4 has been the powerhouse for the past few years for my Flash production.  It’s expensive at $700, but it is by far the best tool out there. There are other programs out there that are free but most I have worked with don’t quite seem to do what I want.  It’s both drawing program, Actionscript coding environment, and test platform for your Flash projects.  They have a 30-day trial on the website so it’s worth checking out even if you want to see if Flash is a viable option.

    Adobe Photoshop Cs3/CS4 have also been incredibly helpful as a graphics tool.  I primarily use Photoshop for manipulating photos as seen in Dark Cut 3, TBA2, etc.  The power of image editing becomes important when working with large backgrounds and bitmaps that Flash can’t handle too hot.  It’s also really good at sizing down screenshots and working with static images for the web, there tends to be a lot of different size images and screenshots for different websites.  It’s also $700, so once again check out the demo if you want to see it on your own computer.

    Audacity is a free program I have been using for sound editing.  I typically don’t make my own sound effects but I have to edit my music and sounds somewhere.  This program isn’t terribly powerful but that’s exactly what I need.  Any bulging program would not play nice with Photoshop and Flash being open at the same time.

    And with these three I’m pretty much set to take on a Flash game.

    One other thing to note is that most Adobe products are only $200 with a student ID.  So if you’re jet-set on making a Flash game past the 30 day trial think about getting a student version of the program.

    4 Comments

    This post was written by John on Wednesday, April 29th, 2009. He has 488 posts on this blog.

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