Archive for July, 2008
Vegemite Jar created with Papervision
Posted by Will | Filed under Adobe Flash, Advertising
A little while ago I was tasked to create this 3D version of a jar of good old aussie Vegemite for a Melbourne based advertising agency.
My experience with any form of 3D rendering is pretty much non-exsistant so I used a bit of 2D to fudge the look I was after. First I created the texture from the actual CMYK final art, extending the image, adding the lid pattern and glass highlights. This was then wrapped around a cylinder primitive in Papervision. (more…)
Monetizing your Flash game. Serving your own ads?
Posted by Will | Filed under Adobe Flash, Advertising, Flash Games
Lately I’ve been thinking about ways to go about monetizing my latest flash game to maximize the amount of income possible. As it currently stands in the Flash game community there are 3 ways developers are currently monetizing their work. Id like to briefly cover them and go over each of their pros and cons and then explain an idea I have. (more…)
My new project. A Flash game!
Posted by Will | Filed under Adobe Flash, Flash Games
So I’ve made it to Canada safe and sound. I haven’t posted in a few weeks as I’ve been settling in here in Fredericton. I’ve been looking for work and as of yet haven’t found anything web based. Since I’m not working I figured I might as well do something and start a new project, a Flash game.
This is something I’ve always wanted to do and is one of those things that I kinda scratch my head and ask myself ‘why haven’t I made one earlier?’. Well that isn’t entirely true, I made a point-and-click adventure in AS2 a while ago. It was about 70% complete but abandoned it after moving to AS3 and discovering a little thing called OOP. But I digress…
This new game is of the ‘platformer’ genre where the player takes control of a Knight who must defend himself from an onslaught of attacking Zombies. Zombies randomly drop player pickups such as health and money. Money is used between levels to upgrade the player’s weapon or buy health for the next level.

Some interesting features about the game:
- Player and enemies walk on uneven terrain.
- The enemies body parts are randomized when they are instantiated so they look different from each other.
- Hit and death animations and sound are all random.
- Rich illustrated levels.
As of writing this I have made some pretty good progress and spent several hours on it. I still need to devote some time to work on the UI side of things, specifically the buy-screen and menus and how the levels link together. At this stage the game still needs several more hours of work.


