July 18th, 2011
A few people have asked about exporting ALPACA projects into a single .swf file – that is, without the data folder and the external music files. This could be a good option for any designers who want their games to be downloadable, or otherwise expect to move them around a bit and don’t want to deal with keeping multiple files in the right places. You won’t be able to easily change your settings, subtitles, or music after you’ve exported your game from Flash, but if that’s not a problem, this is a quick fix.
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June 15th, 2011
A little test I put together using Hype, a new app for creating animations entirely in CSS3 and Javascript. It was surprisingly quick and easy. The interface is still a little rough around the edges but there’s great potential here. Expect to see some more of this soon.
May 27th, 2011
Click here for part 1 of the Create your First ALPACA Tutorial
We’ve got our character, our environment, and our primary goal. Now we just need to add a simple puzzle and we’ll have a complete (albeit super bare-bones) game. The player needs to get a keycard in order to use the teleporter. We could just make a keycard and put it on the floor; this would be the same process as making the teleporter, except we’d have to give the keycard a “_G” tag in order to add it to the inventory (in other words, its instance name would be keycard_O_G, making it an obstacle and a Gettable object). But let’s make the first room a little more interactive instead. This will also give us an opportunity to create a Usable object.
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May 16th, 2011
Click here for part 1 of the Create your First ALPACA Tutorial
Now that we’ve created our first room, let’s add a second one. Really, this will be the other side of the same room, but since ALPACA doesn’t allow for scrolling backgrounds yet, this is our best way to make the environment feel a bit more expansive.
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May 5th, 2011
Click here for part 1 of the Create your First ALPACA Tutorial
OK, we’ve created a new player character, so a big chunk of our work is already done. Now we need an appropriate environment for the game, something a little nicer than the default orange plain of nothingness. How about a futuristic-looking space station? We’ll go with the clean white THX-1138 look, because it’s cool, and more importantly, it’s easy to draw.
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I'm an author, artist, animator, and a-game a-designer, depending on what day it is. These, dear Internet, are my ramblings.
Visit my home page at QuinnStephens.com.
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