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mrwut4 last won the day on August 15 2013

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About mrwut4

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  1. Thank you @bigtimebuddy. Your exporter sounds neat! How far into development are you and how are you going to publish it? My current plan is to expand aape into an Animate plugin bevor I release it fully.
  2. Hi everyone, I'm extremely excited to share my latest side project with you. I call it aape. It is my version of an Adobe Animate PixiJS exporter. Here are two demos of exported animations: How it works: The project is split into two parts. A JSFL script to export your current Animate timeline and a few JS classes to download and display the animation. Your animation is build as usual. The only difference being that you have to explicitly tell aape which part of the animation should be exported as Bitmap. This is done by selecting the MovieClip in your Animate library and changing it to a Graphics object. MovieClip labels and comments are also exported and can be used by executing the familiar gotoAndStop / gotoAndPlay methods. After building your scene you execute aape form the toolbar. The export starts with the currently open MovieClip as root element. A simple export generates three files. A PNG Atlas + JSON file containing image locations and a JSON object that describes the exported timeline (the library). The files can than be loaded and added to the aape.Timeline object. It's prototype is the PIXI.DisplayObject. So you can easily add it to your existing display list. The exporter currently doesn't parse vector graphics. The tool is not yet finished. I'm still working on the Animate user interface and export options as well as a proper documentation. I also haven't decided how I'm going to publish aape yet. What du you think? Is this workflow still relevant to you? I'd love to get your feedback. Cheers, David
  3. I used EaselJS as base engine. The rest of the game was custom made.
  4. Hi, i recently uploaded the first version of one of my side projects, p(ape)rball. play p(ape)rball The game is a variant of Puzzle-Bobble. It currently includes one randomized endless mode with a local highscore and a dancing monkey. Not to be totally unoriginal, I also included bombs and bricks. Bricks can only be removed by clearing the surrounding items. Bombs explode if you connect them with three items of the same color. The current Version of the game automatically scales to various display sizes (on startup). The last screenshot shows the iPhone 4 version of the game. Please let me know what you think about the current gameplay. Cheers, David
  5. Pom-Bear World Hi, we recently launched a jump and run with a community driven level editor on The user created levels are accecible for everyone. If you become a community member, you can create and share your own levels and post your score in the highscore table. Editor and Game were build using EaselJS. We use JSON as level exchange format. The level editor is confined to one plane with a 128x128 grid. We plan to extend the editor with future updates by adding new gameplay components and graphic sets. André Engelmann did the Illustrations ( ). Backend programming was done by Stefan Fruhen. Frontend programming for game and editor was done by me. Please let us know if you find any remaining issues or bugs. We are thankful for any feedback we can get. Cheers, David
  6. Haha. Thank you. The score not getting displayed is one of those pre-beta bugs. We hadn't had enough time to properly test / debug the game yet.
  7. Thank you. The scaling issued should be easily fixable, I just haven't got around to it yet.
  8. Hi, Sky Knight is one of the games that was done during our "one day" game jam. This game essentially begun as a reverse Ridiculous Fishing. Get up, score on your way down. Sky Knight is still rough around the edges and very unbalanced. There are no menus, no tutorial and no propper Android controls (sorry). Try to enjoy it anyways . Play Sky Knight Gameplay: You control a knight that gets catapulted into the air to fight dragons! Acent as high into the air as possible. Kill all dragons on your way down. Open your parashute bevor you hit the ground. Controls: On dekstop, control the Knight using your Mouse. Click to catapult, move by moving the cursor. Open the parashute by clicking again. On mobile (iOS), press to acent, tilt your device to move the Knight. Press again to open the parashute. Graphics: The graphics werde done by André Engelmann ( ). Your feedback is welcome. Cheers, David
  9. EaselJS. It is very easy to get into if you come from a Flash background.
  10. We actually haven't started to promote the game actively (well, except for this post ). It shows in our downloads. At the moment, this game is mostely a technologie showcase for our customers.
  11. That was one reason, but we might publish the game to a different platform (browser, Android) in the future.
  12. Hi, we recently released one of our side projects on the iOS App Store. UDDER IN THE DARK is a puzzle game featuring our blind cow Udder. Guided by the player, she has to navigate through a maze, in complete darkness. The game was build with EaselJS and CocoonJS. It features 31 mazes with different game mechanics. We purposely avoided tutorial levels and menu screens to keep the player invested in the world. UDDER IN THE DARK is optimized to run on iPads, but will also run on iPhones up from 4s. You can download the game for free from: All of the graphics were done by Olaf Albers ( If you are into it you can check out concept drawings of the game, on his website. Please let me know what you think of it. Cheers, David
  13. We added sound effects and (placeholder) background music to the game. The controls are now a littel more forgiving and passengers now spawn a little more random.
  14. We updated the game with new graphics and added sound as well as (placeholder) background music. Enjoy