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Two Dimensions of Awesome
By Iain Lobb
Two Dimensions
 of Awesome.
I don’t have
the awesome.*
I’m looking for
the awesome.
*I’ve found
some of it.
First, let’s troll…
The typical Flash game…
•   Stickmen!
•   Arenas!
•   20fps!
•   550 x 400!
The retro Flash game…
• 8-bit pixel art!
• 2 frame animations!
• Tile grid!
• Everything is a square!
• Double pixels! You want to see those
  pixels, right?
• 3rd party engine!
Now let’s see what they’re
doing on games consoles…
Ray Man Origins
Limbo
The 2D awesome…
•   HD graphics.
•   60 frames per second
•   Smooth scrolling camera.
•   Multiple layers of parallax.
•   Uneven, organic terrain.
•   Expressive character animation.
BunnyMark
• 26x37 pixel sprite
• 30fps
• 640x480
Demo #1
BunnyMark -
  Bitmaps
4000 bunnies
Demo #2
BunnyMark -
  Blitting
6000 bunnies
Demo #3
 BunnyMark –
HTML5 Canvas
2000 bunnies
Bunny Domination!
BunnyLandMark
•   A more realistic scenario
•   30fps
•   640x480
•   26x37 pixel sprite
•   Scrolling world
•   Depth-sorted sprites
Demo #4
BunnyLandMark
  – Bitmaps
22,000 bunnies
Demo #5
BunnyLandMark
   – Blitting
90,000 bunnies!
Now
something
shocking…
Soylent Green is people!
BunnyMark
  is a lie.
60 fps
Demo #6
 BunnyMark –
Bitmaps (60fps)
1500 bunnies
Demo #7
BunnyMark –
Blitting (60fps)
1500 bunnies
HD resolution
•   Typically Flash game = 640x480
•   Portal maximum = 800x600
•   Nitrome = 500x500 pixels
•   Rayman Origins = 1080p = 1920x1080
•   500x500 can fit into 1080p eight times!
960x720
Demo #8
 BunnyMark –
Bitmaps (60fps)
   960 x 720
1000 bunnies
Demo #9
BunnyMark –
Blitting (60fps)
  960 x 720
1000 bunnies
Sprites
• 256x148
• Digital painting
• Scale +/- 50%
• Rotation
Introducing PirateMark!
•   60 fps
•   960x720
•   256x148 sprite
•   Scaling +/- 50%
•   Rotation
•   How many sprites can we have?
Demo #10
 PirateMark –
Bitmaps (60fps)
…
20 pirates
Demo #11
 PirateMark –
Bitmaps (30fps)
40 pirates
Demo #12
 PirateMark –
Blitting (60fps)
15 pirates
Demo #13
 PirateMark –
Blitting (30fps)
80 pirates
Stage3D
Demo #14
PirateMark –
   ND2D
20 pirates
Demo #15
PirateMark –
Genome2D
80 pirates
Demo #16
PirateMark –
   Starling
100 pirates
Demo #17
PirateMark –
 haXe NME
150 pirates
Demo #18
 PirateMark –
HTML5 Canvas
0 pirates
100 pirates
He who controls the
graphics card drivers,
controls the universe!
Can we support
Stage3D and software
     rendering?
Can we support 30fps
    and 60fps?
// Frame-based Euler

function update(){
    speedY += gravity;
    speedX *= drag;
    speedY *= drag;
    x += speedX;
    y += speedY;
}
// Time-based Improved Euler

function update(time:Number){
    speedY += gravity * time;
    speedX *= Math.pow(drag, time);
    speedY *= Math.pow(drag, time);
    x += (speedX + oldSpeedX) / 2;
    y += (speedY + oldSpeedY) / 2;
    oldSpeedX = speedX;
    oldSpeedY = speedY;
}
Demo #19
Improved Euler
...or fix your time step
    and interpolate.
Camera and
Parallax Scrolling
2D Camera
• A 2D camera is just an X and Y offset.
• Subtract the camera position from each
  sprite’s world position to get its screen
  position.
// Simple 2D Camera



for each (var sprite in sprites)
{
    sprite.x = sprite.worldX – cameraX;
    sprite.y = sprite.worldY – cameraY;
}
2D Camera
• By using a container sprite we can make
  this process even simpler.
• Set the container position to negative the
  camera position.
• Each sprite will automatically get the
  correct screen position.
// 2D Camera using container

world.addChild(sprite);

function update()
{
    world.x = –cameraX;
    world.y = –cameraY;
}
Zooming
• To enable zooming, we add a second
  container.
• We move the inner container and scale
  the outer container.
// Zooming 2D Camera

world.addChild(sprite);
container.addChild(world);

container.x = stage.stageWidth / 2;
container.y = stage.stageHeight / 2;

function update()
{
    world.x = –cameraX;
    world.y = –cameraY;
    container.scaleX = container.scaleY = zoom;
}
Demo #21
Zooming Camera
Parallax
• To enable parallax, we position the inner
  container to negative the camera position,
  multiplied by a fraction.
// Zooming 2D Camera with parallax

world.addChild(sprite);
container.addChild(world);

container.x = stage.stageWidth / 2;
container.y = stage.stageHeight / 2;

function update()
{
    world.x = –cameraX * 0.5;
    world.y = –cameraY * 0.5;
    container.scaleX = container.scaleY = zoom;
}
Demo #22
Parallax Camera
Demo #23
Starling Camera
Uneven Terrain
hitTestPoint(x, y, shapeFlag);
Demo #24
hitTestPoint
hitTestPoint
• Only works +/- 2000 pixels
• Lags by one frame if you move the container.
• Must be on the stage but doesn’t have to be
  visible.
• Reduce number of calls using AABB broad
  phase.
• Same principles can be applied using getPixel32
Bullet
Arrow
Fast moving bullet
Character
Character
Grenade
Grenade
Grenade
Grenade
Demo #25
Projectiles
Collision Detection
• Box2D / Nape
• Straight lines
• Why hitTestPoint?
Level Editor
•   Position objects
•   Rotate and scale objects
•   Draw collision areas
•   Give instance names for code access
•   Save, Save As, Undo, Redo, Copy, Paste
•   Zoom
It’s Flash
Professional!
It’s Flash
Professional!
It’s Flash
Professional!
It’s Flash
Professional!
Parsing with ActionScript
•   Create instance of level
•   Loop through children.
•   Determine type of child using “is”
•   If no linkage found, assume terrain
Gotchas
•   Small scroll area – scale down and zoom in
•   “Invalid size and position”
•   Flash CS5 crashes creating large SWCs
•   Expensive
Character Animation
Timelines leak memory!
Sprite Sheets
•   Flash, After Effects, Blender
•   Great performance
•   High memory use
•   Not changeable at runtime
Bones
•   Not the Bone Tool!
•   Separate sprites for each body part
•   Saves memory
•   Adjustable playback speed
•   Customizable
•   Parse timeline – animations are pure data
Demo #26
 Bones
Demo #28
Alice Gameplay
Final thoughts…

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