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	<title>agj writes: &#187; Flixel</title>
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	<link>http://blog.agj.cl</link>
	<description>where agj pours his mind</description>
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		<title>Update for Runnerby</title>
		<link>http://blog.agj.cl/2011/02/update-for-runnerby/</link>
		<comments>http://blog.agj.cl/2011/02/update-for-runnerby/#comments</comments>
		<pubDate>Thu, 24 Feb 2011 19:03:47 +0000</pubDate>
		<dc:creator>agj</dc:creator>
				<category><![CDATA[games]]></category>
		<category><![CDATA[Flixel]]></category>
		<category><![CDATA[Runnerby]]></category>
		<category><![CDATA[video game]]></category>

		<guid isPermaLink="false">http://blog.agj.cl/?p=539</guid>
		<description><![CDATA[I usually don’t update my games, but since I decided to put Runnerby in my portfolio, some of its issues had been bugging me. So, I updated it. Now, the music pauses when the Flash applet loses focus, and there is a title screen that forces you to click and press space before starting the [...]]]></description>
			<content:encoded><![CDATA[<p>I usually don’t update my games, but since I decided to put <a href="http://blog.agj.cl/tag/runnerby/">Runnerby</a> in my <a href="http://www.agj.cl/portfolio/">portfolio</a>, some of its issues had been bugging me. So, I updated it. Now, the music pauses when the Flash applet loses focus, and there is a title screen that forces you to click and press space before starting the game, which should resolve any confusion over keys not doing anything (caused by Flash first lacking focus), and not knowing what key to use to play, for the beginners. I actually copied this last technique from <a href="http://adamatomic.com/mode/">Mode</a>, the example game that Adam Saltsman made for <a href="http://flixel.org/">Flixel</a>. My game still retains its other problems.</p>
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		<title>Runnerby</title>
		<link>http://blog.agj.cl/2010/09/runnerby/</link>
		<comments>http://blog.agj.cl/2010/09/runnerby/#comments</comments>
		<pubDate>Fri, 17 Sep 2010 04:03:52 +0000</pubDate>
		<dc:creator>agj</dc:creator>
				<category><![CDATA[games]]></category>
		<category><![CDATA[actionscript]]></category>
		<category><![CDATA[Climbrunner]]></category>
		<category><![CDATA[Flash]]></category>
		<category><![CDATA[Flex]]></category>
		<category><![CDATA[Flixel]]></category>
		<category><![CDATA[release]]></category>
		<category><![CDATA[Runnerby]]></category>
		<category><![CDATA[video game]]></category>

		<guid isPermaLink="false">http://blog.agj.cl/?p=492</guid>
		<description><![CDATA[(It was about time I posted this.) Perhaps you remember a Ludum Dare entry I called Climbrunner—well, this game is an evolution of that idea. Here, you run around a tricky series of screens, up the walls and ceilings, only with the ability to jump to avoid the obstacles that get in your way. There’s [...]]]></description>
			<content:encoded><![CDATA[<p><img class="alignnone size-full wp-image-498" title="Runnerby screenshot" src="http://blog.agj.cl/wp-content/uploads/2010/09/runnerbyscreen.png" alt="" width="500" height="100" /></p>
<p>(It was about time I posted this.)</p>
<p>Perhaps you remember a Ludum Dare entry I called <a href="http://blog.agj.cl/2009/12/climbrunner/">Climbrunner</a>—well, this game is an evolution of that idea. Here, you run around a tricky series of screens, up the walls and ceilings, only with the ability to jump to avoid the obstacles that get in your way. There’s no dying, just lots of cursing over missed jumps and having to do it all over again. It’s a short game, but if you think it was fun once you first finish it, there’s still a second path you can try.</p>
<p>All you need to know to play it is that you jump with the spacebar.</p>
<p><strong><a href="http://www.agj.cl/files/games/runnerby/">Play <em>Runnerby</em></a></strong> (Flash)<span id="more-492"></span></p>
<p>It’s a single player game, but is intended (not to a very interesting result) to be played together with other people, passing the controller around. This is why the level design has lots of ‘sticky’ places: parts that keep you in a loop until you decide to jump out, so you can safely hand over the controls. It is also how I rationalized the frustration aspect, reminding of a time in which, as a kid, I played video games with friends or my cousins, and we would take turns playing/wincing at the ‘obvious’ mistakes the others were making as they played.</p>
<p>I didn’t really take it where I wanted it to go, as my ambition clashed with my lazy attitude about creating the content. I submitted it to <a href="http://www.kokoromi.org/gamma4/">Gamma IV</a> (despite it not fitting into the 5-minutes-per-session rule) with no positive result, and then tried <a href="http://www.indiecade.com/">Indiecade</a> just because I really wanted it to find its way to a large event, again to no success. What it was supposed to be was a much larger world, with each screen offering challenges to reach each of the exits (at least two per screen). The reward for the challenges would not be a destination (a goal), but exploration itself: discovering what lies further into the game world. Since this was intended for an event with a massive attendance, I wanted the world to feel different depending on your whereabouts; then, whenever you glanced at the screen where the game was being played continuously for the duration of the event, you’d see someplace new. The actual finished game is really just an imperfect compromise, an abortion of these ambitions, so I’m not surprised it didn’t do well.</p>
<h2>Credits</h2>
<ul>
<li>Uses Adam Saltsman’s <a href="http://flixel.org/">Flixel</a>.</li>
<li>Sounds by <a href="http://www.freesound.org/usersViewSingle.php?id=49141">ltibbits</a>, <a href="http://www.freesound.org/usersViewSingle.php?id=7740">RealRhodesSounds</a>, and <a href="http://www.freesound.org/usersViewSingle.php?id=62541">teleport8</a>.</li>
<li>Some implemented ideas as suggested by Noyb.</li>
<li>Testers: Sigal, Javi, Javy, Ilan, Mariposa, Stephen Lavelle, Terry Cavanagh, Bennett Foddy, Zaphos, Greg Wohlwend, Jasper Byrne.</li>
<li>Texts quoted from Miss Mulock’s Tom Thumb.</li>
</ul>
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		<title>Climbrunner</title>
		<link>http://blog.agj.cl/2009/12/climbrunner/</link>
		<comments>http://blog.agj.cl/2009/12/climbrunner/#comments</comments>
		<pubDate>Mon, 14 Dec 2009 07:23:55 +0000</pubDate>
		<dc:creator>agj</dc:creator>
				<category><![CDATA[games]]></category>
		<category><![CDATA[actionscript]]></category>
		<category><![CDATA[Climbrunner]]></category>
		<category><![CDATA[competition]]></category>
		<category><![CDATA[event]]></category>
		<category><![CDATA[Flash]]></category>
		<category><![CDATA[Flex]]></category>
		<category><![CDATA[Flixel]]></category>
		<category><![CDATA[Ludum Dare]]></category>
		<category><![CDATA[release]]></category>
		<category><![CDATA[video game]]></category>

		<guid isPermaLink="false">http://blog.agj.cl/?p=394</guid>
		<description><![CDATA[I couldn’t pass up the opportunity to participate in this weekend’s Ludum Dare, as it had been too long since I last made (and released) a game. This time I didn’t make a fancy timelapse video or anything like, but I did spend some time on Friday learning to use the beautiful Flixel, and then [...]]]></description>
			<content:encoded><![CDATA[<p><img class="alignnone size-full wp-image-396" title="Climbrunner screenshot" src="http://blog.agj.cl/wp-content/uploads/2009/12/climbrunnershot.png" alt="Climbrunner screenshot" width="500" height="150" /></p>
<p>I couldn’t pass up the opportunity to participate in this weekend’s <a href="http://www.ludumdare.com/compo/">Ludum Dare</a>, as it had been too long since I last made (and released) a game. This time I didn’t make a fancy timelapse video or anything like, but I did spend some time on Friday learning to use the beautiful <a href="http://flixel.org/">Flixel</a>, and then the weekend bending it to my nonstandard needs. The result is a game, unlike last time, though not exactly what I set out to do. Still, it’s playable. And it fits the ‘exploration’ theme.</p>
<p><img class="alignnone size-full wp-image-395" title="Original climbrunner animation" src="http://blog.agj.cl/wp-content/uploads/2009/12/climbrunner01.gif" alt="Original climbrunner animation" width="48" height="48" /></p>
<p>I made this animated GIF over a year ago, thinking of an idea for a game I envisioned for the Game Boy Advance. This game was to be a bichrome, <a href="http://nifflas.ni2.se/index.php?page=1003Knytt">Knytt</a>–inspired platformer. I decided to reuse the core of this idea: that is, the running on walls and ceilings, and a tad more. It was simplified to the essence, though: the little guy won’t stop running, so all you can do is jump in order to steer him where you want to go. It feels a bit like controlling a jumping, sticky train.</p>
<p><a href="http://www.agj.cl/files/games/climbrunner-ld/"><strong>Play <em>Climbrunner</em></strong></a> (Flash)</p>
<p>This time around I didn’t neglect to provide the <a href="http://www.agj.cl/files/games/climbrunner-ld/climbrunner-source.zip">source code</a>.</p>
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