Saturday, October 30, 2010
Testons NtN
Je viens tout juste de terminé mon prototype de maîtrise, il s'appel NtN. Si vous êtes intéressé à tester le jeu vous pouvez.
TESTONS LE JEU
Si vous êtes du genre à vouloir comprendre le jeu vous pouvez lire le tutoriel. Et vous pouvez visionner un vidéo tutoriel aussi qui explique en profondeur le jeu.
LISONS LE TUTORIEL
SUPER VIDÉO QUI EXPLIQUE EN PROFONDEUR
Et maintenant, si vous êtes vraiment gentils, vous pourriez remplir un petit questionnaire sur le jeu afin de m'aider dans à terminer ma maîtrise.
QUESTIONNAIRE VRAIMENT TROP GENTILS
Merci encore
----------------
Hello everyone.
I just finished my little prototype for my master's, it's called NtN and if you would like to test it you are more than welcome.
LET'S TRY THE GAME
There is a little tutorial to learn more about the game.
LET'S READ IT
Since, you are really nice and you want to help with my research, you could complete a little survey about the game.
LITTLE SURVEY
Thank you
Wednesday, July 28, 2010
Summer break is over now!
After spending a month in Nice France and an other month coming back to Canada. I am ready to continue my work on the sequel of Number to Number Combat. So far I like to use the code name NtN as Number to Number. It is kind of lame name but well it is a code name. Since I have been back, I worked on a new article for a journal, it is half done. I find it really hard to focus on the work when you can go outside and play in the sun. Although, this new article is about my new approach to Dynamic Difficulty Adjustment (DDA), as discussed in the last post, my last approach did not work the way I was expecting in Number to Number Combat. So I have been thinking about a new cheap (as easy) way to approach the problem of DDA. I saw a lot of model that were really complicated to implement and design. I want something easy enough to be design on any kind of games.
So how can I achieved that? well I think I found a good approach, but I still have to work on the algorithms to control some variables. So I will introduce the model in a couple weeks.
Meanwhile, I was going to implement NtN using GameMaker, but I changed my mind recently. As a sequel I think I have to use Flash again, more for the game's result than for the platform. I am designing NtN based on the comment I got on Newgrounds for Number to Numer Combat. My DDA system is important for my research at the university, so I have to make sure the result of the sequel are from the same kind of player. So that is the first reason why I changed my development from game maker to as3.
Number to Number Combat was implemented using Flash and FlashDevelop, I really liked to worked with actionScript 3 but not really when it is embedded with Flash. The only strong side I can see working with flash and flashdevelop is when you are more an artist than a developer. It is really easy to modify your art and see the result in the game. But it is a pain in the a.. to program, because you always have to come back to flash for all the little thing existing in the game. For example, if I want to had a little text in the top corner to see the value of a certain variable. Well I have to go to flash add a little piece of text, put it dynamic, give it a variable name that I can program and link it to a class. That little class is actually an empty class, so at the end of your project you have a million of empty classes that you need in order to control your game. I did like that approach, so I decided to keep working with ac3 but I changed the platform a little bit, I am now using Flex, which is open source and free. So far, it is really good, it is code-oriented and easier to debug than using Flash.
So far I finished a little tutorial that is really good : Tutorial. It was really interesting and easy to follow, I really like that the guy is using advance programming structure to implement the game. By the end you have more than just a little program, you will have a structure that cool be used with any kind of games. So if you are looking to learn ac3, you should check it out.
Hopefully you all having a wonderful summer.
John
Tuesday, April 13, 2010
The making of Number to Number Combat
I was really inspired by DDA back in 2009, so when I made Number to Number combat, I thought it will be great if the game had DDA, it would be more playable. So I was looking for a model that will always give a good challenge to the player. For example, if the player is strong, the AI will be stronger and if he is weak, the AI will be weaker. I wanted to combine the player experience with a great challenge.
The model uses the player's health after a combat, based on the level, the next NPC will have a certain level of difficulty : Low -> Easy : Normal -> Normal : High -> Hard (Health level - difficulty). In general the experience should always be interesting for the player.

So if you have played the game you can tell that the model fails monumentally at it's job. The game is not harder or easier for the player, the challenge is always about the same level and the player gets pretty bored after 10 or 15 combats. So what is the problem here? How can we fix it?
In general there are some mistakes with the DDA system and design issues. The DDA system does not use enough player data. For example, the system should use the time spent on a combat, number of good/bad answers, time spent answering, etc. By using more data it is possible to have a better knowledge of the type of player we are dealing with.
On the design side, the game has good basic game mechanics, but really poor decision making and narration. For any kind of proper game, these are essential for longer lasting fun. In light of this argument, Number to Number combat is not a proper game it is more of a prototype.
For the next few months I will work on a remake of Number to Number combat using classic adventure game mechanics and basic RPG systems. I will post more information about my design process soon.
Wednesday, March 24, 2010
No game for this month

Hello,

Thursday, February 11, 2010
Cradboard Animation for Phono Alliance
Tuesday, February 9, 2010
DeForest

Be the first one to dominate the nature of this world. Be the mankind's best architect.
Here the constructions : House (H), Industry (I), Mall (M), Hospital (O), Mine (N), Fuel Pump (P), Tractor Industry (T) and Farm (F). Reset (R)
I made this game in a couple of days, like 5 days. It is my first game using GameMaker v 8.0. It was a real treat to use. At first I got really confused with the drag drop, but when I found I could use code inside the drag and drop, everything started to be easier. Well I recommend GameMaker to everyone that would like to make a game and have it pretty easy. I really like that I spend as much time designing as coding the game. Usually I spend a lot more time coding then designing the game.
This game is not met to be hard, but to be joyful while you are dominating the environment and putting your houses/industries down. The mechanics of the game are based on expending the human world over the fragile nature. The game represents the euphoria that human have when they start to be in control of a situation and have a lot of gain. In other words, at first the game is slow, you have to wait to earn money, but you stay patient. When you have enough industries, the flow of the game accelerates to a paste where it is hard for you to keep up with the constructions compare to the income. Then you get really into the power you have over the environment, you are in control...
For the music, I had a super idea for a song with a guitar, but I do not have any guitar with me in
J Tremblay
Thursday, January 28, 2010
Live from Paris

Hello everyone,
It's been a crazy month, I just moved to Paris for the semester. I spend a lot more time in finding a place to live than I originally planned (took us 1 week and half). After that I had to start school. So I was not able to make a game for this month theme on experimental gameplay project.
I had a good idea and I will probably do it next month. It is my goal. I was thinking about a sort of mix of simcity meet a beautiful forest. The background is from my week in Toronto, I was in richmond hill. I was talking with my girlfriend's mum, she was saying how everything here and there used to be beautiful forest and now its full of townhouses. I am not use to that, where I am from the development is so little, that the forest is still everywhere. I was concern about the lost of the forest, well i like the forest. So I though that would be a good idea for a game, you start with 100 squares of forest, the goal is to fill up all the forests' square with human constructions. For now I will go play with blender/python a little.
PS life in Paris is crazy as hell, super cold and super crownded.
PSS I am from Canada, but cold is so different here.
Tuesday, December 1, 2009
An Apple a Day... Doctor - Explained
An Apple a Day... Doctor is an art game, well it's trying to be an art game. In other words, the game is trying to vehicle a message by his mechanics or some people might say gameplay. I wont used gameplay because of the lack of cohesion in the definition. A couple of games can be mentions as such art game (pretty classic) : Passage, Braid, Marriage, etc. These games vehicle a message from their game mechanics. And An Apple a Day tries to vehicle a message from his mechanics too.
You can play the Game :
Thank you to Frank, Max and Simon for helping testing.
Wednesday, November 11, 2009
Number to Number Combat on Math Nook
Great new Number to Number Combat just joined Math Nook.
Math Nook is a website full of Math Games, I hope the game will do great there. Teachers use the website as a teaching tool.
You can play Number to Number Combat here.
Thursday, October 29, 2009
Number to Number Combat

I hope your enjoy the game as much as I enjoyed making it.
Friday, October 16, 2009
Enigma Machine
Recently I have been working for the university as a spoke men for computer science. So I decided for the cause to program the Enigma Machine used by the German during WWII. It was used for encryption and decryption of messages.
I know this is not a game but I thought the thing was pretty cool. So I put here to share it with the world wide web.

Thursday, October 8, 2009
Failure on Clubic
Merci beaucoup à tout le monde qui a téléchargé et joué à mon jeu.
Well I am so excited to make other games. On the website they found a little trick so you can get more points. That would explain why the scores are so high - last time I checked it was 73. I made the game and my best performance is 28, so I suck at my own game now. Well I never though that I would said that, but that is cool to suck at your own game!
Friday, October 2, 2009
Failure (Minimalist)
Wednesday, September 30, 2009
Failure : Experimental Gameplay
This month theme was really hard for me, I just could not find any good idea. As French my first language, failure sounds really alike "Faille", well actually just the beginning match. I came up with a concept of a game, where the player, by rotating some rectangles pieces, have to make them pass the sort of a "Faille" in English breach. After a couple of research about the word failure, I discover that you could said that a breach is like a failure, some discussion could be done here.

I think the game is just a little prototype for some base mechanics. I was thinking that some special blocks would add a lot to the game, like red that makes the breach bigger, yellow would slow down the blocks, blue would give more points, etc. It took me three days to make the game.
Controls : Rotate with left or right keys or A n D.
Make the form going faster with Space.
Game Idea : J Tremblay
Music by : MMANNYY
Tuesday, September 1, 2009
A look back on Strip The Forest Bare
What went Good :
- The game is working great, there is no apparent bug (As one of my first games that is something that matters).
- The drawing is cute.
- The online Highscore is working good too (It was my first time programming online connection).
- I had good comments about the poem at the end.
- In general the game is OK.
What went Wrong :
- The game is not fun enough. The challenge increase but not the fun. If I was Valve I would had cancel my project and start it all over again. Since I am not and I was doing the one week challenge, well I just could not do it all again.
- The controls are a little off, it took a little bit of adaptation to understand how to cut the trees perfectly.
- There is nothing special about it, so why the player would play the game. The game is just a little dull, the player is always doing the same thing, the game doesn't reinvent itself after a while, so I think that is where the game starts to be dull.
Here my super algorithm about games:
Wednesday, August 19, 2009
Exprimental Gameplay : Strip the Forest Bare

You can download the game here.
Was a Bear
Fuzzy Wuzzy
Had no Hair...
Thanks Hades for the music.
I hope you enjoy the game as I enjoy making it.
Thursday, August 6, 2009
Wednesday, August 5, 2009
Phono Alliance in the Dream Build Play contest
Gameplay Video : Phono Alliance
Music by Cyrerin.
Tuesday, August 4, 2009
Annoucement : Phono Alliance on XBOX

Phono Alliance is the first title of Soft Hope to come out on XBOX. It's a procedural music based platformer, single and mutiplayer game.
The player will have to prove to the village that he can be usefull, especially to the Butcher. The Butcher is the player’s first and last foe. The player will have to venture into an exotic dinosaur infested land, an oversized baby playroom, a port full of pirates and a quiet village. In every level, there will be something different to do like protecting the oversized baby from the oversized teddy bears, growing a dinosaur’s egg, protect the pot of gold from the pirates and etc. For more experienced players, the game provides an intense mode with more precise beats, more enemies and more things to do.
In other words the game can be resume as a sort of a Patapon meets Mario type game. It is a free moving plateformer, but for every action of the player (defence, speed, attack) the players have to push the buttons at the right tempo in a 4/4 structure. Well it seems hard to understand, but it works real nice. The game is coop game too, I think that where the game is a it's best.
