Archive for the ‘game development’ Tag
A Platform Game Using HTML5 Canvas
Nearly 15 years ago, when I was all of 15 years old, I wrote this little platform game which I have recently ported to Javascript/HTML5. It is a kind of Mario clone and at the time I named it “Fred Jones in Adventureland”… hmm, not a great name.
It was a fun game to write and I learned a lot about game development and even game design in the process of writing it, some of which I occasionally put in to practice in my current job.
The game remains somewhat incomplete; the player has unlimited lives and unfortunately there are only 5 levels. But as it stands it is a playable game and hopefully a little bit of fun. There are a couple of small surprises in the levels along the way too.
Browser Issues
If you’re using Microsoft Internet Explorer 7.0 or higher the game will run awfully slow (Update: The game now supports the Google Chrome Frame plug-in. If you are using Internet Explorer you should install this plug-in, otherwise the game will run slowly).
It also will not run at all in earlier versions of Internet Explorer, Firefox 1.0 and I believe Opera 9 and earlier. This is because these browsers do not support for the necessary parts of the HTML5 specification. Please upgrade your browser.
Controls
Left Arrow: move left
Right Arrow: move right
Ctrl: jump
Click the link above to play the game.
Technical Details
The game you are playing here is a port of the original game to HTML5/Javascript. This means it now runs within any web modern browser.
Unlike most web games the game does not use Flash. The <canvas> HTML5 element is used to draw all the visual elements.
All the code for the game is all available to read if you hit “view source” in your browser and I invite you to take a look.
I was pleasantly surprised by the performance of the <canvas> drawing operations and the modern javascript implementations, it runs at the same framerate it always has on pretty much all browsers except Internet Explorer.
My BBC Red Button games blog post is up…
My BBC Red Button Aracde blog post is live on the BBC Red Button blog. Follow the link to read about the challenges of writing simple games on interactive television platforms.
The post includes a video and screenshots of the games I’ve written during my “10% time” at the BBC. This is time we are given — half a day each week — to work on our own projects and try to innovate.
The games are written in the MHEG programming language, a subject I often discuss on this blog.
MHEG+ Game Development Tutorial, Part #2 — Animation
In part #1 of this series we built a basic MHEG+ scene which was capable of firing timer events at a consistent rate. In this part we will look to extend the code by adding an animating graphic to the scene.
A further aim of this part is to explain some more of the language features exclusive to MHEG+, including foreach loops, sequential blocks and ifs.
Adding our graphics to the scene
I have hand crafted the following 5 png graphics to use for this tutorial:

Using an MHEG+ foreach loop, we can add all these graphics to our scene in one fell swoop:
foreach num (0..4) {
{:Bitmap bmpPac<num> = [constPacObjectIdOffset + <num>]
:OrigPosition [(720 - 32) / 2] [(576 - 32) / 2]
:OrigBoxSize 32 32
:OrigContent :ContentRef ('/tut/<num>.png')
:InitiallyActive false
}
} endfor
There a number of subtleties of this loop which are probably worth discussing:-
- foreach loops are preprocessor instructions, not run-time loops. Because of this we can use foreach loops around object declarations, or in fact any code section at all.
- In this case, the contents of the foreach loop will be duplicated 5 times, this is controlled by the (0..4) range on the first line. This range need not be numeric, text may also be used, for example: foreach key (red, green, yellow, blue) is allowed.
- The Bitmaps we declare will be named bmpPac0 through bmpPac4, <num> is substituted with each value in the range.
- The object identifiers for the Bitmaps will be 100 through 104, assuming constPacObjectIdOffset has the value 100. We use the MHEG+ notation: objectname = objectid to declare both names and object identifiers for our Bitmaps.
- <num> is also substituted in the png filename
MHEG+ Game Development Tutorial, Part #1 — Timing
Introduction to this Series
One of the joys of my job at the BBC is staying back after hours and trying to nut out how best to write real-time games on current interactive television platforms. That is, trying to write the kind of games that you might have once played in an arcade, or maybe on your BBC Micro, but allowing you to play them via the ‘Red Button’. See this post for a video of some of my efforts so far.
Here in these tutorials I hope to share with you some of my findings in trying to get the best out of the MHEG platform. I also hope to demonstrate the power of the MHEG+ programming language, an extension to MHEG. MHEG+ has been developed in-house at the BBC and compiles down to traditional MHEG/ASN, but is a far richer langauge than its predecessor.
For these tutorials I will assume you have some background in programming generally and hopefully some experience writing MHEG or interactive TV applications (MHP, OpenTV, etc.). The code samples will all be in MHEG+ which at time of writing is not available outside the BBC, however efforts are being made to attempt to open source MHEG+ development tools, so watch this space…
I guess for the time being then you most likely won’t be able to compile or run these applications, but hopefully one day soon you will be able to. Therefore I suppose the code herein is currently just for educational purposes, but then that is the point of the series
So, without further ado…
Part #1: Timing
The first significant challenge that I came across when writing MHEG games was that of timing. How could I ensure my game would run at virtually the same speed on any set top box?
Unlike more sophisticated languages (yes, I openly admit that MHEG is not the most sophisticated language, but then it was never designed to be) MHEG does not provide the developer with a means of retrieving accurate clock information. The most fine-grained time information you can retrieve (achieved by a call to the GetCurrentDate resident program) provides no better than whole second precision. Read more »
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