Flash in a Flash
by Jack
What?
The latest testing version of the software that I use to make games with can make a version of my games in Flash.

The rationale behind this is to get away from the stigma of installing the Unity webplayer plug-in. Some users have big reservations about installing additional web software to make things work in their browsers. The reason Flash gets so much love is that it’s been around forever and has a huge install base because of its longevity and widespread use.
Regardless of reasoning, Unity is holding a two-week long game development contest with a grand prize of $20,000 USD.
Why?
Having just come off of a very successful Ludum Dare 48, I felt like the timing was right. My engine was hot and with the Project Prevengeance artist/designer otherwise occupied, the timing couldn’t have been better.
Plus, I like money.
When?
Completed and awaiting judgement. The contest ended 1 month, 17 days, 1 hour, 47 minutes, 38 seconds ago.
How?
Of course I’ll be using the usual tools, and keeping it as simple and stripped-down as possible. You can follow the progress by subscribing to my YouTube channel or coming back here and watching as more progress videos are added below.
I’ll be keeping this as the top post here on the Acre until the contest runs its course.
Day 0
- Built a “stress test”.
Day 1
- Decided on an overall game-type.
- Divided build into two play sections.
- Started work on the first section, the Shop.
Day 2
- Labor.
- Labor.
- More labor.
Day 3
- By the end of day (post-video) Shop Mode was functional.
- Started on Battle Mode.
Day 4
- Pushing hard to get to gameplay.
- Got basic movement pathing working.
- Build -> Battle transition working.
Day 5
- Improved pathing based on chassis movement limitations.
- Army piece placement based on army point limitations.
- Modeled the tier 0 particle cannon.
Gameplay 0
Day 6
- Refactored selection/indication scripts.
- Improvement movement path handling.
- Set individual movement paths on a per-piece basis
Day 7
- Played Eclipse!
- Refactored flag system, tightening up pathing entry.
- Created collision for weapon targeting and damage.
- Finalized “commit” mode, starting movement and causing damage.
Day 8
- Enabled 2 player hot-seat play.
- What, that’s not a day’s worth of work?
- Fine. Also enabled battlefield camera movement.
- Happy?
Day 9
- Fixed path-setting for 2-player mode.
- Saw quickfingerz early entry video.
- Cried a little.
- Resolved to keep doing the best I could and see what happened.
Day 10
- Closed the game loop.
- Added accounting functions and “game over” conditions.
- Started modeling/particling.
Day 11
- Particle systems in.
- 1 robo set modeled and animated.
- Weapons systems improved.
Day 12
- Developed overall accessibility.
- Improved GUI and visual cues.
- Modeled more stuff.
Day 13
- Started on the post-mortem.
- Put some audio in.
- Expanded the accessibility.
- Labored.
Day 14
- Finalled the game with a lot of help.
- Joshua Kaplan of Open Heart Sound crafted two gorgeous tracks, “Title/Resolution” & “Deploy”.
- Jordan von Trask built an excellent military-march for the Build Phase.
- Sven Bergström, a.k.a. FuzzYspo0N, rendered the amazing background images.
- Sundry bug-fixing and deploying.
- Submitted on time.
Screenies
Collected screens I’ve been posting to Twitter:
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| Flash in a Flash |






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