Foumart Games Blog [ x ]
2013-05-24 Atrakt 4096 successful entry in LudumDare#26 Compo Collapse

Atrakt 4096 is minimalist mixture between Sci-Fi action and a sliding puzzle. Vanquish all alien spawns in this level based game, involving not only exploring and fighting but planning, stealth, strategy and logical thinking as well! This game was developed in Flash-AS3 and is an extension of my Attract 4kb engine which consists of 4 kilobytes of code (4 classes).

Play Atrakt 4096 alpha

This is my second attempt in a Ludum Dare Solo Competition.

Unlike the proof-of-concept "Evolution" in a previous LD#24 which was not "playable", this time my entry is quite intense and dynamic. As a perfect match with the LD#26 theme Minimalism I chose to extend my Attract 4kb engine, this time presenting an unique mixture of Sci-fi action and sliding puzzle. I forced myself to keep the game in the same simple manner, while adding new features and functionalities..

The Sci-fi hints that echoed from the 4kb engine ware backed with a classic space-story where a new Alien species called Litoxyde was introduced.

Litoxydes are a kind of Fire elemental that ware first encountered on planet Mars. This alien was identified as enemy as soon as it's main characteristic was distinguished - it burns all oxygen in the area causing all earth living form to suffocate. The enemy destroyed the first established earth colony on Mars in it's early stage and then invaded the rescue spacecraft Atrakt sent there on investigation...

As I've just riddled out Atrakt 4096 is a game which have some depth.. that's why I dare to say it is a success. The game scored overall at place #596 from more than 1500 entries in the LD Solo competition and was recognized also in the Graphics, Audio, Mood and Innovation criteria. As I'm writing this - nearly a month after the competition deadline a lot of improvements are already done to the gameplay and to the game UI. The game now also features an entirely rewritten enemy AI and a scoring system.

Finally I generated some levels and adjusted their color and light scheme.

Actually creating a level was a bit time consuming. In minimalism aspect the subject of compressing level data in this game is of a higher level. I was hit by the idea to create a level storing mechanism that uses URL variables or flashvars. One or even several levels can be stored in just one URL link, storing an entire level (with enemy behaviour implicit) in just around 64 bytes. Pretty minimalist, isn't it?

Check this custom level link - notice the unique URL in the address bar and the additional custom level as new level 1 in the game.

Post your opinion or thoughts about that level storing mechanism. Thank You!
Btw, my score on that custom level is 1852 - Superb !, what's yours?

 2018-06-01 RogueVerse at the largest Retro Game Convention

My upcoming rogue-like role playing game RogueVerse Dungeon was showcased at Retrospelsmässan - one of the largest retro game conventions in the world! The convention is held every year in Gothenburg Sweden and I presented my game as part of Spelkollektivet exhibition. It was an amazing experience - I managed to collect a great portion of feedback from attendees of all ages.. and it was incredible to see a little girl beating my game:..

 2017-09-09 Formation Absent - 13 kilobytes game

Check out my new game Formation Absent - a turn-based tactical puzzle, which is easy to win but hard to master. A game that is only 13 kilobytes, submission in JS13K competition. Theme of the competition this year is "Lost". As per Compo rules the game is contained in 13kb archive and includes 13 stages and a level editor. The game also keeps your game progress and score through utilizing URL vars. Here is an example of the gameplay:..

 2017-05-01 JavaScript Sound Effect Generator SoundFX

Every year there is a unique JavaScript game development competition happening for a month, starting at 13th September - the #js13kgames. The Jam has one main characteristic: 13 kilobytes limit of the archived game source, as constrained by Andrzej Mazur - the compo author. I participated in 2016 with Skip'n Glitch - a game contained in a single html file and had no problem compressing the game in 13 kilobytes. However it wouldn't happen easily if some useful lightweight libraries weren't prepared beforehand. One such script is a sound controller from my less than 1kb js libraries...

 2016-11-23 JavaScript HTML5 Canvas Lens Flare effect

As the web tech is evolving, the flash player for web browsers is getting more and more obsolete. For example the biggest advertising platform - Google's DoubleClick dropped support for flash ads. I'm not speaking against the flash technology, which is still viable for game development (it can be easily compiled for mobile or wrapped into Steam). However in web there are new heroes and one of them is the HTML Canvas. I've already shared some lightweight JavaScript libraries used in #js13kgames and today I'm sharing another class - Lens Flare effect!..

 2015-02-28 Get the domain a SWF is hosted in with AS3

When creating a flash game for the web it's crucial to know the domain the game SWF is being loaded from. There are numerous ways to embed a SWF in a website and the different methods of obtaining the domain name at run-time are giving different values. For example a game could be hosted in but displayed in a web page at another domain, say In this case there is one method to obtain the domain that is hosting the SWF and other methods of obtaining the domain that is embedding (hot linking) that SWF...

 2014-07-03 Check HTML restrictions in SWF. Determine AllowScriptAccess and AllowNetworking with AS3

As I was digging around the allowNetworking setting and how the SWF can determine it at runtime, I decided to go deeper and catch other types of embedding restrictions, like the allowScriptAccess parameter. I've seen sites that block outgoing links of certain flash files - in most cases flash games are prevented to access the web, resulting in negative effect over their authors - the game developers...

 2013-04-10 DisplaceR - Displacement Map Filter Tweener - AS3

DisplaceR is a lightweight Displacement Map Filter Tweener targeting Flash Player 9. Written in ActionScript 3.0¹², DisplaceR is built with the idea to be as simple as possible, becoming accessible by all kind of flash developers and designers. Being a static class makes it available anywhere in your project. Tweening is achieved only with one line of code...

 2012-10-23 Attract 4kb a 4096 bytes adventure !

Born in 4kb Games on FlashGameLicense competition. A game that is exactly 4096 bytes :) It's featuring Artificial Intelligence, Fog of War, Player Health, 4 Maps and 12 Levels ! Developed in ActionScript 3 for Flash Player 9. Here is a Github link where you can view the optimized code... Copyright
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