Team Cooper

p0ng – A Journey Into HTML5

Friday, February 10th, 2012

As you may have read, m’colleague Matt recently created a small game as an experiment in developing for HTML5. This was during a training day in which the Team Cooper  development team all had a chance to spend some time experimenting and see what they could come up with. Matt has already discussed many of the finer details of working with the technology, but here are my thoughts…

The first challenge was deciding what kind of game to develop. We’re generally quite busy at Team Cooper HQ, so it seemed wise to focus on a fairly simple game design, and what could be simpler than Pong?

The game I have created is called p0ng and is a spiritual successor to the original Pong. It keeps the format of two paddles locked in an eternal struggle to bounce a ball backwards and forwards, but those of you familiar with Pong will notice some subtle (and not so subtle) differences.

Unlike Matt, I mainly used images to show graphics in my game, with the only dynamically drawn content being the score display. Using images in HTML5 was initially an interesting challenge as everything must be loaded in at runtime as opposed to Flash, where images can be compiled directly into the game’s SWF file. Other than that, the actual process of writing JavaScript code wasn’t too dissimilar to working with ActionScript 3 (this is no great surprise, considering both languages are forms of ECMAScript). This meant I could dive right into coding the game’s logic, although I had to do without many of the convenient libraries I often have at my disposal when working with Flash.

Usually when creating a Flash application I will write code using Powerflasher’s FDT, a powerful tool with many specific functions designed to make the process of writing ActionScript easier. I know Adobe Dreamweaver isn’t very popular with web developers these days, but I decided to give it a shot anyway to see what it could offer an aspiring HTML5 game developer. Dreamweaver did offer some useful error detection similar to what FDT offers, but lacks some of the most handy functions that we use in FDT every day.

To be fair to Dreamweaver, much of this is actually down to how JavaScript works compared to ActionScript 3, with the former being weakly typed and the latter being strictly typed. The advantage of a strictly typed language is that your coding tool can always tell what types of variables you’re working with and provide you with a whole host of information and shortcuts that make focusing on writing code much easier. With JavaScript, there is nothing like this which makes the code much more ambiguous with regards to its exact functionality. This makes it much more difficult for software to try and guess exactly what it is that you’re trying to accomplish with your code.

That said, p0ng didn’t take a great deal of time to produce and was a very good introduction to the world of HTML5 development. Obviously there are plenty of other things I’d like to put into the game if I had the time, but I don’t think any game developer worth his salt will ever claim any of his games are ever truly ‘finished’ ;)

I’m sure you’re itching to have a go at the game, though, so here you go (Make sure you click the game to enable keyboard interactions):

World Gold Council Interactive Map

Friday, February 10th, 2012

A map? Telling you where you can find hidden gold? And it really has nothing to do with pirates? But tharr be the truth in this interactive map for the World Gold Council. By selecting any of this animated map’s moving cars, helicopters, people or places, you can discover how gold is a vital component of transport, medicine and industry in the modern day. There’s truly treasure everywhere.

While the main version of this interactive map was built in Flash, a JavaScript version of the map was also developed for mobile platforms, enabling it to be viewed on iPhones, iPads and other smartphones that arent Flash enabled to ensure that your more mobile treasure-hunters can still go for gold.

Shpace – An HTML5 Adventure

Friday, February 3rd, 2012

The HTML5 Logo.A couple of Fridays ago, Team Cooper had a training day. We huddled into a meeting room and sat in front of the big projector screen. It felt a lot like being back at school. Tim was going to be teaching us about HTML5 and JavaScript and I for one was very excited to see what it was all about.

There’s been a lot in the media recently about HTML5′s uprising and its challenge for the throne of web-based gaming, so Team Cooper decided it was time to have a good look into it to determine if it was a viable option for the heavily interactive games and apps that we make.

As a consumer, the concept of HTML5 games is brilliant. Browsers are rushing to support all the new features, and new techniques and demos are being developed all the time. With no extra plug-ins or add-ons needed, it’s perfect for casual gaming on the fly. They’ll even (for the most part) work on mobiles!

As stated in Tim’s blog post back in November, Flash had been the go-to tool for creating rich interactive experiences for some time. HTML5 has been looking like it may change that, and from all the coverage it’s been getting, it’s clear to see that many people in the web community consider it a strong contender. As such, after our session in the meeting room, we went our separate ways to start playing about with what was on offer and to try and make something before the end of the day. Obviously with only a few hours left in the day we weren’t expecting miracles, but we all managed to get things moving around on our screens. Since then, I’ve been working on-and-off on my game, Shpace (You can play the game at the bottom of this post).

Shpace is a very simple shoot ‘em up, developed in a few days using solely the drawing functions provided by the HTML5 canvas element. As it was a test project for learning a new technology, there are certain things that could definitely be improved, so I will now provide a short run down of what I did and what I could do, given more time:

Controls

The game can become quite frantic and overcrowded at times.

In its simplest terms, the game is just a set of functions that draw shapes at a specific position. The game checks for any of these shapes that might be colliding and carries out the required action depending on what they are. The player must navigate around the screen, avoiding the enemies and their bullets whilst shooting them for points. The controls I chose to use are the arrow keys and the ‘Z’ key to shoot. These seemed like a pretty universal method for controlling such a game, but a problem did arise in the form of having to cancel out any operations that might otherwise be performed by the arrow keys. Normally they scroll the page, but in this game, we really don’t want the scroll bar to jump up and down while trying to fend off a horde of angry red triangles. As the canvas element doesn’t have any way of knowing if it’s in focus, I had to use a click listener to check for focus myself.

Structuring the content

Laying out the page to work with the game was simple using CSS. There is an overall container to hold the game’s contents and within that there’s a separate container for the menu. JavaScript then takes care of what to show and what to hide at any given time. Finally, there is the canvas element which is what gets manipulated by the JavaScript to display everything. Learning and using JavaScript hasn’t been very difficult. It’s very similar to ActionScript as they both come from the same roots. The only issue I did have with using JavaScript was that, unless I wanted to have a huge list of script tags referencing all the different JavaScript files for each object in the game, it all had to be in one file. At first I found this very messy and quite annoying for scrolling up and down between areas that I was working on, but I soon got used to it and the web developer tools in Eclipse helped. In fact, it reminded me a lot of when I made a game in Python with PyGame – it forces you to lay out your file properly and comment vigilantly.

I decided to see what it would look like if I didn't clear the canvas every frame. Result: Pretty funky!

Future work

If I decided to work on Shpace in the future (which is quite possible) it would be good to add in a few more things. The game is quite bland at the moment, there are only two types of enemies and a distinct lack of any sort of ‘boss battle’. Creating some more varieties of enemy and giving them different behaviours would help to combat this, and wouldn’t take too much time. Adding in bosses may take a little longer, but really they’d just be a special type of enemy. There is also no sound as I haven’t really has time to experiment with the sound API. Another interesting addition, and one that again wouldn’t take very much time (I don’t think) would be high scores. I would also be intrigued to look into the possibility of WebSockets and a multiplayer co-operative mode. This is something that would definitely take some time however.

Mobile

Whilst developing the game I spent a bit of time messing about with getting it working on my phone and/or my iPod. I found a very good article and example on touch controls in JavaScript whilst searching for knowledge on the subject. After looking at that I managed to get touch controls working for the game on my iPod, albeit in a very unrefined manner. It worked okay, although as it was just a fleeting test, there were problems with scrolling and zooming not cancelling whilst trying to shoot the bad guys. This is something I’d love to look into more and get working in a friendly and accurate fashion so that the game could be played in a browser on a phone or iOS device. There are even tools like PhoneGap that enable you to package up HTML5 games and apps for deployment on the iOS app store and Android Marketplace, much like you can with Flash using Adobe AIR.

The end?From my adventures in Shpace, I realised a few things. For a game like Shpace, HTML5 is definitely a strong and viable option. It’s simple, it’s easy to play and it doesn’t need a huge amount of code to make. As such, having the code laid out in one file isn’t a problem, and with the speed JavaScript executes at it runs pretty smoothly. That said, for a bigger game and a game with complex class hierarchies, I don’t think it’s the way to go yet. Something like Nurse Quest would just be a nightmare to get to grips with. I believe the battle between HTML5 and Flash will rage on for some time yet – Flash Player 11 has some great performance boosts and the introduction of Stage3D brings even more to the table. Whilst WebGL (Although not actually part of HTML5) can be used with it to create some stunning games and visual effects. I’m not sure there will ever be a clear winner between the two, but at the moment it really is just down to the project, your audience and what you want to do with it.

You can play the game below (Click the game to begin playing):

Emerge: A Web Heroine Filled Mini Conference

Friday, January 20th, 2012

This week I experienced a web conference with a difference. Not only were all the speakers women, but, women were in the majority in the audience too. In addition to this 2 of the 3 days were spent at my desk in Team Cooper Towers here in sunny Sheffield.

Perfectly branded swag

I’ve never experienced a Webinar before but I’m really impressed with the technology, there were only a few hitches that were effortlessly and quickly dealt with utilising freely available simple technologies like sharing a Google presentation. It enabled me to listen in to the sessions while still at work and, as Keri Lambden suggested, I could have been sat in my dressing gown if I liked – sadly the windows at TC towers are large and I’m not sure the innocent people of Sheffield (let alone my poor colleagues) are quite ready for that horror.

I really enjoyed Rebekah Lock’s talk about unblocking her creativity by setting herself a 365 challenge , to create a heart in whatever style or media everyday for a year. The great thing about her session was she set us the challenge to come up with our own heart, I gave myself a 20 minute time limit and came up with this. Which reminded me that at Flash On The Beach I’d promised myself to do more doing and making for myself, I’m now considering setting myself a daily creative challenge, but, I’ll get back to you about that.

I found Annette Priest’s session on mobile user experience invaluable. Taking recent apps made by Starbucks as an example of good and bad usability design. I found it interesting that the one they made for “fun” she considered to be an empty experience. I think this is a problem, finding a place for fun interactions that are not a whole game but have value as an added bonus for your audience. It’s not really wise to make something flippant intended as a few minutes of interaction as a downloadable app. The user has expectations linked in to downloading an app. It’s why frippery and fun is best handled in browser, and I would say this, by Flash.

The final panel discussion featured four highly accomplished, experienced and inspirational women who had to tackle some really big questions about being women working in technology. Well respected UI design expert Sarah Parmenter spoke about teaching herself how to code. Entrepreneurial power house Sarah McVittie spoke about her deep love for data. Julie Howell discussed her years in the industry and how she and her peers invented social networking by creating large forums where groups with similar interest and needs would discuss their issues. Jess Ratcliffe, founder of the awesome site GaBOOM, talked about having an idea at 15 and setting up a business at 19.

I think the main thing that I got from the conference was that, despite being a minority, women are a thriving vital part of the web community. We really enjoy the work and we bring a specific point of view to the market. We feel a little sad that there aren’t more of us but an event like Emerge gave us an opportunity to be more than the 12% in the room, even if it did mean there was a queue for the loos.

Angry Buyers

Monday, January 16th, 2012

Any home-owner will tell you how stressful wrangling property legalities can sometimes be. That’s why ace communications agency Third City tasked us to devise a game for their conveyance expert clients In-Deed, to help their customers blow off steam and make the property process more enjoyable. Together, we came up with the perfect solution: Putting estate agents in a cannon.

Violence aside, ‘Angry Buyers‘ is a tactical, targeting game where the angle from which you launch the differently girthed estate agents from your cannon can affect the damage you do – and therefore will increase your score when flung correctly.

Working closely with Third City and In-Deed to refine the ideal blend of brand, design and gameplay, Angry Buyers is an equally addictive and destructive experience aimed squarely at all audiences, not just those in need of a spot of therapeutic demolition.

Can Games Ever Please Everyone?

Friday, January 6th, 2012

Is it better to dislike a game than to just ‘nothing‘ it? Assuming its competently designed, a disliked game at least implies that it had a goal or aim that just might not have been your cup of tea. Worse, in my opinion, are the games who consider their potential audiences to be ‘absolutely everyone’ who are so concerned about being inclusive, all they do is generate five star ambivalence.

Admittedly, this conversation started because I got LA Noire for Christmas. Ensuing conversations revealed that Team Captain Tim had not really enjoyed scrutinising every inch of LA for clues, far preferring to battle the bad guys face to face – whereas I loved the more procedural, deliberately-paced investigation parts of the game only to instantly be obliterated whenever facing an actual gangster with a gun. (Every. Single. Time) As well as realising that we had strong potential for a mismatched buddy-cop movie, it was obvious that perhaps we were playing the game with different wants. A diverse, detailed and dramatic game – was its only mistake in thinking that it could please everyone? Or was our mistake in thinking all of LA was meant for us?

Whatever methodology you use, it seems undeniable that different games appeal to different sorts of gamers. The Bartle Test breaks us down into Achievers, Explorers, Killers and Socialisers (mostly in terms of World of Warcraft-style game play but can be expanded to general gaming) while Jon Radoff has charted the different things that motivate players across most games.

Is it ‘easier’ (or less risky at any rate) to target specific niche audiences with casual games? Maybe. But I also suspect a clear or ‘simpler’ idea also be used to appeal to all our different gamer motivations.

While anticipating the launch of our own Nurse Quest game on the [adult swim] site last December, one by one, we were all drawn into the strange world of Robot Unicorn Attack featured on the same site. A very simple game in some respects but maybe deceptively so as it seems to lend itself to all the quadrants of Radoff’s game motivation ideas.

It’s Immersive, hypnotically drawing you in with its colours and *that* soundtrack. While not so much a game of Co-operation it is certainly a social experience; a talking point – something you want to tell people about (good thing) but then ultimately can’t fully explain so you tell people to just play it themselves (even better thing).

As an endless runner  it’s also a game of Achievement and Competition, attacking all of the stars is a goal and simply keeping going as long as possible can be competitive in terms of personal bests and addictiveness – as is the notion of giving you three lives, allowing you to compare scores with yourself for each go and perhaps drawing you in for more plays than you would on the average flash game.

To an extent, it’s just a game with some (clever) gimmicks…but one that has racked up two sequels, 686,000 likes on Facebook and over 41 million plays to date. We can be loyal to game genres, game brands and our own gaming habits, but how far should developers strive to create games that please everyone? Is it better to have separate puzzle and racing games than one game which has levels of each? Or is the ‘variety pack’ approach just what we have come to accept from modern games – mostly enjoyable, but always one flavour left at the end that someone isn’t that keen on.

Our Grubby New Game for [adult swim]

Monday, December 12th, 2011

Christmas has come early for the team as our tribute to point and click style adventure games (and silly humour) comes alive and goes live through our collaboration with [adult swim]. After all our cryptic hinting and code names like “Project: Geoff”, it feels great to finally be able to talk about ‘Nurse Quest: Love Hurts‘.

As a new recruit, the game was 99.9% finished by the time I joined the company in October so I was given the arduous task of ‘here, play this’ and playing at my desk, slightly paranoid at the knowledge that how many times I laughed out loud was being monitored. Knowing the others were heavily inspired by LucasArts’ Escape From Monkey Island games, I had to confess (to my shame) I’d never played any of the series, but I have extremely fond memories of Day of The Tentacle (also by LucasArts) and several Discworld adventure games. So my chuckles were both natural and plentiful as my old love of adventure games came flooding back – not just how to play them, but also the endless potential for comedy the gameplay style creates.

Before I joined the team, I’d attended a talk by our lead developer Russell about agency in games using ‘Nurse Quest’ as one of his examples. I’d greatly appreciated the comparison to sitcom in terms of story design: how each level was like an episode with the hero in pursuit of the same goal but sewing the seeds of their own downfall en route. And, as with most comedies, it’s ‘downfall’ that leads to the humour (…especially if baggy trousers are worn without a belt) and where an ambulance speeding you to a hospital becomes a recurring comedy catchphrase.

But this is all getting a bit philosophical. The point is, Nurse Quest: Love Hurts is now live on the [adult swim] site. I know the team are really proud of this game. and I can see why. So join Geoff in trying to achieve that impressive injury that will win the Nurse of his dreams.

 

Nurse Quest: Love Hurts

Friday, December 9th, 2011

Joining the ranks of [adult swim]‘s array of online flash games, Team Cooper’s sister-company Robot / Lizard proudly presents ‘Nurse Quest: Love Hurts‘ – a darkly comic ‘point and click’-style adventure game of misguided affection and humiliating injuries.

Nurse Quest’ puts you in the scuffed shoes of hapless hero Geoff Jefferson who falls for the aloof Nurse Julia after a daft accident sends him to the emergency room. Geoff decides the only way to impress Julia is by staging injuries that will make him seem brave and manly. It’s up to you to help Geoff hurt himself in the most impressive way possible.

With its twisted sense of humour, the game challenges players to find the right way to use potentially dangerous items, navigate dialogue trees to convince strangers to aid you in your quest and play fun mini-games as Geoff explores nearby locales in search of that perfect injury. Harkening back to the likes of LucasArts ‘Escape From Monkey Island’ games, the Team had a real blast devising and designing multiple ways to simultaneously entertain you and abuse our hero. If you get stuck, there’s always Geoff’s walkthrough guide.

Join the Quest. You’ll laugh until it hurts…Geoff.

Roof-Top Rush

Wednesday, December 7th, 2011

It might be the season to be jolly – but poor ol’ Santa is still going full pelt in ‘Roof-Top Rush’, our seasonal running game for Ebuyer.com. Picking up some last-minute bargains at the Ebuyer warehouse, Santa finds his impatient reindeer have left without him. As Santa, you must pursue the reindeer, using the space bar to jump from roof to roof and navigating any weather vanes, chimneys or easily-startled cats that might slow you down.

To give our game a fun competitive edge, we’ve also included a leaderboard to store your best score and Ebuyer are offering entry to a prize-draw for any players running Santa past 1000m. ‘Roof-Top Rush‘ is a fun, accessible and addictive challenge designed to bring a little extra joy to your online Christmas shopping experience. (Plus it answers that age-old question ‘Does Santa ever do a cool little combat-roll when he’s jumping across roof-tops?’)

Santa can travel the world in a single night. How far can you take him?

Who’s The Baddie?

Friday, December 2nd, 2011

You know you want a game. You’ve even rung Team Cooper and said “I’d really like a game please”. But maybe you’re not sure what sort of game would be best for you? You know you need to think about who’ll be playing your game – but a useful starting point can also be thinking about who your player might be playing against… ie – The Baddie! (as kindly demonstrated below by Pete/Pete’s evil Mirror Dimension counterpart)

In my few weeks with Team Cooper, I’ve been looking closely at (i.e. playing) the Team’s back-catalogue and thought it would be interesting to define them via the different sorts of nemesis that help draw the audience in to the game. Maybe seeing games from an opponent point of view might get you thinking “Does my game need a bad guy?”, and if so, what kind?

1. THEY’RE JUST LIKE YOU

Two completely different games but with one thing in common, whether armed with fencing épée or light cycle  - the ‘bad guy’ can do everything you can. No more. No less (Even if it might seem like your opponent has been sneakily practising whenever you’ve logged of). As well as letting you try and beat their score, The Beazley Winter Rally also lets you compete against ‘ghost’ versions of players who’ve already raced. And to think they say you can’t outrun the past!

2. INCREASING ODDS.

They lure you in with nice easy early levels… But then, before you know it, your entire screen is filled with outer space invaders or queues of fussy customers all wanting a piece of you. Yes, it puts the player under increasing pressure – but maybe that’s where your player will thrive.

3. TIME WAITS  FOR NO PLAYER

Sure, Wolverine would take on the whole world if he could – but Cyclops and the other X-Men only have 30 seconds in these games so it’s about doing what you can. Even if a player does well in their allotted time, there’s always that niggling thought that maybe you could have done better. Taking on time can be a great way to show improvement after multiple plays.

4. GRAVITY (and other laws of physics)

There’s probably a fighting game where you can duff up Isaac Newton and other famous physicists. But until then, you can challenge their most famous discoveries through sports games and challenges that really test your ability and let you prove your skills against things like cross-winds and targeting. Plus there’s always gravity itself. Nothing brings a game to an end like falling off a rooftop!

If you’re thinking about what kind of game you might like, this can be a really fun part of the process. As well as giving your player a goal and reason to succeed and win… you get to be the person who decides what’s stopping them from getting it!

Go on. Be mean. It makes for a better game too! Bwahahahaha!!!

Sky Quiz Engine

Monday, November 28th, 2011

Team Cooper built a re-usable quiz engine for Sky which has engaged brainiacs across the web with quizzes on films, sports and TV entertainment shows alike. With each new quiz, the engine has added more fun and functionality, evolving each time to suit new question formats like picture rounds, slide shows and room for fun trivia pages about the quiz’s subject.

So far the engine has riddled your brains with tailor-made quiz pages for…

If you score highly, naturally you’ll want to shout it to the world. That’s why the Team ensured your score can be permanently saved on leaderboards as well as shown off to your friends via a built-in Facebook connection. Whatever your favourite subject, the engine lets you test if you’re a true quiz machine!

BBC Online Briefing at Media City

Monday, November 21st, 2011

Media City UKLast week I had the opportunity to visit Media City UK, the new Salford home for six of the ten BBC products.

The offices at Media City are shinier than a really shiny thing.  Nearly every static vertical surface is covered in whiteboard material, there are bare concrete pillars and grey felt-covered chairs with brightly coloured furry buttons and zips. I was really struggling not to touch everything. Oddly, the lifts have the floor selection buttons on the outside of the lift, I assume possibly serving as a constant daily reminder to staff that user journeys and choice are very neatly intertwined.

The day started off with a rapid and tantalising tour of the R&D department. We were whisked through listening rooms, labs, user testing suits and shown a flashed ankle of what the R&D team is up to. Frankly, I want to go back and spend a whole day (maybe 2) badgering the staff about what they’re doing and why and how and … I digress. The highlight for me was discovering the Universal Remote Control API which has been developed to solve problems of accessibility but potentially has a wider scope, giving viewers the opportunity to control and interact with their TV screens from their phone or tablet,  and the possibility for programme makers to add an extra character to your living room.

Remote Control Dalek activated by TV showThe rest of the day revolved around the BBC’s vision for our four screens – TV, Computer, Tablet and Mobile.

Based on the fact 97% of homes have a TV and there are 1.3 mobile phone contracts per person in the UK, the assumption is that quite a lot of us are at least two screen people. Our consumption of media is not limited to those two screens though so adding in desktops, laptops and tablets means that the BBC’s digital output will now cover four screens.

My favourite presentation of the day was from Holly Goodier, Head of Audiences, who presented results of her teams extensive research. They’ve been listening to how we say we interact with our screens, but also looking at how we actually interact with those screens given the data trails we all leave behind us. Basically it comes down to context and interaction level. We love our phones; they are our limbs and our hearts. We see Tablets as frivolous entertainment and in many cases they’re now being used as personal TV’s. Most people associate their desktops and laptops as a work space. TV is divided between different generations, older people see it as the hearth of the home, younger people see them as background noise.

She explained that about three or four years ago they were wondering when screens would become ubiquitous – At what point would there be a screen everywhere? In a very short time that has become a reality. Holly also hinted towards a concept that has been buzzing around my brain after reading this blog post. She asked, “When will the glass disappear?”. Sadly she didn’t take a punt at answering the question.

So the BBC have set their stall out. They’re going to be creating digital content across all four screens for all ten brands. Even if that means some forms of interactive media are going to look ten years behind others. At the time I raised this point in an ill thought out tweet.  Actually, after talking it over with some of the BBC staff and considering the issue of “Is HTML5 ready?”, I think it’s a very brave move that’s been forced by events they have no control over. Considering the lack of knowledge and experience in these new areas but recognising a shift in the way we use our screens, they are starting and supporting a move over to looking differently at the ways in which we can produce digital content.

Yellowbrick Yacht Race Viewer

Tuesday, November 8th, 2011

Top GPS tracking folk Yellowbrick asked Team Cooper to help visualise the yacht races they provide GPS tracking units to. The result not only allowed race entrants to view their own progress but also provided the public a chance to spectate and cheer on the whole event from the comfort of their own computers (without any of that getting wet malarkey).

The team really enjoyed this project and are dead proud of the result of all their hard work. The fact that the tool had over 2.6 million views in its first season, seeing the tracker rental stock nearly double in this time are just an awesome added bonus.

So far, we’ve watched the race viewer track 98 yacht races and over 200 treks and expeditions all across the globe, Yellowbrick’s tracker fleet transmitting 1.3 million position reports between them.

Even if a contest is halfway round the world, it’s clear audiences are enjoying keeping an eye on their favourite entrant. Each of our visitors stays on the viewer page for an average of 7 minutes and 20 seconds each time they pop by so frankly, whether you’re in the race or watching from home, everyone’s a winner!

Beazley Fencing – The Épée Challenge

Thursday, November 3rd, 2011

After the successful creation of the Winter Rally and Broker Dash games as festive e-cards from insurance underwriters Beazley to all their clients, Team Cooper were asked to make a game to celebrate Beazley’s five year sponsorship of the British Fencing team as we count down to the 2012 Olympics.

You have been challenged to a bout by Beazley British Fencing. Accept and you’ll be advancing, retreating, raising and lowering your weapon and timing those all-important lunges each with a simple move of your mouse. Be the first to five hits and you win the round… but your competitor will be replaced by a more skilled adversary to keep you on your toes. As with our previous games for Beazley, The Épée Challenge is a competitive and engaging experience, clashing you against digital opponents and with leader boards letting you draw swords with your friends’ high scores.

See how many opponents you can best. En garde!

CBBC’s Pup Stars

Friday, October 28th, 2011

As digital communications agency Brass triumphantly take CBBC’s fame-hungry puppy puppets Hacker & Dodge to an online audience, the Team were delighted to assist on ‘Pup Stars’, an original online bout of musical mayhem created by Brass for CBBC.

Providing technical Flash development and server integration with the CBBC games grid and BBC iD, the Team were able to implement the game play and design conceived by Brass that allows the player to feel they’re part of Hacker and Dodge’s band, deciding which of an oddball array of instruments the two dogs use (ranging from harps strung with strings of sausages to the unrivalled armpit trumpet) through 6 different levels of musical styles and trying to find secret instrument combos which unlock hilarious new videos.

Featuring new music and video produced by Brass, Pup Stars was a sheer mischievous pleasure for the team to work on. Team Cooper would also like to add their heartiest and hairiest congratulations to Brass for their recent BAFTA nomination for Pup Stars in the category of Best Children’s Interactive.

 

New Arrival

Tuesday, October 25th, 2011

It’s 21 minutes into my first day as Office Assistant at Team Cooper. That I’m blogging on a working computer (and actually sitting on a chair while doing so) instantly puts this ahead of a few other offices I’ve worked in – but these aren’t the only reasons I’m already extremely excited to be here.

As much as I’m trying to earnestly and intently focus on my monitor (and appear as diligent as possible on my first day, new shoes and everything), I can’t help but eavesdrop on the Team as they update each other on the status of a myriad of different projects. And they all sound infinitely intriguing.

39 minutes in. I’m back from a quick tour of the building so now I can actually find my way to the office, let alone direct others here. In the more abstract sense, I’ve  found my way here from a TV background, moving from production office co-ordination into drama development and also working on my own freelance writing. In particular, I’ve become increasingly fascinated by games of all shapes and sizes and the different ways they find and engage their audience.

This is why I jumped at the opportunity for a role that allowed me to combine my previous work experience with something brand new. So, as much as I hope I’ll be useful to Team Cooper, I’m also here to keep my eyes, ears and brain peeled to learn everything I can.

59 minutes in. I’m off for my induction session shortly. Everyone is being fantastically welcoming for which I’m extremely grateful and I’ve already stuck a post-it note to my monitor to remind me of something for later. For now, I’ve been given the keys to office. I mean that in the literal sense but, now (checks watch) one whole hour in to my first day, I eagerly anticipate what hour 2, day 2, week 2 and beyond are going to unlock.

It’s great to meet you.

John.

We’re hiring again: Office assistant required!

Saturday, September 10th, 2011

Team Cooper is a growing Sheffield based digital studio currently producing our own browser based games and supplying multimedia development services to a wide variety of businesses and media companies. We love creating fun, online interactive experiences like games, micro-sites and social media applications and we are looking for an enthusiastic office assistant to help us manage our ever increasing workload.

This will be a varied role which is likely to expand with the company. The ideal candidate will have a few years experience and will be looking for a new challenge. You will have excellent written skills and will be as comfortable adding content to a blog or Twitter feed as you are putting together spreadsheets and filing invoices. You will enjoy playing games, have a friendly telephone manner and possess a positive attitude to your working life.

Must haves:

  • Excellent written and verbal skills
  • Fantastic grammar and punctuation skills
  • Amazing organisational skills
  • A love of casual, mobile and/or social games
  • A good understanding of all things digital / web related
  • A pro-active self-starter mentality
  • Experienced with word processing / spreadsheets / databases / email tools

Desirables (But not essential):

  • Creative writing skills
  • Familiarity with working in a creative, project-based work environment
  • A well thought out plan for surviving Zombie Apocalypse

Your main duties will be (Amongst other things):

  • Assisting management with admin tasks
  • Dealing with initial phone and email requests
  • Taking minutes at meetings
  • Keeping project progress boards / spreadsheets up to date
  • Games testing
  • Simple book keeping
  • Helping to maintain the company social media channels (Website, Blog, Twitter, etc)
  • Assisting with marketing activities
  • Filing / Administrative work
  • Maintaining office supplies
  • Generally keeping the office running smoothly

Salary guide is around £12k to £17k (dependent on experience).

We offer flexible working hours, a friendly team to work with and a nice modern working environment (We are based in the Electric Works building, part of the Sheffield digital campus).

To apply, please email your CV and cover letter stating salary expectations to Tim at .

Matt Says Aloha

Tuesday, July 19th, 2011

Hi, I’m Matt, and I’m the new student on placement here.  Like all the newbies, I’ve been asked to write a blog post. I guess it’s some sort of initiation ritual. I hope I don’t have to drink goat’s blood or anything…

Joking (I hope) aside, I’m very happy to be here. When the opportunity came up on my university website, I hadn’t heard of Team Cooper at all. Not knowing what to expect, I went on a recon mission to find out more about them. I visited the website and was pleasantly surprised at how friendly and cheerful the company appeared to be. After reading all about the Team, I knew that if I were able to get a placement with them, it would not only be somewhere I would learn a lot, but it would be somewhere that I’d be very happy to go to work to every day.

The view from my window

The view from my window never fails to amuse me.

I didn’t know how I was going to cope with getting up at 7:30 every morning, but after being here for two weeks now, I can safely say that I actually enjoy waking up and coming in to work. These first couple of weeks have been spent getting up to speed on AS3 and trying to get myself into the same style of coding as the other Team Cooper developers. Having only a little experience in object oriented ActionScript made me think I would be playing catch up for quite a while, but I’m getting to grips with it pretty quickly.

Everyone here at Team Cooper is really nice, and they’ve made me feel very welcome, which is something I am very grateful for. Hopefully they won’t find out that the only reason I’m working here is for the slide…

En Garde!

Monday, June 27th, 2011

We were very excited when our clients Beazley asked us to create a game for them to help with their support of British Fencing. We really enjoy working on projects for Beazley as their core audience is usually very competitive. You may have noticed but we love a bit of competition!

By shear coincidence, Russell is a keen fencer and was happy to bring his kit in to the office for us to get to grips with the rules and flow of the game. ‘Researching’ this game was one of the most fun things we’ve done this year, if only because it was an excuse to wave swords around in the office. I think maybe sometimes I go on a little too much about how much I love my job, but seriously… look:

Kyle did a great job on the development of this game. The creation of artificial intelligence for the computer opponent seems a little like witchcraft to me but he assures me it’s not (no frogs were sacrificed in the making of the game).

The game was launched a couple of weeks ago and it’s been really well received. We were very pleased when we realised that some of the British fencing team were playing – quite competitively!

Go play the game now and see how well you can do against them!
http://www.beazleybritishfencing.com/game/

Cultural Impact

Friday, May 13th, 2011

Last night I spoke at a Culture Club showcase at the brilliant Site Gallery, hosted by The North marketing agency and supported by Sheffield City Council. The theme was impact, they wanted to show how Sheffield’s creative community is having an impact around the world.

I’m really aware of all the creative digital work being done in Sheffield but there’s lots of other kinds of brilliant work being done here that I had no idea about. Highlights of last night for me were The Hantu Collective, specifically their Project Bright and Fauna Graphic who does some of the most stunning murals featuring birds.


I have to say I was nervous as this is a first for me but I really enjoyed it. Me and Tim are so passionate about what we’re doing that sometimes it feels like it’s all we talk about. I worry that maybe we talk too much about it. Last night made me realise that while maybe that is true in some circles there are still extremely large groups of people that don’t really know about or understand what it is we’re doing.

Thanks so much to Ben, Mavis, Jonny, Stella, Amy and the Site Gallery staff for aiding and abetting my evangelising of Team Cooper’s work!

For those that are interested this is my presentation.

Tron: Legacy

Monday, February 14th, 2011

We were asked by Sky to help them produce a game to celebrate the movie release of Disney’s “Tron: Legacy”. This made us at Team Cooper quite excited, not least because we’re all massive retro gaming nerds.

The sequel to the classic 1982 film needed a top quality game to go with it and nothing says quality Tron like light-cycles. Being sly foxes, we crafted a series ever infuriating mazes to dart around as you attempt to out-manoeuvre up to three other computer players with increasingly tricky AI.

Just like the Cricket Skills game, the game also featured dual high score leader boards so that players could compare their scores to their Facebook friends as well as everyone else.

Remember – the only way to win is to survive (and maybe to avoid the walls and other players using the arrow keys).

Sky Sports Cricket Skills

Monday, February 14th, 2011

It was a glorious Ashes for the England Team in the 2010/11 series and Sky were keen to give it top coverage. As part of their online presence they came to Team Cooper for a way to turn the gentlemen’s game into a short, action filled online experience. We thought back to playing Ian Botham’s Cricket on the Amiga before deciding to strip cricket down to its three main elements – bowling, batting and fielding. And so was born Sky Sports Cricket Skills.

The overall aim of the game is to score as many points as you can in each mini-game to set the best all-round score. The top eleven players would then make it onto the hallowed Sky Sports Ashes team.

Each mini-game was specifically designed to be as quick and as simple as possible to encourage players to replay it again, and again to beat their previous score. Dual high score leader boards were also featured so that players could compare their score to their Facebook friends as well as everyone else.

Have you got what it takes?

Beazley Broker Dash

Monday, February 7th, 2011

Following on from the success of the Winter Rally game, Beazley asked Team Cooper to build them another game to send out to clients with their 2010 Christmas e-card.
Once again, it needed to be speedy, competitive and addictive whilst adhering to their brand guidelines.

Our solution was to blend Christmas, Beazley and a tried and tested game mechanic to create the Beazley Broker Dash. Using only the spacebar, the aim of the game is to help the broker jump over obstacles and vault across the rooftops for as long (and as far) as you can.

In the first two months since it was sent out, the Broker Dash proved to be twice as popular as last year’s game with some players having hundreds of go’s to try and beat their high score. So far, nearly 120 million metres of rooftops have been dashed over.

How long can you last?

Meet Adam

Friday, January 21st, 2011

Greetings from the “new boy” at Team Cooper. I’ve nearly finished my first month as a full-timer and as part of my initiation ceremony they’ve asked me to write a blog post!

Well, what can I say?… I certainly feel very privileged to be the first full-time illustrator/designer in the Team Cooper empire. Everyone has made me feel very much at home in my new workplace. They have even gone against their computer principles and set me up with a shiny new 27″ imac, for which I will be forever grateful… (I think they’re all allergic to Apples here!). I had worked with Team Cooper in the past on a freelance basis so I knew it was a great place to work, and when I found out that they were looking for a full time illustrator I was keen to get involved.

For the last six years I’ve been self employed, illustrating for a variety of different clients in print publishing and digital media. 2010 was a particularly a busy year which included a commission to write and illustrate my own children’s activity book.  The experience of working for myself has been a really positive one and I’ve worked on some fun projects for some good clients, but after five years of working alone I decided that I was ready for a change.

So here I am writing my first blog; looking to the future and really excited by the opportunities and challenges of the new job.  I’ve always been interested in web based media and animation and I’m really looking forward to honing my Flash skills with the rest of the team. We’re already working on a great fantasy adventure game project and there are plenty more in the pipeline.

All in all, I’m looking forward to a very interesting (and eventful) 2011!

Adam

P.S – I wonder how long it will be before the novelty of the slide wears off?!… not for a while yet I’m sure.


It’s alive! Aliiiiiiiiivvveee!

Sunday, October 17th, 2010

It’s been quite a long time coming, but we’ve finally got round to updating our website. In fact, I think the last time we put any new content up there was at least 18 months ago. Shame on us.

Part of the reason for not adding anything new to the old site was that it was all hard coded PHP. And with me not having much spare time to maintain it, it was awkward for anyone else wanting to add things. To hopefully prevent this problem in future, the new site has been built around WordPress (like our old blog was) so that anyone in the team can add or amend future content. Hoorah!
While we were doing this, we thought it made sense to combine the website and blog into one site to make everything sit together better. For this reason the old ‘blog.teamcooper.co.uk’ site will cease to exist soon, having been moved over to it’s own section of the website at http://teamcooper.co.uk/blog/.

Visually, it’s not a million miles away from the old site. It still has a similar theme but is just a bit shinier. It’s been carefully crafted together for us by our resident WordPress expert, Gavin. If you need some WordPress wizardry yourself, you should go and speak to him.

Content wise, we decided it needed to be rewritten to reflect how we’ve evolved as a business over the past year and is more relevent to the types clients we’ve had. Some pages are pretty much the same, some have been thrown away, and some are all new amazing experiences in textual content! There’s also a page with pictures of us all, so if you didn’t know what we looked like before, you can now. Awesome!

Finally you can of course see some new examples of the (Non NDA) work we’ve been doing over the past year or two. My particular favourites (aside from our own Beastie Burgers of course) are Beazley Winter Rally, Beehive Bedlam and TriathElite.

Speedo TriathElite

Friday, August 20th, 2010

Sheffield digital agency Quba loved what Team Cooper did on the Sculpture project, so they asked us to work with them on a new project for Speedo; this time to promote their TriathElite range of suits. They wanted some 3D elements similar to an existing microsite they’d developed, which we achieved using PaperVision3D. They also wanted Google analytics, deep linking, and XML-driven content, as featured in the Speedo Sculpture site we worked on. Talk about demanding.

Beastie Burgers

Sunday, August 8th, 2010

Okay, so you’re Raoul, a dog boy who wants to be the best burger chef in Monsterville. Fair enough. But if you really want that success Raoul, then this is where you start paying – in sheer hell. You’ll have to visit various locations to serve your burgers, and naturally all your customers are monsters. No really Raoul, they’re monsters.

Beastie Burgers is the first full game we worked on under our Robot / Lizard guise. We released it in Halloween 2009 and it’s had over 5 million plays since then. We’ve even built a Facebook version, with micro payment options to help you speed your way to success.

Beehive Bedlam

Saturday, August 7th, 2010

Team Cooper were contacted by Sky to build an online version of their popular interactive TV game, Beehive Bedlam. We were especially keen to get involved in this project as we’d all played Beehive Bedlam at school / university (years before we got proper jobs).

Sky supplied artwork from the TV version, so it looked as close to the original as possible. Then, the Team made sure it was XMLdriven, so levels could be changed at a later date, as well as having a high-score leader board and the ability to connect to Facebook. Sky were very pleased with the end result, and we’ve been asked to work on several further projects since then.

Snickers mini-games

Friday, August 6th, 2010

Damn fool, did you scratch my van? Team Cooper were asked to code up a couple of mini-games featuring 80s A-Team legend, Mr T. The games are featured in the arcade section of a website promoted by a recent advertising campaign for Snickers. Get some nuts and play, fool!

The first game is a version of the classic Breakout, only the blocks have been replaced with chocolate bars. The second lets you bowl T-style, with manly wrecking balls and old tyres instead of bowling balls. We always enjoy working with Addicted, so we jumped at the chance and were quite proud of the end results. We pity the fool who says different, you hear?

Beazley Winter Rally

Thursday, August 5th, 2010

Every year, specialist insurance underwriters Beazley send out a Christmas
e-card to their clients with a web game. With the majority of their clients being male city trader types, they wanted something that was very competitive and addictive, with a leader board and a prize for the best player.
Smell that testosterone.

Team Cooper suggested some ideas within Beazley’s budget, and they settled on this racing game with a twist. Each player has to race round the track to try and set the best time, but they can also race against ‘ghost’ versions of times that other players have set. The ghost element made the game great fun and very competitive and the game was extremely popular with Beazley’s clients. The top players even managed to blitz our developers’ top scores. Dammit. See if you can beat them.

Beastie Builder

Wednesday, August 4th, 2010

This is something we’ve worked on to help promote our Beastie Burgers game. It lets you build your own monsters, similar to the ones found in the game, then add them to your Facebook photo albums for your friends to see. Shameless self-promotion using social media. And why not?

Why not have a short biscuit break, and Tags: ,
Posted in Flash Games | Comments Off

Fairy Godmother Finder

Wednesday, August 4th, 2010

Once upon a time (well, it was the end of 2009 actually), in a land not too far away, Watford Palace Theatre contacted Team Cooper to produce a game for promoting their Christmas production of Cinderella. After a short consultation, the client tried on a few ideas, glass slipper style, and picked the one that fitted. The Team were overjoyed, and that night, they set to work coordinating the artwork, audio and of course the coding. Oh yes they did. They also liaised with the client’s current website provider, waving their wands to make sure everything ran smoothly on their servers and the viral ‘send to friend’ functionality was all working correctly.

Watford were very pleased with the end result, and so were Team Cooper. Don’t you love a happy ending?

Are you a mutant?

Tuesday, August 3rd, 2010

Can you fire beams from your eyes? Can you read minds? No? Tsk, call yourself a mutant? Look, it’s very important to know whether or not you’re a mutant with superhuman powers – especially for kids who watch the ‘Wolverine and The X-Men’ cartoon on the NickToons TV channel. Luckily for you, Team Cooper worked with Addicted2TV to provide the Flash development (using AS3, Eclipse and FDT) for 4 games, as part of a website to promote the TV series. So off you pop – test your mutant powers.

Tri-shooter

Monday, August 2nd, 2010

They say Rome wasn’t built in a day. That was before our time,
but we can tell you that our ‘Asteroids’-esque Tri-shooter game
was*. In an ‘aren’t we big, bad-ass game developers’ kind of
way, we set out to build it in 24 hours. Just for fun.
Come and have a go.

*Technically, it took longer than a day if you count the extra
features like music, sound effects and a high score system that
we added after the day. But it was worth the not-particularly long
wait.

Hippo and Monkey’s Swamp Adventure

Sunday, August 1st, 2010

Green Spaghetti approached Team Cooper with an idea they thought up while working with local school children, and they asked us to develop it. This is an older piece of work, but it’s a great example of game development and everyone seems to love it.

Team Cooper just like it because it’s fun, and for us, that’s a lot of what Flash development is all about. Come on, it’s a game with hippos and monkeys in it. What more do you want? Take a look.

Speedo Sculpture

Monday, July 19th, 2010

We were contacted by Sheffield digital agency Quba to work with them on a microsite project. The site promotes Speedo Sculpture, a new swimsuit range that’s more tailored to body size than standard suits. Quba managed the project and provided design and creative direction, Team Cooper supplied the Flash coding. Speedo supplied the state-of-the-art swimwear.

I know you want to see the site, but first, you have to read this technical bit, because it’s really impressive. You see, the site had to be modular, needed to be tracked by Google, and had to easily convert to other languages at a later date. Team Cooper built the site to be entirely XML-driven, so everything from the order of the menu items to the wording in the product descriptions could be changed using a basic text editor. We also added deep linking and Google analytics, so not only could Speedo track which pages were being viewed, but they could easily direct people to a specific page within the site. Clever eh?

Oh go on then, have a look at the site here.

RealSmart

Tuesday, June 29th, 2010

Smart Assess develop e-learning tools. They look to Team Cooper for specialist development help with their RealSmart product, a suite of learning tools for mind mapping, blogging and website building. The tools are quite complex from a developer’s point of view, and include the option of collaborative working for multiple users.

Tell you what, have a look at RealSmart for yourself.

Swan at the Globe

Saturday, March 20th, 2010

Roth Creative asked Team Cooper to help them build a Flash website, complete with admin system, for The Globe Theatre’s Swan Restaurant. Roth had the entire creative content ready, but they needed a Flash developer to help them bring it to life. “The show must go on”, said The Team, all enthusiastic and keen, if a little bit dramatic.

We built the main elements, and incorporated an admin system so staff could add news and event listings. We also built a very cool photo management system, with content stored on a MySQL database on the server. It lets event photographers upload pictures directly to the website, and The Swan’s clients can log in to see them. Nice. And as the site features deep linking, URLs for specific Flash pages can be given out. It’s XML-driven too, so Roth can easily edit content without our help.

Halloween 2 Trick or Treat

Monday, August 31st, 2009

For this project Team Cooper were working with Addicted2TV and Ralph again, and it was such a scary project that it was nice to have company. We were asked to create the ‘Treat’ section of this Trick or Treat microsite, used to promote the release of the Halloween 2 movie. It lets you upload an image of yourself, add some pictures of Michael Myers to it and send a copy to your friends to terrify them. HE’S BEHIND YOU!!!

The Strangers Photos

Monday, June 29th, 2009

To promote the UK DVD release of the film ‘The Strangers’, Addicted2TV asked Team Cooper to carry out the development on a dedicated site. In turn, they were working for a London agency called Ralph, who were working for their client, Universal. We’re telling you that because we think it shows that Team Cooper can play nice with lots of people.

Anyway, the site let you upload an image of yourself or a friend, adjust its size and rotation, put a bloody terrifying mask on it (resembling a character from the film), and put yourself into a scene from the film. As if that wasn’t enough, the image could then be saved and emailed on. There was an FLV player on there too, letting visitors see trailers and exclusive footage from the film.

See? Get yourself a good Flash developer like Team Cooper, and this is the kind of cool stuff you could be doing.

Electric Works – Testing the slide

Friday, February 27th, 2009

We went for another look around Electric Works today. I finally got to go on the Helter Skelter and can confirm that it is awesome.

Em recorded the historic event on her phone (excuse the grainyness) which you can watch below. Listen out for my girly laugh as I get to the bottom, followed by chuckles from Emma and Deborah laughing at me.

I love that building.

Williams F1 Team

Sunday, August 31st, 2008

“Could you help us develop the Williams F1 Team’s new Flash based website?” they asked. Well you’re not going to say ‘no’ to that are you? This was another multi-agency project, where the client (Williams F1) hired an agency who then sought out a professional Flash developer (that’s Team Cooper, but you probably worked that out).

We’d show you a link, but it’s a bit old now, (it’s from the 2007 season), so it’s not online anymore. But we’re so proud of working on it, we had to mention it, (shuffles shoes, ashamedly).

So far so good

Sunday, August 3rd, 2008

It’s been 7 months now since I decided to take the leap and increase the company’s operations. I thought I’d post a little on what we’ve achieved so far and where we’re hoping to go.

I’ve certainly been keeping busy. I find most of my waking day is spent thinking about the business, talking with current & potential clients or solving some problem we are working on. It has well and truly become my obsession and I have really been enjoying it so far.

The first major step was getting our office sorted. Well, I suppose it wasn’t really that major a step, but it did give a lot of weight to the feeling that things were actually progressing. Actually one of the highlights for me so far was when the “Team Cooper Ltd” sign for the door finally turned up. It doesn’t look like much, but it meant a lot.

The second major step was employing Kyle. It has been great having an extra person to help out and delegate work to as it has meant that 3 important things have been happening. Firstly I have had time to spend on promoting the company and researching the ideas I have had. Secondly, when the need has arisen I have been able to take on a bit more work. Thirdly, we have been able to start development on our first production.
I don’t want to say too much about it just yet because there is still quite a way to go. All I will say is that it has been a monstrous effort so far and I can’t wait for it to go live.

Things should be all change again over the next couple of months. Some projects will be drawing to a close and some new ones (to be confirmed) will be running alongside and/or taking their place. I think that the these coming months should be the most exciting so far as there are a number of directions we could go right now depending on what the client decides. At least 2 of the options would require getting an additional person on board so if you happen to be a Flash Developer reading this and think you might be interested in joining us, please get in touch (The email address can be found in the contact section of the Team Cooper homepage).

In terms of future activities, we have a couple more small productions planned (which I hope to start development on as soon as the current one is launched) and one larger production which may not happen for a while, but will ultimately play a key part in demonstrating what we are capable of.

Finally, we should hopefully launch our new website soon. It won’t be anything too ground breaking just yet, but hopefully it will at least look cool.

Joining the team, human space invaders

Tuesday, May 20th, 2008

How exciting? As of Thursday I will be joining Tim and helping him/us build and develop Team Cooper.

I’ve been working as a web designer, flash developer, team manager in the digital world for over 8 years. The chance to work with Tim, for the clients we want to and on our own terms was too much to resist.

Also, I saw this… and even though it’s not that relevant, it reminded me of our branding, and it made we wonder - how much time do some people have???

Xoolometer

Thursday, August 31st, 2006

Team Cooper developed the Xoolometer for our client Xoolon, to enter sporting scores into an online sports community. With two modes – mental and physical – the Xoolometer can record ratings, distances and times, all read and written dynamically from Xoolon’s MySQL database.

Xoolon didn’t want to use standard HTML forms. Being an elearning tool, they wanted to make it more fun and colourful. And as that’s what Flash does best, and we’re Flash developers, we were happy to oblige. So here’s Xoolometer.

Super Video

Wednesday, August 31st, 2005

Bukpak were a social marketing company, and they asked Team Cooper to develop a Facebook application another developer built for them. Unfortunately that developer left them in the lurch with a buggy application (boooo!). But ever eager to please, we took over (yay!).

Bukpak needed a Facebook application to let users paste pictures of their friends into popular movies, and then view the results. Once we got our heads around Facebook’s systems, we started the app from scratch, mainly developing it in Flash, with a little JavaScript and FBML – the Facebook language. We built the back end using PHP and MySQL. The end result is fun, and the client was pleased.