Archive for the 'AS 3' Category

Building XML with variables AS3
Monday, July 12th, 2010

Honestly, I didn’t think this little test would work. But you can actually build out XML with variables. Here is a very simple example:

var tag:String = “tag”;
var id:String = “Step”;
var attribute:String = “id”
var xml:XML = Value In Tag

Seems obvious, but I still thought it was pretty cool. Also, there should be […]

Facebook Data Store API
Wednesday, April 7th, 2010

I recently gave a presentation on this over at MN SWF Camp this last Monday. There has been a lot of ambiguity on how this API actually works and I hope this presentation and code clears up some of the questions. If you have any further questions feel free to contact me at: […]

Preloading in AS3
Thursday, September 10th, 2009

Honestly, I never really had a problem with preloading in AS3 previously. Mainly because of my friends over at Urban Squall with their post on the last preloader you’ll ever need, which can be found here. Then a friend of mine wanted to preload his swf while coding in an FLA or in […]

Ginger: Using it for uniform sprite sheet rendering
Saturday, February 21st, 2009

Panayoti over at Urban Squall runs a fantastic blog called Game Poetry, there he posts great advice on all things for Flash gaming. One of his posts found here is about improving performance with animated bitmaps. In a nutshell it describes a code project that he has started up to create and manage […]

Analyzing Sound in AS3
Tuesday, January 6th, 2009

I have been wanting to build a game that builds worlds/enemies/properties off a given music file for some time. There are some decent games out there that are making such strides, one of which is Tube Rockers. I like that game because it involves people making custom tracks to music videos found on […]

Implementing the Kongregate High Scores API
Monday, December 15th, 2008

I consider myself an “alright” programmer. So when something that is supposed to be simple in programming frustrates me, I feel like a complete moron. Enter the Kongregate API, chances are if you are reading this post you have dealt with it in some fashion. Now if the documentation was all over […]

Game Object Base Class
Sunday, April 13th, 2008

In a previous post I talked about having world objects be described in numbers and bitmap data. Then if this object (in memory) is within a viewable rectangle render it to the screen. The code of this post is a simple example of such a class. Also, when building such a class […]

Game Object Management
Sunday, April 13th, 2008

Having a simple way to keep track of world objects in a game is paramount. I have a simple system that I often use in my games that I presented on at MN.swf camp this last week. It’s by no means a standard and it can be added on to at great lengths. […]

Blitting within a Rectangle
Saturday, April 12th, 2008

Often in game programming you will have a large world but you only want to render a certain viewable area of it. By doing a simple check of where an object is in the world you can render only the objects wanted to the screen. This will help out performance dramatically. The […]

Blitting in Flash
Saturday, April 12th, 2008

Next is simple example of blitting to a bitmap in Flash. The idea is to have one bitmap used for the screen and lock and unlock it every frame and draw any objects wanted to the bitmap. But don’t forget to fill the bitmap first else you will have pixels leftover from the […]