Archive for the 'Flash' Category
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 […]
Posted in Flash, AS 3 | No Comments »
I have always been curious about this and was happy to cook this up for my talk at MN.swf camp this past week. The example is simple; I am caching bitmap data into an array (like the last example) and putting it side by side to a vector animation. Sure you can tell […]
Posted in Flash, Flash Game Programming, AS 3 | No Comments »
In this the second post in Flash Player rendering techniques I am going to look at converting vector animations to bitmap data on the fly. This is not a hard and fast way of pulling this off; it’s just a way that I have done it in the past. Feel free to take […]
Posted in Flash, Flash Game Programming, Caching, AS 3 | No Comments »
Recently I was invited to speak at MN.swf camp during which I spoke about Vectors, Bitmap Data and Game Object Management. It was a great experience and I thank everyone involved for the opportunity. Since I have all these files sitting around and I haven’t posted in about 3 months it might be […]
Posted in Flash, Flash Game Programming, Caching, AS 3 | No Comments »
Just a helpful way to do Singleton’s in AS3 since there is no longer private constructors:
package
{
public class SingletonClass
{
private static var INSTANCE : SingletonClass
public function SingletonClass(enforcer:SingletonEnforcer)
{ // construction }
public static function getInstance(): SingletonClass
{
if(INSTANCE == null)
{
INSTANCE = new SingletonClass(new SingletonEnforcer());
}
return INSTANCE;
}
}
}
class SingletonEnforcer{}
Posted in Flash, Design Patterns, AS 3 | No Comments »
When you get down and think about it Swarming behavior is everywhere in video games. Really it’s the basis of any targeting system, since in the end all an enemy wants to do is kill you. Luckily basic swarming movement is quite easy.
You have two points, a player and an AI controlled player. […]
Posted in Flash, Flash Game Programming, AS 3 | No Comments »
Often in games you need to have the ability to shoot in a 360 degree environment (or even side scrolling) you need projection. Even though this is a basic subject it needs to be noted to discuss more advanced subjects down the road.
The type of game I am going to use in […]
Posted in Flash, Flash Game Programming, AS 3 | No Comments »
There has been a lot of questions flying around on my local Flash/Flex mailing list about loading assets into Flash 9 movies. And rightfully so, as it can be a confusing and pain in the ass process if you are unfamiliar with the concept. And I will be honest with you, I am […]
Posted in Flash, AS 3 | No Comments »
The state pattern introduced by the gang of four in the mid-nineties is one of many useful methodologies. Since this is a Flash game programming blog I will be hitting a bunch of these patterns seeing as game programming can be some of the most complex and intricate around.
The state pattern can […]
Posted in Flash, Flash Game Programming, Design Patterns | No Comments »
Grids
Monday, June 4th, 2007
Grids can come in handy quite often in games. You can split up a game board using them to cut down on computing by seeing what is around a player or enemy. I will be writing about that topic in a future post. But for now I wanted to post a simple […]
Posted in Flash, Flash Game Programming | No Comments »