Archive for the 'Flash' Category

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 […]

Vector Quailty vs. Bitmap Data Quality
Thursday, April 10th, 2008

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 […]

Converting Vector to Bitmap Data
Thursday, April 10th, 2008

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 […]

Flash Vector Animation Benchmarks
Thursday, April 10th, 2008

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 […]

Singleton Enforcer AS3
Thursday, January 17th, 2008

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{}

Common Problems in AS3 Game Programming #3 Swarm Behavior (Following)
Friday, December 7th, 2007

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. […]

Common Problems in AS3 Game Programming #2 Shooting Projection
Wednesday, November 28th, 2007

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 […]

Loading and accessing AS 3 assets
Wednesday, July 18th, 2007

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 […]

State Pattern in Games
Saturday, June 9th, 2007

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 […]

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 […]