Archive for the 'Flash Game Programming' Category

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 […]

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 […]

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 […]

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. […]