Archive for July, 2012
Whoa! What happened here? Well, I may not be a great designer, but I decided it was time to give the blog a new look. I liked the old look, but it had a few limitations that I wasn't happy with; namely the content area was pretty small. I wanted a wider area in which to display content and because I was tweaking the layout already, I decided to just do a complete overhaul on the colors as well.
There will likely be a few quirks here and there with alignment, especially in older posts, but going forward I believe this new look and layout will make the site easier to read. Thank you for reading and I hope you enjoy the new look!
I attended the Flash Gaming Summit in San Francisco earlier this year and had a blast. I also learned a lot about the Flash gaming industry and market conditions. If you missed out the first time around, don't worry, you'll have another shot. FGS will be kicking off the Casual Connect conference in Seattle on Monday, July 23!
Even if you aren't planning to attend the conference, you can still see all the presentations as FGS Seattle will be streamed live online! To keep up with all the latest info, follow the tag #FGSatCC on Twitter! And if you want to see the presentations from FGS San Francisco, you can do so at the FGS website.
A few friends and I have been working on a game together for the last few weeks. Everything was going well at first, but then we ran into a major snag: bullets were colliding with the ground when they clearly shouldn't have been. We are using Flixel and FlxWeapon from the Flixel Power Tools and we would see the issue pop up only on uneven terrain. If we changed our map to a basic, flat piece then everything worked as expected. However, introducing varying height platforms in the map would cause the issue. The image below demonstrates the problem.
Both Flash Player 11.4 and the AIR 3.4 SDK are available now from the Adobe Labs site. The update brings some pretty big features to the Flash platform including multithreading and better support for iOS development.
I'm not a big proponent of threading and concurrency in programming, but the iOS additions sound pretty nice. You can now deploy your applications to your iOS device without going through iTunes and you can receive push notifications and utilize iOS SDK 5.1 features.
In this tutorial you will learn how to implement a more advanced style of terrain following using Flash and ActionScript 3. Terrain following is a pretty simple concept in a flat or boxy world, but what if you want a more dynamic world with hills and slopes? Things become a little trickier. Luckily, Flash and AS 3 have some handy built-in functionality that take a lot of the grunt work out of the process. Let's check it out! (more...)