Archive for the ‘ActionScript 3’ Category

Citrus Engine: Box2d Revolving Platform

Sunday, November 18th, 2012

This class was officially added to the Citrus Engine on November 26, 2012.

After seeing Lee Brimelow's tutorial on the Citrus Engine, I was intrigued and decided to play around with it. The engine's platformer package is already great and has some very useful objects for game developers. I took a look at the code for the box2d Platform and MovingPlatform classes and extended the functionality to create a RevolvingPlatform class. (more…)

Introducing Airxbc 0.5

Sunday, November 11th, 2012

UPDATE December 30, 2012
This post is out of date. For information on the latest version of Airxbc, see this page.

Lately I've been working on a new native extension that makes it possible to control your Adobe AIR games using the Xbox 360 controller. I'm currently calling it Airxbc (Air Xbox controller - ha HA!) and this 0.5 release is pretty much just an alpha test to get something out there. It think its pretty cool and plan on putting more work into it in the relatively near future. If you're interested, check out the video and details below!

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Tutorial: Multiplayer P2P Demo with AS3MUL

Wednesday, September 26th, 2012

A couple months ago I created a simple demo using the AS3 Multiuser Library. The post has generated very positive feedback and I've also received a few requests for a tutorial so here it is! In this tutorial you will learn how to build a basic multiplayer, p2p application. (more…)

Axel Exporter Plugin for Mappy

Monday, August 20th, 2012

I've recently been toying around with the Axel Game Library (www.axgl.org). I'm really liking the library so far as it is based on Flixel, but also utilizes hardware rendering. This means you get better performance and is especially nice for mobile devices.
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Multithreading in ActionScript 3.0: A Bad Idea?

Monday, August 6th, 2012

One of the most talked about features in the new Flash Player 11.4 beta is the new concurrency model which allows developers to spawn worker threads to handle intensive operations. While many people are singing the praises of multithreading, I can't help but to feel like this may not be such a great thing.

I've always had certain misgivings about multithreading. Without question, threading has become common practice for achieving performance gains through parallelism in programming. However, just because something becomes accepted practice does not necessarily mean that it's a good thing. If you want an exhaustive look into the topic, I recommend reading Edward A. Lee's report The Problem with Threads. The author is a distinguished professor and former chair of Berkeley's Electrical Engineering and Computer Sciences department. (more…)

Fix for Ground – Bullet Collision Bug in Flixel

Wednesday, July 18th, 2012

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.


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Flash Player 11.4 and AIR 3.4 available now

Tuesday, July 17th, 2012

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.

You can go here for more on AIR 3.4 and here for Flash Player 11.4.

Tutorial: Terrain Following in Flash

Saturday, July 7th, 2012

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…)

Tutorial: Flash and C++ Native Extension

Monday, April 30th, 2012

Last week I decided to look into building a native extension for AIR and was very surprised by the lack of quality resources and tutorials for doing so. I was able to find examples for Android using Java and for iOS using Objective-C, but pretty much nothing for a standard Windows C++ project. I was eventually able to get things up and running by piecing together bits of information from various sources, but I thought I'd take the time to write a step-by-step tutorial on how to do this so that perhaps others will have an easier time. In this tutorial you will create a native extension that simply adds two numbers together and returns the sum. (more…)

MultiPlayer Flash Game with AS3MUL

Thursday, April 26th, 2012

as3MUL logo
I've been seeing a lot of posts around the web the last few days about a new ActionScript 3 library, AS3MUL. The MUL stands for multiuser library. Of course this captured my interest and today I decided to play around with it. I'm pleased to say this library is really good! I was able to get a simple multiplayer scene up and running in just a couple of hours!

You can check out my simple demo here, head to the AS3MUL website to learn more about it and download the library from google code.

To see actual multiplayer with the demo either have a buddy sign on with you or just open the demo page in a second browser window/tab.

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