Posts Tagged ‘ActionScript’

Tutorial: High Score Table with Flash and PHP

Sunday, May 11th, 2014

In this tutorial we'll take a look at how to build your own high score system using Flash ActionScript 3.0 on the client side and PHP on the server side to handle database tasks. This is meant only as a starting point as we do not do much, if any, error checking or security checks on the data submitted to the database. I am not well-versed in PHP so if you are and notice some mistakes, feel free to point them out! (more…)

Life After Mochi

Tuesday, March 25th, 2014


As you have probably heard by now, Mochi Media is shutting down. This is very sad news for the Flash community and particularly to myself. As with most things surrounding Flash in the last 10 years or so, this news has been blown well out of proportion by the anti-Flash crowd. As you'll see, there are plenty of other options available for Flash developers when it comes to monetizing and distributing games. (more…)

Video Tutorial: Intro to Away3D

Sunday, June 9th, 2013

In this tutorial you will learn how to set up a basic, 3D scene using Away3D. You will load and display terrain, a skybox, an animated 3D model and add user controls for the character and the camera from a 3rd person perspective. Full source code is also available here. (more…)

Flash: Direct Memory Access via Native Extension

Sunday, April 28th, 2013

A couple weeks before the Flash Gaming Summit I found an interesting blog post from Colin Northway about managing texture memory in Starling applications. In this post he describes how he forces an error in ActionScript to receive an object's memory address which he then uses as a unique id. I thought this was a pretty cool trick and was discussing it with our engine developer at the office when we suddenly had a thought: if you can get the memory address of an object in ActionScript, what's to stop you from passing that address into native code and doing whatever you want with it? (more…)

Tutorial: Debugging Native Extensions

Sunday, April 7th, 2013

I've written before about how to create your own native extensions for Adobe AIR, but what if you need to debug your extension? If you're doing anything but the simplest of projects, you're going to want to be able to debug the code on the native side, in addition to your AS3 code. The ActionScript side is (hopefully!) already taken care of by your IDE so this tutorial will focus on the native code. It's a pretty short tutorial, but also incredibly useful! (more…)

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…)

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…)

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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