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...)
Posts Tagged ‘Adobe’
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...)
Here we are: 2013. Happy new year, everyone! It's hard to believe another year has come and gone, but time marches on and so must we all. If you've got some time, join me as I take a look back at the year that was and ahead at the year that will be! (more...)
Another Airxbc update has arrived and this time I've decided to give it its own home here on the site. Notice the top navigation menu now has a tab exclusively for Airxbc. That will be the place to go for all the information on the latest Airxbc updates. The page includes a link to the latest version, an example project and also full documentation so that you can look up all the functionality that the extension offers.
The biggest new addition to the 1.0 release is support for multiple controllers. You can have up to 4 players in your game, though be warned, I've only tested it with 2 as I don't have 4 controllers. After some feedback, I've also added support for checking if a button has just been pressed (thanks DeVNull). In addition to this, the left and right thumbstick buttons are now supported.
For more information please visit the new page! As always, feedback is appreciated; thanks!
Today was a pretty hectic day in the industry. After Adobe announced a new premium license for Flash Player; the internet, in typical internet fashion, went ballistic over pretty much nothing. If you want to see what all the ruckus is about, you can read the official announcement here. I'm really going to hope that when you're done reading that, you realize there's nothing to get riled up about.
The 9% fee from the premium license applies only to Flash Player-based games that utilize both Stage3D and Alchemy. Furthermore, it only comes into effect if said game manages to pull in $50,000 or more in revenue. Anything packaged with AIR is exempt. This means anything you do for mobile does not require a fee.
I've been developing with Flash for quite a while now and nothing I've ever built has met the requirements for paying the 9% fee. And perhaps more to the point, nothing I plan on building in the future would incur a fee either.
Unless you're a major game developer (think EA) it's pretty safe to assume this announcement does not apply to you or any Flash projects you're planning on building.
As Richard Davey said on Twitter: "All everyone will take-away is the '9%' headline and ignore the fact it applies to not one single game yet"
HTML5 and Apple zealots will likely continue to make a big scene about this, but hopefully now you understand that this is really not a big deal and perhaps cooler heads will prevail. For another voice on the matter, check out Lee Brimelow's recent post in which he explains the situation.
If you've read my previous posts then you know I have been working with Microsoft's Kinect SDK for Windows. One of my goals from the start was to integrate Kinect with Flash and earlier this week I was successful in doing just that! I used a technique similar to what the Blitz Agency had done when the Prime Sense Kinect drivers were released earlier this year.
The concept is pretty simple: Kinect tracks the user's hand, sends the position data to a server and that server sends the data to Flash. I started by writing a very simple server with Node.js and then modified the skeletal tracking demo from the channel9 site to send data to the server using a standard socket. The only thing left to do then was set up an swf file to accept data from the server and use that data to move around a cursor. I'll post something more in-depth on this later, but for now you can check out the video below to see it in action!
Adobe has officially released Flash Player 10.2. The new player is no longer in beta and improves performance and video with the new Stage Video api which utilizes GPU acceleration.
If you're interested in learning more about Stage Video, Lee Brimelow has a nice introduction tutorial on it here.