Posts Tagged ‘Flash’

Text Formatting (Italics, Bold) Bug and Solution in Flash Pro CC

Monday, July 7th, 2014

I recently worked on a project that required formatted text (italics) to be read in from a file and placed into a textfield that was using an embedded font. "No problem," I thought, "I can just use the htmlText attribute." Well, it turns out that isn't the case. Flash Pro CC seems to have trouble handling italics/bold when compared to Flash CS6. To demonstrate this, let's take a look at a very simple .fla file.
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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…)

Crash Planet Released

Sunday, March 16th, 2014

I am happy to announce the release of Crash Planet! It's been a long road creating this game, but I am really pleased with the way it came out. I've always liked the classic NES style games and I think Crash Planet successfully blends that classic gameplay style with modern hooks such as medals/achievements. Check the game out on Newgrounds and Kongregate using the links below!

Crash Planet on NewGrounds

Crash Planet on Kongregate

Crash Planet Screenshot

Goodbye 2013, Hello 2014

Wednesday, January 1st, 2014

Here we are facing a brand new year ahead. It seems like not long ago I was writing about what I wanted to achieve in 2013 as 2012 came to a close. I love the new year, its good to take some time to reflect on what we've been doing and also on what we wish to accomplish in the future. I'm not quite sure why, but it feels like starting with a clean slate every time. To that end, here's a look at the year that was 2013 and what will be 2014 in my development life. (more…)

Create Projector Workaround

Saturday, August 31st, 2013

Quick tip today: I've been working mostly in AIR for a while now so I didn't realize the publish to projector option no longer exists in Flash CC. Also, the option to create a projector is disabled in stand alone versions of the more recent flash players. There is a workaround, though perhaps not ideal, you can just download an earlier version of the player and the option will be available to you. You can download various versions from Adobe here.

AIRXBC No Longer Supported

Thursday, July 18th, 2013

With the arrival of the recent Adobe Gaming SDK update, it should come as no surprise that I will be discontinuing support for the AIRXBC extension. The new SDK allows for gamepad support in both Flash Player and AIR and now that we've got an official API to work with, it doesn't make much sense for me to continue with AIRXBC. I'll leave the current page up for a while yet, but don't expect any more updates.

Thanks to everyone who used and supported the extension; I had a lot of fun with it and the positive feedback from the community meant a lot. Now if you'll excuse me, I need to look into adding controller support into my current project!

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…)

New Crash Planet #ScreenshotSaturday

Saturday, May 11th, 2013

It's been a while since I've posted anything regarding the game I'm currently working on, Crash Planet. A lot of work has gone into it since the last screenshot was posted and there's still much more to be done, but here's a more recent shot featuring aliens, bullets and our protagonist.

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…)

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