Exile Issue 1 Released

Posted on Tue 27 April 2010 in Development • Tagged with Comics, Exile, Exile Issue 1, Game Dev, Games, Actionscript, Flash, Flex

Exile Issue 1 Cover

The game I've been working on at my day job has been released. The first issue of Exile is available today, and if you order now for $8 you get the remaining 3 issues delivered digitally when they are released.

Exile is unlike most games and most graphic novels ...


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Don't Get Shot Released

Posted on Tue 27 April 2010 in Development • Tagged with Actionscript, Flash, Game Dev, Exile, Games

Don't Get Shot

The minigame I've been working on at my day job has been released, play "Don't Get Shot" free at Kongregate. This minigame is released in support of the release of the first issue of Exile.

The game is a reversal on the popular top down shmup genre, in ...


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Flixel Pixel Perfect Collisions

Posted on Sun 31 January 2010 in Development • Tagged with Actionscript, Flash, Flex, Game Dev

I haven't found a decent source of information about this on the interwebs so I thought I'd share my findings. Flixel doesn't have any built in pixel perfect collision support, it just assumes that you are using square (or at least rectangle) sprites and don't use ...


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Flixel Puddles and Oil Slicks

Posted on Mon 18 January 2010 in Development • Tagged with Actionscript, Flash, Flex

I've been using the super cool Flixel framework to make a game and it's quite handy for most things. The game I'm working on is basically a top down...ehh, well let's just say it's top down. :) I can post more details when the game ...


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Flash Draw Transparent BitmapData

Posted on Tue 12 January 2010 in Development • Tagged with Actionscript, Flex, Bitmapdata, Flash, Transparent

Recently ran into an issue where I thought I should have been drawing a transparent BitmapData object, but the resulting object had a white background. The original incorrect code was the following:

var bd:BitmapData = new BitmapData(w, h, true);

The third boolean argument to the function is a transparency ...


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Copying a Flash MovieClip, or The Flash Holy Grail

Posted on Fri 15 May 2009 in Development • Tagged with Actionscript, C/C++, Flash, Flex

Ran into a nice solution for copying arbitrary MovieClips at runtime today. I am designing a spot the difference game akin to 6 Differences with the requirement that, upon finding a difference, the scene should go to the "correct" state depending on which difference was defined as master, among a ...


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Flexunit Asyncrhonous Setups

Posted on Thu 12 February 2009 in Development • Tagged with Flex, Actionscript, Testing

If you ever need to load some external data before running a test, or need to wait for a component's creation complete event, then you know the inadequacies of the Flexunit framework when it comes to asynchronous operations. One approach you might think of is to load the XML ...


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FlashDevelop Setter and Getter Snippets

Posted on Mon 09 February 2009 in Development • Tagged with Actionscript, FlashDevelop, Flash

FlashDevelop, the Flash IDE I am using at the moment, has support for saving snippets of code that is general and reusable, like setters and getters. The default setter and getter snippets simply add the skeleton code and require the developer to actually type in variable names, and types. I ...


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Flex MenuItem Actions

Posted on Fri 30 January 2009 in Development • Tagged with Actionscript, Flex

So, gonna write this here because I will forget how to do it. Essentially, this approach eliminates the need to conditionally branch on menu item properties. Before we would do something like:

private function menuHandler(event:MouseEvent):void {
    if (event.item.@label == 'Save') {
        f = File.destopDirectory;
        f.browseForSave('Save');
        f ...

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