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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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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Flex Scale Image to Max Dimension

Posted on Mon 11 January 2010 in Development • Tagged with As3, Flash, Flex, Image, Scaling

Recently had a problem where I needed to display images as large as possible within given bounds. So I made a handy little function that computes the scaling needed so that the image, if it is larger than any of the bounds, is scaled so that its largest dimension becomes ...


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Flash 10 Valid Vector Elements

Posted on Wed 19 August 2009 in Development • Tagged with Flash, Flex

Finally got around to learning about the new collection class available in Flash 10. To be honest, I'm not terribly excited about many things in Flash 10, hence my slowness to adapt. But, the vector class does interest me somewhat. It promises faster iteration over a strongly typed collection ...


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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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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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