It’s a Starling Halloween

So after making my Starling Particle Editor, I thought I’d take the time to actually build a little something in the framework. And what better thing than a Zombie Shooting Gallery made with the help of my wonderful wife. It’s a 3 meg download with a boring preloader, but it’s fairly well worth the wait. To play, just shoot as many zombies as you can in the allotted 15 seconds. Make sure to use the spacebar to cock the shotgun before each shot. And in case you’ve never seen a zombie movie in your life, be sure to shoot the bastards in the head. It’s funner with the sound turned up as well.

One of the main things I wanted to learn in this exercise was how to use Texture Packer. There were a few technical difficulties though. While the latest version of  Texture Packer will make sprite sheets from .swf files, it does not support 3D transformations within those .swf files. A bit of searching around and I found Zoe from Grant Skinner. While Zoe does support 3D transformations in .swf files, it doesn’t export an .xml file in a format compatible with Starling. After a bit of tinkering (and a helpful tweet from the creator of Texture Packer,  Andreas Löw), I discovered that you can export a .png sequence from Zoe then import that sequence back into Texture Packer to create a single sprite sheet. Once I got that far, I loved Texture Packer. It’s really an amazing tool and highly recommended. I do hope Andreas is able to get the 3D transforms from .swf files in a future release, though.

Still unsure about Starling as a framework in general. It is easy to use and the performance is quite nice, but the api is a bit unsettling. I know the idea was to make it as similar to the regular Flash display list api as possible, but it both goes too far and not far enough. By too far, it keeps all class names the same, so to mix Starling with regular Flash classes (such as the Event class, e.g.) becomes a namespace collision nightmare. On the other hand there are some very basic expected behaviors in Flash that aren’t present in Starling in its current state (for example, you can’t add a child to a Starling MovieClip). My suggestion would be to either make Starling slightly similar to the Flash api, but use some different naming conventions, or go all out and duplicate the display list api in its entirety (I’d prefer the first actually).

Of course the blood gushes were created with my own particle editor.

If you missed the link the first time around, give the game a shot here.

Happy Halloween!

1 Comment »

  1. [...] late now for Halloween, but if you want to see what Starling can do in a simple game, check out Devon Wolfgang’s Halloween game. It’s a zombie shoot-’em-up that is like a carnival shooting gallery. Devon also gives [...]

RSS feed for comments on this post. / TrackBack URI

Leave a Reply

Devon O. Wolfgang

Technical Reviewer of “The Essential Guide to Flash CS4 AIR Development”

Contributing Author of “Flash AS3 for Interactive Agencies”

Senior Flash Engineer PopCap Games, International Ltd.

Portfolio

Santabot: A Unity3D Flash Game


All right, so a Christmas game like “Santabot vs. The Flying Saucers from Mars” may be a day late[...]

Magnify – a jQuery Plugin


Let me begin by saying right up front, I have not given up on Flash[...]

It’s a Starling Halloween


Getting some practice for the upcoming Zombie Apocalypse[...]

Getting Started with Proscenium

So I had a chance this weekend to sit down and play around with Adobe’s new 3D framework for Stage3D, Proscenium, and thought I’d share a few of the results (a word of caution, there are no preloaders for any of the examples and may load a bit slowly). The first shows some reflections and [...]

Particle Editor for Starling Framework

An in-browser particle editor for the Starling 2D Framework for Flash Player 11.

So Long and Thanks for all the Flash on the Beach

So, another Flash on the Beach has just has just drawn to a close[...]

Game Development Tips from the Trenches of PopCap

Well, this is a post that’s a bit overdue, but, thanks to a well timed bank holiday, I finally had the opportunity to sit down and type up what I’ve been meaning to for some time now…

Old Skool Demoscene FX as 3D Textures

Many moons ago, I got the idea to create some demoscene plane deformation effects in Flash based on the formulas found here: http://www.iquilezles.org/www/articles/deform/deform.htm. I posted my less than desired results up on wonderfl. Thankfully, fellow wonderfl user, Hasufel, forked my attempt and optimized the hell out of it coming up with this. Well, today, for no [...]

Making The Gaming Scene (A Change in Careers)

And for my second blog post of the day, a much more personal note. After about three years of working with, what I would consider as objectively as possible, the best digital agency in Ireland, vStream Digital Media, I have made the immense career decision to leave the agency world and enter the arena of [...]

Feeling Lucky?

Images to dice, kick ascii style [...]

Adventures in Playbook Land

Adventures in Playbook Land


Now that the ordeal is over, I thought I’d take the time to sit down and share my account of what it was like to develop a Blackberry Playbook application using the Adobe Flex SDK[...]

Flash

Draw it for Me

So many ideas – so little time….

Kinect Application Running in Dublin

So, on Friday I just wrapped up our latest project at vStream Digital Media, a Kinect powered flipbook that lets users flip through the hand written notebooks of Philip Lynott of Thin Lizzy. The app uses OpenNI, runs in Adobe AIR and is currently on display at a pretty bitchin’ Phil Lynott exhibition running in [...]

Beach Ball Kinect Party

So we finally got a Kinect camera hooked up to a pc at work and, while it doesn’t seem to be legal to use it for commercial projects (but, hey, I’m no lawyer), the boss asked me to get it figured out and come up with some ideas just in case it would be feasible [...]

Facebook and Flash – A Book Review

Now, I should begin by saying I absolutely hate building Facebook applications. And I build a lot of them at work. Every time I get the word from above that we’re doing another FB app, I just groan – both inwardly and out. It’s become a running joke of the office. Why do I dislike [...]

Multitouch Fluid Dynamics with AIR for Android and RTMFP

The other day I was having some fun playing around with Eugene Zatepyakin’s (aka @inspirit) FluidSolverHD (Actionscript port of C++ fluid dynamics library, MSAFluid. Or is MSAFluid, the processing/java port of the C++ library? In any case it’s a very cool fluid dynamics thingamabob – the HD version using Alchemy). After a bit of tinkering, [...]