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Playing With a Couple Game Ideas

by Devon O.· September 16, 2012· in Actionscript, Flash, Games· 10 comments tags: away3d, starling
Just a couple game fragments, really – prototypes, if you will; but some fun nonetheless, and it’s always good to tinker with new ideas… After working on some various filters for Starling (cf. the last two posts here), I was itching to make something that actually used one. So, that in mind, here’s a little top-down-shoot-a zombie-with-a-flame-thrower game that makes use of the SpotlightFilter from when last I wrote: Zombie Roast. Also, since Away3D 4 made its official debut and added the ability to combine itself with Starling, I’ve been wanting to do something with that awesome combination. And that led to this little Tron like Light Cycle game idea (the scrolling background is Starling, while the bikes, of course are in Away3D). Anyway, that’s what I’ve been up to whilst waiting for the axe to fall… Bonus: Here’s one more Starling Framework filter for y’all: MotionBlur. You can see an example in action here. There’s actually two drawbacks to this filter: it will only work in the ‘Baseline’ profile (not ‘BaselineConstrained’); and, to avoid image clipping, it requires a lot of empty space around what you want to blur (e.g. in the example, the image is a 300×300 png […]
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One More Filter For Starling

by Devon O.· September 10, 2012· in Actionscript, Flash, Games, Shaders· 5 comments tags: starling
As an addendum to the post I made yesterday, here is one other filter which can be used in the Starling framework that could probably come in quite handy for a few. In essence, it’s sort of a spotlight effect that illuminates a specified oval area of a Starling DisplayObject. Though I mainly see it being used for games where you only want to light up an area around your player (to move the light around, you just adjust the centerX and centerY properties), I suppose it could also produce a nice vignette effect as well. In any case you can see an example here. After the swf loads (around 200k or so), move your mouse around to see the filter in action. And if you’re looking for a flickering torch/dying flashlight or old movie effect, you can set the useFlicker property to true. In the example, clicking the image will toggle the flicker. As usual, feel free to play around and use it as you’d like. [crayon-6037f649331fe031441634/]
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Filters in Starling

by Devon O.· September 08, 2012· in Actionscript, Flash, Shaders· 15 comments tags: agal, starling
Just in case you happened to miss it, the most recent version of the Starling Framework (the one which you can pull from Github, that is) now supports custom filters. You can check out the official announcement here. Using filters in Starling couldn’t be easier – you just assign a filter to the filter property of any Starling DisplayObject, like so: myStarlingMovieclip.filter = myStarlingFilter; Creating your own filters is also pretty easy – assuming, that is, you have a moderate handle on AGAL and can write a decent fragment shader. To do so, just extend the FragmentFilter class and in the createPrograms method drop in your own fragment shader. In the activate method, you can upload whatever constants the shader requires to the Context3D instance (which is accessible as the variable ‘context’). I’ve written two myself, so far: a PixelateFilter (which was improved by Daniel Sperl of the Starling / Gamua team), and a NewsprintFilter which produces a kind of black and white halftone effect (the controls of this filter are kinda touchy and can produce some very bizarre and unexpected results. The default settings make a nice effect, in my opinion, and you could just leave them as is if […]
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Devon O. Wolfgang

AIR | Unity3D | AR/VR

Unity Certified Developer

Technical Reviewer of “The Essential Guide to Flash CS4 AIR Development” and “Starling Game Development Essentials”

Reviewer of “The Starling Handbook”

Unity Engineer at Touch Press.

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