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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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Drawing on Stuff in Away3D 4.0

by Devon O.· April 08, 2012· in Actionscript, Flash· 3 comments tags: away3d
So, Easter Day, I thought I’d sit down and make a little ‘Paint on an Egg and Send it to Your Friend’ app. Unfortunately, I ran into two main technical difficulties. 1. I couldn’t get the UV seams of the texture to align properly to make a nice seamless painting; and 2. the idea is just so damn overdone and lame I really didn’t want to be bothered writing the thing. So, instead, I thought I’d write up a quick how-to for anyone wanting to do something similar in the latest version of Away3D (4.0.0 beta at the time of this writing). For anyone unfamiliar with the idea, the basic concept is this: you create a material based on some BitmapData or other, apply that material to some 3D object, “draw on” that BitmapData (using draw(), or setPixel(), or copyPixels(), or whatever method is best for the moment), then ensure that the material is updated to reflect your drawing on the 3D object. In Away3D 4.0 there are a few gotchas in this process (or, at least, they got me) that this will hopefully help you out with. First of all, BitmapMaterials are no more. There are now TextureMaterials and […]
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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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