Archive for the ‘flash’ Category


Extending Air


WHAT IS A NATIVE EXTENSION?

One of the great new features of AIR 3.0 is native extensions. These extensions allow you to build hooks into the native OS that lets you do some things that AIR doesn’t support on its own. One of the best things about AIR is the fact that it can run on so many platforms, E.G. Android, IOS and the Playbook. However, one drawback to this is that AIR must cater to the lowest common denominator and cannot really focus on device specific features. This is where the native extensions come in. They let you write code native to the device that can tap into the cool features that make each device unique. This means, for iOS you would write the extension in Objective C. For Android you could write it in Java. On Android, this could let you push things to the notification drawer and maybe on a Blackberry you could get access to BBM messages and features. You can find a great tutorial for building your own AIR native extensions for Android at Adobe.

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_Posted in AIR, Android, flash
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Underused==PixelBender

When I first heard of PixelBender I was so stoked.

PixelBender is a shader language built for Adobe products. You notice I say Adobe products and not just Flash. Pixel Bender can be used with Photoshop and After Effects also. (probably other products too)

Basically a shader is a “filter” that can be run over an image or data. To get started with PixelBender it’s best to start out with images rather than with data cause it will be easier to get the hang of things.
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_Posted in PixelBender, Tutorial, flash
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Coding for the 90%


If there’s one thing I’ve learned during my years as a Flash developer its that we’re lazy. Coders are always trying to find ways to make their work easier and to write less code. The most interesting thing about coding is that the more experienced you are the less code you probably write on a day to day basis. There are a variety of reasons for this. One reason is that the code they write is simply more efficient than the code written by a less experienced coder. Another reason is that senior coders have been around for so long that they’ve simply written it already. However, the biggest reason I think is having a mindset of always trying to solve the problem with the least amount of work.
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_Posted in Approach, flash
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Splitificating Copy: Kicking Textfields’ Ass, One Letter at a Time

Title graphic for Splitificating Copy: Kicking Textfields' Ass, One Letter at a Time

Text and typography effects are all the rage right now. This example shows you what you can do when you can manually animate each individual letter. Manually splitting text fields for animations can be pretty annoying though. In this post I’ll show you how to split your text fields for use in animations.
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_Posted in Category==Null, Tutorial, flash
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Reduce, Reuse, Recycle: Tips for the beginner

Reduce, Reuse, Recycle: Tips for the beginner

One thing that a lot of coders talk about is writing reusable code. You see it on job ads, tutorials, coding articles, etc… However, as a junior developer it can be hard to get into the habit of writing things that are portable. Writing things worth saving can also be a challenge for newer developers. I think one thing that could help is to simplify. Don’t worry about making that drop down menu work for every possible configuration, and don’t worry about making SwfAddress integration perfect. Pick out the small things and work it out.

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_Posted in flash
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MoleHill Getting Started

First MoleHill Triangle

So for the past two days I’ve been playing around with Away3D/Molehilll. I really like how easy it’s to get stuff going in Away3D but I got this feeling that I don’t like not knowing what’s going on in the background. So I started looking at the low level stuff for Molehill.

Now… I’ve literally had two evenings to look at this stuff and so I’m sure some of my assumptions are wrong but I still want to write a blog post on this stuff. So… If I say something completely wrong please correct me gently. ;)

Before we get going I think there are some terms everyone should know.

Terms:
Vertex-One point in a triangle, a 3d point. A vertex will define the “corner” of a triangle. A gotcha in Molehill is that a vertex will define the position and colour of that corner.

Matrix-You use Matrices you modify Vertices. Think of a Matrix as an “equation” to rotate, scale, or position of a vertex.

Shader-A shader is a small program that is used to modify vertices. A shader can use a Matrix to modify the Vertex. (program that runs the equation over all 3d points) My gotcha was that my mind was thinking of Shaders in terms of modifying textures and looks but they also modify positions of things.

So now that we have that out of the way we can start looking at the different parts that make up MoleHill.
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_Posted in MoleHill, flash

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Great Time To Be a Web Developer In An App Store Economy


There are two main problems that developers have face:

  1. How to get people to see your app
  2. How to make money off that app

App stores really solve both of these issues. One of the coolest things as a web developer is the fact that there are ways to create “native” apps for these app stores using the standard languages we use: html, js, css, and AS3.
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_Posted in Category==Null, HTML5, Javascript, flash

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How to Get the Most From Your Animator

Showing the graphic in both Flash and within the game

Time line Animators are very good at what they do. They can make a site come to life. Many of our projects here at Jam3 would not be possible with out an animator. Family’s Baxter is a great example of how an animator can help to put a project over the top. The paint splatters might seem simple but they would have been very difficult to produce only using code; the animations for the games (I.E. Jackal or the zombie walking) would have been downright impossible. However animators are not typically versed in Flash/web development. Therefore it is important that communication occurs before the project begins in order to make sure that the developers and animators are on the same page. The following is an assortment of tips and instructions for working with an animator.

Firstly, if the animator is animating something for actual use in a site, you make sure that they limit the amount extra animations. If the animator is making an animation guide then they are free to incorporate all parts of the site for proofing. However, normally the animator is trying to provide the developers with a specific effect for a specific graphic.

It’s important that the animator organize the .fla properly. This means they should try to limit the amount of clip nesting. The animator should be instructed to only nest clips when absolutely necessary. This makes it easy for the developer to control animations (e.g. the speed of the animation or start timings) and to remove parts that may no longer be needed. Also, there should be a discussion with the animator about how things should be named in the library.

Next, it’s very important that the animator is consistent with registration point placement. Ideally the placement will be dictated by the developer but if that’s not possible it’s important that the animator chooses one placement and sticks with it. Top-left or centered is fine as long as its consistent throughout the file.

Another useful tool an animator/producer/developer can use to help organise animations are frame labels. They are very useful in identifying frames and states such as “up”, “over”, “animate in”, etc… Since these are case sensitive it is important that they are consistent. Either all uppercase, or all lowercase. camelCasing or Proper Casing are possibilities as well, assuming their use is consistent.

The biggest takeaway when working with an animator is that they understand how important it is to be consistent. The developer shouldn’t have to constantly check how a clip is placed or what case a frame label is in. It cannot be assumed that the animator understands why this is necessary and, frankly, it is not their responsibility to know these kinds of things without being told. It is up to you (i.e. developers/producers/designers) to make sure that the animator knows how you want the clip.

If animators are given proper instructions, development time can be saved or put to better use. There is nothing more frustrating than to have to redo something because proper communication wasn’t present at the beginning of the project.

When everybody is on the same page, it is a magical time when projects take that extra leap from good to great.

_Posted in flash
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Quick Little Experiment

I had a quick idea for an experiment. Started writing it on the train going home from work and finished it went I got home.

Maybe it will become more or maybe not.

(sorry for the frame rate drop from when I was recording, first time recording in HD)

_Posted in flash

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