Posts Tagged ‘flash’


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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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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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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Flash 10 3D: Still not Ready for the Primetime

3D is all the rage right now in the web. WebGL is finally becoming a reality and Adobe has also just released the low level 3d API, Molehill. However, both of these technologies are quite involved and aren’t really suited to quick and dirty 3d effects. This is where the flash10 3D, or maybe more accurately 2.5D, features came in. The idea here was to give developers the ability to do simple 3D effects by simply manipulating the properties of an object without having to resort to complicated and time consuming math.
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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.

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2 Hour Game Development

At Jam3, the development team meets every month for Code Review. The session usually serves as a venue for sharing coding practices, discoveries, and reviewing actual code from recent projects and talking about the jobs ahead. But at our next meeting in July we are going to do something different. We are going to build a game in 2hrs.

We are treating this more as an experiment and than a race because we primarily want individuals assigned to aspects of the game’s programming they have the least experience in.

A clock will start running after a quick 10 minute briefing at which the game concept will be broken down and assignments made to team members. Few graphics will be provided and the team will be encouraged to create effects and interpret the game design document.

Here is a crude diagram showing the game:

I will be writing a follow-up post in a week where i look forward to sharing the experience. Heck we might even stream it live over ustream!

:D

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