Flash Daily Animate CC (formerly Adobe Flash Pro) & Adobe AIR resources
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Feathers 2.1 BETA released

This upcoming release will pack quite a punch, with new components (AutoComplete, SpinnerList, StackScreenNavigator, and WebView), new transitions (ColorFade, Cover, Cube, Fade, Flip, Reveal, and Slide), along with the usual batch of bug fixes and new minor features. 2.1 will be the first version to include offline help files, and I’ve added some unit tests to the build process to help keep things stable going forward.

Feathers 2.1 BETA also includes many other new features and bug fixes. For complete details, please take a look at the release notes.

This build of Feathers has the following requirements:

  • Adobe AIR 16.0 or newer for mobile apps
  • Adobe AIR 3.5 or newer for desktop apps
  • Adobe Flash Player 11.5 or newer for web browser apps
  • Starling Framework 1.6

This is a beta release. It may be unstable in places. There are some known bugs. However, because this release fixes many bugs in 2.0.x, it will also be more stable at times. You will need to evaluate for yourself if it is worth updating now or waiting until the beta period is over.

I look forward to receiving feedback from a wider audience. Thank you for developing with Feathers!

New Minko ShaderLab preview.

Become a beta tester now!

The ShaderLab is a web application providing a visual programming environment to create, test and share hardware accelerated rendering effects or “shaders”. It benefits from Minko’s optimized JIT compiler to create high speed and lightweight shaders.

Video shows:

  • live 3D preview (0:09)
  • sound spectrum analyzer for animations based on sound (0:20)
  • extraction of floating point values components (0:50)
  • user friendly value items such as color pickers (1:07)
  • customizable GPU states for blending, depth test, etc… (1:20)
  • powerful enough to create fully hardware accelerated particle engines without code (1:25)
  • custom maths functions with rich curve editors (1:37)
  • display compiled shader bytecode for educational purposes (1:52)
  • load and save files from the Aerys online cloud storage (1:55)
  • group operations to create high level functions (2:50)
  • bitmap textures (3:18)
  • change preview 3D model (3:35)
  • create texture animations (3:52)
  • support for multiple textures (4:05)
  • customizable shader name and description (4:15)
  • procedural hardware accelerated animations (4:40)
  • customizable interpolation smoothing (4:50)
  • hardware accelerated procedural textures (5:40)

Other ShaderLab features:

  • access to normalized mouse coordinates
  • parameter bindings with ActionScript code
  • export shaders and import them with a single line of code in any application
  • embed any shader on any website “à la Youtube”
  • save and load files from the local file system

[ ShaderLab video showcase ] [ Become a beta tester! ]

Graviton 2

Graviton 2 is a little puzzle game by Namide (Damien Doussaud).
It derives from Graviton: a prototype created during a Ludum Dare (with a very different gameplay).

Graviton 2 is realized with OpenFL, originally to build smartphones versions; The power of Haxe language helped to code a powerfull C++ engine to generate precalculated levels.
A procedural algorithm created random levels and an artificial intelligence resolved them and attributed a difficulty score.
C++ helped to generate more than 13,000 levels for this game. They are saved in a file used by the Flash version.

The openfl version of Away3d is used for the graphic render.

This game can be build in: Flash, HTML5 (WebGL), Neko, C++…