227 posts tagged project
 
Flash Daily News:
Feathers 2.0 released.

New skinning architecture, new text editors, new desktop themes, better workflows


What’s new in Feathers 2.0? Check out my slides from Flash Online Conference #10: http://t.co/OAM3QIf2dA
— Josh Tynjala (@joshtynjala) October 16, 2014

Feathers 2.0 released.

New skinning architecture, new text editors, new desktop themes, better workflows

AmidosEngine

FlashPunk inspired game engine based on Starling.
AmidosEngine was created as a helping classes to create my games fast as I used to do with FlashPunk.
Features:
World, Entity structure
Special Display Classes: Spritemap, Tilemap, TileImage, Background
Special Sound Classes: Sfx
Special Data Classes: Data
Special UI Classes: ButtonEntity
2D Box Collision System
Camera Support (Moving only, no Rotation, no Zooming)
I/O events: Multitouch, Keyboard


@FlashDailyNet I just released a #FlashPunk inspired game engine based on #Starling if anyone interested to use it :) http://t.co/7l9xz9mE2P
— Ahmed Abdel Samea (@Amidos2006) October 10, 2014

AmidosEngine

FlashPunk inspired game engine based on Starling.

AmidosEngine was created as a helping classes to create my games fast as I used to do with FlashPunk.

Features:

  • World, Entity structure
  • Special Display Classes: Spritemap, Tilemap, TileImage, Background
  • Special Sound Classes: Sfx
  • Special Data Classes: Data
  • Special UI Classes: ButtonEntity
  • 2D Box Collision System
  • Camera Support (Moving only, no Rotation, no Zooming)
  • I/O events: Multitouch, Keyboard
MadComponents 0.8 Released

The long-awaited milestone release is out now! MadComponents 0.8 / ExtendedMadness 0.3 includes more datagrids, tables, faster custom list renderer, and better support for images matched to screen density.

MadComponents 0.8 Released

The long-awaited milestone release is out now! MadComponents 0.8 / ExtendedMadness 0.3 includes more datagrids, tables, faster custom list renderer, and better support for images matched to screen density.

Better MovieClips with SwAG

MovieClips have been the stalwart workhorse of Flash since the very earliest days of ActionScript, so I’ll skip the details and gushing adoration and instead move on to some of the shortcomings:
MovieClips only play forward from the current frame. When building out animations without extra MovieClip functionality, playing animations backwards — a character in a game reversing, for example –requires a whole new timeline with the animation reversed. This produces a little extra memory overhead, even if symbols are re-used, but more importantly makes cross-linking the “forward” and “backward” clips challenging. For example, if a character is in a specific position on frame 5 of a “forward” animation, that frame might appear in frame 45 of the “backward” animation.
MovieClips only play at the global frame rate. Effectively, your game character can only run at one speed unless you include other MovieClips and then match them up, as best as possible, to the target speed.
MovieClips play holistically. When you play them, you must monitor their current frame if you want to stop at a specific point otherwise they’ll play all the way through. If you want to do this backwards, that’s even more work. If you want to play at a specific rate, ditto.
MovieClips have no triggers. If you want to know if frame 5 (or some label) has been reached, for example, you once again need to monitor the clip. Setting up multiple playback monitors is a bit of a pain.
So you can now probably guess what SwagMovieClip does.

Links:
Blog post: Better MovieClips with SwAG 
SwAG ActionScript toolkit

Better MovieClips with SwAG

MovieClips have been the stalwart workhorse of Flash since the very earliest days of ActionScript, so I’ll skip the details and gushing adoration and instead move on to some of the shortcomings:

  • MovieClips only play forward from the current frame. When building out animations without extra MovieClip functionality, playing animations backwards — a character in a game reversing, for example –requires a whole new timeline with the animation reversed. This produces a little extra memory overhead, even if symbols are re-used, but more importantly makes cross-linking the “forward” and “backward” clips challenging. For example, if a character is in a specific position on frame 5 of a “forward” animation, that frame might appear in frame 45 of the “backward” animation.
  • MovieClips only play at the global frame rate. Effectively, your game character can only run at one speed unless you include other MovieClips and then match them up, as best as possible, to the target speed.
  • MovieClips play holistically. When you play them, you must monitor their current frame if you want to stop at a specific point otherwise they’ll play all the way through. If you want to do this backwards, that’s even more work. If you want to play at a specific rate, ditto.
  • MovieClips have no triggers. If you want to know if frame 5 (or some label) has been reached, for example, you once again need to monitor the clip. Setting up multiple playback monitors is a bit of a pain.

So you can now probably guess what SwagMovieClip does.

Links:

Feathers 2.0 BETA

After many months of hard work, I am proud to present Feathers 2.0 BETA. This is the first major update to Feathers since 1.0. I’ve been listening carefully to community feedback, and I’ve tried to focus on improving the most common pain points. If all went well, you’ll need to write less boilerplate code and you can get started easier with better defaults.

Feathers 2.0 BETA

After many months of hard work, I am proud to present Feathers 2.0 BETA. This is the first major update to Feathers since 1.0. I’ve been listening carefully to community feedback, and I’ve tried to focus on improving the most common pain points. If all went well, you’ll need to write less boilerplate code and you can get started easier with better defaults.

Broadcasting with SocialCastr

SocialCastr is, in a nutshell, a censorship-resistant, peer to peer, personal broadcasting system.
You can grab yourself a compiled copy here.And you can download the source code here.
SocialCastr works with Adobe’s RTMFP, a UDP-based protocol for low-latency peer to peer data delivery. The latency is low enough that you can comfortably transmit audio/video streams from a home computer (with a typical residential network connection), among other neat things.

Broadcasting with SocialCastr

SocialCastr is, in a nutshell, a censorship-resistant, peer to peer, personal broadcasting system.

You can grab yourself a compiled copy here.
And you can download the source code here.

SocialCastr works with Adobe’s RTMFP, a UDP-based protocol for low-latency peer to peer data delivery. The latency is low enough that you can comfortably transmit audio/video streams from a home computer (with a typical residential network connection), among other neat things.

Manage Adobe AIR SDK plugin for Flash Builder 4.7

Good news to anyone who use Adobe Flash Builder 4.7!
Today I released Adobe AIR SDK updater plugin. From now you can save a lot of time during installing new SDK and make this process more smoothly. Use it fo free!

Manage Adobe AIR SDK plugin for Flash Builder 4.7

Good news to anyone who use Adobe Flash Builder 4.7!

Today I released Adobe AIR SDK updater plugin. From now you can save a lot of time during installing new SDK and make this process more smoothly. Use it fo free!

SwAG ActionScript toolkit

Application frameworks are a dime a dozen these days. That’s why SwAG isn’t a framework but rather a toolkit — the Swiss Army Gear toolkit for ActionScript 3, to be exact.
As the name implies, this small-ish library contains useful code that can be employed wherever needed, as needed, without the full weight or presumptuousness of a full-on framework. In other words, it should be useful for you whether you have a project that’s well under way or are just starting out.
Because the library has lots of disparate features, I’ll be dedicating a number of future posts discussing them in detail and providing (hopefully) useful examples. Here is a brief preview:
Peer-to-peer networking, streaming, data sharing using RTMFP (via swag.network.SwagCloud and swag.network.SwagCloudShare)
Decoupled or source-optional event broadcasting (via swag.core.SwagDispatcher)
Extended MovieClip playback control (via swag.core.instances.SwagMovieClip)
SQLite database functionality for Adobe AIR (via swag.core.instances.SQLiteDatabase)
Extended date/time manipulation and comparison functionality (via swag.core.instances.SwagDate and swag.core.instances.SwagTime)
Extensive data analysis/conversion functionality (via swag.core.SwagDataTools)
ZIP data access and extraction (via swag.core.instances.SwagZip)
Extended runtime introspection (via swag.core.SwagSystem)
Extended HTTP/HTTPS data loading functionality (via swag.core.instances.SwagLoader)


Related:
Peer to Peer networking with RTMFP and SwAG

SwAG ActionScript toolkit

Application frameworks are a dime a dozen these days. That’s why SwAG isn’t a framework but rather a toolkit — the Swiss Army Gear toolkit for ActionScript 3, to be exact.

As the name implies, this small-ish library contains useful code that can be employed wherever needed, as needed, without the full weight or presumptuousness of a full-on framework. In other words, it should be useful for you whether you have a project that’s well under way or are just starting out.

Because the library has lots of disparate features, I’ll be dedicating a number of future posts discussing them in detail and providing (hopefully) useful examples. Here is a brief preview:

  • Peer-to-peer networking, streaming, data sharing using RTMFP (via swag.network.SwagCloud and swag.network.SwagCloudShare)
  • Decoupled or source-optional event broadcasting (via swag.core.SwagDispatcher)
  • Extended MovieClip playback control (via swag.core.instances.SwagMovieClip)
  • SQLite database functionality for Adobe AIR (via swag.core.instances.SQLiteDatabase)
  • Extended date/time manipulation and comparison functionality (via swag.core.instances.SwagDate and swag.core.instances.SwagTime)
  • Extensive data analysis/conversion functionality (via swag.core.SwagDataTools)
  • ZIP data access and extraction (via swag.core.instances.SwagZip)
  • Extended runtime introspection (via swag.core.SwagSystem)
  • Extended HTTP/HTTPS data loading functionality (via swag.core.instances.SwagLoader)

Related:

AIR-ChromeWindowBlur-ANE

A native extension for Adobe AIR for Mac/OSX development that uses Core Graphics to enhance window SystemChrome option with blur/alpha effects Extension is compiled with XCode 5.1.1 and deployment target is set at 10.8+

AIR-ChromeWindowBlur-ANE

A native extension for Adobe AIR for Mac/OSX development that uses Core Graphics to enhance window SystemChrome option with blur/alpha effects Extension is compiled with XCode 5.1.1 and deployment target is set at 10.8+

Stardust particle effect editor

Some one has forked my Stardust Particle Engine and made an awesome editor for it :D http://t.co/60yvTha3yd
— Allen Chou (@TheAllenChou) July 21, 2014

Stardust particle effect editor

K.O.L.M. - Stage3D / Away3D Kickstarter Game

From Antony Lavelle:

This is my Stage3D / Away3D project I’m kick starting, if you’d like to pass it around or back me that would be amazing Special thanks to Rob Bateman of Away3D and Flash Daily for talking with me last week when I kind of jumped the gun!

Gestures.IO - join Beta!

EASILY. Gestures.IO helps developers create and deploy gesture touchless animation only with standardized script languages: Javascript and Actionscript.

SUSTAINABLY. The same app functions whatever the connected sensor is. Gestures.IO allows you to create long-term gesture-app, regardless of sensor diversity and/or SDK evolution.

CREATE GESTURAL INTERACTION. Let your public feels your creations by interacting with their hands and body. Each user is no longer a spectator but a fully engaged actor. Your message is sublimated.

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