by Daniel | Oct 11, 2009 | actionscript
This is v2 of Fairytale Fights and a more complete and extensive site than v1. It is AS3.0 and XML driven, and uses the GAIA framework. It supports 6 languages and uses video extensively. This game looks like it would be great fun to play and the artwork for the game is brilliant.
http://www.fairytalefights.com
by Daniel | Sep 25, 2009 | Uncategorized
This site for Moonbeam Films went live last week. It is AS3.0, XML controlled and uses the Gaia framework. It also uses the Google Maps API which is very easy to set up and use.
http://www.moonbeamfilms.co.uk
by Daniel | Sep 8, 2009 | actionscript
Dissidia: Final Fantasy went live this week. It uses the GAIA framework and supports English, French, Italian, Spanish, German and Russian languages. The game looks great and has some amazing artwork!
http://www.dissidia-finalfantasy.com/
by Daniel | Sep 6, 2009 | actionscript
Flash player 10 has many cool features including sound generation. My goal is to learn about these in greater detail. I have a project in mind that I’m going to be working towards and this is the first step in that direction.
Move your mouse from left to right to control the wavelength/pitch.
You will need Flash Player 10 for this to work. Check (and update) your player version here.
by Daniel | Sep 4, 2009 | actionscript
UPDATE 29/09/09: This technique is possibly no longer valid with the latest version of Papervision3D.
Here is a small example I put together quickly today to demonstrate how to drag in 3D using Papervision and the InteractiveUtils.getMapCoordAtPointDO3D function.
Since my last post on this in December last year, the Papervision getMapCoordAtPointDO3D method returned object’s x and y values seemed to have changed by a factor of 36.
UPDATE 29/09/09: This technique is possibly no longer valid with the latest version of Papervision3D.
private function _updateDrag(e:Event):void
{
// get the update position on the plane
var obj:Object = InteractiveUtils.getMapCoordAtPointDO3D(_selectedPlane,
_selectedPlane.container.mouseX,
_selectedPlane.container.mouseY)
// move the dragged plane to the new postion with the offset
_selectedPlane.x = _selectedPlane.x + obj.x * 36 - _drag_X_offset;
_selectedPlane.y = _selectedPlane.y - obj.y * 36 + _drag_Y_offset;
}
Click here to see it in action.
The source files can be downloaded here.
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