One last bonus post for the new year, seeing as how I remembered I had a blog. This is really just a snippet I would ordinarily post on Wonderfl, but Wonderfl seems not to be working for me lately (if anyone wants to check out my Wonderfl profile and let me know if they can […]

Admittedly (and rather pathetically), it’s been so long since I’ve posted anything on this blog, I’ve nearly forgotten how. I am still around, however, and still, after the innumerable deaths of Flash over the past decade and a half, primarily an Actionscript developer. Being an Actionscript dev these days, though, really means being an AIR develope

A couple weeks ago I was contacted and asked to write some filters for Starling that could be used in a mobile camera application. To be honest, I’m not sure what’s become of the app as I’ve lost contact with the developer, unfortunately. A part of the deal, however, was that I eventually open source the filters, […]

I mentioned this earlier, but it was really just a footnote at the bottom of a previous post, so it may have been easily overlooked. In any case, I’ve set up a Github repo containing a collection of filters for the Starling framework I’ve written (or ported as the case may be) which may be […]

So, perusing teh internets once again, looking for something interesting to play around with, I came across this blog post of Pavan Podila (from 2008!). In the post, Pavan presents a WPF pixel shader which warps an image using bezier curves. I thought I’d have a go and reproduce the effect in AGAL and plunk […]

The other day at work we needed to re-think the way we were handling asynchronous tasks. In essence, we needed a way to (cleanly!) ensure one task was complete before moving on to the next. Very casually, my boss suggested we implement a ‘Promise’ pattern. Feeling a bit like a fool for having no idea […]

While cruising the internet today looking for interesting things to try out, I ran across this fun little GPU Gem about creating a post-process volumetric lighting effect. With a little bit of work I quickly ported it over to an AGAL shader (you can see it on Wonderfl here). Then I figured what the hell, […]

While there are seemingly countless tutorials, articles, and assorted commentaries on using TexturePacker with Flash (and usually Starling), it seems there are very few articles out there about TexturePacker’s creator’s (Andreas Löw) other equally fantastic tool PhysicsEditor. Since I’m currently working on a game that makes extensive use of this so

Just in case you happened to miss it, the most recent version of the Starling Framework (the one which you can pull from Github, that is) now supports custom filters. You can check out the official announcement here. Using filters in Starling couldn’t be easier – you just assign a filter to the filter property […]

Not sure what got me started on this project. Perhaps it was listening to too much Meat Beat Manifesto in the late 80’s. Or maybe it was my wife who got me to sit down and watch the Scratch documentary. Whatever the hell it was, I’ve been wanting to make a decent vinyl scratch app […]

One of the things that really appealed to me about ND2D over the Starling Framework was the ability to scroll textures by manipulating their UV coordinates like this. Obviously this could come in pretty darned handy for space games, side scrollers, etc, etc. Well, as it turns out, doing the same thing is also pretty easy in […]

So, Easter Day, I thought I’d sit down and make a little ‘Paint on an Egg and Send it to Your Friend’ app. Unfortunately, I ran into two main technical difficulties. 1. I couldn’t get the UV seams of the texture to align properly to make a nice seamless painting; and 2. the idea is […]

Let me begin by saying right up front, I have not given up on Flash. Despite Adobe’s recent PR debacle which I’m sure if you’re reading this, you’re familiar with, I still love Flash and it’s still my bread and butter. When my wife wanted to put together a portfolio site to show off her […]