November 18th, 2010

AS3 Flash to Php Encoding options

Categories: Flash No comments

A summary of the encoding options for flash variables:-

http://xkr.us/articles/javascript/encode-compare/

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September 22nd, 2010

3d vs 2d Gaming

Categories: Film, Video No comments

8BITS_hd720 from 8BCREW on Vimeo.

One of the best short animations ive seen! Captures the both styles of gaming and rekindled my love for both!

Can anyone spot all the references? So far ive got Metal Gear Solid 2, Metal Slug, The Bouncer, The Legend Of Zelda, and even caught a whiff of notorious B.I.G in the club scene.

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July 28th, 2010

HTC Desire rooting guide

Categories: Mobile, Modding No comments

I’ve succesfully and painlessly rooted my htc desire by using the following instructions:-

http://myhtcdesire.com/modding/how-to-root-your-desire-easily-method-2#comments

Rooting give you superuser access to your htc phone allowing it to bypass network lock, install apps requiring superuser access and most importantly flash custom roms to extend the functionality of your phone.

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June 1st, 2010

Taito Egret II

Categories: Game, Modding No comments

I’m seriously considering one of these candy cabs. Now where to put it :D

The Egret II cab is popular because of its easy rotate mechanism and monitor with near flawless geometry, and stunning picture in 15kHz.

Cave will thank me for it…

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May 19th, 2010

FOWD Future of Web Design Conference 17th-19th May 2010

I had the pleasure of attending the FOWD 2010 conference and revisited an event i attended for the first time 3 years ago, the latest incarnation of which was bigger and broader, covering virtually every aspect of the business relevent today.

17th May 2010
Accelerating Creativity in ActionScript 3 using HYPE
Josh Davis – Josh Davis Studios (http://www.joshuadavis.com/)

Having a background programming flash, what appealed to me would be a framework that would take care of the general book keeping and repeated core tasks necessary for commerical work.

Attending the hype workshop with the eccentric Joshua Davis allowed me to find out more about this collection of behaviours, written from the past 10 years of his experience with flash, which makes visual sketching more accessible using AS3.

In his own words this is not an API. And although it’s supposedly easier for designers, because they don’t have to code the mathematics, you will still need to be confident in understanding AS3 objects and structure. There are a number of classes that perform a number of tasks from grid and shape layout, to timer rhythms and callbacks, wave ocillators and cool functions like png and targa export.

The closest thing i can approximate it to is Processing – but using Flash AS3. A visual sketch book with utilities for exporting between file formats for static work and tools to experiment with making animated/moving images. It this respect it didn’t meet my expectations to what it was, but it is an extension and simplification of the cool stuff that can be done in flash that would make sense to visual experimentors and animators who dont necessarily spend time in heavy code.

I spent the whole day actively using the framework and we covered a number of the tools in a series of tutorials. The framework is open source and Josh encouraged participation and development the project.

Find out more about the hype framework here:-
http://www.hypeframework.org/

18th May 2010
Play. Destroy. Create.
Brendan Dawes – Magnetic North (http://mnatwork.com/)

Probably the talk with the most heart as Brenden always relates to his own experiences and family, and its clear he still has a genuine passion despite being there at the birth of internet celebrity. He covered a number of topics that should help you to broaden and inspire your views as a designer and lucky for you i can spoil you with my notes.

1. Collect things
We now have a plethora of ways to document and record information from mobile devices, pen and paper, photography and Brenden was an advocate of a site called evernote – http://www.evernote.com/ which lets you store your notes and ideas and later print them off as a book. There was also a Mac only program called DEEP that allowed you to catalogue and tag images which can do some funky things like automatically create swatches based on the indexed images.

2. Ordinary Everyday
Observing things that are unnoticed was another heavy topic, and we were encouraged to look beyond the portals and top twenty lists. Brenden revealed a picture of the inside of his wife’s handbag and explained that every item in the bag from Christian Dior perfume to tissues and tictacs was there for a purpose and symbolises where we are as a society. So when we design we should be looking to solve a real world need, which is often overlooked.

3. Edit Everything
Brenden’s dad was a sports photographer and from a young age was in situations where he had to make instinctive decisions. The story goes that once the paper was going to press and he was called to produce a printable photo in 5 minutes. Now it takes 6 minutes to develop film naturally. So he had to dry 36 wet prints with a hairdryer and make a definitive call in seconds on the best shot and continue drying that. Newspaper and print have a different context to digital because they are throwaway, but desicion making principals were still encouraged to be done on instinct.

4. We don’t make sense
We were presented with a top down map city and it was noted that we don’t stick to the suggested routes but will take shortcuts. Brenden used an example of a bridge that was designed with this brief.

“Create a structure that provokes exploration and questioning of accepted practices and methods.”

The bridge’s final design had a kink in it. And rather going from A to B as all bridges work, you were encouraged to explore. Not only was it whimsically, the kink was neccessary engineering touch to aid support, but you potentially could’ve have bumped into your future wife or an old friend. A great example of illogical design.

5. Risk needs a partner
6. Give things a name
7. Contraints are Good

10 Tips for iPhone Interface Design
Sarah Parmenter – You Know Who (http://www.youknowwhodesign.com/)

Sarah Parmenter delivered a straightforward insight into her wireframing process and own experiences of the iphone app submission process throught 10 tips. A lot of it was broad design and process knowledge for anyone involved in the industry but what was most interesting for me as a developer involved the Apple UI rules and dimensions for touch screen hit areas, iconography, bevelling and spacing. (See photos) Anyone involved in iPhone/iPad Dev should definately do thier research work before developing an app as apple have stringent control and expectation on what is publishable, which was a good takeaway from this session.

19th May 2010
The Art of Emotional Design: A story of pleasure, joy, and delight.
Aral Balkan – http://aralbalkan.com/

This talk was a delight. Delight being the keyword with emphasis on designing experiences beyond usable, to stable, to something pleasurable, delightful and even magical. The ways this could be acheived is in the attention to details, and provoking emotional responses from these details.

Aral’s iPhone app feathers is a twitter posting app that could use special characters. It is essentially a very simple app but he achieved critical praise for embelishing interactions with visual feedback that was empathic to what the user was doing and thier needs and not the designer/developer. He had a clear understanding of what the user might do and treated them.

His other app was a barcode reader than would load up the ebook version if it could find it. If the search was taking ages to request he was engaging the user through his app’s emoticon character. The character would become glum and upset and eventually if it timed out it would apologise. Empathising with the users state of mind during this interaction made the wait more bearable and even made a plesurable experience.

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February 23rd, 2010

AS3 text href to flash function

Categories: Flash No comments

I’ve been setting up google analytics tracking in a flash project and wanted to track a mailto. The thing is i’m using a mailto link in a dynamic text field link. What i could do is create a separate button to handle the both tracking and mailto, but i need to match up styling.

I found a more elegent solution in AS2 where there was an undocumented class asfunction http://kb2.adobe.com/cps/156/tn_15639.html That meant you could use asfunction:myClick to pass the text click event to a function, then you can handle mutiple actions in a single event.

However this has been depreciated in AS3 in favour of TextEvent.LINK.
This is an example of my final tracking code:

import flash.events.TextEvent;
import flash.external.ExternalInterface;
import flash.net.URLRequest;
import flash.net.navigateToURL;

var linkstr:String = “xx@xx.com“;
TextMC.links_txt.htmlText = linkstr;
TextMC.links_txt.addEventListener(TextEvent.LINK, trackMail);

private function TrackMail(e:TextEvent = null):void
{
navigateToURL(new URLRequest(“mailto:xx@xx.com”), “_self”);
ExternalInterface.call(“pageTracker._trackPageview”, “/mailto/agent-email:xx@xx.com”);
}

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January 14th, 2010

Uncharted 2 First Play Impressions

Categories: Game No comments

Uncharted 2 is to PS3 what Golden Eye was n64, or Halo was to Xbox. It’s a platform exclusive that raises the expectations of a console game, or any game for that matter.

No other current gen blockbuster has captured my imagination like this or had me playing all the way through to the end. I’ll get this out the way the single player adventure is linear, and i am an adulent fan of linear games as opposed to sandbox style games, as i like being taken through a structured and directed experience as it give me an insight into someones vision with tighter control.

Naughty dog took a risk with the new IP but capaitalised on the lack of really great games at the systems launch. As it stands Uncharted 1 was one of the prettiest titles at the PS3 launch. Leveraging this the team have gone and over delivered in terms of graphics, everything is normal mapped to such a high level, theres impressive weather physics from bloom, to snow weight and density models, and water affecting the cloth physics of the characters. Even depth of focus on the gun sight! something I didn’t even notice until recently, but small touches just add to the cinematic experience.

Despite the visual similarities to the tomb raider series, uncharted is more 3rd person shooter driven and plays like Gears of War crossed with Splinter Cell but faster paced than both. Gears pace is more measured, and there is a rhythm of stop and pop action, you could basically camp and hold position well staving enemies away with the chainsaw at close range. In uncharted you never have the luxury, Nathan Drake is purposely designed to be an everyman, the odds stacked against him and constantly shouting sarcastic quips as he gets flanked but much stronger enemies. You will be moving to and from cover much more, using every available grenade and using splinter cell stealth kills to conserve ammo as you can usually kill a guard in one hit.

There are much more weapons in this game than the first including the crossbow which kills in one or two hits any enemy in the game as well as doing it in stealth. The riot shield which can be used in conjunction with a handgun – works well with the automatics. And you have the ability to toss gas canister and trigger explosions. That and staple blind fire and many levels having a computer controlled AI to help you and you have lots of gameplay options available to you.

Special mention goes to the characterization with the awesome Amy Hennig helming game director and script writer role and putting the effort to study rolls of film to create believable characters. Nathan drake, Chloe Frasier and Victor Sullivan may be a pastiche of indiana jones characters and be a cliche in film terms but its commendable to move game character design out of space marine/generic adolescent fantasy territory, and sold well despite not bowing to publisher pressure.

As you can probably tell I love it, I’ve sunk loads of time into the achievements, and cracked hard mode. and had my first multiplayer experience which rocks too. This is definitely my game of the year so far. Go out and buy it and put that PS3 to good use.

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December 14th, 2009

AS3 mouse leave stage detect

Categories: Flash No comments

I’ve been working on papervision dragging and to detect when the mouse cursor leaves and goes off/outside the stage bounds in AS3. (Or the browser if the movie is set to scale to fill the window) one would use this listener:

mc.stage.addEventListener(Event.MOUSE_LEAVE, mouseLeaveHandler);

fucntion mouseLeaveHandler(e:Event):void{}

However this event doesn’t fire when the mouse is down while the mouse leave the stage.

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