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Design a Day



I’ve collected together all of my various experiments with Flash on this page. Most of what you will find here are snippets of code and small movies that test certain features of Flash, or solve some small, specific problems. There are also a few game-like projects.

Each of the movies posted here also show the source code (or at least the important bits). The goal is to create a resource for other people who are learning Flash, especially ActionScript . All of the exercises below are created in Flash 8. Some of them will work in earlier versions, some will not.

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 Drawing Regular NGons

Game Prototype: Drunken Seek

  Here’s a Flash prototype I did to test a gameplay question in my last game, "Destroy All Humans: Big Willy Unleashed" for the Wii. [ Link ]


 Drawing Regular NGons

Documentation: Palabre 0.6

I am in need of a Flash compatible Socket Server, and found a great open source project, Palabre, with poor docs. This is info gather from docs, forums, etc. [ Link ]


 Drawing Regular NGons

Drawing Regular NGons

I have a project in progress that require me to draw regular NGons (Pentagons, Hexagons, Octagons, etc). I’ve posted the Flash movie and the source code for drawing them, using a simple rotation equation. [ Link ]


Learning Flash

Learning Flash

Since returning from GDC, I have been fired up to learn Flash as a tool for doing some simple gameplay prototyping. It has been rewarding, and at times fairly frustrating, as Flash has some interesting quirks of implementation. It has…personality.

  • Loading Text as Unicode
  • Create and Format a Dynamic Text Field
  • Write-On Text in a Fixed Amount of Time
  • Using Checkboxes
  • The Game Loop

  [ Link ]


Radial Solo Ball

Radial Solo Ball

Flash game number one. Basic goal, build a game with a main execution loop.

First experimentation with collision detection in Flash. [ Link ]


eRadiRace

eRadiRace

A simple wall avoidance game.

First iteration using built-in collision handling in Flash.
[ Failed ]

Second iteration using Flash 8’s Draw API. [ Somewhat Final ]


 


"Design is the successive application of constraints until only a unique product is left."

Richard Pew

TrioTrio

TrioTrio

TrioTrio is a simple boardgame I designed a couple of years ago. It’s a capture game based on Rock-Paper-Scissors. There is a PDF of the rules and a simple board available in Game Downloads. Feedback is always welcome. [Link]


TrioTrio

Learning Flash

Since returning from GDC, I have been fired up to learn Flash as a tool for doing some simple gameplay prototyping. It has been rewarding, and at times fairly frustrating, as Flash has some interesting quirks of implementation. It has…personality.

So this is to be a dumping ground for bits and bobs of code and information that I’ve learned, and might help others over some rough spots. No particular order or theme. Just nuggets of Flashy goodness.  [ Link ]


TrioTrio

Burroughsian Design-A-Tron

It is one of those pick-a-word from columns A, B and C and link them together widgets. The basic construct is Video Game meets Popular Culture Artifact as Human Endeavor.

The idea is that it functions as an automated Burroughsian Cut-Up, with our cultural heritage and all areas of human endeavor as the source material. Because I do like to think big. [ Link ]


TrioTrio

Radial Solo Ball

Flash game number one. Basic goal, build a game with a main execution loop.

First experimentation with collision detection in Flash. [ Link ]


TrioTrio

eRadiRace

A simple wall avoidance game.

First iteration using built-in collision handling in Flash.
[ Failed ]

Second iteration using Flash 8’s Draw API. [ Somewhat Final ]