Posts Tagged ‘Stage3D’

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Versatile Stage3D Part 2: Using IndexBuffer Objects in 2D

Here comes the 2nd part of the “How to build a versatile 2D engine in Stage3D” series! Once again this will be a blind tutorial covering mostly theory and a […]

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Versatile Stage3D Part 1: Using VertexBuffers Objects in 2D

Welcome to the first part of the “How to build a versatile 2D engine in Stage3D” series! If you’re already familiar with what VertexBuffers are in other programming languages, this […]

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Building a versatile engine in Stage3D: Introduction

It’s a little late to show fireworks, but I thought I could share with you this Trippy-Rainbow-Spiral I’ve recently created! It’s built with a fresh new engine (on top of […]

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CRT Monitor Effect 2.0 for LaboratoryGames’s Television Game

I took some time to implement a few more features for LaboratoryGames’s CRT Monitor Effect. The new challenges were to implement a Distortion Map, Desaturation (aka: GrayScale), and Vertical RGB […]

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CRT Monitor Effect (Live Demo)

I was recently asked by LaboratoryGames (also, here’s their tumblr page) to develop a special shader to be applied on their Starling game called “Television“, to be played on the […]

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Graphic API Extension Arrives to Starling!

When Starling was created to help developers get a head-start on Stage3D powered games, it was great to see that all the traditional Flash display objects were replicated in the […]

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Increasing the Touch Area of objects in Starling

When developing with Starling, have you ever wished you could increase your girth? Wait… no NOT that kind of increase! (Ahem Ahem)  I mean… the size of the hitTest() area […]

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Starling Image Clipping / UV-Scrolling Features

While working on my first collaborative game project with Plugin.IO, I was finding it frustrating that we are unable to do in Starling some of the clipping and scrolling features […]

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Ludumdare #24 “Evolution”: Upward Mankind

I’ve really, honesly, didn’t have one sweet clue how to make an ‘evolving’ game within 48 hours. BUT, I have seen my several aspects of my game evolve over those […]

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Preview: PyxelEdit Tilemaps implemented in StarlingPunk!

Although it’s a little too late at night to write up a full article about this new implementation I created, see this StarlingPunk demo! Controls Arrow keys to move. This […]

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Creating Tilemaps from Bitmaps with Axel

Designing a level for a simple tile-based game doesn’t have to be a painful process of concatenating hardcoded Strings or writing text-files. Instead, you can draw the levels out in […]

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Making Scrollable Tiles with UV Offsets in Stage3D and AGAL

In the last gamejam I participated (Ludumdare #23), I used the sweet and oh-so-sexy Axel Library! It’s by far my favorite Stage3D 2-dimensional library at this point. If you’re a […]

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Ludumdare #23 “Tiny World”: Surrounded By Snails!

This is just a quick and dirty post to upload my game whenever I have a working version. Check frequently during the event for updates! Original Ludumdare Entry available here

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Flash Developer Life: My personal AS4 Language Wishlist

Even if Adobe has already carved in stones what the next iteration of the ActionScript language will contain, I think it’s worth that each of us Flash developers shout out […]

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AS3 Level-4: Using Ping-Pong technique with RenderToTexture in Stage3D and AGAL

In this tutorial, I’ll cover how to use a rendering technique known as “Ping-Ponging” to achieve a colorful psychedelic post-processing effect. Basically, it is the process of alternating between two […]

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AS3 Level-4: PREVIEW Using RenderToTexture for Trailing Effects in Stage3D and AGAL

This is just a quick preview for a very special achievement in my exploration of Stage3D and AGAL. It’s my first attempt at using a “ping-ponging” technique to achieve a […]

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AS3 Level-4: Setting up a 2D Particle System with AGAL and Stage3D

It’s been a few weeks since I started experimenting in AGAL and Stage3D. The bad news is… I didn’t figure out how to make a kick-ass 3D Engine with post-processing […]

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AS3 Level-4: Yet another AGAL helper library, ASGL (part 5)

While I was looking for some more advanced Math functionality in AGAL, I stumbled upon this neat library on Google Code called ASGL (available via SVN here). It’s actually more […]

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AS3 Level-4: Say Hello to XAGAL, the XML AGAL interpreter (part 4)

For the past few days, I have been experimenting with various options of writing AGAL code in ways that would be easier to follow than the raw code itself. I’ll […]

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AS3 Level-4: Manipulating RGB Colors on a Texture with AGAL (part 3)

In this third experiment of AGAL, I will show you how we can modify the colors of a Texture in realtime by using some FragmentShader constants based on where the […]

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