Some sample code for creating a simple state machine for your as3 apps.

The idea of a SM comes into play when you have even a slightly complex application, in which there are sequences of screens, game pause and play, pop-ups, leveling events and so on. Managing how the app responds and keeping track of where it is at can get messy in a hurry. Using the Model-View-Controller patterns, you can manage this complexity, maybe saving a few hours of debugging (or days).

This simple state matching code snip shows how you can change game states using a ‘jump table’ effectively a simple object array that leverages the .call() method of function, allowing us to call a function from a string of its name.
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Opera upgrade as of Sept 2009 for Wii has provided a few new toys for us:

  • The Opera Wii API for tilit detection and other Wii specific input modes
  • Flash upgrade from 7 to Lite 3 (effectively Flash 9 minus AS3 VM)
  • Multiple player input via wii controllers (up to 4)

Here is a demo of the tilt API using the canvas object in Opera:
http://devfiles.myopera.com/articles/149/wiicanvasgame.html

Info on the Opera Wii API (requires Opera dev user account):
http://dev.opera.com/articles/view/the-wii-remote-api/

Information on Flash Lite 3
http://www.adobe.com/products/flashlite/
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Great article describing a commonly discovered ‘feature’ with dropTarget display list interaction here

16-09-2009 1-35-28 AMFlash 3D work for this unique site design. Great to be part of a creative team like this one! This will be one of the last 3D projects using FP9 before moving to the improved performance of Flash Player 10.