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	<title>Dovyski &#187; games</title>
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	<link>http://www.dovyski.com</link>
	<description>Pointless things somehow useful</description>
	<lastBuildDate>Fri, 07 May 2010 02:42:04 +0000</lastBuildDate>
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		<title>AS3 GameGears</title>
		<link>http://www.dovyski.com/2010/05/as3-gamegears/</link>
		<comments>http://www.dovyski.com/2010/05/as3-gamegears/#comments</comments>
		<pubDate>Fri, 07 May 2010 02:42:04 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Misc]]></category>
		<category><![CDATA[as3]]></category>
		<category><![CDATA[Flash]]></category>
		<category><![CDATA[games]]></category>

		<guid isPermaLink="false">http://www.dovyski.com/?p=2483</guid>
		<description><![CDATA[Flash game developers - meet my new project: AS3 Game Gears ! It is the right place to find useful tools to boost your game development. There is no need to reinvent the wheel, all you need is a place &#8230; <a href="http://www.dovyski.com/2010/05/as3-gamegears/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p>Flash game developers - meet my new project: <a href="http://www.as3gamegears.com/" target="_blank" onclick="pageTracker._trackPageview('/outgoing/www.as3gamegears.com/?referer=');">AS3 Game Gears</a> ! It is the right place to find useful tools to boost your game development. There is no need to reinvent the wheel, all you need is a place to find what you have been looking for. Enjoy!</p>
]]></content:encoded>
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		</item>
		<item>
		<title>BulkLoader &#8211; managing multiple loadings in AS3</title>
		<link>http://www.dovyski.com/2010/03/bulkloader-managing-multiple-loadings-in-as3/</link>
		<comments>http://www.dovyski.com/2010/03/bulkloader-managing-multiple-loadings-in-as3/#comments</comments>
		<pubDate>Tue, 09 Mar 2010 10:02:28 +0000</pubDate>
		<dc:creator>Dovyski</dc:creator>
				<category><![CDATA[Flash]]></category>
		<category><![CDATA[as3]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[MIT]]></category>
		<category><![CDATA[web]]></category>

		<guid isPermaLink="false">http://www.dovyski.com/?p=2409</guid>
		<description><![CDATA[One of the most common tasks in game development is the assets loading process. You have two options: 1) ship your game as a single 45Mb SWF file filled with sweet and compressed-to-the-bones images/sounds or 2) load all those assets &#8230; <a href="http://www.dovyski.com/2010/03/bulkloader-managing-multiple-loadings-in-as3/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p>One of the most common tasks in game development is the assets loading process. You have two options: 1) ship your game as a single 45Mb SWF file filled with sweet and compressed-to-the-bones images/sounds or 2) load all those assets separately and on demand.<a href="http://www.dovyski.com/wp-content/uploads/2010/02/nggshow.php_.png"><img class="aligncenter size-thumbnail wp-image-2410" title="nggshow.php" src="http://www.dovyski.com/wp-content/uploads/2010/02/nggshow.php_-150x150.png" alt="" width="150" height="150" /></a></p>
<p>Sometimes the first option is your best shot, but for casual online games the second one is more suitable. Multiple loadings in AS3 can be a pain, because there are several file types to load (wave, JPG, mp3, GIF, swf, etc) and there is no single way to load them all.</p>
<p>So far my best approach to solve this problem is called <a href="http://code.google.com/p/bulk-loader/" onclick="pageTracker._trackPageview('/outgoing/code.google.com/p/bulk-loader/?referer=');">BulkLoader</a>, a library for managing multiple loadings with AS3. It is licensed under the <a rel="nofollow" href="http://www.opensource.org/licenses/mit-license.php" onclick="pageTracker._trackPageview('/outgoing/www.opensource.org/licenses/mit-license.php?referer=');">MIT License</a> and has amazing features:</p>
<ul>
<li>Connection pooling.</li>
<li> Unified interface for different loading types.</li>
<li> Unified progress notification.</li>
<li> Events for individual items and as groups.</li>
<li> Priority</li>
<li> Stop and resuming individually as well as in bulk.</li>
<li> Cache management.</li>
<li> Statistics about loading (latency, speed, average speed).</li>
<li> Various kinds on progress indication: ratio (items loaded / items to load), bytes , and weighted percentage.</li>
<li> Configurable number of retries.</li>
<li> Configurable logging.</li>
<li> Various assest types (XML, NetStreams, Swfs, Images, Sound, Text Files)</li>
</ul>
<p>Design goals:</p>
<ul>
<li> Minimal imports.</li>
<li> Few method to learn.</li>
<li> Consistent interface, regardless of content type.</li>
</ul>
<p>BulkLoader gracefully handles progress notification in these use cases:</p>
<ul>
<li> Few connections to open: bytes total can be used instantly.</li>
<li> Many connections opened: progress by ratio</li>
<li> Many connections opened for data of widely varying sizes: progress by weight.</li>
</ul>
<p>One of the things I like the most is that this project was created by a Brazilian fellow named <a href="http://www.stimuli.com.br/about/" target="_blank" onclick="pageTracker._trackPageview('/outgoing/www.stimuli.com.br/about/?referer=');">Arthur Debert</a> <img src='http://www.dovyski.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> . Thanks for this great tool!</p>
]]></content:encoded>
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		</item>
		<item>
		<title>Isometric AS3 game engines</title>
		<link>http://www.dovyski.com/2010/02/isometric-as3-game-engines/</link>
		<comments>http://www.dovyski.com/2010/02/isometric-as3-game-engines/#comments</comments>
		<pubDate>Sat, 27 Feb 2010 03:07:38 +0000</pubDate>
		<dc:creator>Dovyski</dc:creator>
				<category><![CDATA[Flash]]></category>
		<category><![CDATA[as3]]></category>
		<category><![CDATA[engines]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[isometric]]></category>
		<category><![CDATA[MIT]]></category>

		<guid isPermaLink="false">http://www.dovyski.com/?p=2394</guid>
		<description><![CDATA[After Happy Farm and FarmVille attracted millions of user there is a lot of talking about isometric games. I've played several games featuring an isometric view then I've spent some thoughts around the idea of creating my own isometric game &#8230; <a href="http://www.dovyski.com/2010/02/isometric-as3-game-engines/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p>After <a href="http://www.facebook.com/apps/application.php?id=57132175859" target="_blank" onclick="pageTracker._trackPageview('/outgoing/www.facebook.com/apps/application.php?id=57132175859&amp;referer=');">Happy Farm</a> and <a href="http://www.farmville.com/" target="_blank" onclick="pageTracker._trackPageview('/outgoing/www.farmville.com/?referer=');">FarmVille</a> attracted millions of user there is a lot of talking about isometric games. I've played several games featuring an isometric view then I've spent some thoughts around the idea of creating my own isometric game (or one for my company, developed during my <span style="text-decoration: line-through;">inexistent</span> free time).</p>
<p>Looking for isometric game engines, I found three great projects: <a href="http://www.ffilmation.org" onclick="pageTracker._trackPageview('/outgoing/www.ffilmation.org?referer=');">FFilmation</a>, <a href="http://code.google.com/p/as3isolib/" onclick="pageTracker._trackPageview('/outgoing/code.google.com/p/as3isolib/?referer=');">As3isolib</a> and <a href="http://www.openspace-engine.com/" target="_blank" onclick="pageTracker._trackPageview('/outgoing/www.openspace-engine.com/?referer=');">OpenSpace</a>.</p>
<p><a href="http://code.google.com/p/ffilmation/" onclick="pageTracker._trackPageview('/outgoing/code.google.com/p/ffilmation/?referer=');"><img class="aligncenter size-medium wp-image-2395" title="picture-1" src="http://www.dovyski.com/wp-content/uploads/2010/02/picture-1-300x93.png" alt="" width="300" height="93" /></a></p>
<p><a href="http://www.ffilmation.org" onclick="pageTracker._trackPageview('/outgoing/www.ffilmation.org?referer=');">FFilmation</a> (<a rel="nofollow" href="http://www.opensource.org/licenses/mit-license.php" onclick="pageTracker._trackPageview('/outgoing/www.opensource.org/licenses/mit-license.php?referer=');">MIT License</a>):</p>
<ul>
<li>Have a programming interface as small and easy as possible, no matter how complex the internal code is;</li>
<li>Rendering performance is a major concern when designing all the algorythms;</li>
<li>Graphic designers are able to work on the application’s ( game or not ) environments without any programming skills, visually, and with almost immediate previews of what they are doing.</li>
</ul>
<p><a href="http://code.google.com/p/as3isolib/" onclick="pageTracker._trackPageview('/outgoing/code.google.com/p/as3isolib/?referer=');">As3isolib</a> (<a rel="nofollow" href="http://www.opensource.org/licenses/mit-license.php" onclick="pageTracker._trackPageview('/outgoing/www.opensource.org/licenses/mit-license.php?referer=');">MIT License</a>):</p>
<ul>
<li><a name="current_features">Simple scene creation; </a></li>
<li><a name="current_features">3 primitive types;</a></li>
<li><a name="current_features">Base class for displaying user-created conten; </a></li>
<li><a name="current_features">Plenty of styling option on vector based primitive; </a></li>
<li><a name="current_features">Integrates well with a variety of tween engine; </a></li>
<li><a name="current_features">Improved 3D isometric positional sortin; </a></li>
<li><a name="current_features">Scene &amp; view renderer classes geared towards performance optimizatio; </a></li>
<li><a name="current_features">Performance caching of static and animated sprite asset. </a></li>
</ul>
<p><a href="http://www.openspace-engine.com/" target="_blank" onclick="pageTracker._trackPageview('/outgoing/www.openspace-engine.com/?referer=');">OpenSpace</a> (commercial, part of the <a href="http://www.smartfoxserver.com/" target="_blank" onclick="pageTracker._trackPageview('/outgoing/www.smartfoxserver.com/?referer=');">SmartFoxServer</a> platform for multiplayer games):</p>
<ul>
<li>Engine and framework for rapid development of multi-user virtual worlds and MMO communities;</li>
<li>Customizable tiles' aspect ratio;</li>
<li>Tiles Elevation</li>
<li>2D objects in a 2.5D world</li>
<li>Backgrounds and foregrounds</li>
<li>Scrolling</li>
<li>Advanced pathfinding</li>
<li>Powerful avatar management</li>
<li>Advanced map interaction system</li>
<li>Exhaustive documentation</li>
<li>Complete Map Editor</li>
</ul>
<p>If you were planning to develop an isometric game, you just found your first step.</p>
]]></content:encoded>
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		<slash:comments>4</slash:comments>
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		<item>
		<title>Improve your game with particles</title>
		<link>http://www.dovyski.com/2010/02/improve-your-game-with-particles/</link>
		<comments>http://www.dovyski.com/2010/02/improve-your-game-with-particles/#comments</comments>
		<pubDate>Sat, 13 Feb 2010 09:08:37 +0000</pubDate>
		<dc:creator>Dovyski</dc:creator>
				<category><![CDATA[Flash]]></category>
		<category><![CDATA[Tools]]></category>
		<category><![CDATA[actionscript]]></category>
		<category><![CDATA[as3]]></category>
		<category><![CDATA[effects]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[particles]]></category>

		<guid isPermaLink="false">http://www.dovyski.com/?p=2362</guid>
		<description><![CDATA[When I play a game, I like to see all those flying particles popping up on the screen. Casual games make heavy use of this resource, sometimes more than what is considered healthy. A particle system adds dynamism to the &#8230; <a href="http://www.dovyski.com/2010/02/improve-your-game-with-particles/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p>When I play a game, I like to see all those flying particles popping up on the screen. Casual games make heavy use of this resource, sometimes more than what is considered healthy.</p>
<p><a href="http://www.dovyski.com/wp-content/uploads/2010/01/sparkler.jpg"><img class="aligncenter size-full wp-image-2364" src="http://www.dovyski.com/wp-content/uploads/2010/01/sparkler.jpg" alt="" width="150" height="150" /></a></p>
<p>A particle system adds dynamism to the game and makes it feel alive. Where is the fun of blowing up an enemy base and see just a few flames as a reward? Players want to see lots of things flying around and sparkles shinning towards the camera. Flash gamers are no exception. In order to add particles to your game, you can use two free particle systems (both use <a href="http://www.opensource.org/licenses/mit-license.php" target="_blank" onclick="pageTracker._trackPageview('/outgoing/www.opensource.org/licenses/mit-license.php?referer=');">MIT license</a>): <a href="http://flintparticles.org" target="_blank" onclick="pageTracker._trackPageview('/outgoing/flintparticles.org?referer=');">Flint</a> and <a href="http://code.google.com/p/stardust-particle-engine/" target="_blank" onclick="pageTracker._trackPageview('/outgoing/code.google.com/p/stardust-particle-engine/?referer=');">Stardust</a>.</p>
<p><a href="http://flintparticles.org" target="_blank" onclick="pageTracker._trackPageview('/outgoing/flintparticles.org?referer=');">Flint</a> is an open-source project to create a versatile particle system in Actionscript 3. The aim is to create a system that handles the common functionality for all particle systems, has methods for common particle behaviour, and lets developers extend it easily with their own custom behaviours without needing to touch the core code.</p>
<p><a href="http://code.google.com/p/stardust-particle-engine/" target="_blank" onclick="pageTracker._trackPageview('/outgoing/code.google.com/p/stardust-particle-engine/?referer=');">Stardust</a> was inspired by <a href="http://flintparticles.org" target="_blank" onclick="pageTracker._trackPageview('/outgoing/flintparticles.org?referer=');">Flint</a>, but it has its own set features:</p>
<div>
<ul>
<li>Supports 2D and 3D particle effects.</li>
<li>Easy to extend for custom initializers, actions, fields, deflectors, clocks, and 2D/3D renderers.</li>
<li>Includes 3D extensions for ZedBox, Papervision3D, and ND3D.</li>
<li>Includes a native 3D renderer.</li>
<li>Supports particle masking (particles can be masked out for actions).</li>
<li>Uses linked lists and object pools to improve performance.</li>
<li>Gravity and deflector simulation.</li>
<li>Action triggers (for creating complex conditional particle behaviors).</li>
<li>XML serialization.</li>
</ul>
</div>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
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		<item>
		<title>QuickBox2D: AS3 physics engine</title>
		<link>http://www.dovyski.com/2010/02/quickbox2d-as3-physics-engine/</link>
		<comments>http://www.dovyski.com/2010/02/quickbox2d-as3-physics-engine/#comments</comments>
		<pubDate>Mon, 08 Feb 2010 12:54:33 +0000</pubDate>
		<dc:creator>Dovyski</dc:creator>
				<category><![CDATA[Flash]]></category>
		<category><![CDATA[actionscript]]></category>
		<category><![CDATA[as3]]></category>
		<category><![CDATA[engines]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[physics]]></category>

		<guid isPermaLink="false">http://www.dovyski.com/?p=2350</guid>
		<description><![CDATA[The first time I saw a really convincing physics engine working on a PC game was during a Half Life 2 session. All that Havok physics created an unique game experience. Luckily the use of physics inside games has grown &#8230; <a href="http://www.dovyski.com/2010/02/quickbox2d-as3-physics-engine/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p>The first time I saw a really convincing physics engine working on a PC game was during a <a href="http://orange.half-life2.com/hl2.html" target="_blank" onclick="pageTracker._trackPageview('/outgoing/orange.half-life2.com/hl2.html?referer=');">Half Life 2</a> session. All that <a title="Havok (software)" href="http://en.wikipedia.org/wiki/Havok_%28software%29" onclick="pageTracker._trackPageview('/outgoing/en.wikipedia.org/wiki/Havok_28software_29?referer=');">Havok physics</a> created an unique game experience. Luckily the use of physics inside games has grown and now we have a wide range of tool to use, even in Flash games.<a href="http://www.dovyski.com/wp-content/uploads/2010/01/poly_editor.gif"><img class="aligncenter size-medium wp-image-2353" src="http://www.dovyski.com/wp-content/uploads/2010/01/poly_editor-300x224.gif" alt="" width="300" height="224" /></a></p>
<p><a href="http://actionsnippet.com/?page_id=1391" target="_blank" onclick="pageTracker._trackPageview('/outgoing/actionsnippet.com/?page_id=1391&amp;referer=');">QuickBox2D</a> is one of them. It is a mini-library created to work with <a href="http://sourceforge.net/projects/box2dflash/" target="_blank" onclick="pageTracker._trackPageview('/outgoing/sourceforge.net/projects/box2dflash/?referer=');">Box2DFlashAS3</a>, which is an AS3 port of the famous <a href="http://box2d.org" target="_blank" onclick="pageTracker._trackPageview('/outgoing/box2d.org?referer=');">Box2D</a> C++ physics engine. The main purpose of this library is to significantly simplify instantiation of rigid bodies and provide a simple way to bind them with custom graphics.</p>
<p>You can start with <a href="http://actionsnippet.com/?page_id=1391" target="_blank" onclick="pageTracker._trackPageview('/outgoing/actionsnippet.com/?page_id=1391&amp;referer=');">QuickBox2D</a> by reading this <a href="http://active.tutsplus.com/tutorials/effects/introduction-to-quickbox2d-part-1/" target="_blank" onclick="pageTracker._trackPageview('/outgoing/active.tutsplus.com/tutorials/effects/introduction-to-quickbox2d-part-1/?referer=');">great kick off tutorial</a>. It explains the engine itself and demonstrate how to use some of it's features.</p>
]]></content:encoded>
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		</item>
		<item>
		<title>AS3 game engines</title>
		<link>http://www.dovyski.com/2010/01/as3-game-engines/</link>
		<comments>http://www.dovyski.com/2010/01/as3-game-engines/#comments</comments>
		<pubDate>Sat, 30 Jan 2010 12:10:08 +0000</pubDate>
		<dc:creator>Dovyski</dc:creator>
				<category><![CDATA[Flash]]></category>
		<category><![CDATA[as3]]></category>
		<category><![CDATA[engines]]></category>
		<category><![CDATA[games]]></category>

		<guid isPermaLink="false">http://www.dovyski.com/?p=2332</guid>
		<description><![CDATA[I like to write my code from scratch, but it does not  mean I want to reinvent the wheel every single day. This is one of the reasons why I like to use engines to code games. Sometimes the project &#8230; <a href="http://www.dovyski.com/2010/01/as3-game-engines/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p>I like to write my code from scratch, but it does not  mean I want to reinvent the wheel every single day. This is one of the reasons why I like to use engines to code games.</p>
<p>Sometimes the project has it´s own specific features and it requires a completly customized code, but most of the time it´s all about the same things: test input, check collisions, update a bunch of elements and finally render them all. Looking for a tool to do those tasks for me, I found two free and open source game engines: <a title="PushButton Engine" href="http://pushbuttonengine.com/" target="_blank" onclick="pageTracker._trackPageview('/outgoing/pushbuttonengine.com/?referer=');">PushButton </a>and <a title="Flixel engine" href="http://flixel.org/" target="_blank" onclick="pageTracker._trackPageview('/outgoing/flixel.org/?referer=');">Flixel</a>.</p>
<p style="text-align: left;"><a title="PushButton Engine" href="http://pushbuttonengine.com/" target="_blank" onclick="pageTracker._trackPageview('/outgoing/pushbuttonengine.com/?referer=');"><img class="size-medium wp-image-2336 aligncenter" src="http://www.dovyski.com/wp-content/uploads/2010/01/pushbutton-engine-300x79.png" alt="" width="300" height="79" /></a></p>
<p style="text-align: left;"><a title="PushButton Engine" href="http://pushbuttonengine.com/" target="_blank" onclick="pageTracker._trackPageview('/outgoing/pushbuttonengine.com/?referer=');">PushButton</a> is a very modular game engine licensed under the <a title="MIT license" href="http://en.wikipedia.org/wiki/MIT_License" target="_blank" onclick="pageTracker._trackPageview('/outgoing/en.wikipedia.org/wiki/MIT_License?referer=');">MIT license</a>. It has core functionality as resource manager, logger, debug monitoring, serialization, time management, globally named objects, etc. It also has a set of <a title="PushButton components" href="http://pushbuttonengine.com/store/" target="_blank" onclick="pageTracker._trackPageview('/outgoing/pushbuttonengine.com/store/?referer=');">components </a>that make the engine even better:</p>
<ul>
<li>Physics based on <a title="Box2D" href="http://www.box2d.org/" target="_blank" onclick="pageTracker._trackPageview('/outgoing/www.box2d.org/?referer=');">Box2D</a>;</li>
<li>Gameplay components: health, teams, state machines;</li>
<li>Sprite-based and SWF-based 2D rendering;</li>
<li>Tilemap system;</li>
<li>Pathfinding library;</li>
<li>Basic networking. Pass events to/from your servers, do XMLRPC/JSON Web API requests, etc;</li>
<li>Awesome UI capabilities via Flash - localizable, stylable/themable, internationalizable.</li>
</ul>
<p><a title="Flixel engine" href="http://flixel.org/" target="_blank" onclick="pageTracker._trackPageview('/outgoing/flixel.org/?referer=');"><img class="size-full wp-image-2335 alignright" src="http://www.dovyski.com/wp-content/uploads/2010/01/flixel.png" alt="" width="64" height="128" />Flixel</a> is collection of AS3 files that helps organize, automate, and optimize Flash games. It is also licensed under the <a title="MIT license" href="http://en.wikipedia.org/wiki/MIT_License" target="_blank" onclick="pageTracker._trackPageview('/outgoing/en.wikipedia.org/wiki/MIT_License?referer=');">MIT license</a> and has a great set of features:</p>
<ul>
<li>Really fast renderer (5000+ sprites on modern PCs);</li>
<li>Tilemaps;</li>
<li>Particle systems;</li>
<li>Global sound system with volume hotkeys, looping, panning, etc;</li>
<li>Parallax scrolling (free/multi-directional);</li>
<li>Built-in 2D box-based game physics (not <a title="Box2D" href="http://www.box2d.org/" target="_blank" onclick="pageTracker._trackPageview('/outgoing/www.box2d.org/?referer=');">Box2D</a>);</li>
<li>Fast text rendering;</li>
<li>Retro style zoomed rendering options (2x pixels, 3x pixels, etc);</li>
<li>Works great with non-pixel art too, with support for rotation, scaling;</li>
<li>Composite multiple sprites using blending modes to create sweet lighting effects;</li>
<li>Does not require the Flash IDE, works best with free tools like FlashDevelop;</li>
<li>Organizational classes like game states;</li>
<li>Simple buttons;</li>
<li>Utilities for looping music and playing sound FX;</li>
<li>Simple special effects like screen flashes and fades;</li>
<li>Save game data between sessions using a local shared object.</li>
</ul>
<p>Reading about them gave me the idea of writing my <a title="Dovyski's projects" href="http://dovyski.com/projects" target="_blank" onclick="pageTracker._trackPageview('/outgoing/dovyski.com/projects?referer=');">own game engine</a> someday. Maybe some raining day I give it a try <img src='http://www.dovyski.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<div style="overflow: hidden; width: 1px; height: 1px;">• Really fast renderer (5000+ sprites on modern PCs)<br />
• Tilemaps<br />
• Particle systems<br />
• Global sound system with volume hotkeys, looping, panning, etc<br />
• Parallax scrolling (free/multi-directional)<br />
• Built-in 2D box-based game physics (<em>not</em> Box2D…yet, anyways)<br />
• Fast text rendering<br />
• Retro style zoomed rendering options (2x pixels, 3x pixels, etc)<br />
• Works great with non-pixel art too, with support for rotation, scaling<br />
• Composite multiple sprites using blending modes to create sweet lighting effects<br />
• Does not require the Flash <span class="caps">IDE</span>, works best with free tools like FlashDevelop<br />
• Organizational classes like game states<br />
• Simple buttons<br />
• Utilities for looping music and playing sound FX<br />
• Simple special effects like screen flashes and fades<br />
• Save game data between sessions using a local shared object</div>
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		<title>SWFConsole: enhance the power of your Flash games</title>
		<link>http://www.dovyski.com/2009/07/swfconsole-enhance-the-power-of-your-flash-games/</link>
		<comments>http://www.dovyski.com/2009/07/swfconsole-enhance-the-power-of-your-flash-games/#comments</comments>
		<pubDate>Sat, 11 Jul 2009 01:51:03 +0000</pubDate>
		<dc:creator>Dovyski</dc:creator>
				<category><![CDATA[Flash]]></category>
		<category><![CDATA[actionscript]]></category>
		<category><![CDATA[as3]]></category>
		<category><![CDATA[debug]]></category>
		<category><![CDATA[games]]></category>

		<guid isPermaLink="false">http://www.dovyski.com/?p=2098</guid>
		<description><![CDATA[Sometime ago I was working on a Flash game and I had to output some information to the console. That's a very easy task when you use trace() and the Flash IDE, but things get a little harder when you &#8230; <a href="http://www.dovyski.com/2009/07/swfconsole-enhance-the-power-of-your-flash-games/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p><img class="alignright size-full wp-image-2077" title="Terminal" src="http://www.dovyski.com/wp-content/uploads/2009/07/Terminal.png" alt="Terminal" width="177" height="169" />Sometime ago I was working on a Flash game and I had to output some information to the console. That's a very easy task when you use <em>trace() </em>and the Flash IDE, but things get a little harder when you need to output text inside the browser.</p>
<p>Looking for a tool that could help me output text, I found <a title="SWFConsole" href="http://rohanlatimer.com.au/swfconsole/" target="_blank" onclick="pageTracker._trackPageview('/outgoing/rohanlatimer.com.au/swfconsole/?referer=');">SWFConsole</a>.  It is a free developer tool for Flash AS3 projects that gives you output in all environments, not just the IDE. You can type commands in order  to manipulate Movieclips in the stage,  such as <em><em>myMovieclip.alpha = 0.3</em></em>.</p>
<p><a title="SWFConsole" href="http://rohanlatimer.com.au/swfconsole/" target="_blank" onclick="pageTracker._trackPageview('/outgoing/rohanlatimer.com.au/swfconsole/?referer=');">SWFConsole</a> also has a built in resource monitor that shows FPS and memory usage, pretty useful for game developers. I miss some features as listeners to handle custom commands and a method to "enable/disable" the console instead of  showing or hiding  it, but it does not make  the tool less useful.</p>
<p>If you are a Flash game developer, SWFConsole can make your life easier!</p>
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