ActionScript 3.0 Particle Systems #4: Bubbles

Yet more ActionScript 3.0 again! This time it’s a kind of 2D particle fountain. New in this iteration is code so we can pause and resume the animation instead of just start/stopping it, and each bubble’s colour gets subtley modified via colorTransforms.

Last one for the day methinks – I’m knackered. Happy, but knackered :)

As usual, source code and flash files after the jump for those of a particularly masochistic bent…

Continue reading ActionScript 3.0 Particle Systems #4: Bubbles

ActionScript 3.0 Particle Systems #3: Rain Effect

Even more ActionScript, this time we’re taking particle depth into account and adding a blur to the stage (apparently it’s quicker to blur everything than the individual objects).

Source code and flash files after the jump if you’re into that kind of thing…

Continue reading ActionScript 3.0 Particle Systems #3: Rain Effect

ActionScript 3.0 Particle Systems #1: Random Motion

I’ve been working on getting my ActionScript 3 up to speed by going through a stack of videos purchased from learnflash.com, and fair play, I’m really quite enjoying it all.

Expect a couple of these kinds of things over the coming days and weeks :D

That Craig chap off learnflash really knows his stuff – top bloke.

Also, source code and flash files after the jump if you’re that way inclined…

Update I’ve updated all the code to make it start paused, and the animation can be toggled on and off with the space bar. Also, all Particle objects are now instantiated to a vector instead of just called by the same instance name over and over in a loop (which was just horrid code) so now we can access each particle individually through it’s unique element number should we so wish. I guess I was just really tired yesterday after doing like 13 hours of flash and I wanted to post something before I went to bed. Kinda rushed it – oh wells!

Continue reading ActionScript 3.0 Particle Systems #1: Random Motion

New XBox 360 Motion Capture System

Looks interesting, and I really don’t want to be a hater, but you’ve got to wonder about some things:

– How fine a degree of control will you have?
– If I’m playing a skateboarding game, can the camera tell if I want the board to do a heelflip, or a heelflip shove-it? Ya know, is it accurate?
– How accurate do -I- have to be?
– How knackering will playing fighting games be on a scale of 1 to fuck-that?
– How’s a FPS gonna work? One hand for gun angle and the other for forward/back/left/right/strafe?
– Who do I sue when I break my neck on the coffee table playing Mirrors Edge 2?

Also, it’s all showing an idealised version of things not real gameplay, as the kids fingers were covering part of the board when he scanned it, yet no fingers in the scanned image. Hmm, I’m coming off as a hater here – and I’m sure lots of cool uses for this will arise, I’m just not sure about how many of them aren’t kinda gimicky…

Also, the voice recognition will be like this – no matter WHAT you ask it to do =P :

http://www.youtube.com/watch?v=0H5k–n7sFI

Okay, so I’m cynical as all hell AND a playah-hater… Oh, well. I really hope it works out, but I guess the only way to find out will be to wait and see…