Aug 262011
 

Are you having trouble implementing the Kongregate API? Well I finished a fast and basic wrapper class for the API that allows developers to connect to Kongregate in 1 line and submit stats in 1 line. That means in 2 lines the extra revenue bonus is yours. Since I want to have only one place for updating I currently have the official post located here. All the details are in the first post and the FAQ is just below it. You can also ask questions here and I will answer to the best of my ability.

Jun 112011
 


The current version of MirrorMaze relies on some unique depth sorting, due to the 2 layers of tiles, all of which are graphically similar. Each tile has a lighted top and a darkened front, making the tile appear in 3d in perspective. Deciding which tiles to place where and when was the trickiest part of the display. The layer on the bottom must be added first, in the correct opinion, then the top layer can be added on top of that. You must also render from top to bottom of the screen to make sure each tile is placed ‘in-front’ of the tile behind that. How was this issue of depth sorting solved? Well here is some code.
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May 302011
 

Remember Cave Generation + Dynamic Lighting v1.0? Well we had a lot of really small areas in between all of those caves that aren’t really good for anything. Too small to be of much use for exploration value/mining value or anything. Writing an algorithm to detect those small ‘caverns’, lets call them, was not fairly simple. With such a large bitmap, I was encountering stack overflow with my recursive flood fill and area finder. What I really needed was a non-recursive function for the area finder and to use the bitmapdata.floodFill() function that is in the BitmapData class. The evolution of the area finder algorithm was recursive to color bounds using mass floodfilling to a non-recursive queue implementation. The filling algorithm just went straight to the bitmap’s floodfill which wasn’t limited by stack overflow as the recursive one I had designed. In the picture below you can see the areas that were detected as too small colored red, and will be filled in with the Solid color.

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May 282011
 

Inspired by Emanuele Feronato’s procedural cave generation, I took his code, and made this experiment. Instead of running on graphics data, which makes it hard to use when using incredibly large areas and changing colors of each individual ‘block’, I used a bitmap and vectors of uints to create the same effect. A fully visible cave system would look like this, with the larger caves filled in with color to show their sizes.
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Feb 272011
 

Just a few of the projects that Away3D comes with, compiled just fine, running on the web. Make sure you have Adobe Incubator installed to view it. Also, make sure to check the Enable Hardware Acceleration checkbox in your Flash Player Settings (right-click) box.
Click this post to view the demo. I don’t want to hurt anyone with slower computers by putting it on the blog’s front page.
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Feb 272011
 

Hurry grab it now! It got released today on Adobe Labs as Flash Player Incubator. They’ve provided the capability to view and develop applications using molehill.

Links:
Release Page
Article + Help Page

You’ve also got a ton of 3d engines that released their development sources, so go ahead and check them out!