Archive for the 'flash' Category

Flash settings manager is blank or doesn’t load: A fix

I needed to alter a setting in the Flash Settings Manager, so I Googled for flash settings manager (or perhaps flash settings panel) and clicked a link. It was blank.

A quick Google led me to this post on the Adobe forums. The fix? make sure there’s a www. before the URL.

Ridiculous. Adobe, can’t you fix this?

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My thoughts on the iPad, iPhone, and Flash.. in Welsh

Iestyn Lloyd (a different one! @iestynx) interviewed me over email on my thoughts on the iPad, iPhone and Flash for a Welsh speaking tech blog.

You can have a read here if you’re interested (and speak Welsh).

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From Flash to Unity: My first Unity game – Iron Man Upgraded

Unity has been on my radar for a few years now, but it was only when it was released for PC that I started to get involved. Over the past few months I’ve been working on a number of prototype games, and this is the first game that’s now live. So here we go! It’s called Iron Man Upgraded, and it was produced for Marvel by BAFTA-winning Brighton studio Littleloud.

Play it in your browser now!

Play it in your browser now!

Moving from Flash to Unity has been a fantastic experience, and the one thing that sticks out the most is that it’s so much fun! There’s also a huge wealth of Unity resources on the web, and the community is incredibly helpful. With the choice between JavaScript, C#, and Boo, it’s not difficult to move from making Flash content in ActionScript 3 to producing exciting projects in Unity. Did I mention there’s a free version of Unity? Go and get it. Now!

Unity has to be the hottest technology out there. With version 3 – out in summer – you’ll be able to export for PC, Mac, web, iPhone, iPad, Android, PS3, Wii, 360.. it’s stunning, and it’s a far cry from anything that could be produced in Papervision / Away3D.

Unity has to be the hottest technology out there. With version 3 – out in summer – you’ll be able to export for PC, Mac, web, iPhone, iPad, Android, PS3, Wii, 360.. it’s stunning, and it’s a far cry from anything that could be produced in Papervision / Away3D.

I have a session in a few weeks at FlashBrighton called ‘An Introduction to Unity’, if you’re local it would be great to see you there! I’ll answer any questions I can.
I’ll also be posting tutorials on Unity, on here and – so stay tuned!
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Flash game mentioned in Edge Magazine

This is rather nice; a game I worked on earlier this year is favourably mentioned in Edge magazine (yes, Edge): “…while Littleloud Studios’ Minutemen, a Watchmen tie-in, was arguably far smarter and more elegant than the official videogame


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Flash Apps for iPhone announced!

Amongst other exciting announcements at the Adobe Max conference they’ve just announced Flash Apps for iPhone!

This is absolutely awesome news – ActionScript programmers can create apps for the iPhone. There’s more information here.

A few questions spring to mind:

  • What will performance be like?
  • Can we take advantage of all the hardware, such as accelerometers, GPS, etc?
  • When can I get my hands on it!?

For a while I’d been saying this was the most logical thing for Adobe to do, but I never thought they’d actually do it..



Funnily enough, all my questions are answered in the Developer FAQ!


The iPhone and iPod touch have processors significantly slower than those found on most desktop PCs and Macs. Thus, content may run slower than it does when running on a desktop personal computer. However, the exact differences will depend on the specific content.

In addition, the hardware specifications vary greatly between different versions of the iPhone and iPod touch. Because of this, it is important that you test your content early and often across all devices which you plan to target.

The hardware that’s supported:

  • MultiTouch
  • Screen Orientation
  • Saving images to Photo Library
  • Accelerometer
  • Geo-location
  • Cut / Copy / Paste

Additionally, we can take advantage of OpenGL ES. This could be extremely important for games!

In order to make development of high-performance applications easier, applications built for the iPhone also can take advantage of an augmented rendering pipeline that uses OpenGL ES. This augmented rendering pipeline enhances the Flash rendering model to allow developers to take advantage of the GPU on iPhones. By enabling this rendering path, you have the ability to modify your display objects to put them on a hardware surface

Flash suddenly got a lot more exciting.

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MinimalDesigner – Layout tool for Bit101’s MinimalComps

Keith has released a layout tool for the excellent MinimalComps.


I prefer to write pure AS3 inFlashDevelop, using the Flex SDK to compile. I’ve used MinimalComps on occasion, and I’ve been happy with the results. However when it comes to laying out anything particularly complex, I’ve had to fall back to Flex or CS3.

The release of MinimalDesigner should make using MinimalComps even easier now. Thanks Keith!

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Gaikai – Flash based streaming console gaming

This is a little old now, but definitely worth checking out if you’ve got an interest in Flash or gaming. It uses Flash to stream console games to your PC.

The game itself is instantiated on a remote server, and the video is streamed to your PC. You need to have nothing installed other than a browser and Flash Player. If they can find a way around lag then this is absolutely stunning..

Related links:

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AS3 BitmapData.hitTest() with rotation

I saw a tweet from @mesh today, asking about hitTest when one object is rotated. A bit of horrible hackery, and here’s the result. Warning, nasty thrown-together code! ;)

var red:Sprite = new Sprite();;, 0);, 150);,150);,0);

red.x = 40;
red.y = 40;


var green:Sprite = new Sprite();;, 0);, 150);,150);,0);

green.x = 300;
green.y = 40;


var useRotation:Number=10;

var redBmpData = new BitmapData(red.width, red.height, true, 0);

var useDimension:int = Math.ceil(Math.sqrt((green.width * green.width) + (green.height * green.height)));
var diffWidth:int = useDimension - green.width;
var diffHeight:int = useDimension - green.height;
var newBD:BitmapData = new BitmapData(useDimension,useDimension,true,0);
var angle_in_radians:Number = Math.PI * 2 * (useRotation / 360);
var m:Matrix = new Matrix();
m.translate((green.width / 2) * -1, (green.height / 2) * -1);
m.translate(green.width / 2, green.height / 2);
m.translate(diffWidth / 2, diffHeight / 2);
var translatedPoint:Point = m.transformPoint(new Point(0,0));

var greenBmpData = new BitmapData(useDimension,useDimension,true,0);

/*var sampleGreen:Bitmap =new Bitmap(greenBmpData);

stage.addEventListener(MouseEvent.MOUSE_MOVE, onMouseMove);

function onMouseMove(e:MouseEvent):void {
	green.x = mouseX;
	green.y = mouseY;

	if (redBmpData.hitTest(new Point(red.x, red.y),
	new Point(green.x-translatedPoint.x, green.y-translatedPoint.y),

	  )) {
		red.filters = [new GlowFilter()];
	} else {
		red.filters = [];

I’ll blog a better example of this, with comments and an explanation of what it’s doing in the next few days.

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Fluid Dynamics in Flash

This is one of the most entrancing Flash experiments I’ve ever seen. Eugine Zatepyakin, a Flash Developer in Moscow, has created a rather stunning fluid simulation in AS3.  It’s a fantastic toy, and really quite inspiring. I must take a look through the code when I get some time.

Fluid dynamics

Simply stunning.

It’s based on work by Mehmet Akten, which in turn is based on this paper: Real-Time Fluid Dynamics for Games.

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GUIs in Films

After posting about the Flash GUI in Star Trek, I remembered that Mark Coleran produces some stunning GUIs for films.

Check out his showreel for some really great work:

It’s at times like these I wish I could create visuals too.

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