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| My website isn't the only thing I've been keeping myself occupied with. I have two new additions to the flash gallery. The first is a bunch of animations for the wizard site. The second is a new splash page for the wizard site. I'm very proud of these projects as I had a strong hand in designing and programming both. |
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| I've also added two new pieces to the art gallery, Oracle and Rooftop. Both of these are 11X14 ink washes. |
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3-16-09
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I recently had some questions that revolved around making Flash applications that can take up the full screen and still
look correct. In other words, how do you make applications that are dynamically resizeable. This isn't necessarily
the sort of thing that you want to work into every project that you do, as it adds a bit of work to the initial setup of
your file. If you find yourself with an application that you frequently reuse across different sites, use in multiple
areas on a single site or have a client that can't decide how large they want their layout to be; this is something that's
worth your time to implement. In order to get your application to resize you'll need to make sure that your embed and object code have scale set to scale="noscale". Then you manually set width and height to whatever size you need for each instance. For my examples I'm setting the width and height and rendering the Flash file into a <div> with a matching width and height. |
Flash app at original size, 200 X 100. Same flash file as above at larger size, 300 X 150. The stage's x and y coordinates don't remain in the upper left, instead padding is added around the stage evenly. |
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Flash isn't really set up to do resizeable applications by default. When you scale something up and it's set to
noscale mode, it doesn't size up as you'd expect. Instead of the 0,0 coordinate remaining in the top left corner, padding
is added around the stage in equal amounts. This means that, as the file changes size, you're going to need to constantly
recalculate where the boundaries of the stage actually are and keep repositioning things as necessary. Fortunately
this ends up not being very difficult. The first things you'll need are some global variables to have for reference throughout your main file.
//the original width of the flash file
Next you'll need to set up the function to calculate the new boundaries.
private function resizer():void{
private function init():void{
//all the movers are just kept in the top left corner
Hopefully this helps answer some questions about how to handle resizeable applications. Feel free to contact me with any questions you might have. Source Files |
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Above is an example with a few different pieces placed about the stage. Try resizing it to see how the pieces
stay in the right spot. Width: Height: |
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3-10-09
Started and finished work on a new mini project for my Flash gallery,
a standalone flash video player. It started out as something
quick and dirty for testing videos at work, to make sure they looked and functioned all right. Then one thing
led to another and it snowballed into something a bit larger. A lot of the features resulted from requests
by some animators, to help in watching reference footage for their work. I added slow speed viewing,
frame-by-frame progression and a toggle for the horizontal view.I learned a bit about how Flash processes its video while working on this project. I had originally intended to be able to do frame progression both forward and back. It even seems like you can, based on the parameters that can be fed into the seek command for video, which allow for a specific seek time within milliseconds. It turns out, however, that you're not allowed to because of the way that Flash compresses video. It looks like Flash sets keyframes every 10-50 frames within video that's being compressed and you can only seek to those keyframes. Attempting to seek to anything else will just jump you to the next keyframe down the line. I bypassed this with forward frame progression by setting a Timer to play the video for one frame's worth of time. The framerate is frequently encoded in the metadata of the FLV; if it isn't I default to 15 FPS, the default encoding framerate. I can't do this in reverse because Flash offers no option to play Flash videos backwards. I did something similar with the slow speed playback, setting Timers to alternate between playing and pausing the video playback.
These techniques result in an imprecise method of slow playback, sometimes not working quite as anticipated, but the animators seem happy enough with the results. I'm hoping to add a few more features in the future and I plan on using the skin to decorate my own site's video player.
For those who are interested in using the FLV player, it's available for download on the gallery page. I also included tutorials on how to grab any FLV's you want to keep through Firefox and Internet Explorer 7.
12-8-08
Nice large update for the game this time.
This last month I managed to plow through all of the player graphics. I think I was getting pretty
good with the pixel art by the time I started working on her and I'm really happy with her overall look.
I really wanted rework some of her animations, I now recognize a lot of places they could be stronger,
but I don't really have the time. I am hoping to add motion blur and effects to her attack but we'll see.
My friend Trent also put together some background
music for the first level. I really like how it fits in there; it makes the game feel a lot more intense.
He had also been working on the graphics for the boss of the first level as well but an untimely hard drive failure
has passed all of his work into the great unknown. It's really unfortunate as the boss was looking very
cool and had a really fun concept. I have some of the sketches still and I will try to post some in my
next update.
There will be a few more minor updates to the game but I am bringing this project to a close at the end
of this year. It's been one of the best experiences I've ever had but it's time to move on to the next thing.
A big part of my decision is that I've learned a tremendous amount about programming (especially how to do proper
class based stuff) over the last year and
will be continuing to do so over the next year as well. The game's code desperately needs to be reworked and I
would really rather be working in ActionScript 3 at this point. With the laundry list of things that still need
to be added on top of that conversion, it would almost mean starting over. Really, after working on this for a year
and a half, mostly by myself, my motivation is starting to flag. So I've decided to move back to 3D for this
next year, let my programming skills grow a bit more, and then move back into doing Flash games after that's done.I also added a new painting to my 2D Gallery, The Mounts Burned. I enjoy this one mostly because of the technique involved with making the flames and smoke. I used salted water and a wet ink wash to get the effects. It took a few tries but I think I've added another brush skill to my belt.
10-27-08
Completed all the animations for Gulp with the game.
I'm really happy how these turned out; I think I'm getting better with the pixel art as I go along.
My absolute favorite frame is pretty much not visible so I decided to post it here because I'm proud
of it and it goes by so fast it'll never get seen otherwise. I've also started on the main character,
at long last. When
I was drawing out the animations I got better as I went along. Unfortunately the main character was the
first character I drew so I think her animations are the weakest of all of them. I figured I could make
up for it a bit by doing her graphics last so I could get the hang of pixel art by the time I worked
back to her. I'm really happy with her look and I'm excited to finish all the character art off.
3-10-09
Finished up coloring the Zarg animations for the game.
Now I just need to color Gulp's animations and all the base enemies will be complete. I'm moving to a
new apartment this month though, so my time to work on things will, once again, be a bit fleeting.I also managed to redo the top nav of the site a bit. The fog is now dynamically created and offers a bit randomness for interest. The thumbnails are also now pulled in randomly from external sources. This way I'll be able to keep them updated with new work easily and keep the nav more intersting.
9-4-08
The last month at my job was full of overtime so I've
only been able to do bits and pieces of projects. The zooming
application for my friend is waiting approval is
definitely in a demonstrable state right now. One of my
new applications for the Wizard101 site is also now viewable. Finally I've been working on the site
itself again. I added filler background image and finally got around to center aligning the site. No more
awkward amounts of space on the right side of the screen for users with large monitors. I also fixed up a few
buggy areas which I won't mention in the hopes that no one saw them.
7-27-08
Just a quick update for the game. I've got the pixel art
in place for Wobble and Mr. Stabby. I thought doing the pixel art was going to be a tedious and horrible
process but it's turned out to be tremendously fun. I'm still learning a lot and the process becomes
faster and better with every finished animation. It won't be too much longer before I can consider this
a finished project.The other bit that I'm working on is a freelance job for a friend turning my little zooming test and turning it into a full application. I was just going to modify the original code but it's a pretty open timeline so I decided to convert it completely to ActionScript 3. I have the base classes in place and I should have a working version up by next week. It'll be fun to see it turn into something useful.
7-13-08
Hey, how about an update for this year? I've been a bit busy with the
job and with my game (the only thing to still
receive regular updates on this site) but I thought it was about time to actually put together a real update.
Added a new application and a new website to the Flash gallery. The former is a pop text display widget thing that was developed for the corporate site of my employers. The other is the website of their first game that just went into beta. I'll be having another round of updates for that site soon but I can't put anything in my gallery that hasn't been moved into the live site yet. The game has, of course, had about a billion changes to it since the last time I posted. It's looking much more like a game. Very much someone's first attempt at a game but a game none the less. I had hoped to be further into it by now but I had a space of several months where I couldn't work on it because my laptop was dead. Right now I'm doing the final graphics push, which is tremendously fun. I've also moved the game itself onto its own page; I'd had complaints that ducking was causing the page to scroll in one of the browsers (Firefox I think).
I know I updated the 2D gallery at some point or other with some new paintings.
The web gallery has also gotten a couple new additions from my projects with KingsIsle.
No 3D love this year. I've been focused on the game and moving it towards a finished state. I have a project that's in preproduction right now but I feel it's important for me to bring my current project to a complete close before moving on to something else. I have to say that the game has been one of the best experiences I've gone through. It may not look for much but I've learned a ton about art, animation and programming through it all. Hopefully it will even be fun to play when all is said and done.
Added a new application and a new website to the Flash gallery. The former is a pop text display widget thing that was developed for the corporate site of my employers. The other is the website of their first game that just went into beta. I'll be having another round of updates for that site soon but I can't put anything in my gallery that hasn't been moved into the live site yet. The game has, of course, had about a billion changes to it since the last time I posted. It's looking much more like a game. Very much someone's first attempt at a game but a game none the less. I had hoped to be further into it by now but I had a space of several months where I couldn't work on it because my laptop was dead. Right now I'm doing the final graphics push, which is tremendously fun. I've also moved the game itself onto its own page; I'd had complaints that ducking was causing the page to scroll in one of the browsers (Firefox I think).
I know I updated the 2D gallery at some point or other with some new paintings.
The web gallery has also gotten a couple new additions from my projects with KingsIsle.
No 3D love this year. I've been focused on the game and moving it towards a finished state. I have a project that's in preproduction right now but I feel it's important for me to bring my current project to a complete close before moving on to something else. I have to say that the game has been one of the best experiences I've gone through. It may not look for much but I've learned a ton about art, animation and programming through it all. Hopefully it will even be fun to play when all is said and done.
