KeyActionBinder is growing up

After a lot of breaking things, refactoring, and testing, I’ve finally merged the experimental branch of KeyActionBinder into the main branch of the project. The biggest change, of course, is making the functionality of this gamepad support library more automatic, in the sense that it tries to detect whatever game device the user has connected […]

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A TypeScript flavored gamepad support library

As it should be obvious to anyone following my rants on Twitter, I’ve been playing with TypeScript quite a little bit recently. And although I haven’t created any huge project with it, I have been embracing it little by little on everything I’ve been doing that requires JavaScript. This past weekend I had free time […]

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A GameInput testing interface

To build the list of known GameInput controls spreadsheet, I had to build a small sandbox-like application test for controls reported by connected devices. It was my intention to make this available to other people so they could do their own tests, so here it is: just wait for the following Flash movie to load […]

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Adobe AIR GameInput pitfalls

Adobe AIR’s new GameInput APIs are great. They provide seamless, powerful input from game pads for Android, desktop and web applications created in Flash. However, it has two important problems right now. Since those warrant some explanation, I figured I’d make a post about it hopes it’ll help other people working with those APIs. The […]

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Using GameLooper with Box2DFlash (and Nape)

For my latest game prototype, aside from KeyActionBinder, I’m also using my new GameLooper class to control the main game loop. Because of the way the class has been built, it is particularly easy to integrate it with something like Box2DFlash, which is what I’m using in my prototype for physics simulation. Integration works by […]

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