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 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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Using Adobe Scout to profile OUYA games

Adobe Scout is Adobe’s most excellent profiler for Flash (web and AIR) content. Although it’s a somewhat recent application, it has easily become my go-to tool for measuring and optimizing performance of Flash content. It’s truly an invaluable resource for doing things like detecting memory leaks and performance hiccups, and something that should be used […]

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Using SVG as a level design format

As it should be obvious based on recent posts in this blog, my latest AS3 game prototype thing is a platformer-ish kind of game that uses Nape for physics. I’ve been mentally debating how to approach level design for this game for quite some time. For a while, I was using the R.U.B.E. Box2D Editor for […]

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Post-Ludum Dare 27 post mortem

Last weekend was the 27th edition of the game development jam Ludum Dare. The theme for this competition was “10 seconds”. As usual, I contributed with a game of my own – something called Hijack Humans Hastily. It was an AS3 game (made with Nape and Starling) in which the objective was to use a […]

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