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	<title>bustardcelly &#187; Administrator</title>
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	<link>http://custardbelly.com/blog</link>
	<description>it&#039;s a long story</description>
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		<title>Back from a Pennsy wedding and Alaskan honeymoon.</title>
		<link>http://custardbelly.com/blog/?p=54</link>
		<comments>http://custardbelly.com/blog/?p=54#comments</comments>
		<pubDate>Mon, 28 Aug 2006 01:27:47 +0000</pubDate>
		<dc:creator>Administrator</dc:creator>
				<category><![CDATA[General]]></category>

		<guid isPermaLink="false">http://custardbelly.com/blog/?p=54</guid>
		<description><![CDATA[
This beautiful lady and i said &#8216;I do&#8217; on August 12th in New Hope, PA. On August 13th we set out for Alaska.
Needless to say, i haven&#8217;t been around a computer for two weeks&#8230; looking forward to coding with a ring on.
]]></description>
			<content:encoded><![CDATA[<p><img src="http://custardbelly.com/blog/images/carrie.png" alt="Carolyn Anderson" /></p>
<p>This beautiful lady and i said &#8216;I do&#8217; on August 12th in New Hope, PA. On August 13th we <a href="http://www.flickr.com/photos/91582541@N00/sets/72157594254079258/" target="_blank">set out for Alaska</a>.</p>
<p>Needless to say, i haven&#8217;t been around a computer for two weeks&#8230; looking forward to coding with a ring on.</p>
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		<title>AS3 LCD Donkee Kong Jr</title>
		<link>http://custardbelly.com/blog/?p=51</link>
		<comments>http://custardbelly.com/blog/?p=51#comments</comments>
		<pubDate>Wed, 05 Jul 2006 11:53:50 +0000</pubDate>
		<dc:creator>Administrator</dc:creator>
				<category><![CDATA[AS3]]></category>
		<category><![CDATA[Flash]]></category>

		<guid isPermaLink="false">http://custardbelly.com/blog/?p=51</guid>
		<description><![CDATA[click to play. Flash Player 9 required.

After i brought those old Game&#038;Watch handhelds home, i started playing them heavily. After being beat into submission hundreds of times i began thinking &#8216;these games are too damn hard&#8217; &#8211; so i put them down and decided to try and recreate one in Actionscript3&#8230; here&#8217;s the first one [...]]]></description>
			<content:encoded><![CDATA[<p>click to play. <a href="http://www.adobe.com/products/flashplayer/">Flash Player 9</a> required.<br />
<a href="javascript:MM_openBrWindow('http://www.custardbelly.com/dev/junior/index.html', 'dk_jr','resizable=no,width=340,height=280')" alt="click to play"><img src="http://www.custardbelly.com/blog/images/dkjr.gif" alt="click me"/></a></p>
<p>After i brought those old Game&#038;Watch <a href="http://custardbelly.com/blog/?p=49" target="_blank">handhelds home</a>, i started playing them heavily. After being beat into submission hundreds of times i began thinking &#8216;these games are too damn hard&#8217; &#8211; so i put them down and decided to try and recreate one in <a href="http://livedocs.macromedia.com/flex/2/langref/index.html" target="_blank">Actionscript3</a>&#8230; here&#8217;s the first one i came out with &#8211; a remake of Donkey Kong Jr from the widescreen <a href="http://gameandwatch.com/" target="_blank">Game&#038;Watch</a> series.</p>
<p>With the previous games i have worked on, i employed a pixel collision detection system to drive game play- but when thinking about LCD games, spaces on the screen are reserved and there is no real overlap of pixels to detected when an enemy runs into a hero, an enemy connects with a projectile, etc. Instead i had to employ a sort-of &#8216;mother may i&#8217; management system where a call is made from every &#8216;object&#8217; prior to it&#8217;s bitmap update to see if anything is in between where what block it&#8217;s in and what block needs to be rendered next. The development was based mainly on <a href="http://electronics.howstuffworks.com/lcd7.htm" target="_blank">Passive Matrix LCDs</a>. </p>
<p>Ultimately how it is put together is by loading a graphics sheet with all the states for each &#8216;player&#8217; and then basing it&#8217;s rendered state upon game interaction and a list of state &#8216;matrices&#8217;. On each &#8216;allowance&#8217; of movement the bitmapdata is cleared and redrawn with a new state. And in the case of the enemies, based on your progression through the game, the &#8216;allowance&#8217; timing is sped up.</p>
<p>The biggest thing i have gained from working this through is the beauty of the new <a href="http://livedocs.macromedia.com/flex/2/langref/index.html" target="_blank">Timer class</a>. With the introduction of BitmapData in Flash8 As2 i began rethinking how i was developing, and now with the Timer class i&#8217;m doing it again. I loved onEnterFrame for so long, but that just wasn&#8217;t gonna hack it for this project&#8230; and i&#8217;m glad it didn&#8217;t.</p>
<p>I kept the architecture pretty open for easy adaptation and extension so that i could make more of these LCD games with ease, but i think i have to step away for a bit. Sound would be a good addition to this and i plan to do a little work on that, but i&#8217;m getting pretty busy.<br />
Enough talk, enjoy the game and keep in mind that this is a rough prototype, so you may encounter a bug or two <img src='http://darko.liquidweb.com/~custardb/blog/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
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		<slash:comments>12</slash:comments>
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		<title>State behavior system for sprites</title>
		<link>http://custardbelly.com/blog/?p=41</link>
		<comments>http://custardbelly.com/blog/?p=41#comments</comments>
		<pubDate>Sun, 09 Apr 2006 23:30:48 +0000</pubDate>
		<dc:creator>Administrator</dc:creator>
				<category><![CDATA[Flash]]></category>
		<category><![CDATA[Flash8]]></category>

		<guid isPermaLink="false">http://custardbelly.com/blog/?p=41</guid>
		<description><![CDATA[
Here&#8217;s a little example of what i&#8217;ve progressed to since i went down the path of changing my thought process of what a user-controlled sprite is.
Hit the block to produce a bonus ( or the hammer-fountain ) and collect the bonus by running into it. You can become big, a racoon or a frog. When [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.custardbelly.com/blog/insets/states.html" target="_blank"><img src="http://www.custardbelly.com/blog/images/states.gif" alt="click me" /></a></p>
<p>Here&#8217;s a little example of what i&#8217;ve progressed to since i went down the path of changing my thought process of what a user-controlled sprite is.<br />
Hit the block to produce a bonus ( or the hammer-fountain ) and collect the bonus by running into it. You can become big, a racoon or a frog. When you&#8217;re the racoon, once you reach max acceleration, the screen will display &#8220;tap spacebar&#8221; &#8211; tap that spacebar fast and you&#8217;ll be able to fly.</p>
<p>What&#8217;s happening:<br />
My implementation of a user-controlled sprite has been reduced to a simple particle with a display movieclip inside and reacts to key controls. Upon pixel collision of a &#8220;bonus&#8221; not of current sprite type, the display bitmap is updated with a different graphics source, and the sprite model is changed accordingly.<br />
Each sprite model has a set of behaviors that respond to key controls &#8211; and in the case of the racoon, those behaviors are switch out on recognition of maximum acceleration; meaning you can fly if you tap the space bar fast enough once you are at max speed. Another neat thing is that the Fly Behavior is on a timer, so after about 5 seconds, it&#8217;s switched back to your previous behavior. The frog is interesting to see the difference in behaviors &#8211; when you move left or right, the hop behavior is called, as opposed to the basic roam ( or walk/run ) behavior of the others.</p>
<p>I&#8217;m also employing the particle sytem structure i had before, and switch action policies based on whether the sprite is &#8220;hurt&#8221; or not. A visual clue to let you know that the sprite responds to key controls again is once the stars start falling and turning red.</p>
<p>I think this is going to be the last in my Flash8 experiments of sprites and effects, and start porting what i have over to <a href="http://labs.macromedia.com/">AS3</a>- cleaning and documenting as i go. Hopefully i&#8217;ll have something up soon, but seeing as i&#8217;m a newly proud owner of a DS, my productiveness may wane for a bit <img src='http://darko.liquidweb.com/~custardb/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<slash:comments>3</slash:comments>
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		<item>
		<title>oh stop it&#8230; you shouldn&#8217;t have</title>
		<link>http://custardbelly.com/blog/?p=15</link>
		<comments>http://custardbelly.com/blog/?p=15#comments</comments>
		<pubDate>Fri, 09 Sep 2005 03:04:53 +0000</pubDate>
		<dc:creator>Administrator</dc:creator>
				<category><![CDATA[General]]></category>

		<guid isPermaLink="false">http://custardbelly.com/blog/?p=15</guid>
		<description><![CDATA[what can i say. the online gaming automated spam commenter loves my site! really, i thought my blog was mediocre at best, but the ego boost from a faceless internet nomad has brightened my day. i&#8217;ve seen it on other blogs and they just tell me to play, Play, PLAY; but my web-oriented flier-under-the-wiper &#8220;readers&#8221; [...]]]></description>
			<content:encoded><![CDATA[<p>what can i say. the online gaming automated spam commenter loves my site! really, i thought my blog was mediocre at best, but the ego boost from a faceless internet nomad has brightened my day. i&#8217;ve seen it on other blogs and they just tell me to play, Play, PLAY; but my web-oriented flier-under-the-wiper &#8220;readers&#8221; &#8230; they like me&#8230; the really like me!<br />
finally something gets me. Thank you Gioco Texas holdem (can i call you GTH&#8217;em?), you&#8217;re very flattering- glad you like the blog! and really, &#8216;Texas hold&#8217;em en ligne&#8217;&#8230; i try my best, but thank you!<br />
i might keep the comments up for another day or two, just until my strut starts hurting my knee.</p>
<p>[Edit 9-16-05(i have removed the wonderful comments... the rain today aggrevated the old leg-bender)]</p>
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