Archive for November, 2008

ActionScript The ActionScript 3 manual – who knew?!

3 Comments

I stumbled across this totally accidentally today while searching to find out if it’s possible to subclass Rectangle (I don’t think it is, but I never found a definitive answer):

AS3 Manual

Where was this thing back when I was learning my way around ActionScript?! It seems to be a really good tutorial, and it’s kinda huge. I guess if I RTFM, I might have known this site existed, but Adobe could do a lot better to tell noobs about things like this. (I won’t start on my Adobe rant, ugh.)

It’s a good reference when you need examples, so even if you’re a hardened veteran, it can be useful for remembering usage or parameters, and so on. Good stuff.

Site News What is Game Geek Speak?

1 Comment

For a while, I’ve wanted to start a “techy” blog where I can discuss programming. But, I often don’t have that much time for blogging. Heck, it’s hard enough to post every couple/few weeks on the Lila Dreams blog (my browser-based boutique MMO).

I’ve recently been working in earnest on a Flash game engine (using Flex) to power a bunch of small games and the Lila Dreams client. In my searches for various answers and how-to’s, I noticed that there’s still a pretty big space available for this kind of blog. So, why not?

If you’re reading this, you probably are a technical person of some sort. That’s nice for me, because usually I try not to be too technical, but sometimes you just want to dork out and blab about what you’re doing and how. I’m going to feel free to throw around jargon with the assumption that you know what I mean. If you don’t, that’s ok. Beginners and learners are welcome here, and I’ll try to answer questions or point you in the right direction.

That said, I wear a lot of hats. And I really like the business side of things. So there will be some business stuff in here, and it’ll definitely be in the context of independent game development. By “independent,” I mean in the sense that I’m not an employee and my company isn’t owned or controlled by some larger business entity. Therefore, I don’t have to compromise my creative vision (in technology, game design, or business plans) to the objectives or goals of someone else.

There are a lot of topics I might touch on. Expect a bit of eclectic content, but I don’t plan to have any steady schedule for when I post. Chances are, though, as long as I’m busy coding there will be something to write about.

In an upcoming post, I want to talk about the engine I’m working on. It’s called Goblin. Hope you’ll be here to find out more!