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	<title>Game Geek Speak &#187; AIR</title>
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	<link>http://geekspeak.creatrixgames.com</link>
	<description>Flash, Java, and Unity game development blog with a focus on business and marketing.</description>
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		<title>Goblin now comes with entities included</title>
		<link>http://geekspeak.creatrixgames.com/goblin-now-comes-with-entities-included.html</link>
		<comments>http://geekspeak.creatrixgames.com/goblin-now-comes-with-entities-included.html#comments</comments>
		<pubDate>Wed, 17 Dec 2008 18:07:49 +0000</pubDate>
		<dc:creator>jason</dc:creator>
				<category><![CDATA[AIR]]></category>
		<category><![CDATA[Flex]]></category>
		<category><![CDATA[Projects]]></category>

		<guid isPermaLink="false">http://geekspeak.creatrixgames.com/?p=95</guid>
		<description><![CDATA[Here&#8217;s a quick post to show the entity panel of my game editor (click for full size version). So on the left is the map view, where you see a really, really hiddeous jumble of a test map. The interesting thing there is the little heart with lips (a placeholder icon I borrowed from a [...]]]></description>
			<content:encoded><![CDATA[<p>Here&#8217;s a quick post to show the entity panel of my game editor (click for full size version).</p>
<p><a href="http://geekspeak.creatrixgames.com/wp-content/uploads/2008/12/2008-12-17_editor-entities.jpg"><img src="http://geekspeak.creatrixgames.com/wp-content/uploads/2008/12/2008-12-17_editor-entities-300x171.jpg" alt="Editor entity panel" width="300" height="171" class="aligncenter size-medium wp-image-96" /></a></p>
<p>So on the left is the map view, where you see a really, really hiddeous jumble of a test map. The interesting thing there is the little heart with lips (a placeholder icon I borrowed from a casual game I made a couple years ago). That&#8217;s the entity icon, which in this case is a player spawner. That is where the player will start in this map. Yellow means that&#8217;s the selected entity, and the white square is where the cursor is (though the mouse pointer isn&#8217;t visible since pressing Print Screen doesn&#8217;t capture it).</p>
<p>On the right side, things are a little more fun. Those entity properties you see are generated dynamically. This is a really cool thing that I have wanted to try for a long time. The entity&#8217;s components define what is exposed and editable in the editor. The editor then builds the UI based on that. So I don&#8217;t have to add code to support editing new components; I just add the property definitions to the component, and the rest is magic. I&#8217;m hoping this will save me time in the long run. So far? It rocks. <img src='http://geekspeak.creatrixgames.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>In case it didn&#8217;t slap you in the face, the editor is an <a href="http://www.adobe.com/products/air/">AIR application</a>, which means I get to do all kinds of file system stuff like load and save maps and assets without security restrictions.</p>
<p>(Maybe in the next post I will finally show a map that isn&#8217;t just random lines.)</p>
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		<title>Goblin game editor pre-alpha: second screenshot</title>
		<link>http://geekspeak.creatrixgames.com/goblin-game-editor-pre-alpha-second-screenshot.html</link>
		<comments>http://geekspeak.creatrixgames.com/goblin-game-editor-pre-alpha-second-screenshot.html#comments</comments>
		<pubDate>Wed, 03 Dec 2008 22:36:01 +0000</pubDate>
		<dc:creator>jason</dc:creator>
				<category><![CDATA[AIR]]></category>
		<category><![CDATA[ActionScript]]></category>
		<category><![CDATA[Projects]]></category>

		<guid isPermaLink="false">http://geekspeak.creatrixgames.com/?p=56</guid>
		<description><![CDATA[I&#8217;m probably boring the world here, but I figured I&#8217;d follow up on the last post to show some progress on my editor. It&#8217;s still really ugly, and this isn&#8217;t anything more than a throwaway map scribble, but at least I can say that it&#8217;s running and I have conquered the Flex issues I ran [...]]]></description>
			<content:encoded><![CDATA[<p>I&#8217;m probably boring the world here, but I figured I&#8217;d follow up on the last post to show some progress on my editor. It&#8217;s still really ugly, and this isn&#8217;t anything more than a throwaway map scribble, but at least I can say that it&#8217;s running and I have conquered the Flex issues I ran into. So there. <img src='http://geekspeak.creatrixgames.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p><img src="http://geekspeak.creatrixgames.com/wp-content/uploads/2008/12/2008-12-03_goblin-ed.jpg" alt="" title="Way pre-alpha." width="500" height="302" class="aligncenter size-full wp-image-57" /></p>
<p>(The magenta is transparent in the game engine.)</p>
<p>The editor also has undo. It&#8217;s hard to live without, so I implemented it now instead of later. It also saves maps as XML, which I will usually embed into the SWF, but doesn&#8217;t have to be there. The asset manager can handle either case, which makes life easier for test phases when you are changing the maps a lot.</p>
<p>I hope to get some &#8220;real&#8221; test maps put together and get right to testing things by this weekend. All depends on other demands on my time, of course.</p>
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		<title>Goblin game editor pre-alpha: first screeny</title>
		<link>http://geekspeak.creatrixgames.com/goblin-game-editor-pre-alpha-first-screeny.html</link>
		<comments>http://geekspeak.creatrixgames.com/goblin-game-editor-pre-alpha-first-screeny.html#comments</comments>
		<pubDate>Tue, 02 Dec 2008 22:11:00 +0000</pubDate>
		<dc:creator>jason</dc:creator>
				<category><![CDATA[AIR]]></category>
		<category><![CDATA[ActionScript]]></category>
		<category><![CDATA[Flex]]></category>
		<category><![CDATA[Projects]]></category>

		<guid isPermaLink="false">http://geekspeak.creatrixgames.com/?p=41</guid>
		<description><![CDATA[How about a little self indulgence? After the amount of hair I lost wrangling with Flex, I deserve it! I admit it: this is butt ugly. It&#8217;s just plain old Flex. I didn&#8217;t add any styling at all. Who has time for that?! And the screenshot is tiny (better ones will be bigger, promise). Anyway, [...]]]></description>
			<content:encoded><![CDATA[<p>How about a little self indulgence? <img src='http://geekspeak.creatrixgames.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  After the amount of hair I lost wrangling with Flex, I deserve it!</p>
<p>I admit it: this is butt ugly. It&#8217;s just plain old Flex. I didn&#8217;t add any styling at all. Who has time for that?! And the screenshot is tiny (better ones will be bigger, promise).</p>
<div style="text-align:center"><img src="http://geekspeak.creatrixgames.com/wp-content/uploads/2008/12/2008-12-02_goblin-ed.jpg" alt="" title="Goblin Map Editor" width="500" height="319" class="alignnone size-full wp-image-43" />
</div>
<p>Anyway, what you see is the new map dialog, where you enter some parameters for your new map. To the right you see the edit bar, a tile set, etc. This is laid out like the Lila Dreams editor, but the code is only slightly based on stuff I did previously (handling user prefs, finding asset directory, etc). It won&#8217;t actually make a new map yet, but I just need to hook that up to the UI.</p>
<p>Let me summarize: five hours of trying to figure out why Flex didn&#8217;t like my custom components and associated .as files. Finally I just decided to inline all the code, to hell with keeping it separate. I have always thought Flex is very tedious to use. It&#8217;s a love/hate relationship. Maybe in seventeen thousand years, after I have used it a little bit, I will feel more on the love side. Today&#8230; not so much.</p>
<p>On the positive side, it is coming together pretty fast despite these kinds of frustrations. There&#8217;s a chance I can achieve my goal! More updates to come.</p>
<p><i>Addendum:</i><br />
<a href="http://www.adobe.com/cfusion/communityengine/index.cfm?event=showdetails&#038;productId=2&#038;postId=7142">http://www.adobe.com/cfusion/communityengine/index.cfm?event=showdetails&#038;productId=2&#038;postId=7142</a></p>
<p>*Screams*</p>
<p>Well, at least now I know that you can&#8217;t subclass Canvas and expect it to behave like when you subclass UIComponent if you are trying to add a child Sprite to it. What I mean is, if you create a custom component that subclasses Canvas, it will throw an exception when you try to addChild() a Sprite. But if you subclass UIComponent, it will let you addChild() a Sprite.</p>
<p>*Slaps self silly, then gets back to work*</p>
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