AIR needs GPU support!

By sascha, June 24, 2009 – 1:21 pm -

Imagine you’re writing an AIR-based game that uses fullscreen at a rather high resolution and a full-frame rendering engine like, say, PV3D and you find out that AIR can’t really handle this.

After a lot of research it turns out that there seems to be no way in an AIR app to use the GPU mode that is otherwise supported by Flash embedded in HTML via wmodes parameter. In fact the docs state it’s not even supported by AIR …

… Flash Player 10 introduces two window modes, direct and GPU compositing, which you can enable through the publish settings in the Flash authoring tool. These modes are not supported in AIR …

While this is a definitive must for a hopefully soon appearing update there’s another issue with fullscreen modes … AIR doesn’t really feature any decent solution for fullscreen! You can have your app to be either in fullscreen OR in windowed mode but trying to be able to switch between both looks very ugly because the system chrome isn’t being disabled automatically when switching to fullscreen which results in that the window size will simply get maximized. So creating applications where you could let the user switch between fullscreen and windowed mode seems to be impossible at the moment with AIR 1.5.

I can understand that the Flash player on the web needs it’s security restrictions in this regard but AIR should definitely not be touched by this! I hope Adobe will improve this for a future update, AIR is a great platform for (complex) game development but these two issues are serious limitations to that!

PushButton Engine

By sascha, May 6, 2009 – 12:34 pm -

Probably old news but I’ve just found some time to read about the recently released pushbutton engine, a modular ActionScript 3 engine tailored especially for game development. It seems that Jeff Tunnel & Co (of Garage Games fame) were sitting down and wrote some serious ActionScript library overnight.

“…and a component system which lets you easily package game functionality into reusable modules. The component system draws on nearly a decade of game development history…”

This looks very promising indeed and the component structure makes a lot of sense.

I’ve been working on the hexagonLib on and off but time is sparse currently and so it seems I would never get it into a decent release state. I Might as well see how the pb engine works out for me. Let’s see how this engine fits for my current role-playing game project!

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Aliens and a lot of pixel blood

Review: Project Firestart (C64)

We enter!

We enter!

Time for another classic game review: today it’s one of my very favorites back on the C64, the space horror action adventure Project Firestart!
It was back in July 1989 when I was reading the game review of PF in the cult and now abandoned German game magazine Power Play written by Michael Hengst, I was instantly hooked and had to buy the game!

Let me tell you that the game’s pixel blood level is very high. The story is about a research ship near Saturn that doesn’t answer anymore on the space radio. So you jump into your fashionable green lined bodysuit to be sent to the ship to look if everything is OK.

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