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	<title>H1DD3N.R350URC3 &#187; Bitmap</title>
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	<description>turn-based glory and pixel pleasure</description>
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		<title>Animated Bitmap Class</title>
		<link>http://blog.hexagonstar.com/animatedbitmapclass/</link>
		<comments>http://blog.hexagonstar.com/animatedbitmapclass/#comments</comments>
		<pubDate>Sat, 22 Sep 2007 17:25:29 +0000</pubDate>
		<dc:creator>sascha</dc:creator>
				<category><![CDATA[Dev]]></category>
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		<category><![CDATA[Bitmap]]></category>
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		<guid isPermaLink="false">http://blog.hexagonstar.com/animatedbitmapclass/</guid>
		<description><![CDATA[<script type="text/javascript" src="http://blog.hexagonstar.com/wp-content/plugins/pb-embedflash/js/sbadapter/shadowbox-jquery.js"></script><script type="text/javascript" src="http://blog.hexagonstar.com/wp-content/plugins/pb-embedflash/js/shadowbox.js"></script><script type="text/javascript"><!--
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--></script>The AnimatedBitmap class provides functionality for Bitmap objects that are animated by using a series of still images. When creating a new AnimatedBitmap you provide a BitmapData object that contains an image that consists of the &#8216;single-frame&#8217; images for the animation. What are the advantages over using a generic MovieClip? When writing games you might [...]]]></description>
			<content:encoded><![CDATA[<p><img class="alignright size-thumbnail wp-image-1547" title="animbitmap_demo" src="http://blog.hexagonstar.com/wp-content/uploads/animbitmap_demo-150x106.jpg" alt="" width="150" height="106" />The <strong>AnimatedBitmap</strong> class provides functionality for Bitmap objects that are animated by using a series of still images. When creating a new AnimatedBitmap you provide a BitmapData object that contains an image that consists of the &#8216;single-frame&#8217; images for the animation.</p>
<p><span id="more-158"></span></p>
<p><strong>What are the advantages over using a generic MovieClip?</strong> When writing games you might have several animated graphics (also called sprites, but not related to the AS3 Sprite class) that should run with a different framerate than the game&#8217;s  global framerate. Let&#8217;s say your game runs with a global framerate of 99 and you put several animated sprites into your game that were created for playing back with a framerate of 24. With a MovieClip all those sprites would also play with a framerate of 99 which means they play way too fast. However with an AnimatedBitmap you can set every framerate individually. There are a couple of other advantages like that a Bitmap is more lightweight than  a MovieClip and it has a isPlaying() method. Also it changes the way of how to embed assets. Instead of embedding many files for one animation only one image for  a whole animation sequence is embedded which has positive effects on the file size. The ring sequence used in the demo has 21 frames that use 102Kb as single images but only 44Kb when they are combined to one image.</p>
<p>The following demonstration plays with a global framerate of 99 but all AnimatedBitmap instances play at a framerate of 24 &#8230;</p>
<p style="text-align: center;"><small>(Please open the article to see the Flash content.)</small></p>
<p>You can download the class including demo source code and demo image here:</p>
<p><span style="text-decoration: line-through;"><p><a href="http://blog.hexagonstar.com/download/animatedbitmap.zip" title="Download AS3 AnimatedBitmap Class v1.1.0 (118.29 kB, downloaded 6133 times)"><img src="http://blog.hexagonstar.com/wp-content/uploads/downloadbutton.png" alt="Download AS3 AnimatedBitmap Class v1.1.0 (118.29 kB, downloaded 6133 times)" /></a></p><br />
</span></p>
<p><strong>Update</strong>: The class is now part of the <strong>hexagonLib</strong> and can  be found <a href="http://code.google.com/p/hexagon/source/browse/trunk/hexagon/src/hexagonlib/flash/com/hexagonstar/display/bitmaps/AnimatedBitmap.as" target="_blank">here</a>. You want this version because it&#8217;s the one that is being maintained.</p>
<p><strong>Changes in v1.1</strong><br />
The timer object used to time the frame animation has now been made external. For this purpose a custom <em>FrameRateTimer</em> class has been added. This has the advantage that AnimatedBitmap objects don&#8217;t use their own timer objects anymore. Instead you can use one timer for many animated objects if they use the same framerate. This saves memory and CPU cycles. However you are still able to use one <em>FrameRateTimer</em> for every animated object if it is desired.<br />
An <em>IAnimatedDisplayObject</em> interface has been added so that future animated display object types can be integrated more easily.</p>
<p>Also included is a jsx script for Photoshop CS named <strong>HDRS- CreateImageSequence</strong> that can be used to easily create a &#8216;single-frames image&#8217; with Photoshop. Simply run the script in Photoshop and choose the images in the file browser that appears. Photoshop will then generate a single image with all the frames laid out horizontally. All images should have the same size to get a correct animation sequence. Also sometimes you need to fine-tune the position of some frames, e.g. for the ring in the demo (which was rendered to single frame images from a 3D modeler) I had to adjust the horizontal alignment on some frames because otherwise the animation would glitch to left/right by some pixels.</p>
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		<title>Hexagon Framework Effects Demo</title>
		<link>http://blog.hexagonstar.com/hexagon_framework_effects_demo/</link>
		<comments>http://blog.hexagonstar.com/hexagon_framework_effects_demo/#comments</comments>
		<pubDate>Mon, 28 May 2007 07:47:13 +0000</pubDate>
		<dc:creator>sascha</dc:creator>
				<category><![CDATA[Dev]]></category>
		<category><![CDATA[Random Picks]]></category>
		<category><![CDATA[ActionScript]]></category>
		<category><![CDATA[AS3]]></category>
		<category><![CDATA[Bitmap]]></category>
		<category><![CDATA[Flash]]></category>
		<category><![CDATA[Game Development]]></category>
		<category><![CDATA[Lab]]></category>
		<category><![CDATA[Modulo]]></category>
		<category><![CDATA[SWF]]></category>
		<category><![CDATA[Tweening]]></category>
		<category><![CDATA[WIP]]></category>

		<guid isPermaLink="false">http://blog.hexagonstar.com/hexagon-framework-effects-demo/</guid>
		<description><![CDATA[Here&#8217;s a small demo that I threw together yesterday which shows how the effects in the Hexagon Framework effects package can be used. The effects package contains classes that are used on display objects to apply an animated effect on them. That is not all however. The effects send a signal back to the calling [...]]]></description>
			<content:encoded><![CDATA[<p><img class="alignnone size-thumbnail wp-image-223 alignright" src="http://blog.hexagonstar.com/wp-content/uploads/hexagon_effectsdemo_prev-150x110.png" alt="" width="150" height="110" />Here&#8217;s a small demo that I threw together yesterday which shows how the effects in the <a href="http://code.google.com/p/hexagon/" target="_blank">Hexagon Framework</a> effects package can be used. The effects package contains classes that are used on display objects to apply an animated effect on them. That is not all however. The effects send a signal back to the calling class when they are finished and there are two more classes with that effects can be arranged, namely the EffectChainer class and the EffectCombiner class.</p>
<p><span id="more-134"></span></p>
<p>Currently there are <strong>AlphaFade</strong>, <strong>BlurEffect</strong>, <strong>ColorFade</strong>, <strong>ModuloEffect</strong>, <strong>MoveEffect</strong>, <strong>Pixelizer</strong> and <strong>TimeDelay</strong> who act as effects. The <strong>EffectCombiner</strong> can be used to combine several of the effects into one (which means that all combined effects use the same Timer) and the  <strong>EffectChainer</strong> can be used to play back effects in sequencial order (including the EffectChainer which acts as an effect on itself). The <strong>TimeDelay</strong> is a non-visual effect which simply applies a time delay.</p>
<p>The class from where the effects are started has to implement the INotify interface which only contains one method, notify(). The effects (as well as the EffectChainer and EffectCombiner) use this interface to notify the caller and &#8211; if necessary &#8211; give back a callID that can be used to determine which effect has returned. More detailed info on this will be available in the API docs when the framework is released &#8230; soon™.</p>
<p style="text-align: center;"><small>(Please open the article to see the Flash content.)</small></p>
<p>You can focus the SWF with the Mouse and press Space to skip through the effects.</p>
]]></content:encoded>
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		<title>Flash Filter Lab &#8211; The Flash 8 Filter Construction Set</title>
		<link>http://blog.hexagonstar.com/flash-filter-lab-the-flash-8-filter-construction-set/</link>
		<comments>http://blog.hexagonstar.com/flash-filter-lab-the-flash-8-filter-construction-set/#comments</comments>
		<pubDate>Thu, 31 Aug 2006 11:34:27 +0000</pubDate>
		<dc:creator>sascha</dc:creator>
				<category><![CDATA[Dev]]></category>
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		<guid isPermaLink="false">http://blog.hexagonstar.com/flash-filter-lab-the-flash-8-filter-construction-set/</guid>
		<description><![CDATA[[ad#ad_content_small]flashfilterlab.com &#8230; quite awesome! In case you&#8217;ve missed it, you can create your own Flash 8 Filters in a Construction Set-like environment where you connect virtual cables to generator boxes (think Maya&#8217;s Hypershade or Native Instruments Reactor). I haven&#8217;t touched the Flash 8 Filter stuff that much so far (mainly because non-Flash 8 jobs who [...]]]></description>
			<content:encoded><![CDATA[<p>[ad#ad_content_small]<a href="http://www.flashfilterlab.com/">flashfilterlab.com</a> &#8230; quite awesome! In case you&#8217;ve missed it, you can create your own Flash 8 Filters in a Construction Set-like environment where you connect virtual cables to generator boxes (think Maya&#8217;s Hypershade or Native Instruments Reactor). I haven&#8217;t touched the Flash 8 Filter stuff that much so far (mainly because non-Flash 8 jobs who keep me away from it  *grrml*) but I think it&#8217;s about time as the lab demonstrates how much potential is in that. It&#8217;s a pity though that calculation-intensive Flash&#8217;s Bitmap/Filters are still too CPU demanding for most realistic applications.</p>
]]></content:encoded>
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		<item>
		<title>How to glitch like a pro!</title>
		<link>http://blog.hexagonstar.com/how-to-glitch-like-a-pro/</link>
		<comments>http://blog.hexagonstar.com/how-to-glitch-like-a-pro/#comments</comments>
		<pubDate>Tue, 24 Jun 2003 00:48:00 +0000</pubDate>
		<dc:creator>Dr. Colossus</dc:creator>
				<category><![CDATA[Dataleak]]></category>
		<category><![CDATA[Art]]></category>
		<category><![CDATA[Bitmap]]></category>

		<guid isPermaLink="false">http://blog.hexagonstar.com/?p=64</guid>
		<description><![CDATA[what professional graphic interface designers usually want to avoid is glitch art for others and there&#8217;s a whole gallery of it plus a howto-glitch tutorial. featuring plenty of screenshots of the state when something got completely wrong or messed up in your computer. be it from 8bit emulators or internet explorer, still nowadays no software [...]]]></description>
			<content:encoded><![CDATA[<p><img class="alignnone size-full wp-image-342 alignleft" style="float: left;" src="http://blog.hexagonstar.com/wp-content/uploads/gba_glitch.gif" alt="" width="200" height="100" />what professional <span style="text-decoration: line-through;">graphic</span> interface designers usually want to avoid is glitch art for others and there&#8217;s a whole <span style="text-decoration: line-through;">gallery</span> of it plus a <span style="text-decoration: line-through;">howto-glitch tutorial</span>. featuring plenty of screenshots of the state when something got completely wrong or messed up in your computer. be it from 8bit emulators or internet explorer, still nowadays no software is save from that. and if you are honest, this is even more exciting than <a href="http://hypertextbook.com/chaos/23.shtml">mandelbrote</a> or <a href="http://hypertextbook.com/chaos/22.shtml">juliamengen</a>, is this without a doubt the true random chaos!</p>
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