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	<title>H1DD3N.R350URC3 &#187; SWF</title>
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	<link>http://blog.hexagonstar.com</link>
	<description>turn-based glory and pixel pleasure</description>
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		<title>From the Labs: Tetragon Tile Engine Early Preview</title>
		<link>http://blog.hexagonstar.com/lab-hexagon-tile-engine/</link>
		<comments>http://blog.hexagonstar.com/lab-hexagon-tile-engine/#comments</comments>
		<pubDate>Wed, 10 Feb 2010 18:28:02 +0000</pubDate>
		<dc:creator>sascha</dc:creator>
				<category><![CDATA[Dev]]></category>
		<category><![CDATA[Random Picks]]></category>
		<category><![CDATA[Blitting]]></category>
		<category><![CDATA[Flash]]></category>
		<category><![CDATA[Lab]]></category>
		<category><![CDATA[Scrolling]]></category>
		<category><![CDATA[SWF]]></category>
		<category><![CDATA[Tile Engine]]></category>
		<category><![CDATA[WIP]]></category>

		<guid isPermaLink="false">http://blog.hexagonstar.com/?p=1532</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"><!--
window.onload = function() {var options ={assetURL:'',loadingImage:'http://blog.hexagonstar.com/wp-content/plugins/pb-embedflash/css/images/loading.gif',flvPlayer:'http://blog.hexagonstar.com/wp-content/plugins/pb-embedflash/swf/mediaplayer.swf',animate:true,animSequence:'wh',overlayColor:'#000',overlayOpacity:0.85,overlayBgImage:'http://blog.hexagonstar.com/wp-content/plugins/pb-embedflash/css/images/overlay-85.png',listenOverlay:true,autoplayMovies:true,showMovieControls:true,resizeDuration:0.35,fadeDuration:0.35,displayNav:true,continuous:false,displayCounter:true,counterType:'default',viewportPadding:20,handleLgImages:'resize',initialHeight:160,initialWidth:320,enableKeys:true,keysClose:['c', 'q', 27],keysPrev:['p', 37],keysNext:['n', 39],handleUnsupported:'',text: {cancel:'Cancel',loading: 'loading',close:'<span class="shortcut">C</span>lose',next:'<span class="shortcut">N</span>ext',prev:'<span class="shortcut">P</span>revious',errors:{single: 'You must install the <a href="{0}">{1}</a> browser plugin to view this content.',shared: 'You must install both the <a href="{0}">{1}</a> and <a href="{2}">{3}</a> browser plugins to view this content.',either: 'You must install either the <a href="{0}">{1}</a> or the <a href="{2}">{3}</a> browser plugin to view this content.'}}};Shadowbox.init(options);}
--></script>An early tech demo of the tetragonLib Tile Engine on which I restarted work on recently again. Click the image to view. There&#8217;s not much interaction yet though. You can scroll around with the cursor keys and apart from that open the Rhombus App Framework built-in debug console with F8 and the FPS monitor with [...]]]></description>
			<content:encoded><![CDATA[<p>An early tech demo of the <a href="http://code.google.com/p/hexagon/" target="_blank">tetragonLib</a> <a href="http://code.google.com/p/hexagon/source/browse/#svn/trunk/hexagon/src/tetragonlib/flash/com/hexagonstar/game/tile" target="_blank">Tile Engine</a> on which I restarted work on recently again. Click the image to view. There&#8217;s not much interaction yet though. You can scroll around with the cursor keys and apart from that open the <a href="http://code.google.com/p/hexagon/" target="_blank">Rhombus App Framework</a> built-in debug console with F8 and the FPS monitor with SHIFT+F8. Everything is still under heavy development.</p>
<p>However the demo already shows some of the special features of the tile engine. It&#8217;s a blitted multi-layer engine which supports animated tiles (but it doesn&#8217;t use MovieClips or Sprites for this but animated Bitmap tiles). The demo shows two layers, one as a backdrop and the other with the maze on it. Additionally layers can use layer effects like the second layer here uses a drop shadow filter which is also defined in the tilemap file.</p>
<p>The engine tries to be resource friendly. If there is nothing to update it will not waste render cycles. E.g. if you move to any area without animated tiles on the screen the engine will shortly after start to consume less CPU.</p>
<p style="text-align: center;"><small>(Please open the article to see the Flash content.)</small></p>
<p style="text-align: left;">Quite a list of features is still planned to be implemented, for example map-wrapping (to create endless maps), auto-scrolling and support for hexagonal as well as isometric tiles has already been started before but these implementations are going to be completely overhauled.</p>
<p style="text-align: left;">If you&#8217;re interested in having a look at the engine&#8217;s tileset and tilemap data files, they can be found <a href="http://files.hexagonstar.com/labs/tileengine2/data/" target="_blank">here</a>.</p>
<p style="text-align: left;">
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		</item>
		<item>
		<title>ActionScript3 Dice Class</title>
		<link>http://blog.hexagonstar.com/diceclass/</link>
		<comments>http://blog.hexagonstar.com/diceclass/#comments</comments>
		<pubDate>Tue, 04 Dec 2007 11:29:23 +0000</pubDate>
		<dc:creator>sascha</dc:creator>
				<category><![CDATA[Dev]]></category>
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		<category><![CDATA[ActionScript]]></category>
		<category><![CDATA[AS3]]></category>
		<category><![CDATA[D20]]></category>
		<category><![CDATA[D6]]></category>
		<category><![CDATA[Dice]]></category>
		<category><![CDATA[Downloads]]></category>
		<category><![CDATA[Flash]]></category>
		<category><![CDATA[Flex]]></category>
		<category><![CDATA[Game Development]]></category>
		<category><![CDATA[Lab]]></category>
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		<category><![CDATA[SWF]]></category>

		<guid isPermaLink="false">http://blog.hexagonstar.com/aboutrollingdice/</guid>
		<description><![CDATA[In game development randomness is often necessary for certain tasks, be it the random distribution of graphic tiles, a random factor in NPC AI or random stats in a roleplaying game. Especially for the latter purpose the static Dice class provides a set of methods to roll dice as it is common in a Role-playing [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: center;"><img class="alignnone size-full wp-image-217 aligncenter" src="http://blog.hexagonstar.com/wp-content/uploads/dice_collection.jpg" alt="" width="500" height="179" /></p>
<p>In game development randomness is often necessary for certain tasks, be it the random distribution of graphic tiles, a random factor in NPC AI or random stats in a roleplaying game. Especially for the latter purpose the static <em>Dice class</em> provides a set of methods to roll dice as it is common in a Role-playing game, to be exact four-, six-, eight-, ten-, twelve-, twenty-sided and percentile dice.</p>
<p><span id="more-162"></span></p>
<p>The Dice class (and it&#8217;s supporting classes) are rather elaborated, using for example the <a href="http://en.wikipedia.org/wiki/Linear_congruential_generator" target="_blank">Linear Congruential algorithm </a>in the process of generating &#8216;true&#8217; random numbers so it might not be the most speed-optimized method for calculating random numbers. For absolute performance the LCA and rounding routines can be removed to speed up calculations.</p>
<p>Using the Dice class is very simple! For example rolling two ten-sided dice can be done with the following call &#8230;</p>
<pre lang="actionscript3">var result:int = Dice.tenSided(2);</pre>
<p>&#8230; rolling the percentile die is even simpler as it does not need any arguments. It always returns a value between 1 and 100 &#8230;</p>
<pre lang="actionscript3">var result:int = Dice.percentile();</pre>
<p>&#8230; the class also provides the  <em>roll </em>method with that any x-sided die could be rolled, 3 sixteen-sided dice for instance &#8230;</p>
<pre lang="actionscript3">var result:int = Dice.roll(16, 3);</pre>
<p>The following small Flex application uses the Dice class and can be used to test dice throw probability according to the <a href="http://www.darkshire.net/jhkim/rpg/systemdesign/dice-methods.html" target="_blank">bell curve </a>(the more dice are used the lower the probability to roll boundary results).</p>
<p style="text-align: center;"><small>(Please open the article to see the Flash content.)</small></p>
<p><a href="http://blog.hexagonstar.com/download/diceclass.zip" title="Download AS3 Dice Class v1.0.0 (6.89 kB, downloaded 992 times)"><img src="http://blog.hexagonstar.com/wp-content/uploads/downloadbutton.png" alt="Download AS3 Dice Class v1.0.0 (6.89 kB, downloaded 992 times)" /></a></p>
<p>Update: The Dice class is now part of the hexagonLib and can be found <a href="http://code.google.com/p/hexagon/source/browse/trunk/hexagon/src/hexagonlib/flash/com/hexagonstar/util/Dice.as" target="_blank">here</a>.</p>
]]></content:encoded>
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		</item>
		<item>
		<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>
		<category><![CDATA[Featured]]></category>
		<category><![CDATA[Random Picks]]></category>
		<category><![CDATA[ActionScript]]></category>
		<category><![CDATA[AS3]]></category>
		<category><![CDATA[Bitmap]]></category>
		<category><![CDATA[Downloads]]></category>
		<category><![CDATA[Flash]]></category>
		<category><![CDATA[Game Development]]></category>
		<category><![CDATA[Lab]]></category>
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		<category><![CDATA[Sprite]]></category>
		<category><![CDATA[SWF]]></category>

		<guid isPermaLink="false">http://blog.hexagonstar.com/animatedbitmapclass/</guid>
		<description><![CDATA[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 6152 times)"><img src="http://blog.hexagonstar.com/wp-content/uploads/downloadbutton.png" alt="Download AS3 AnimatedBitmap Class v1.1.0 (118.29 kB, downloaded 6152 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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		<slash:comments>49</slash:comments>
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		<item>
		<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>
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		<title>Flex Application: Star Wars Name Generator</title>
		<link>http://blog.hexagonstar.com/starwars_name_generator/</link>
		<comments>http://blog.hexagonstar.com/starwars_name_generator/#comments</comments>
		<pubDate>Thu, 11 May 2006 05:35:24 +0000</pubDate>
		<dc:creator>sascha</dc:creator>
				<category><![CDATA[Dev]]></category>
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		<guid isPermaLink="false">http://blog.hexagonstar.com/first-flex-2-application-star-wars-name-generator-beta3-version/</guid>
		<description><![CDATA[I finally spend some time to make myself more familiar with the Flex 2 Beta and this is what came out as a result: Star Wars Name Generator! It&#8217;s a small and modest tool to generate random names (obviously). If you&#8217;re a fan of the Star Wars Pen &#38; Paper Role-playing game (like me) you [...]]]></description>
			<content:encoded><![CDATA[<p>I finally spend some time to make myself more familiar with the Flex 2 Beta and this is what came out as a result: <a href="http://files.hexagonstar.com/labs/swnamegen/swnamegenerator.swf">Star Wars Name Generator</a>! It&#8217;s a small and modest tool to generate random names (obviously). If you&#8217;re a fan of the Star Wars Pen &amp; Paper Role-playing game (like me) you might find this tool useful!</p>
<p>You can generate names for planets and for characters, there are some parameters that can be chosen from before pressing the Generate button. After that it will spit out a list of more or less useful names (some of them sound very exotic). Interesting names can then be dragged and dropped onto the right side list. All names in this list are stored in local shared object on the users computer until the Clear button is pressed. The Switch button displays the saved names in a text area from where the names can be copied to the clipboard. (Small update: Works now with latest Flash Player v9).</p>
<p style="text-align: center;"><small>(Please open the article to see the Flash content.)</small></p>
<p style="text-align: left;">
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