Actionscript
This page is a list of past flash applications that I’ve worked on. Each section starts off with a small table providing: links to the actual application, the source (if provided) and the specific areas of improvement that the project dealt with. Following the table, each section then has a short description along with directions if they’re necessary.
Doom Head
| Version | Actionscript 3.0 |
| Links | Doom Head Source |
| Developed Areas | State Machines, Actionscript 3.0 New Events System, Sound Management with Flash |
| I spent way more time on this flash application then I should have but man was it a lot of fun. You may have seen this guy on my homepage. Hopefully you recognize him. The back story of this program starts with me wanting to have an interactive avatar. A couple google searches later I came across the extracted art for the doom head from doom 2. Once I had that there was no turning back. |
Overall I’m happy with the implementation of this. If you’re looking at the source code you’ll notice that I used a singleton approach for the state machine setup. This really wasn’t necessary and resulted in way too much code existing in the portrait manager class. I realized at the end that I should have made a base state for the doom head and that I should have let states store their own data. Anyways, there’s some cool little things going on in this so don’t be afraid to click a lot. Also, to really get the doom feel make sure you have your sound on. Enjoy.
Directions:
Click around, click fast, click slow, click in bursts and be patient.
Orbit Puzzle - Proof of Concept
| Version | Actionscript 3.0 |
| Links | Orbit Puzzle Orbit Puzzle - Version that starts at Level 5 Source |
| Developed Areas | 2D Spring, 2D Orbital Rotation, Actionscript 3.0 New Events System, Dynamic Population Algorithm |
Directions:
Click the Sun to pop out the first planets. When you click on a planet you will see that planet’s moons also pop out. Each planet has one moon which is the correct moon. The correct moon will always be unique to all of the moons present on the adjacent planets. To further explain this, if I have planets A, B and C the correct moon on planet B will not be a moon that shows up on A or C. All of the other moons orbiting B will be in common with at least one moon on A or C.
It starts off quite slow so I’ve compiled and linked two versions in the above table. The first is the game as it currently starts. The second is a compiled version that starts out on level 5. This you’ll see has way more moons and planets and they’re moving much faster.
Quote Generator
| Version | Actionscript 2.0 then converted to 3.0 |
| Links | Quote Generator Source |
| Developed Areas | Data File Conversion / Generation, Actionscript 3.0 Syntax |
Directions:
Yeah, just press the button.
Rock Paper Scissors Match Viewer
| Version | Actionscript 2.0 |
| Links | RPS Match Viewer Source |
| Developed Areas | Interfaces, Assert Class, Packages, Dynamic Visual Content, RSS like xml Poling, Animation Class |
This application requires a bit of back story though I’ll do my best to keep it short. At Vicarious a couple of my friends worked on a Rock Paper Scissors application that could be played over instant messenger. It was all done through an aim bot that managed and recorded games. All of this data was instantly sent up to a web page to be displayed. It had general player stats, ranking lists and it even had it’s own achievement system (”just like” xbox live). Anyways, I did not help with this portion of the system. The application linked above is a viewer I developed for these stored games.The viewer is setup to poll the game.xml file pulling in data as it changes so that games can be watched on the fly. All of the art is pulled in from filenames and references names provided in the art.xml file. This system was created to keep the application design completely up to the artist. As long as they provided the appropriate reference names for the pieces of the UI and for the videos to be played after each throw, they could make it look like whatever they wanted. I’m actually really proud of how this little viewer turned out. |
Directions:
Really there’s not much interaction with this application. You should click play and replay. That’s about it. It’s what’s happening under the hood that’s cool.
Side Scroller Collision System
| Version | Actionscript 2.0 |
| Links | Side Scroller Collision System |
| Developed Areas | State Machines, 2D Collision, Asynchronus File Loading, Event System, Inheritance. |
Years ago I was playing around with making a side scroller. Specifically I was using the project to see if I could come up with some solutions for side scroller type collision detection on my own. I also used this project to write my first state machine based on the example given in Programming Game AI by Example. The state machine was used to manage the demo’s update loop. On a side note, I really love and recommend this book. |
Directions:
When the level loads you’ll probably have to click on the window to give it focus. Once you’ve done that just use the arrow keys to move around and to jump. Lines can be jumped through if you’re jumping with the line’s normal (shown by the perpendicular blue lines). You’ll also notice a few different kinds of boxes showing different collision types. There is a slippery box, a jumper box and some boxes which only have surface collision. Enjoy!
Misc.
The small programs in this section are other little prototypes that I’ve done in the past. These programs are either functionally simple, have a lesser level of polish or they stand on code I’m not particularly proud of. That aside, each has at least a small feature that makes them worth mentioning.
Tile Mover Prototype
Image Cycler
Ball Move Thing






