29th Oct 2011
To cut to the chase: I’m looking for some AS3/OpenGL game developers (of all skills) and code ninjas to join me in building a brand new open source Flash game framework.
I know what you’re thinking: “Why on earth do we need yet another framework?” – and it’s a perfectly valid question, but let me explain…
I’ve been working with Flixel for several years now. Releasing update after update for my Flixel Power Tools. And prior to that I spent ages contributing towards the PixelBlitz project, an earlier “blitting” driven framework. But times have changed. Flash Player 11 introduced a number of significant new technologies for us, Stage3D being just one. The changes to AIR3 now make it a perfectly viable platform for GPU accelerated desktop game development, without all the AIR run-time dependency issues of before. And the recent advances in Stage3D for mobile finally make Flash worth considering for iOS and Android games too.
But none of the current frameworks take these things into account, and I feel it’s time to change this.
11th Oct 2011
I’m pleased to announce that version 1.9 of the Flixel Power Tools is now live. This release was never about adding big sweeping new features. Instead I focused on maintenance and making it as solid as possible. Lots of the classes have been expanded and piles of bugs and edge-case oddities stomped.
Updates include: Pixel perfect collision now works 100% even when both sprites are rotating.The new FlxKongregate provides a solid hook into the Kongregate API with all of their advanced features. FlxWeapon gained the ability for pre-fire and post-fire events, sound support, random factors, parent direction firing support, bullet elasticity, bullet counters and bullet lifespans. The control handler had some gravity issues squashed and new isPressedUp/Down/Left/Right methods added. FlxBar had a complete overhaul and is even more flexible now, with 2 new RPG style examples included: A Zelda-like life counter and an RPG Experience bar. Plus there are new tests in the Test Suite including a destructible terrain example.
Read on to find out what Version 2.0 will bring to the table.
29th Sep 2011
We’re pleased to announce that Christian has asked us to release the full source packages for FlodXM and Flod 3. So we created 2 new github projects and spent a lot of time collecting, sorting and populating them! Our Flod page on this site has also been drastically updated to reflect all of the changes and provide clear download links and examples.
FlodXM was previously only available as a SWF to test XM file playback quality. Thank you to everyone who did this and submitted broken modules. With the source now available you’re free to replay XMs in your own games and demos, as well as fork the project and build your own players or fix missing effects.
Flod 3 was Christians attempt to merge all of the various Flod classes together. Previously Flod had been dedicated to Amiga mod replay (so common Soundtracker and ProTracker files) where-as the FlodEx package was for the more unique formats like SidMon and Future Composer. Flod 3 brings all of those together into one set of classes, making life for developers much easier and cleaner! It’s only a Release Candidate however, so we’ve included it along-side the packages on which it is built.
Finally we’ve also released Flym which is an Atari ST YM music replay library. YM files traditionally come from Atari ST emulators, and are raw Yamaha soundchip register dumps. There are hundreds of them available online and while this is a very niche replay class, I for one appreciate the fact it exists! 🙂
So head on over to the new Flod page to snag the downloads, and play your hearts out!
15th Sep 2011
Updated: 29th September – source code now released!
Christian Corti the developer of Flod, the most accurate SoundTracker replay library for AS3 is back. This time with FlodXM. As the title implies this is a FastTracker 2 (XM format) player written in pure AS3. Fast Tracker and later FT2 was created by legendary demosceners Mr. H and Vogue of Triton (now Starbreeze Studios). XM format music was popular in the 90s and used in many commercial games including Unreal and Deus Ex, as well as widely in the demoscene.
FlodXm brings this power to AS3, and while it’s nothing short of incredible we want to make it even better!
We really need your help to test it. Please throw as many XM files at it as you can – the more esoteric and obscure the better! Christian really wants to support all of the various effects FastTracker has, including those created as a result of bugs in the original tracker code. So the more files we playback the better. FlodXM is embedded below after the jump, along with a File Upload form.
14th Sep 2011
I first started the Photon Storm site at the beginning of 2008. I had only been learning AS3 for a few months by then, and wanted somewhere to share my experiences. A lot has changed since that time! but today I’m finally pleased to unveil our brand new look that will serve us well into the coming 2012 and beyond.
If you’ve visited here in the past you’ll notice a significant face-lift has taken place. The new style was created from the ground-up by my good friend Peter Jovanovic. And of course features our game artwork dotted all over the place. The site uses a custom WordPress theme developed by the ever excellent Ben Reid. Thank you both for your hard work. And if anyone reading needs some genius level pixel or php skils, drop them a line!
I spent a long time sorting out the categories and re-structuring it all. And while the paint is still wet in a few places I’m very happy with the end result. One of the biggest changes is that Ilija is now posting here. We’ve migrated over a couple of years worth of his artwork, and he’ll keep it topped-up with fresh new content as and when he doodles it (and yes, he did the Pacman image above!)
As a thank you to all readers I will be posting up the full “Create a Retro Platform game in Flixel” series of tutorials that I originally wrote for .net magazine this week. Enjoy 🙂
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