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Dealing With AGAL Registers

Posted on October 12, 2011 by Sam Driver
2

A thorough tutorial on the use of registers for AGAL shaders. How to go about setting their values and accessing them in the shader.

Continue reading “Dealing With AGAL Registers” »

Posted in Stage3D, Tutorial | 2 Replies

Accelerated Particle Effects

Posted on October 10, 2011 by Sam Driver
2

Not (yet) a tutorial this time, just the demonstration of a GPU-based particle system and a glimpse at the advantages of hardware acceleration.

Continue reading “Accelerated Particle Effects” »

Posted in Development, Stage3D | 2 Replies

Simple Annotated Example of Stage3D

Posted on October 5, 2011 by Sam Driver
1

The first step is often the hardest. Here I provide a very simple example of rendering using Stage3D, complete with extensive comments.

Continue reading “Simple Annotated Example of Stage3D” »

Posted in Stage3D, Tutorial | 1 Reply

Stage3D Shader Cheatsheet

Posted on October 5, 2011 by Sam Driver
7

A quick reference for working with AGAL, the new shader language for use with Stage3D introduced with Flash Player 11.

Continue reading “Stage3D Shader Cheatsheet” »

Posted in Stage3D, Tutorial | 7 Replies

Normal Mapped Lighting in a Game

Posted on July 24, 2011 by Sam Driver
Reply

Continue reading “Normal Mapped Lighting in a Game” »

Posted in Development | Leave a reply

2D Shadow Effects

Posted on July 22, 2011 by Sam Driver
Reply

Continue reading “2D Shadow Effects” »

Posted in Tutorial | Leave a reply

Introduction to Pixel Bender in Flash

Posted on February 28, 2010 by Sam Driver
9

A quite detailed tutorial on creating custom shaders in Pixel Bender and using them in your Flash projects.

Continue reading “Introduction to Pixel Bender in Flash” »

Posted in Tutorial | 9 Replies

Testing out Pixel Bender

Posted on January 27, 2010 by Sam Driver
4

Continue reading “Testing out Pixel Bender” »

Posted in Development | 4 Replies

A Bitwise Method For Applying Tilemaps

Posted on January 26, 2010 by Sam Driver
4

A technique for automatically selecting the correct tile from a tilemap.
Continue reading “A Bitwise Method For Applying Tilemaps” »

Posted in Tutorial | 4 Replies

Procedural Progression

Posted on October 5, 2009 by Sam Driver
3

The outline for a method to incorporate lock-and-key style progression in a generated game world.

Continue reading “Procedural Progression” »

Posted in Development | 3 Replies

Fez Rip-off

Posted on August 31, 2009 by Sam Driver
4

There’s a lovely game that’s been in development by Polytron Corporation for a bit over two years now called Fez.  What really captured my imagination was the basic mechanic of the game – so much so I tried copying it.

Continue reading “Fez Rip-off” »

Posted in Others' Games | 4 Replies

On the Intelligence of Maggots

Posted on August 30, 2009 by Sam Driver
4

An explanation of the path-finding system used in Maggot Blaster, and how it was used for more than finding paths.

Continue reading “On the Intelligence of Maggots” »

Posted in Development, Tutorial | 4 Replies

Simple Procedural Building Generation

Posted on August 8, 2009 by Sam Driver
1

Outlining a technique to rapidly generate top-down buildings, with a focus on their use as gameplay elements.
Continue reading “Simple Procedural Building Generation” »

Posted in Development, Tutorial | 1 Reply

Maggot Blaster 500

Posted on August 7, 2009 by Sam Driver
Reply

Maggot Blaster is now almost finished, just needing a little more testing before I start seeking a sponsorship deal ready for it to be released.  This post gives a brief overview of the game. Continue reading “Maggot Blaster 500” »

Posted in Development | Leave a reply

Posts by category:

  • Development (7)
  • Others' Games (1)
  • Stage3D (4)
  • Tutorial (8)

Contact:

sdriver [at] gmx.co.uk

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