Stepping through the process of creating a realtime median filter shader for Stage3d that pushes affectionately against the platform’s limits.
A collection of the most useful Stage3D links I’ve come across.
If you have spent any significant time around current gaming communities you’ll have likely encountered some of its members attempting to quantify the conditions for a game being Indie. You’ll have also noticed that they failed to satisfactorily complete their task. I will examine why that is the case and what it means for events like the IGF.
A thorough tutorial on the use of registers for AGAL shaders. How to go about setting their values and accessing them in the shader.
A quick reference for working with AGAL, the new shader language for use with Stage3D introduced with Flash Player 11.
A quite detailed tutorial on creating custom shaders in Pixel Bender and using them in your Flash projects.
A technique for automatically selecting the correct tile from a tilemap.
Continue reading “A Bitwise Method For Applying Tilemaps” »
The outline for a method to incorporate lock-and-key style progression in a generated game world.
An explanation of the path-finding system used in Maggot Blaster, and how it was used for more than finding paths.
Outlining a technique to rapidly generate top-down buildings, with a focus on their use as gameplay elements.
Continue reading “Simple Procedural Building Generation” »
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” »