Starting in AIR 3.4, Adobe added support for Adobe Texture Format (ATF) for use with Stage3D and Starling. The point of ATF is to compress your PNG textures, providing much faster upload times to the GPU, as well as a lower RAM footprint. The savings vary depending on the type of compression you use, and
Here’s a quick look at an early version of our new Kamikaze enemy types: Kamikaze-Gameplay-Prototype from TreeFortress on Vimeo.
Generally one of the big advantages of using AIR/Flash is that there are a ton of existing Libraries for virtually anything you could wish to do. One exception is in the area of SoundManagers. There are quite a few existing Libraries out there, but all of them suffer from some pretty serious quality issues. We
And then, there was Light… ning
This weeks update will be short and sweet, just a couple of videos for you. Solos First off, we finally got audio in our Guitar Solos!! It makes a huge difference as you play the game and we’re totally pumped with how it’s all turning out. In addition to the audio, we also added some
Today we made a few small updates to SpriterAS that we wanted to share with you. First of all, we’ve finally added it to the Starling Wiki as an official Starling Extension: http://wiki.starling-framework.org/extensions/spriteras Squashin bugs We’ve also fixed a number of bugs caused by the latest Spriter Beta: Swapping images on a single timeline works
We have a bit of a dilemma currently… You see, we have these ambigously flesh-colored ‘practice dummies’ along the top of our Fighters Guild: I think that every once in a while they should open their eyes, shiftily look around… and then close them. Just because… wtf. Right!? Mike thinks this is the creepiest thing
Hey guys, sorry for the long gap in updates, we’ve been heads down for the last few weeks with little time for writing posts. This update will be pretty massive, I’m not sure when we’ll get time to do another so I want to pack this chock full of all kinds of goodness! Title Screen
In celebration of the upcoming weekend (of which we’ll work continuously through!) we’ve recorded some Alpha footage of the game in it’s current form. There’s a ton of new changes in this build, some highlights are: Enemies attack from right-to-left, previously they would come from both directions. Units are now spawned manually (used to be
I just wanted to post a quick example of the sort of performance we’re seeing right now with SpriterAS and Starling: Click To Open We’re seeing about 1100 instances on our Core 2 Duo, and 2100 on the Intel i7 CPU. Each character consists of 6 pieces, so that’s between 6,000 and 12,000 animated sprites.