Archives for April 2011

Performance Monitoring Tool for Actionscript 3.0

For a recent project I created a performance graph which helped me to identify which parts of my engine were responsible for performance issues. Based on that, I have developed a flexible PerformanceMonitor class which can expanded on to track performance in a number of ways. The default implementation produces a pair of graphs like […]

Studio Space for Game Developers in Toronto

I just read this post by Greg Beaton on his Art of Game blog from back in February. Late last year I was talking to Alex about the same basic idea. Whenever I’m working on game projects I’m usually holed up in my computer room at home for hours on end, and sometimes the creative […]

Game Engine Design, Part Two: Triggers, Responses, and Katamaris

This is the second part of my series on game engine design. I’ve spent some time throwing around various ideas about the principal entities that a game engine should be concerned with and how they relate to each other. I’m going to hold off on any class diagrams or specific examples for the time being. […]

AScalpel Basic User Guide

I’ve been working away on AScalpel for a while now, polishing it and adding some new features to it. It’s settled enough now that I can sit down and write a real step-by-step guide to using it. There is also a sample application included with the AScalpel library which is already integrated. Compile com.andrewtraviss.ascalpel.sample::BouncingBallSample.as as […]

A Quick Guide to TOJamming

With the announcement that TOJam 6 is imminent. We’ve done a little better each year and I’m really looking forward to this one. I wanted to take some time to share what I’ve learned by attending five of these crazy things and share what advice I have on improving your chances of success and minimizing your […]

Runtime Object Editing in Actionscript 3.0 with AScalpel

There was a bit of buzz in the indie game community recently around the idea of editing object properties at runtime as a great way to tune gameplay quickly. I haven’t seen any attempts at a reusable system to handle it, so I thought I’d give it a go. AScalpel is a basic editor shell […]