Posts tagged Actionscript 3

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 […]

Fatal Exceptions in Actionscript 3.0

I’ve put a lot of thought into best practices for exception handling. The guidelines described here are intended to maximize readability and maintainability of the code, as well as exposing failure information without looking up source code. In professional and personal projects, the experience with this method has been a very positive one. Summary Centralize […]

Saving and Loading in IllFate

Saving and loading the game is potentially a rat’s nest of bugs for a complex game if it’s not done right. This is my approach to it in IllFate, complete with source code and some explanation. If you’ve had experience with similar systems or have any questions about the approach I’ve taken, I’d like to […]

Visual Verification with FlexUnit

A friend of mine wanted to get a look at the visual verification I’m using to unit test my rendering code, so I figured I might as well give it a spit-shine and share it with anyone that might find it useful. If you are working with pixel art a lot, especially if you are […]

PseudoFile Library First Release

This is a set of utility classes that I’ve created to handle File I/O a bit more gracefully. I’ve adopted the approach of being File-centric as opposed to Loader-centric. All event listeners are created on individual files, or lists of files. This makes it a lot less cumbersome to wait for a batch of files, […]