Nothing grounds my gears like tiny Flash fonts!
You know the situation: a designer has given you an FLA file to work from and either the text is too small to be legible for us mere mortals, or is going to be too wide when translated into Russian. Since designers rarely think of these things, I find myself either overriding text size dynamically, or using these couple of handy JSFL scripts that I wrote. One of them increases the point size of all text in an FLA, the other reduces it. You’re very welcome 🙂
I started playing around a little more with my Webcam and extended my previous motion detection example – this time to control the camera of a virtual 3-D space from motion detected in the user’s Webcam. It detects motion area and general direction, albeit with dubious accuracy, but you get the idea.
Due to popular demand, I’ve posted the source code for you lot to play with. It contains the FlashDevelop project file (it’s compiled with the Flex 3 SDK) and my cut-down 3-D engine, Pants3D 🙂
I played around some more with my webcam today and knocked this out. I also found my webcam already has the IR filter missing (cheap webcam), so it can already see infrared… which will come in handy:
Back in 2002 some colleagues and I built one of the web’s first and most popular online multi-user Flash games, Dinky Bomb.
After the dotcom we were working for folded (NOW.com / Gamer TV), it was sold to EA and subsequently acquired by Atari, who have unfortunately done little with it. Gone for now, but not forgotten; there are a few YouTube videos out there, including this one, which features Dinky Bomb as part of a TV game show from way back then… good times! Continue reading Dinky Bomb – multiplayer game
What I love even more than doing animation, is doing challenging code-driven animation.
This banner actually won some awards apparently, including NMA Campaign of the Month and was shortlisted for Cannes Lions.
The line dynamics itself is just Hooke’s law stuff – basic physics. Took some experimentation to get a smooth curve drawn through a series of points (basicaly, the control points of your previous and next points need to be in line).
The cars follow one of the line’s points with differing elasticity and damping, but the real pain in the backside was drawing the dashed line via code, in crummy ActionScript. Luckily, I’m a persistent bastard 🙂 Read more about it on Bannerblog.
I recently needed to create something where a chain of spring dynamics points is connected with one smooth, seamless curve. After much mathematical wrangling, here’s the result of my efforts…