I found this little class that displays the framerate of the current movie and the total memory usage of the Flash Player on your movie. It also shows the version of the player and the operating system you are on. It even has a graph. Very useful for monitoring your experiments or whatever.
If anyone knows something better, please let me know.
It’s been a while since I’ve posted here. Got caught up with exams and projects for school, and a lot of DotA with friends. Now sem-break is here, I can now just sit around and be bored.
I’ve been playing around with Papervsion lately, and have finally understood how to make it work, albeit only lightly. Here is one of my first attempts with Papervision. It’s just a bunch of spheres, where clicking on one will move the camera to its position, while the camera focuses on the center.
It’s not much. I’m still working on it, but I just wanted to post something here. Check it out. Flash Player 10 is required.
Update: I’ve added a depth of field effect. It’s not very “accurate”, but it’s a nice touch. I don’t know how to do it efficiently, so it might be CPU intensive.
Update 2: I’ve added random movement to the particles.
As always, the source.
I’ve decided to give Illustrator a second chance since I’ve found that the Flash drawing environment was just not cutting it for me. I tried Inkscape, but it just didn’t feel right. I’ve always steered clear of Illustrator before because I hated how complicated it was compared to Flash, but it appears I am forced to just suck it in.
After a few hours of searching, I found this nice introductory tutorial. I think the “30 days” thing is just a gimmick, but, I do need to learn it in 5 days if I am to finish a project I’m working on. And since I’m familiar on how vector graphics work, and all I really need to do is adjust and learn the more advanced stuff, 5 days seems plausible.
I’ve also gathered some nice links regarding Illustrator/vector stuff.
And the most awesome site I’ve found so far: GoMediaZine
Greetings all, still haven’t fixed the PC, and no plans in buying a new one.
But, being forced to use a Macbook with no games installed(damn DotA) and a slow connection, I managed to find some time to get back into Flash and ActionScript.
I finally figured out how to setup external class libraries in FlexBuilder, which took longer than I would have hoped. Now I can use Papervision3D, Away3D and have a central library for all other API’s and classes. It’s not as enjoyable as FlashDevelop, but, it’s better than nothing.
I also started playing with PV3D, which is just awesome. Very fun to play around with, and I can’t wait to make something I could use for my eternally work-in-progress site.
And finally, there’s a new tweening engine on the block. It’s called gTween and it’s made by Grant Skinner, so you know it’s great. Like TweenLite, it aims for speed and it’s also very lightweight. It’s still in beta, and not as powerful and feature-packed as TweenMax or other tweening engines. I haven’t tested it enough to choose it over TweenLite yet, but, I like it’s different approach to creating and managing (yep, you could manage, edit, reuse and even nest) tweens. Check it out here.
And, yeah, I would post my little “experiment” with Papervision, but I can’t seem to extract/find the swf file. I even tried using the .as file as a Document class to a Flash file, but I still can’t double-click and play the movie.
I am also having trouble with FlexBuilder, whenever I Run/Play button to test a project, it often doesn’t show anything until several retries or not at all, but using the .as file as a Doc class to a Flash file, it plays fine.
Any help would be very much appreciated.
My PC died earlier this week. It took with it all my files and experiments, but no worries, I have uploaded some of them here and I already learned from all of them. I also don’t have the latest files for my website now (which is getting cold), so I guess I should just start a new one. But, the worst part is, I only have a Mac to work on now, which doesn’t have FlashDevelop
. I either have to try to work on FlexBuilder or just be idle for a few days (or weeks!) until I fix my PC or maybe get a new one *sigh*.

I recently got an invite from someone at the kirupa.com forums to some Aviary tools. I only have access to two tools at the moment (Phoenix and Peacock), and only tested Phoenix (Peacock was a bit too complicated to test).
All I’ve got to say is, wow. This toolset is quite impressive. It has some very nice basic features, a few filter effects, hotkeys (!), and it is very smooth (it’s slow at times, but that’s because of my limited CPU). The interface is very nice, although the icons and panels are a little too big and take a lot of real estate IMO.
Still, it’s a little buggy, and there a Feedback menu on the toolbar for easy, well, feedback.
I’m going to play more with Phoenix and try to make something cool. I really want to test Hummingbird (the 3D editor), but I don’t know how to sign up for the beta or even if it’s available.
I have a few invites remaining, so if you want to try them, just post.
I did a little experimenting with the BitmapData class, and came up with this.
I found this effect from a gallery somewhere, and thought it would be cool to try my hand at it, for learning purposes.
Click on the image below to see the effect.
What’s happening is, I get the size of the image, divide it by the size of the “pixels” I want, then create an array of Rectangles positioned in a grid over the image.
I then fill each Rectangle with the color of the pixel in it’s center by using the getPixel() and fillRect() methods of the BitmapData class.
Here is the central function doing the pixelating.
[sourcecode language='js']
private function pixelate(bitmap:Bitmap, strength:Number):void {
var _x:int = 0; // position of the rectangle
var _y:int = 0;
if (strength > 1){
_strength = 1;
}
var _strength:Number = strength; // multiplier for size of “pixels”
var _w:Number = bitmap.bitmapData.width * _strength; //size of “pixels”
var _h:Number = bitmap.bitmapData.height * _strength;
var nH:int = Math.ceil(bitmap.bitmapData.width / _w); // number of rectangles needed horizontally
var nV:int = Math.ceil(bitmap.bitmapData.height / _h);// number of rectangles needed vertically
var rectangles:Array = []; // Rectangles array
//create rectangles
for (var i:int = 0; i < nV; i ++){
var targH:Number = _h;
if (i >= nV - 1){
targH = bitmap.bitmapData.height - _y;
}
for (var j:int = 0; j < nH; j ++){
var targW:Number = _w;
if (j >= nH - 1){
targW = bitmap.bitmapData.width - _x;
}
rectangles.push(new Rectangle(_x, _y, targW, targH));
_x += _w;
}
_x = 0;
_y += _h;
}
//fill in rectangles
for (i = 0; i < rectangles.length; i++){
var rect:Rectangle = rectangles[i];
var pix:uint = _states[0].getPixel((rect.x + rect.width / 2), (rect.y + rect.height / 2));
bitmap.bitmapData.fillRect(rect, pix);
}
saveCurrentState(bitmap.bitmapData);
}
[/sourcecode]
Now for the reverting to the original image part, I had to improvise. Since I overwrote the BitmapData with a bunch of filled rectangles, I couldn’t do much with it.
So I used an array which stores each “state” the BitmapData is in. And I could just retrieve the BitmapData in the array and copy it into the original BitmapData.
[sourcecode language='js']
private function saveCurrentState(bitmapData:BitmapData):void {
_states.push(bitmapData.clone());
}
private function revertToState(stage:int):void {
try{
bmData.copyPixels(_states[stage], bmData.rect, new Point(bmData.rect.x, bmData.rect.y));
}catch (e:Error){
throw new Error(”Invalid state. “);
}
}
[/sourcecode]
To create the animation, I just called the pixelate() function through a Timer at 300 milliseconds.
