Skip to content

The FlexWiz Blog

Notes on Flex, AIR and Game Development

Archive

Category: ActionScript 3

If your game or application is too large to fit, or too slow, then you may be in a position to rethink the usage of Flex SDK.
Part 1 discussed the motivations to try and skip the Flex SDK on certain projects. While it focused on the why, this time it will focus on the how – what can actually be done and how.

So our project needs only basic layouts and some simple controls. One option would be to roll our own controls and layouts, and while that is certainly a possibility, it does not save us any time. A better option would be to take advantage of an existing library, preferably small and light weight.
continue reading…

  • Share/Bookmark

Flex is often taken for granted when implementing flash/AS3  projects. However it is not mandatory to use Flex on the flash platform. Not only that, its not always the preferred solution for most RIAs.

In this post, I will cover a few alternatives to Flex while staying in the realm of Actionscript and Flash. Yes, this may sound strange from someone who makes his living using Flex, but there are situations when Flex can become a liability.
continue reading…

  • Share/Bookmark

Heres a useful tip on using the mx utils package.

Occasionally we need to trace values of objects, whether these are flash display objects or your own classes and VOs.   Simply outputting an object to trace will generate an output like [Object Object] without any useful info about the contents of the object.
continue reading…

  • Share/Bookmark

There are many components out there to use in a game for displaying score. But can any of them do the job in 15 lines or less?

The following code makes use of a tweener. Tweeners are extremely powerful, and  typically used to move objects, but can do so much more. The first thing to know about a tweener is that you can tween anything, including custom properties.
continue reading…

  • Share/Bookmark