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	<title>Illogic Tree &#187; flash</title>
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	<description>Development In Any Colour You Like, Logical or Otherwise</description>
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		<title>Funkbot 3000 Finished!</title>
		<link>http://illogictree.com/blog/2010/05/funkbot-3000-finished/</link>
		<comments>http://illogictree.com/blog/2010/05/funkbot-3000-finished/#comments</comments>
		<pubDate>Sun, 02 May 2010 22:11:57 +0000</pubDate>
		<dc:creator>Eddie</dc:creator>
				<category><![CDATA[Game Development]]></category>
		<category><![CDATA[flash]]></category>
		<category><![CDATA[flixel]]></category>
		<category><![CDATA[funkbot]]></category>
		<category><![CDATA[game]]></category>

		<guid isPermaLink="false">http://illogictree.com/?p=1653</guid>
		<description><![CDATA[After several weeks of hard work, I am proud to say that I have finished my (mini-) game, Funkbot 3000. It all started as an experiment to develop a Flash game with rhythm-based mechanics and ended up as a silly mini-game where you must build a robot with the power of love, funk and soul. It [...]]]></description>
			<content:encoded><![CDATA[<p><img class="alignright size-full wp-image-1654" title="lvl3" src="http://illogictree.com/wp-content/uploads/2010/05/lvl3.png" alt="" width="320" height="240" />After several weeks of hard work, I am proud to say that I have finished my (mini-) game, <a href="http://illogictree.com/games/funkbot/">Funkbot 3000</a>. It all started as an experiment to develop a Flash game with rhythm-based mechanics and ended up as a silly mini-game where you must build a robot with the power of <strong>love</strong>, <strong>funk</strong> and <strong>soul</strong>.</p>
<p>It has been a fun experience. And during the development process, <strong>Funkbot</strong> has been features on several sites:</p>
<ul>
<li><a href="http://www.pixelprospector.com/indev/2010/04/funkbot3000/">Pixel Prospector</a></li>
<li><a href="http://fuxter.ru/funkbot3000/">Fuxter</a> (Russian)</li>
<li><a href="http://www.superlevel.de/spiele/funkbot">SuperLevel</a> (German)</li>
</ul>
<p>However, there are still some <strong>desyncing</strong> issues if you start doing something else while in the game (like browsing the web). Not exactly sure how to fix that, but if you stay in the game from start to finish, the music and the beat should be in sync.</p>
<p>Anyhow, it is time to move on to bigger and more <a href="http://thisiswhyyourefat.com/">delicious</a> things. Hope y&#8217;all enjoy!</p>
<p>[ <a href="http://illogictree.com/games/funkbot/">Play Funkbot3000</a> ]</p>
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		<title>Actionscript 3 &#8211; Singleton</title>
		<link>http://illogictree.com/blog/2010/04/actionscript-3-singleton/</link>
		<comments>http://illogictree.com/blog/2010/04/actionscript-3-singleton/#comments</comments>
		<pubDate>Wed, 28 Apr 2010 20:29:55 +0000</pubDate>
		<dc:creator>Eddie</dc:creator>
				<category><![CDATA[Game Development]]></category>
		<category><![CDATA[actionscript]]></category>
		<category><![CDATA[c++]]></category>
		<category><![CDATA[design pattern]]></category>
		<category><![CDATA[flash]]></category>
		<category><![CDATA[singleton]]></category>

		<guid isPermaLink="false">http://illogictree.com/?p=1592</guid>
		<description><![CDATA[The Singleton design pattern is popular method that is used quite ubiquitously in software engineering. Sometimes, it is appropriate to have only one instance of a class. For example, the window manager, sprite manager, and filesystems are all good examples of classes that would neatly follow the singleton paradigm (since you only need one of [...]]]></description>
			<content:encoded><![CDATA[<p><img class="size-full wp-image-1606 alignright" title="Scheme of Singleton" src="http://illogictree.com/wp-content/uploads/2010/04/Scheme-of-Singleton.png" alt="" width="275" height="80" />The <strong>Singleton</strong> design pattern is popular method that is used quite ubiquitously in software engineering. Sometimes, it is appropriate to have only <strong>one </strong>instance of a class. For example, the window manager, sprite manager, and filesystems are all good examples of classes that would neatly follow the singleton paradigm (since you only need one of them in your application). Singletons are extremely useful when you have exactly one instance of an object that requires <strong>global access</strong>.</p>
<p>In C++ code, one would derive singleton classes from a singletons template. Doing this prevents the coder from polluting your global space with nasty variables. (Also, the compiler does not guarantee the order that globals or statics are instantiated.)</p>
<p>Although Actionscript does not have templating functionality like C++, you can still make your desired class a singleton by simply adding a few functions:</p>

<div class="wp_syntax"><div class="code"><pre class="actionscript3" style="font-family:monospace;"><span style="color: #9900cc; font-weight: bold;">package</span> com<span style="color: #000066; font-weight: bold;">.</span>example
<span style="color: #000000;">&#123;</span>
	<span style="color: #0033ff; font-weight: bold;">public</span> <span style="color: #9900cc; font-weight: bold;">class</span> SpriteManager
	<span style="color: #000000;">&#123;</span>
		<span style="color: #0033ff; font-weight: bold;">public</span> <span style="color: #339966; font-weight: bold;">function</span> SpriteManager<span style="color: #000000;">&#40;</span><span style="color: #000000;">&#41;</span>
		<span style="color: #000000;">&#123;</span><span style="color: #000066; font-weight: bold;">;</span><span style="color: #000000;">&#125;</span>
&nbsp;
		<span style="color: #009900; font-style: italic;">// Singleton methods</span>
		<span style="color: #009900; font-style: italic;">//</span>
		<span style="color: #0033ff; font-weight: bold;">private</span> static <span style="color: #6699cc; font-weight: bold;">var</span> _instance<span style="color: #000066; font-weight: bold;">:</span>SpriteManager = <span style="color: #0033ff; font-weight: bold;">null</span><span style="color: #000066; font-weight: bold;">;</span>
		<span style="color: #0033ff; font-weight: bold;">public</span> static <span style="color: #339966; font-weight: bold;">function</span> CreateInst<span style="color: #000000;">&#40;</span><span style="color: #000000;">&#41;</span><span style="color: #000066; font-weight: bold;">:</span><span style="color: #0033ff; font-weight: bold;">void</span> <span style="color: #000000;">&#123;</span> _instance = <span style="color: #0033ff; font-weight: bold;">new</span> SpriteManager<span style="color: #000000;">&#40;</span><span style="color: #000000;">&#41;</span><span style="color: #000066; font-weight: bold;">;</span> <span style="color: #000000;">&#125;</span>
		<span style="color: #0033ff; font-weight: bold;">public</span> static <span style="color: #339966; font-weight: bold;">function</span> Get<span style="color: #000000;">&#40;</span><span style="color: #000000;">&#41;</span><span style="color: #000066; font-weight: bold;">:</span>SpriteManager <span style="color: #000000;">&#123;</span> <span style="color: #0033ff; font-weight: bold;">return</span> _instance<span style="color: #000066; font-weight: bold;">;</span> <span style="color: #000000;">&#125;</span>
		<span style="color: #0033ff; font-weight: bold;">public</span> static <span style="color: #339966; font-weight: bold;">function</span> InstExists<span style="color: #000000;">&#40;</span><span style="color: #000000;">&#41;</span><span style="color: #000066; font-weight: bold;">:</span><span style="color: #004993;">Boolean</span> <span style="color: #000000;">&#123;</span> <span style="color: #0033ff; font-weight: bold;">return</span> _instance <span style="color: #000066; font-weight: bold;">!</span>= <span style="color: #0033ff; font-weight: bold;">null</span><span style="color: #000066; font-weight: bold;">;</span> <span style="color: #000000;">&#125;</span>
		<span style="color: #0033ff; font-weight: bold;">public</span> static <span style="color: #339966; font-weight: bold;">function</span> DestroyInst<span style="color: #000000;">&#40;</span><span style="color: #000000;">&#41;</span><span style="color: #000066; font-weight: bold;">:</span><span style="color: #0033ff; font-weight: bold;">void</span> <span style="color: #000000;">&#123;</span> _instance = <span style="color: #0033ff; font-weight: bold;">null</span><span style="color: #000066; font-weight: bold;">;</span> <span style="color: #000000;">&#125;</span>
	<span style="color: #000000;">&#125;</span>
&nbsp;
<span style="color: #000000;">&#125;</span></pre></div></div>

<p>As you can see, you use a <strong>private static var _instance</strong> to hold the single instance of the class. The <strong>CreateInst()</strong> function creates a the single instance of that particular class:</p>

<div class="wp_syntax"><div class="code"><pre class="actionscript3" style="font-family:monospace;">SpriteManager<span style="color: #000066; font-weight: bold;">.</span>CreateInst<span style="color: #000000;">&#40;</span><span style="color: #000000;">&#41;</span><span style="color: #000066; font-weight: bold;">;</span></pre></div></div>

<p>You access the class by calling <strong>Get()</strong>. For example, if I wanted to fetch the instance of the SpriteManager, I call:</p>

<div class="wp_syntax"><div class="code"><pre class="actionscript3" style="font-family:monospace;"><span style="color: #6699cc; font-weight: bold;">var</span> manager<span style="color: #000066; font-weight: bold;">:</span>SpriteManager = SpriteManager<span style="color: #000066; font-weight: bold;">.</span>Get<span style="color: #000000;">&#40;</span><span style="color: #000000;">&#41;</span><span style="color: #000066; font-weight: bold;">;</span></pre></div></div>

<p>And there you go, a simple Actionscript 3 singleton class for the win. And on a related matter, there is a Playboy bunny named <a href="http://en.wikipedia.org/wiki/Sasha_Singleton">Sasha Singleton</a>.</p>
]]></content:encoded>
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		</item>
		<item>
		<title>Introducing: FunkBot3000</title>
		<link>http://illogictree.com/blog/2010/04/introducing-funkbot3000/</link>
		<comments>http://illogictree.com/blog/2010/04/introducing-funkbot3000/#comments</comments>
		<pubDate>Fri, 23 Apr 2010 04:30:27 +0000</pubDate>
		<dc:creator>Eddie</dc:creator>
				<category><![CDATA[Game Development]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[actionscript]]></category>
		<category><![CDATA[flash]]></category>
		<category><![CDATA[flixel]]></category>
		<category><![CDATA[game]]></category>

		<guid isPermaLink="false">http://illogictree.com/?p=1538</guid>
		<description><![CDATA[Earlier this week, I was noodling around in Graphics Gale (my favorite pixel-art program) of which I haphazardly gave birth to this pixelated robot (shown on right). Yearning to get back into Flash game proramming, I decided to quickly prototype a small Flash demo using Actionscript and the spankin&#8217; new flixel 2.0 engine. I&#8217;ve always been [...]]]></description>
			<content:encoded><![CDATA[<p><img class="alignright size-full wp-image-1539" title="Funkbot 3000" src="http://illogictree.com/wp-content/uploads/2010/04/Funkbot-3000.gif" alt="" width="82" height="235" />Earlier this week, I was noodling around in <a href="http://www.humanbalance.net/gale/us/">Graphics Gale</a> (my favorite pixel-art program) of which I haphazardly gave birth to this pixelated robot (shown on right). Yearning to get back into Flash game proramming, I decided to quickly prototype a <a href="http://illogictree.com/games/funkbot/">small Flash demo</a> using Actionscript and the spankin&#8217; new <a href="http://flixel.org/">flixel 2.0 engine</a>.</p>
<p>I&#8217;ve always been interested in <strong>rhythm games</strong>. But oftentimes, I feel that music takes a backseat to gameplay. And rightly so since most games focus on providing gameplay that merely uses music as support for building the ambiance or to convey emotion to the player.</p>
<p>However, once in a while, a game is developed which mend <strong>music </strong>and <strong>gameplay </strong>in innovative and fun ways that it makes you wonder about the vast possibilities of game design. Games such as DDR, Rockband, Parappa the Rappa and Rhythm Tengoku are all prime examples of games that were able to creatively integrate music and rhythm into its core gameplay to fully immerse the player in the music.</p>
<p>I am currently developing this Flash game on the side in hopes to learn more about using rhythm-based game mechanics. It&#8217;s called <a href="http://illogictree.com/games/funkbot/">FunkBot3000</a>, and it is game about funky robots which are fueled by the power of music. I am currently not sure on how much time I can devote to this project because of my busy academic schedule. But  I&#8217;ll try my best to bring it to some playable state.</p>
<p>[ <a href="http://illogictree.com/games/funkbot/">Play FunkBot3000</a> ]</p>
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		<item>
		<title>Review: Machinarium</title>
		<link>http://illogictree.com/blog/2009/10/review-machinarium/</link>
		<comments>http://illogictree.com/blog/2009/10/review-machinarium/#comments</comments>
		<pubDate>Sat, 31 Oct 2009 06:05:28 +0000</pubDate>
		<dc:creator>Eddie</dc:creator>
				<category><![CDATA[Reviews]]></category>
		<category><![CDATA[flash]]></category>
		<category><![CDATA[igf]]></category>
		<category><![CDATA[indie]]></category>
		<category><![CDATA[puzzle]]></category>
		<category><![CDATA[robots]]></category>

		<guid isPermaLink="false">http://illogictree.com/?p=945</guid>
		<description><![CDATA[From the makers of the Flash web-games Samorost and Samorost 2 comes Aminata Design&#8216;s third brainchild: Machinarium. It won the Excellence In Visual Arts category in the Independent Games Festival 2009, and let me tell you, it well-deserved it. The visuals in this game are haunting, charming, moody, and adorable all at the same time. It&#8217;s hand-drawn  steam-punk artistic bent really [...]]]></description>
			<content:encoded><![CDATA[<p><img class="alignright size-medium wp-image-947" title="machinarium_box_small" src="http://illogictree.com/wp-content/uploads/2009/10/machinarium_box_small1-240x300.jpg" alt="machinarium_box_small" width="240" height="300" />From the makers of the Flash web-games <a href="http://www.amanita-design.net/samorost-1/">Samorost</a> and <a href="http://www.amanita-design.net/samorost-2/">Samorost 2</a> comes <a href="http://www.amanita-design.net/">Aminata Design</a>&#8216;s third brainchild: <a href="http://machinarium.net/">Machinarium</a>. It won the <a href="http://www.igf.com/2009finalistswinners.html">Excellence In Visual Arts </a>category in the <a href="http://www.igf.com/2009finalistswinners.html">Independent Games Festival</a> 2009, and let me tell you, it well-deserved it. The visuals in this game are haunting, charming, moody, and adorable all at the same time. It&#8217;s hand-drawn  steam-punk artistic bent really immerses you into its alluring robotic world.</p>
<p><strong>Story</strong></p>
<p>The story begins with our robotic protagonist being thrown in to an odd world.  You traverse the world while attempting to solve various puzzles in order to reunite our hero with his long-lost <a href="http://www.youtube.com/watch?v=Ig7qmddOq4">robotic girlfriend</a>, return home safely and, on the way, prevent a terrorist attack.</p>
<p>In the same spirit as Pixar&#8217;s Wall-E, there is no dialogue in the game (read: easy for developers to localize). This means not having to sit through long conversation or traversing through extensive dialogue trees. Instead, the story is presented and driven by simple cut scenes and thought bubbles.</p>
<p><span id="more-945"></span></p>
<p><strong>Genre: Adventure Puzzler</strong></p>
<p>The game is cataloged as an adventure-puzzle game. Anyone who has ever played an adventure game will instantly be familiar with its point-and-click interface. More specifically, you will spend most of your time collecting objects and combining them together to solving a variety of puzzles in the scene. Our hero can also extend and shrink his robotic torso, making for some intriguing puzzles.</p>
<p>The first few scenes are easy to solve. The main purpose is to teach you the simple mechanics of the game. However, the difficulty quickly escalates. But before you go crying to GameFAQs, you can ask for a free hint in the form of a thought bubble. And if that is not enough, you can also open a locked book that our hero keeps in his inventory. To open it, you must complete a mini-game and should you be brave enough to overcome it, the book will open up and provide you with a walkthrough of the entire level. Pretty neat, huh?</p>
<p><strong>Sound</strong></p>
<p>The game includes an incredible soundtrack. The futuristic ambient soundscapes really plays well with its artistic theme. The music shifts during certain scenes and capture various moods which definitely adds to the experience.</p>
<p><strong>Price</strong></p>
<p>The game costs $17 on <a href="http://machinarium.net/">their site</a> and $19 on <a href="http://store.steampowered.com/app/40709/">Steam</a>. For me, it was totally worth them greenbacks. Plus, supporting indie developers makes Jesus smile.</p>
<p>The developers also released a free <a href="http://www.bigdownload.com/games/machinarium/pc/machinarium-demo/">demo version</a> of the game to try if you are at all curious.</p>
<p><strong>The Bad</strong></p>
<p>One of the biggest complaint of this game is that it was too short. With about 6 hours of gameplay, it definitely leaves you yearning for more. Also, several solutions of the puzzles did not seem particularly evident. As a result, you spend time randomly clicking through objects until a solution becomes clear.</p>
<p><strong>Grade: B+</strong></p>
<p>Although the game was quite short, it had great visual style, incredible music, and fun logical puzzles. It is definitely worth the small price the developers are asking for it.</p>
<p>Maybe this review was a bit skewed. But what can I say? You had me at &#8220;robots&#8221;. You pretty much have to be a total asshole not to like robots. And if you put them inside an artsy puzzle video game, I&#8217;m in! So go take a gander and feel the love.</p>
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