Archive for the 'flash6-7' Category

I though, that this little toy was lost, but I just found a backup! This was a free personal project 2 years ago with Partrick Müller, who has coded all the backend communication.
Unfortunatley, I had not enough time to finish it, so here is a version without saving functionality.

Fast instructions:
Choose a sound in the browser panel and drag it into a free sequencer slot. Switch on some notes and click the play-button. Play around to learn the other features as soundtransform and effects. Nice, isn’t it ? We will make it better in flash9 :)

A mode7 engine, showing an original mariokart track in GBA stage size. Click in the flashmovie to access keyfocus. Move by pressing the cursor keys.

No preloader (320KB). Be patient.

A tilemapping engine for supermario-like level design. Includes accurate tile-collision for characters.

First attempt to build a pinball physics engine. This version works with dynamic intersection, but misses an accurate collision resolve with respect to time.

Pacman clone with only one enemy and no change to get lost. Includes a runtime pathfinding algorithm. Click into the flashmovie to have keyboard focus. Control pacman with the cursor keys.

A pseudo 3D implementation of tetris. The blocks are drawn by the drawAPI.

Just another view implementation of the physicss engine.

First attempt to resolve rigid bodies collisions.

Some beziersurfaces animation based on an audio loop and mouse position.

Runtime 3D animation syncronized with an audio loop.

Just a toy.

A samplebased kalimba with an actionscript controlled delay.

Some cell conversation.

A clock based on the cable physics.
A screensaver is available as well.

A connection board with cables.

A by-product while developing an A*-Pathfinder.

Particles are forced to stay in the center area, while bezier curves are drawn smoothly between them.

Each bubble has a number of outline particles, where a bezier spline is drawn smoothly between them.

All people perspectives are realized by rotation and a simple shape-tweening.

This stretch effect is realized by a second masked and scaled image.

Another name for this engine is called ‘GTA Engine’. The hack is to prerender the sidetextures as tilt. While moving the camera, they will scaled and skewed.

Fly through mode7-based plasma clouds.

A rotatable hexagonal cylinder, where a texture is projected by raycasting technic. You can also control it by cursor keys (up/down).

A simple raycaster based on this excellent tutorial. Move around the maze by pressing the cursor keys. Click in the movie to apply keyfocus.

A curtain created by particles connected by bezier curves.

A balls collides with a quadric bezier spline.

A ball follows the path of a quadric bezier curve.

Split a quadric bezier curve by two parameters [t0,t1].

Perspective texture mapping isn’t possible in flash7, though linear texture mapping is possible by skewing, scaling and rotating an image. By dividing the entire texture into a lot of single triangles and project their vertices in a perspective way, the artefacts of linear mapping are suppressed.

The model is orthogonally projected onto the screen to provide polygon texture mapping by skewing every texture stripe.

A 3dmax torus knot model is cut in several stripes and vectorized in flash. The stripes are rotated in isometric space.

A 3d-head model is cut in several stripes and vectorized in flash. The stripes are rotated in isometric space.

Some spheres in a sphere with some shading.

A runtime tessilated geosphere. This script is originally used in 3dmax to create geospheres with different numbers of segments.

A white cube, shaded by 6 different light sources.

A study, which should enable a nice 3d preloading process liquid crystal display.

A 3d model, built in 3dmax, exported to an ASCII-Format(ACE) and retyped to actionscript. The font is created by polygons.

One of the first attempt to create shaded 3d objects with the then introduced drawAPI.

A 3D implemenation of a moebius strip.

abstraction of a vynil record as a menu. click on the slices for an empty content plane.