Isn’t it frustrating when a class is missing a method you really need and you can’t edit that class to add it?
Maybe the class is built into your programming language or game engine, hidden away in a dll file, or buried in 3rd party code simply too risky to alter. Whichever the case, editing the original class isn’t an option.
This article will take an in-depth look at the various solutions to this common problem. We’ll explore some advantages, limitations, common pitfalls and best practices associated with each approach, and introduce one option which often gets overlooked: extension methods.
Adobe AIR 4.0 Software Development Kit (SDK) is now officially released! Here’s how to set it up.
Despite the overly-complicated instructions on the interwebs, the process is ridiculously simple. Basically all we’re doing is copying the newer AIR files into the most recent Flex folder and then changing a few settings in our project. Continue reading
For all my fellow Indie Game Developers:
Today I bring you news (or a reminder) of two essential free programs that every one of you should have in your arsenal. Why? Because there’s just no sense in spending countless hours on sound effects when you can leverage the power of free tools to accomplish the same task in minutes. Plus, retro-style sound effects are just wicked AWESOME!!! Seriously, bookmark both right now! You’ll want to take them with you to your next Ludum Dare.
Check out the Continue reading
Saving game data is super important. If you get sloppy and mess it up then all sorts of awful bugs can creep in. That’s one of the reasons I’ve always hated the way that Flixel deals with saved game data. They exposed too much and dealing with FlxSave still feels like dealing with shared objects Continue reading
Flex now has native JSON support but there’s not much written on the interwebs about how to use it yet. After fiddling around a bit I brewed up this super-handy, super-tiny class to help convert an embedded JSON file into a usable object. Continue reading
For all you designers out there:
Color Scheme Designer 3 is a great free tool for finding and quickly testing various color schemes built around one base color. This is awesome for choosing colors for logos, characters, levels, websites, and virtually anything else you need to show to the end user. You don’t even have to know a bunch about color theory to use it! Just pick a base color, play with the knobs and then
click the various preview buttons. You’ll see… Continue reading
Added boosts, second chance rebounds, visual and audio feedback, ability to shift to the opposite side of the track, improved the look of the stars and tweaked the procedural level generation. Continue reading
This is just after adding the gravity-shift mechanic. Twitch mode is what I’m calling the one-direction, reflex-training mode. There’s no velocity cap, so you can play the randomly generated racetrack as long as you can keep pace with the mouse. Right now the game plays like a one-button runner, so scrolling is automatic. You jump when you click and gravity shift when you click while in the air. Just ignore those colored tunnels. Those are for a feature that I haven’t implemented yet. It should also be noted that this contains placeholder music and was used for testing purposes only.
This is my solution to the famous 8-Queens Puzzle (and more general N-Queens Puzzle). “So, what’s the 8-Queens Puzzle?” you say. “Good question!” I say. Wikipedia has a ton of information about this and summarizes as follows:
“The eight queens puzzle is the problem of placing eight chess queens on an 8×8 chessboard so that no two queens attack each other. Thus, a solution requires that no two queens share the same row, column, or diagonal. The eight queens puzzle is an example of the more general n-queens problem of placing n queens on an n×n chessboard, where solutions exist for all natural numbers n with the exception of 2 and 3″