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	<title>.: Blog.FlashGen.Com :: Mike Jones - Technologist :.</title>
	
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	<description>An infrequent look at developments in the world of the Flash Platform by Mike Jones - Flash Platform Consultant</description>
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		<title>New year, new beginning</title>
		<link>http://feedproxy.google.com/~r/Flashgen/~3/PNGldWA4hxc/</link>
		<comments>http://blog.flashgen.com/2012/01/03/the-road-goes-ever-on/#comments</comments>
		<pubDate>Tue, 03 Jan 2012 09:15:00 +0000</pubDate>
		<dc:creator>Mike Jones</dc:creator>
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		<guid isPermaLink="false">http://blog.flashgen.com/?p=1236</guid>
		<description><![CDATA[It doesn&#8217;t seem that long ago that I announced that I&#8217;d be joining Adobe as a Platform Evangelist. As a lot of you are probably aware, due to the change in focus at Adobe a measure of restructuring was needed. Sadly my role at Adobe was one such casualty of that restructuring. Even though I [...]]]></description>
			<content:encoded><![CDATA[<p>It doesn&#8217;t seem that long ago that <a href="http://blog.flashgen.com/2010/05/04/im-an-adobe-platform-evangelist/">I announced that I&#8217;d be joining Adobe as a Platform Evangelist</a>. As a lot of you are probably aware, due to the change in focus at Adobe a measure of restructuring was needed. Sadly my role at Adobe was one such casualty of that restructuring.</p>
<p> Even though I knew my role was at risk back in November, yesterday was officially my last day, hence my somewhat delayed announcement. Don&#8217;t get me wrong, I&#8217;m not bitter, I had a great 18 months working and meeting with some truly amazing people and companies. I want to thank everyone I worked with at Adobe for making it a really enjoyable, enlightening and inspiring time &#8211; like Flash, you guys ROCK!</p>
<p>So what next? Well, you&#8217;ll just have to watch this space :)</p>
<h3  class="related_post_title">Related Items</h3><ul class="related_post"><li><a href="http://blog.flashgen.com/2010/05/04/im-an-adobe-platform-evangelist/" title="I&#8217;m An Adobe Platform Evangelist">I&#8217;m An Adobe Platform Evangelist</a></li><li><a href="http://blog.flashgen.com/2008/12/22/max-milan-session-slides-uploaded/" title="MAX Milan Session Slides Uploaded">MAX Milan Session Slides Uploaded</a></li><li><a href="http://blog.flashgen.com/2008/12/09/flashgencom-on-adobe-tv/" title="FlashGen.Com On Adobe TV">FlashGen.Com On Adobe TV</a></li><li><a href="http://blog.flashgen.com/2008/12/09/im-on-adobe-tv/" title="I&#8217;m on Adobe TV">I&#8217;m on Adobe TV</a></li><li><a href="http://blog.flashgen.com/2008/05/01/adobe-opens-up-swf-flv-and-more/" title="Adobe opens up SWF, FLV and more">Adobe opens up SWF, FLV and more</a></li></ul><img src="http://feeds.feedburner.com/~r/Flashgen/~4/PNGldWA4hxc" height="1" width="1"/>]]></content:encoded>
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		<title>Rendering Sprites With Starling</title>
		<link>http://feedproxy.google.com/~r/Flashgen/~3/Z_QwZR9zDGw/</link>
		<comments>http://blog.flashgen.com/gaming/starling/rendering-sprites-with-starling/#comments</comments>
		<pubDate>Wed, 09 Nov 2011 11:17:57 +0000</pubDate>
		<dc:creator>Mike Jones</dc:creator>
		
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		<guid isPermaLink="false">http://blog.flashgen.com/?page_id=1190</guid>
		<description><![CDATA[I thought I&#8217;d explain how to get started with Starling and an obvious place to start would be how to animate content using Starling and the GPU (via Stage3D). Fortunately Starling abstracts the necessity for you to interact with Stage3D directly &#8211; it handles that in the background. The other benefit you get using Starling [...]]]></description>
			<content:encoded><![CDATA[<p>I thought I&#8217;d explain how to get started with Starling and an obvious place to start would be how to animate content using Starling and the GPU (via Stage3D). Fortunately Starling abstracts the necessity for you to interact with Stage3D directly &#8211; it handles that in the background. The other benefit you get using Starling is that it implements an API that you are already familiar with as it closely follows the same API that is used when targeting the traditional Flash Display list. MovieClip, Image, Sprite, Button etc.</p>
<p><strong>Diving In</strong><br />
<br />
So let&#8217;s look at how you start adding, and animating, content with Starling. The first thing you need to do once you&#8217;ve created an ActionScript project with Starling support (if you&#8217;re not sure how to achieve this <a href="http://blog.flashgen.com/gaming/starling/setting-up-starling-in-flash-builder-4-5/">check out this article</a>), is create an instance of the Starling core engine.</p>

<div class="wp_syntax"><table><tr><td class="line_numbers"><pre>1
2
</pre></td><td class="code"><pre class="actionscript" style="font-family:monospace;"><span style="color: #000000; font-weight: bold;">var</span> _st:Starling = <span style="color: #000000; font-weight: bold;">new</span> Starling<span style="color: #66cc66;">&#40;</span>AnimationExample, <span style="color: #0066CC;">stage</span><span style="color: #66cc66;">&#41;</span>;
_st.<span style="color: #0066CC;">start</span><span style="color: #66cc66;">&#40;</span><span style="color: #66cc66;">&#41;</span>;</pre></td></tr></table></div>

<p>As you can see, when creating the main <span style="font-family: 'Courier New';  font-size: 14px;">Starling()</span> instance you need to provide it with two parameters (it does takes additional parameters but we&#8217;ll skip over those for the time being). The first parameter is the root class you want to instantiate when Starling starts up, in this case it is <span style="font-family: 'Courier New';  font-size: 14px;">AnimationExample</span>. The second parameter is the location where you want to attach the root class instance. In this example we&#8217;re just going to target the main <span style="font-family: 'Courier New';  font-size: 14px;">stage</span> instance.
<p/>
<p>With that done all that is left now is to tell Starling to actually run, and you have probably already worked out how that is done. You just call the <span style="font-family: 'Courier New';  font-size: 14px;">start()</span> method on your Starling instance. With those two lines of code in place your main game class is complete (well for this demonstration at least), and it should look similar to this:</p>

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</pre></td><td class="code"><pre class="actionscript" style="font-family:monospace;">package
<span style="color: #66cc66;">&#123;</span>
	<span style="color: #0066CC;">import</span> flash.<span style="color: #006600;">display</span>.<span style="color: #006600;">Sprite</span>;
&nbsp;
	<span style="color: #0066CC;">import</span> starling.<span style="color: #006600;">core</span>.<span style="color: #006600;">Starling</span>;
	<span style="color: #0066CC;">import</span> com.<span style="color: #006600;">flashgen</span>.<span style="color: #006600;">examples</span>.<span style="color: #006600;">AnimationExample</span>;
&nbsp;
	<span style="color: #0066CC;">public</span> <span style="color: #000000; font-weight: bold;">class</span> Starling101 <span style="color: #0066CC;">extends</span> Sprite
	<span style="color: #66cc66;">&#123;</span>
		<span style="color: #0066CC;">public</span> <span style="color: #000000; font-weight: bold;">function</span> Starling101<span style="color: #66cc66;">&#40;</span><span style="color: #66cc66;">&#41;</span>
		<span style="color: #66cc66;">&#123;</span>
			<span style="color: #000000; font-weight: bold;">var</span> _st:Starling = <span style="color: #000000; font-weight: bold;">new</span> Starling<span style="color: #66cc66;">&#40;</span>AnimationExample, <span style="color: #0066CC;">stage</span><span style="color: #66cc66;">&#41;</span>;
			_st.<span style="color: #0066CC;">start</span><span style="color: #66cc66;">&#40;</span><span style="color: #66cc66;">&#41;</span>;
		<span style="color: #66cc66;">&#125;</span>
	<span style="color: #66cc66;">&#125;</span>
<span style="color: #66cc66;">&#125;</span> </pre></td></tr></table></div>

<p><strong>Creating The Main Game Class</strong><br />
<br />
You may have noticed I deftly omitted anything to do with the creation of the main root class, <span style="font-family: 'Courier New';  font-size: 14px;">AnimationExample</span>, that we passed in to the <span style="font-family: 'Courier New';  font-size: 14px;">Starling()</span> constructor. That&#8217;s because I wanted to cover off a particular requirement of Starling. That requirement is that this class must inherit from Starling&#8217;s implementation of the  <span style="font-family: 'Courier New';  font-size: 14px;">DisplayObject</span> class. Now just so you are clear, this isn&#8217;t the Flash <span style="font-family: 'Courier New';  font-size: 14px;">DisplayObject</span>, it&#8217;s the Starling implementation that goes by the same name. The most common implementation is to extend your class from the Starling <span style="font-family: 'Courier New';  font-size: 14px;">Sprite</span> class &#8211; which as you might gather extends the Starling <span style="font-family: 'Courier New';  font-size: 14px;">DisplayObject</span> class. So your base <span style="font-family: 'Courier New';  font-size: 14px;">AnimationExample</span> class would look something like this:
</p>

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</pre></td><td class="code"><pre class="actionscript" style="font-family:monospace;">package com.<span style="color: #006600;">flashgen</span>.<span style="color: #006600;">examples</span>
<span style="color: #66cc66;">&#123;</span>
	<span style="color: #0066CC;">import</span> starling.<span style="color: #006600;">display</span>.<span style="color: #006600;">Sprite</span>;
&nbsp;
	<span style="color: #0066CC;">public</span> <span style="color: #000000; font-weight: bold;">class</span> AnimationExample <span style="color: #0066CC;">extends</span> Sprite
	<span style="color: #66cc66;">&#123;</span>
		<span style="color: #0066CC;">public</span> <span style="color: #000000; font-weight: bold;">function</span> AnimationExample<span style="color: #66cc66;">&#40;</span><span style="color: #66cc66;">&#41;</span>
		<span style="color: #66cc66;">&#123;</span>
			<span style="color: #0066CC;">super</span><span style="color: #66cc66;">&#40;</span><span style="color: #66cc66;">&#41;</span>;
		<span style="color: #66cc66;">&#125;</span>
	<span style="color: #66cc66;">&#125;</span>
<span style="color: #66cc66;">&#125;</span> </pre></td></tr></table></div>

<p>
You now need to create a method called <span style="font-family: 'Courier New';  font-size: 14px;">init()</span>. This is where you&#8217;ll be placing the bulk of your code for this example. The reason you&#8217;re not placing it in the actual class constructor is down to the fact that we want to make sure the class has been attached to the stage before anything gets processed. To do this the only thing that needs to be added to the <span style="font-family: 'Courier New';  font-size: 14px;">AnimationExample</span> class constructor is an event listener that waits until the class has been added to the main stage.
</p>

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</pre></td><td class="code"><pre class="actionscript" style="font-family:monospace;"><span style="color: #0066CC;">public</span> <span style="color: #000000; font-weight: bold;">function</span> AnimationExample<span style="color: #66cc66;">&#40;</span><span style="color: #66cc66;">&#41;</span>
<span style="color: #66cc66;">&#123;</span>
	<span style="color: #0066CC;">super</span><span style="color: #66cc66;">&#40;</span><span style="color: #66cc66;">&#41;</span>;
&nbsp;
	addEventListener<span style="color: #66cc66;">&#40;</span>Event.<span style="color: #006600;">ADDED_TO_STAGE</span>, init<span style="color: #66cc66;">&#41;</span>;
<span style="color: #66cc66;">&#125;</span> </pre></td></tr></table></div>

<p>
One thing to reiterate here is that the event we are listening for isn&#8217;t the <span style="font-family: 'Courier New';  font-size: 14px;">flash.events.Event</span> implementation it is the Starling implementation i.e <span style="font-family: 'Courier New';  font-size: 14px;">starling.events.Event</span>. I know I&#8217;m banging on a bit about using the Starling implementations of certain classes, but if you accidentally use the Flash implementation you will get errors.
</p>
<p><strong>Adding Assets</strong><br />
<br />
Starling differs from Flash in the way you commonly animate content in a couple of ways, but the main one is that it primarily uses texture atlases and sprite sheets* to render, and animate, visual content. </p>
<blockquote><p>
<strong>Texture huh? Sprite what!?</strong><br />
Texture Atlases and Sprite Sheets are fairly similar. Both revolve around a single large image that contains numerous smaller images. However they differ mainly in the scope of the content they contain.
</p>
<p>
A sprite sheet traditionally only contains the graphical information for an individual sprite type &#8211; a soldier, for example &#8211; and includes all of the frames of animation it may need.
</p>
<p>
Texture Atlases on the other hand generally contain all of the graphical information required for an entire game, (or if the game is particularly large for each individual level), including the sprites, static assets etc. They also tend to utilize a text file (normally XML), or &#8220;atlas&#8221;, to indicate where each item is located within this single large image. By using the data in the text file it is easy to extract the items you need; and if done quickly enough you can animate something by swapping the current frame for the next frame in the sequence.
</p>
</blockquote>
<p>I&#8217;ve already created a sprite sheet and the associated XML file using an app called TexturePacker (<a href="http://www.texturepacker.com/" target="_blank">http://www.texturepacker.com/</a>). I&#8217;m not going to go into details on how to use this app in this article &#8211; I&#8217;ll save that for a dedicated post. The main thing to be aware of is how the two parts (the PNG sheet and the XML file) relate to each other. As I mentioned earlier, the XML file contains a reference to each item in the sheet and provides the x, y, width, and height of each sprite as you can see:
</p>

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</pre></td><td class="code"><pre class="xml" style="font-family:monospace;"><span style="color: #009900;"><span style="color: #000000; font-weight: bold;">&lt;TextureAtlas</span> <span style="color: #000066;">imagePath</span>=<span style="color: #ff0000;">&quot;Bilbo-walk.png&quot;</span><span style="color: #000000; font-weight: bold;">&gt;</span></span>
    <span style="color: #009900;"><span style="color: #000000; font-weight: bold;">&lt;SubTexture</span> <span style="color: #000066;">name</span>=<span style="color: #ff0000;">&quot;Bilbo0001&quot;</span> <span style="color: #000066;">x</span>=<span style="color: #ff0000;">&quot;0&quot;</span> <span style="color: #000066;">y</span>=<span style="color: #ff0000;">&quot;0&quot;</span> <span style="color: #000066;">width</span>=<span style="color: #ff0000;">&quot;215&quot;</span> <span style="color: #000066;">height</span>=<span style="color: #ff0000;">&quot;208&quot;</span> <span style="color: #000066;">frameX</span>=<span style="color: #ff0000;">&quot;-33&quot;</span> <span style="color: #000066;">frameY</span>=<span style="color: #ff0000;">&quot;0&quot;</span> <span style="color: #000066;">frameWidth</span>=<span style="color: #ff0000;">&quot;295&quot;</span> <span style="color: #000066;">frameHeight</span>=<span style="color: #ff0000;">&quot;212&quot;</span><span style="color: #000000; font-weight: bold;">/&gt;</span></span>
    <span style="color: #009900;"><span style="color: #000000; font-weight: bold;">&lt;SubTexture</span> <span style="color: #000066;">name</span>=<span style="color: #ff0000;">&quot;Bilbo0002&quot;</span> <span style="color: #000066;">x</span>=<span style="color: #ff0000;">&quot;215&quot;</span> <span style="color: #000066;">y</span>=<span style="color: #ff0000;">&quot;0&quot;</span> <span style="color: #000066;">width</span>=<span style="color: #ff0000;">&quot;215&quot;</span> <span style="color: #000066;">height</span>=<span style="color: #ff0000;">&quot;208&quot;</span> <span style="color: #000066;">frameX</span>=<span style="color: #ff0000;">&quot;-33&quot;</span> <span style="color: #000066;">frameY</span>=<span style="color: #ff0000;">&quot;0&quot;</span> <span style="color: #000066;">frameWidth</span>=<span style="color: #ff0000;">&quot;295&quot;</span> <span style="color: #000066;">frameHeight</span>=<span style="color: #ff0000;">&quot;212&quot;</span><span style="color: #000000; font-weight: bold;">/&gt;</span></span>
    <span style="color: #009900;"><span style="color: #000000; font-weight: bold;">&lt;SubTexture</span> <span style="color: #000066;">name</span>=<span style="color: #ff0000;">&quot;Bilbo0003&quot;</span> <span style="color: #000066;">x</span>=<span style="color: #ff0000;">&quot;430&quot;</span> <span style="color: #000066;">y</span>=<span style="color: #ff0000;">&quot;0&quot;</span> <span style="color: #000066;">width</span>=<span style="color: #ff0000;">&quot;215&quot;</span> <span style="color: #000066;">height</span>=<span style="color: #ff0000;">&quot;202&quot;</span> <span style="color: #000066;">frameX</span>=<span style="color: #ff0000;">&quot;-33&quot;</span> <span style="color: #000066;">frameY</span>=<span style="color: #ff0000;">&quot;-5&quot;</span> <span style="color: #000066;">frameWidth</span>=<span style="color: #ff0000;">&quot;295&quot;</span> <span style="color: #000066;">frameHeight</span>=<span style="color: #ff0000;">&quot;212&quot;</span><span style="color: #000000; font-weight: bold;">/&gt;</span></span>
    <span style="color: #808080; font-style: italic;">&lt;!-- Additional entries removed for brevity --&gt;</span>
<span style="color: #009900;"><span style="color: #000000; font-weight: bold;">&lt;/TextureAtlas<span style="color: #000000; font-weight: bold;">&gt;</span></span></span> </pre></td></tr></table></div>

<p>However, before we get ahead of ourselves let&#8217;s look at how you actually reference both of these files in your game. The first thing you need to do is embed both of these files using [Embed] metadata. One thing to make sure you don&#8217;t forget is to set the correct mime type for the XML file (<span style="font-family: 'Courier New';  font-size: 14px;">mimeType=&#8221;application/octet-stream&#8221;</span>). If you forget to include this in your XML file embedding code you&#8217;ll get an error and it won&#8217;t compile. You don&#8217;t need to set the mime type for the PNG sprite sheet though. You code will now look similar to this (obviously the path to your assets may be different)</p>

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</pre></td><td class="code"><pre class="actionscript" style="font-family:monospace;"><span style="color: #0066CC;">public</span> <span style="color: #000000; font-weight: bold;">class</span> AnimationExample <span style="color: #0066CC;">extends</span> Sprite
<span style="color: #66cc66;">&#123;</span>
	<span style="color: #66cc66;">&#91;</span>Embed<span style="color: #66cc66;">&#40;</span>source=<span style="color: #ff0000;">&quot;assets/spritesheets/Bilbo-walk.xml&quot;</span>, mimeType=<span style="color: #ff0000;">&quot;application/octet-stream&quot;</span><span style="color: #66cc66;">&#41;</span><span style="color: #66cc66;">&#93;</span>
	<span style="color: #0066CC;">private</span> <span style="color: #000000; font-weight: bold;">var</span> AnimData:<span style="color: #000000; font-weight: bold;">Class</span>;
&nbsp;
	<span style="color: #66cc66;">&#91;</span>Embed<span style="color: #66cc66;">&#40;</span>source=<span style="color: #ff0000;">&quot;assets/spritesheets/Bilbo-walk.png&quot;</span><span style="color: #66cc66;">&#41;</span><span style="color: #66cc66;">&#93;</span>
	<span style="color: #0066CC;">private</span> <span style="color: #000000; font-weight: bold;">var</span> AnimTexture:<span style="color: #000000; font-weight: bold;">Class</span>;
&nbsp;
	<span style="color: #0066CC;">public</span> <span style="color: #000000; font-weight: bold;">function</span> AnimationExample<span style="color: #66cc66;">&#40;</span><span style="color: #66cc66;">&#41;</span>
	<span style="color: #66cc66;">&#123;</span>
		<span style="color: #0066CC;">super</span><span style="color: #66cc66;">&#40;</span><span style="color: #66cc66;">&#41;</span>;
&nbsp;
		addEventListener<span style="color: #66cc66;">&#40;</span>Event.<span style="color: #006600;">ADDED_TO_STAGE</span>, init<span style="color: #66cc66;">&#41;</span>;
	<span style="color: #66cc66;">&#125;</span>
&nbsp;
	protected <span style="color: #000000; font-weight: bold;">function</span> init<span style="color: #66cc66;">&#40;</span><span style="color: #0066CC;">e</span>:Event<span style="color: #66cc66;">&#41;</span>:<span style="color: #0066CC;">void</span>
	<span style="color: #66cc66;">&#123;</span>
&nbsp;
	<span style="color: #66cc66;">&#125;</span>		
<span style="color: #66cc66;">&#125;</span> </pre></td></tr></table></div>

<p>
Once you&#8217;ve embedded your sprite assets you need to actually create a reference to them. To do this you need to create an instance of both of these within the <span style="font-family: 'Courier New';  font-size: 14px;">init()</span> method. To work with the sprite sheet you need to create an instance of the Starling <span style="font-family: 'Courier New';  font-size: 14px;">Texture()</span> class and pass the data from the sprite sheet to this variable:
</p>

<div class="wp_syntax"><table><tr><td class="line_numbers"><pre>1
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</pre></td><td class="code"><pre class="actionscript" style="font-family:monospace;">protected <span style="color: #000000; font-weight: bold;">function</span> init<span style="color: #66cc66;">&#40;</span><span style="color: #0066CC;">e</span>:Event<span style="color: #66cc66;">&#41;</span>:<span style="color: #0066CC;">void</span>
<span style="color: #66cc66;">&#123;</span>
	<span style="color: #000000; font-weight: bold;">var</span> _t:Texture = Texture.<span style="color: #006600;">fromBitmap</span><span style="color: #66cc66;">&#40;</span><span style="color: #000000; font-weight: bold;">new</span> AnimTexture<span style="color: #66cc66;">&#40;</span><span style="color: #66cc66;">&#41;</span><span style="color: #66cc66;">&#41;</span>;
<span style="color: #66cc66;">&#125;</span> </pre></td></tr></table></div>

<p>Notice that you use the static method <span style="font-family: 'Courier New';  font-size: 14px;">Texture.fromBitmap()</span> to grab the PNG file instance and assign it. The Starling Texture() class has other &#8220;from&#8230;&#8221; methods, which we&#8217;ll be exploring in later articles. Creating an instance of the XML file is pretty simple, you just need to make sure you cast the instance of the XML file as <span style="font-family: 'Courier New';  font-size: 14px;">XML()</span> &#8211; this is because we&#8217;re using the generic <span style="font-family: 'Courier New';  font-size: 14px;">Class()</span> class as the data type for both embedded files and to make sure the XML file is assigned correctly you need to cast it.</p>

<div class="wp_syntax"><table><tr><td class="line_numbers"><pre>1
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</pre></td><td class="code"><pre class="actionscript" style="font-family:monospace;">protected <span style="color: #000000; font-weight: bold;">function</span> init<span style="color: #66cc66;">&#40;</span><span style="color: #0066CC;">e</span>:Event<span style="color: #66cc66;">&#41;</span>:<span style="color: #0066CC;">void</span>
<span style="color: #66cc66;">&#123;</span>
	<span style="color: #000000; font-weight: bold;">var</span> _t:Texture = Texture.<span style="color: #006600;">fromBitmap</span><span style="color: #66cc66;">&#40;</span><span style="color: #000000; font-weight: bold;">new</span> AnimTexture<span style="color: #66cc66;">&#40;</span><span style="color: #66cc66;">&#41;</span><span style="color: #66cc66;">&#41;</span>;
	<span style="color: #000000; font-weight: bold;">var</span> _d:<span style="color: #0066CC;">XML</span> = <span style="color: #0066CC;">XML</span><span style="color: #66cc66;">&#40;</span><span style="color: #000000; font-weight: bold;">new</span> AnimData<span style="color: #66cc66;">&#40;</span><span style="color: #66cc66;">&#41;</span><span style="color: #66cc66;">&#41;</span>;
&nbsp;
<span style="color: #66cc66;">&#125;</span> </pre></td></tr></table></div>

<p>Now that you have both of these variables you need to combine both parts to create something that Starling can work with behind the scenes. To do this you need to create an instance of the Starling <span style="font-family: 'Courier New';  font-size: 14px;">TextureAtlas()</span> class. This creates the relationship between both the sprite sheet and the XML data file that contains the positions of each sprite in that sheet.</p>

<div class="wp_syntax"><table><tr><td class="line_numbers"><pre>1
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</pre></td><td class="code"><pre class="actionscript" style="font-family:monospace;">protected <span style="color: #000000; font-weight: bold;">function</span> init<span style="color: #66cc66;">&#40;</span><span style="color: #0066CC;">e</span>:Event<span style="color: #66cc66;">&#41;</span>:<span style="color: #0066CC;">void</span>
<span style="color: #66cc66;">&#123;</span>
	<span style="color: #000000; font-weight: bold;">var</span> _t:Texture = Texture.<span style="color: #006600;">fromBitmap</span><span style="color: #66cc66;">&#40;</span><span style="color: #000000; font-weight: bold;">new</span> AnimTexture<span style="color: #66cc66;">&#40;</span><span style="color: #66cc66;">&#41;</span><span style="color: #66cc66;">&#41;</span>;
	<span style="color: #000000; font-weight: bold;">var</span> _d:<span style="color: #0066CC;">XML</span> = <span style="color: #0066CC;">XML</span><span style="color: #66cc66;">&#40;</span><span style="color: #000000; font-weight: bold;">new</span> AnimData<span style="color: #66cc66;">&#40;</span><span style="color: #66cc66;">&#41;</span><span style="color: #66cc66;">&#41;</span>;
&nbsp;
	<span style="color: #000000; font-weight: bold;">var</span> _ta:TextureAtlas = <span style="color: #000000; font-weight: bold;">new</span> TextureAtlas<span style="color: #66cc66;">&#40;</span>_t, _d<span style="color: #66cc66;">&#41;</span>;
<span style="color: #66cc66;">&#125;</span> </pre></td></tr></table></div>

<p><strong>Making It Move</strong><br />
<br />
So far we&#8217;ve just been looking at how to set up Starling ready to render content for us. Let&#8217;s now look at how you actually get it to render to the screen, so you can actually see your sprites. As I have mentioned throughout this article, Starling has implementations of common Flash API classes and one of those is the <span style="font-family: 'Courier New';  font-size: 14px;">MovieClip()</span> class. However, its set up and usage is slightly different (as you would probably expect), compared to the Flash equivalent. When creating an instance of the Starling <span style="font-family: 'Courier New';  font-size: 14px;">MovieClip()</span> class.
</p>

<div class="wp_syntax"><table><tr><td class="line_numbers"><pre>1
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</pre></td><td class="code"><pre class="actionscript" style="font-family:monospace;">protected <span style="color: #000000; font-weight: bold;">function</span> init<span style="color: #66cc66;">&#40;</span><span style="color: #0066CC;">e</span>:Event<span style="color: #66cc66;">&#41;</span>:<span style="color: #0066CC;">void</span>
<span style="color: #66cc66;">&#123;</span>
	<span style="color: #000000; font-weight: bold;">var</span> _t:Texture = Texture.<span style="color: #006600;">fromBitmap</span><span style="color: #66cc66;">&#40;</span><span style="color: #000000; font-weight: bold;">new</span> AnimTexture<span style="color: #66cc66;">&#40;</span><span style="color: #66cc66;">&#41;</span><span style="color: #66cc66;">&#41;</span>;
	<span style="color: #000000; font-weight: bold;">var</span> _d:<span style="color: #0066CC;">XML</span> = <span style="color: #0066CC;">XML</span><span style="color: #66cc66;">&#40;</span><span style="color: #000000; font-weight: bold;">new</span> AnimData<span style="color: #66cc66;">&#40;</span><span style="color: #66cc66;">&#41;</span><span style="color: #66cc66;">&#41;</span>;
&nbsp;
	<span style="color: #000000; font-weight: bold;">var</span> _ta:TextureAtlas = <span style="color: #000000; font-weight: bold;">new</span> TextureAtlas<span style="color: #66cc66;">&#40;</span>_t, _d<span style="color: #66cc66;">&#41;</span>;
&nbsp;
	<span style="color: #000000; font-weight: bold;">var</span> _mc:<span style="color: #0066CC;">MovieClip</span> = <span style="color: #000000; font-weight: bold;">new</span> <span style="color: #0066CC;">MovieClip</span><span style="color: #66cc66;">&#40;</span>_ta.<span style="color: #006600;">getTextures</span><span style="color: #66cc66;">&#40;</span><span style="color: #ff0000;">&quot;Bilbo&quot;</span><span style="color: #66cc66;">&#41;</span>, <span style="color: #cc66cc;">30</span><span style="color: #66cc66;">&#41;</span>;
<span style="color: #66cc66;">&#125;</span> </pre></td></tr></table></div>

<p>Notice that you use your <span style="font-family: 'Courier New';  font-size: 14px;">TextureAtlas()</span> instance and call the <span style="font-family: 'Courier New';  font-size: 14px;">getTextures()</span> method to retrieve the sprites you want to associate with your <span style="font-family: 'Courier New';  font-size: 14px;">MovieClip()</span> instance. You can see that the getTextures() method takes a string that relates to the prefix used in the XML files name attribute:
</p>

<div class="wp_syntax"><table><tr><td class="line_numbers"><pre>1
</pre></td><td class="code"><pre class="xml" style="font-family:monospace;"><span style="color: #009900;"><span style="color: #000000; font-weight: bold;">&lt;SubTexture</span> <span style="color: #000066;">name</span>=<span style="color: #ff0000;">&quot;Bilbo0001&quot;</span> <span style="color: #000066;">x</span>=<span style="color: #ff0000;">&quot;0&quot;</span> <span style="color: #000066;">y</span>=<span style="color: #ff0000;">&quot;0&quot;</span> <span style="color: #000066;">width</span>=<span style="color: #ff0000;">&quot;215&quot;</span> <span style="color: #000066;">height</span>=<span style="color: #ff0000;">&quot;208&quot;</span> <span style="color: #000066;">frameX</span>=<span style="color: #ff0000;">&quot;-33&quot;</span> <span style="color: #000066;">frameY</span>=<span style="color: #ff0000;">&quot;0&quot;</span> <span style="color: #000066;">frameWidth</span>=<span style="color: #ff0000;">&quot;295&quot;</span> <span style="color: #000066;">frameHeight</span>=<span style="color: #ff0000;">&quot;212&quot;</span><span style="color: #000000; font-weight: bold;">/&gt;</span></span> </pre></td></tr></table></div>

<p>
This provides a mechanism to access elements contained within a single PNG and may relate to different parts of the games visuals. There is a second, optional, parameter you can provide on instantiation, which is the frame rate you wish the <span style="font-family: 'Courier New';  font-size: 14px;">MovieClip()</span> to render at. In this example, it is set to 30fps and this can be different to the main game frame rate. All you need to do now is add the <span style="font-family: 'Courier New';  font-size: 14px;">MovieClip()</span> instance to the Starling display list as the completed code shows, and test it out.
</p>

<div class="wp_syntax"><table><tr><td class="line_numbers"><pre>1
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</pre></td><td class="code"><pre class="actionscript" style="font-family:monospace;">protected <span style="color: #000000; font-weight: bold;">function</span> init<span style="color: #66cc66;">&#40;</span><span style="color: #0066CC;">e</span>:Event<span style="color: #66cc66;">&#41;</span>:<span style="color: #0066CC;">void</span>
<span style="color: #66cc66;">&#123;</span>
	<span style="color: #000000; font-weight: bold;">var</span> _t:Texture = Texture.<span style="color: #006600;">fromBitmap</span><span style="color: #66cc66;">&#40;</span><span style="color: #000000; font-weight: bold;">new</span> AnimTexture<span style="color: #66cc66;">&#40;</span><span style="color: #66cc66;">&#41;</span><span style="color: #66cc66;">&#41;</span>;
	<span style="color: #000000; font-weight: bold;">var</span> _d:<span style="color: #0066CC;">XML</span> = <span style="color: #0066CC;">XML</span><span style="color: #66cc66;">&#40;</span><span style="color: #000000; font-weight: bold;">new</span> AnimData<span style="color: #66cc66;">&#40;</span><span style="color: #66cc66;">&#41;</span><span style="color: #66cc66;">&#41;</span>;
&nbsp;
	<span style="color: #000000; font-weight: bold;">var</span> _ta:TextureAtlas = <span style="color: #000000; font-weight: bold;">new</span> TextureAtlas<span style="color: #66cc66;">&#40;</span>_t, _d<span style="color: #66cc66;">&#41;</span>;
&nbsp;
	<span style="color: #000000; font-weight: bold;">var</span> _mc:<span style="color: #0066CC;">MovieClip</span> = <span style="color: #000000; font-weight: bold;">new</span> <span style="color: #0066CC;">MovieClip</span><span style="color: #66cc66;">&#40;</span>_ta.<span style="color: #006600;">getTextures</span><span style="color: #66cc66;">&#40;</span><span style="color: #ff0000;">&quot;Bilbo&quot;</span><span style="color: #66cc66;">&#41;</span>, <span style="color: #cc66cc;">30</span><span style="color: #66cc66;">&#41;</span>;
&nbsp;
	addChild<span style="color: #66cc66;">&#40;</span>_mc<span style="color: #66cc66;">&#41;</span>;
<span style="color: #66cc66;">&#125;</span> </pre></td></tr></table></div>

<p><strong>Hmm, Is This Broken?</strong><br />
Now if you tested this and Bilbo appeared on screen but wasn&#8217;t moving and you&#8217;re not sure why&#8211;don&#8217;t panic. You haven&#8217;t missed anything out &#8211; it is working as expected. You see, while the <span style="font-family: 'Courier New';  font-size: 14px;">MovieClip()</span> instance may have everything it needs to animate you need to use a different mechanism to update the frame it uses on each render cycle. To do this you need to use a <span style="font-family: 'Courier New';  font-size: 14px;">Juggler</span>. A juggler (as the name implies) juggles the frames of animation updating it each cycle. Don&#8217;t worry if this sounds a bit strange as it will become second nature once you&#8217;ve implemented it a few times.</p>
<p>
The easiest way to implement a Juggler is to use the one that is part of the main <span style="font-family: 'Courier New';  font-size: 14px;">Starling()</span> instance. To access this, you just need reference the <span style="font-family: 'Courier New';  font-size: 14px;">Starling()</span> instance and add your <span style="font-family: 'Courier New';  font-size: 14px;">MovieClip()</span> instance to the <span style="font-family: 'Courier New';  font-size: 14px;">Juggler</span> associated with it.
</p>

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</pre></td><td class="code"><pre class="actionscript" style="font-family:monospace;">protected <span style="color: #000000; font-weight: bold;">function</span> init<span style="color: #66cc66;">&#40;</span><span style="color: #0066CC;">e</span>:Event<span style="color: #66cc66;">&#41;</span>:<span style="color: #0066CC;">void</span>
<span style="color: #66cc66;">&#123;</span>
	<span style="color: #000000; font-weight: bold;">var</span> _t:Texture = Texture.<span style="color: #006600;">fromBitmap</span><span style="color: #66cc66;">&#40;</span><span style="color: #000000; font-weight: bold;">new</span> AnimTexture<span style="color: #66cc66;">&#40;</span><span style="color: #66cc66;">&#41;</span><span style="color: #66cc66;">&#41;</span>;
	<span style="color: #000000; font-weight: bold;">var</span> _d:<span style="color: #0066CC;">XML</span> = <span style="color: #0066CC;">XML</span><span style="color: #66cc66;">&#40;</span><span style="color: #000000; font-weight: bold;">new</span> AnimData<span style="color: #66cc66;">&#40;</span><span style="color: #66cc66;">&#41;</span><span style="color: #66cc66;">&#41;</span>;
&nbsp;
	<span style="color: #000000; font-weight: bold;">var</span> _ta:TextureAtlas = <span style="color: #000000; font-weight: bold;">new</span> TextureAtlas<span style="color: #66cc66;">&#40;</span>_t, _d<span style="color: #66cc66;">&#41;</span>;
&nbsp;
	<span style="color: #000000; font-weight: bold;">var</span> _mc:<span style="color: #0066CC;">MovieClip</span> = <span style="color: #000000; font-weight: bold;">new</span> <span style="color: #0066CC;">MovieClip</span><span style="color: #66cc66;">&#40;</span>_ta.<span style="color: #006600;">getTextures</span><span style="color: #66cc66;">&#40;</span><span style="color: #ff0000;">&quot;Bilbo&quot;</span><span style="color: #66cc66;">&#41;</span>, <span style="color: #cc66cc;">30</span><span style="color: #66cc66;">&#41;</span>;
&nbsp;
	addChild<span style="color: #66cc66;">&#40;</span>_mc<span style="color: #66cc66;">&#41;</span>;
&nbsp;
	Starling.<span style="color: #006600;">juggler</span>.<span style="color: #0066CC;">add</span><span style="color: #66cc66;">&#40;</span>_mc<span style="color: #66cc66;">&#41;</span>;
<span style="color: #66cc66;">&#125;</span> </pre></td></tr></table></div>

<p>
Now if you save the file and test it Bilbo will animate as you would expect.
</p>
<p><strong>Summary</strong><br />
<br />
In this article you&#8217;ve seen how you can start using the Starling framework and how it differs (if only slightly) from animating content using the Flash API. You also saw how Starling works with sprites and textures and the common implementation workflow when working with these asset types.
</p>
<p><strong>Related Files</strong><br />
<a href="http://com.flashgen.examples/files/gaming/STR001-AnimatingSprites.zip">STR001-AnimatingSprites.zip</a></p>
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		<pubDate>Tue, 01 Nov 2011 08:30:00 +0000</pubDate>
		<dc:creator>Mike Jones</dc:creator>
				<category><![CDATA[Gaming]]></category>
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		<description><![CDATA[I&#8217;ve just posted up a new video on Vimeo covering how to update the Flex SDK to provide access to the new Flash Player Stage3D APIs as well as how I link the Starling framework to my 2D game projects. You can view the screencast here. Related ItemsCreating Particle Effects For Starling On WindowsFree Graphics [...]]]></description>
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		<pubDate>Mon, 31 Oct 2011 16:46:38 +0000</pubDate>
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		<title>Starling</title>
		<link>http://feedproxy.google.com/~r/Flashgen/~3/BXF7BVqubuA/</link>
		<comments>http://blog.flashgen.com/gaming/starling/#comments</comments>
		<pubDate>Mon, 31 Oct 2011 16:43:26 +0000</pubDate>
		<dc:creator>Mike Jones</dc:creator>
				<category><![CDATA[Gaming]]></category>

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		<guid isPermaLink="false">http://blog.flashgen.com/?page_id=1187</guid>
		<description><![CDATA[Starling is a 2D framework for developers who wish to leverage Stage3D (and GPU accelerated rendering) for game development. Starling is an opensource project released under the BSD License, so if you want to contribute or add a feature then feel free to join in. Articles To help you get started with Starling here are [...]]]></description>
			<content:encoded><![CDATA[<p>Starling is a 2D framework for developers who wish to leverage Stage3D (and GPU accelerated rendering) for game development. Starling is an opensource project released under the BSD License, so if you want to contribute or add a feature then feel free to join in.<br />
<a href="http://starling-framework.org" target="_blank"><img src="http://blog.flashgen.com/images/gaming/starling/starling_logo.png" alt="Starling framework - The GPU powered 2D Flash API" class="floatCenter"/></a></p>
<h3>Articles</h3>
<p>To help you get started with Starling here are a selection of articles that you may find of use.</p>
<ul>
<li><a href="http://blog.flashgen.com/gaming/starling/rendering-sprites-with-starling/">Rendering Sprites With Starling</a></li>
</ul>
<h3>Screencasts</h3>
<p>Below are a selection of screencasts to help you get up to speed with Starling if you prefer to learn through video as opposed to reading articles.</p>
<ul>
<li><a href="http://blog.flashgen.com/gaming/starling/setting-up-starling-in-flash-builder-4-5/">Setting Up Starling in Flash Builder 4.5</a></li>
<li><a href="http://blog.flashgen.com/gaming/starling/rendering-sprites-with-starling/">Rendering Sprites With Starling</a></li>
</ul>
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		<title>Back From MAX Berlin – BYOD Information</title>
		<link>http://feedproxy.google.com/~r/Flashgen/~3/U4i0iN5Tagc/</link>
		<comments>http://blog.flashgen.com/2011/10/21/back-from-max-berlin-byod-information/#comments</comments>
		<pubDate>Fri, 21 Oct 2011 08:00:00 +0000</pubDate>
		<dc:creator>Mike Jones</dc:creator>
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		<guid isPermaLink="false">http://blog.flashgen.com/?p=1169</guid>
		<description><![CDATA[I&#8217;m very excited to be visiting Berlin next week for the European Back from MAX series of events &#8211; I last visited Germany as a student nearly 30 years ago. So a return is long overdue. Plus I&#8217;ve never been to Berlin so I&#8217;m really looking forward to it. For all of those attendees who [...]]]></description>
			<content:encoded><![CDATA[<p>I&#8217;m very excited to be visiting Berlin next week for the European Back from MAX series of events &#8211; I last visited Germany as a student nearly 30 years ago. So a return is long overdue. Plus I&#8217;ve never been to Berlin so I&#8217;m really looking forward to it.</p>
<p>For all of those attendees who are planning on coming to my BYOD session at the Back from MAX event in Berlin of Friday 28th October I have posted up the source files for you to download (you should also be receiving an email from the event including the same link).</p>
<p><img src="http://blog.flashgen.com/images/conferences/bfm/back-from-max.png" class="floatCenter" /></p>
<p>Below is a video that shows how to add Stage3D and Starling support to Flash Builder 4.5.</p>
<p><iframe src="http://player.vimeo.com/video/31017453?byline=0" width="750" height="469" frameborder="0" webkitAllowFullScreen allowFullScreen></iframe>
<p><a href="http://vimeo.com/31017453">Setting up Starling &#038; Stage3D in Flash Builder</a> from <a href="http://vimeo.com/flashgen">FlashGen</a> on <a href="http://vimeo.com">Vimeo</a>.</p>
<p>I know I don&#8217;t have to mention this, but it is a BYOD session (Bring Your Own Device) so please make sure you have everything you need if you are coming &#8211; It would be sad if you couldn&#8217;t actively participate because you forgot your power supply or your favourite mouse etc :(.</p>
<p>You can grab the BYOD session files from here: <a href="http://blog.flashgen.com/files/bfm/byod-berlin-assets.zip">BYOD Source Files</a></p>
<h3  class="related_post_title">Related Items</h3><ul class="related_post"><li><a href="http://blog.flashgen.com/2011/10/18/creating-particle-effects-for-starling-on-windows/" title="Creating Particle Effects For Starling On Windows">Creating Particle Effects For Starling On Windows</a></li><li><a href="http://blog.flashgen.com/2011/09/26/back-from-max-europe/" title="&#8220;Back From MAX&#8221; Europe">&#8220;Back From MAX&#8221; Europe</a></li><li><a href="http://blog.flashgen.com/2011/09/21/announcing-starling-the-gpu-powered-2d-flash-api/" title="Announcing Starling The GPU Powered 2D Flash API">Announcing Starling The GPU Powered 2D Flash API</a></li><li><a href="http://blog.flashgen.com/2011/07/19/my-mode-source-on-github/" title="My Mode Source On GitHub">My Mode Source On GitHub</a></li><li><a href="http://blog.flashgen.com/2011/07/16/my-10-tips-when-developing-for-multiple-devices/" title="My 10 Tips When Developing For Multiple Devices">My 10 Tips When Developing For Multiple Devices</a></li></ul><img src="http://feeds.feedburner.com/~r/Flashgen/~4/U4i0iN5Tagc" height="1" width="1"/>]]></content:encoded>
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		<title>Creating Particle Effects For Starling On Windows</title>
		<link>http://feedproxy.google.com/~r/Flashgen/~3/2oIissotTdg/</link>
		<comments>http://blog.flashgen.com/2011/10/18/creating-particle-effects-for-starling-on-windows/#comments</comments>
		<pubDate>Tue, 18 Oct 2011 09:00:00 +0000</pubDate>
		<dc:creator>Mike Jones</dc:creator>
				<category><![CDATA[Gaming]]></category>
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		<guid isPermaLink="false">http://blog.flashgen.com/?p=1164</guid>
		<description><![CDATA[With the release of the Starling framework for 2D game development utilizing Flash Player 11&#8242;s Stage3D API, you can now leverage hardware rendered particle based effects, like fire, smoke, lasers, explosions, and so on. Now, if you&#8217;re on OS X then you can use applications like Particle Designer by 712 to create your effects and [...]]]></description>
			<content:encoded><![CDATA[<p>With the release of the Starling framework for 2D game development utilizing Flash Player 11&#8242;s Stage3D API, you can now leverage hardware rendered particle based effects, like fire, smoke, lasers, explosions, and so on.</p>
<p>Now, if you&#8217;re on OS X then you can use applications like <a href="http://particledesigner.71squared.com/" target="_blank">Particle Designer by 71<sup>2</sup></a> to create your effects and export the required PEX file and associated PNG for use with Starling&#8217;s particle API. However if you&#8217;re a Windows user you currently don&#8217;t have that many options (well, none, really), for the easy creation of particles.</p>
<p>So for all you Windows users out there who are keen to add particle effects to your 2D Starling-based games check out Devon O. Wolfgang&#8217;s excellent Flash-based <a href="http://onebyonedesign.com/flash/particleeditor/" target="_blank">Particle Editor</a> (you&#8217;ll need Flash Player 11 to run it).</p>
<p><a href="http://onebyonedesign.com/flash/particleeditor/" target="_blank"><img src="http://blog.flashgen.com/images/gaming/starling/particle_editor_sml.png" class="floatCenter" /></a> </p>
<p>It exports a zip archive that contains the PEX and PNG that you&#8217;ll need to import into Starling to display your particle effect &#8211; something I&#8217;ll be writing more about very shortly.</p>
<p>One thing Devon mentions is that if you are on a Mac please consider using Particle Designer as it has more features and deserves the support (something I completely agree with &#8211; I use Particle Designer myself). You can also read up on Devon&#8217;s particle editor on his blog <a href="http://blog.onebyonedesign.com/flash/particle-editor-for-starling-framework/" target="_blank">OneByOneDesign.com</a></p>
<h3  class="related_post_title">Related Items</h3><ul class="related_post"><li><a href="http://blog.flashgen.com/2011/10/21/back-from-max-berlin-byod-information/" title="Back From MAX Berlin &#8211; BYOD Information">Back From MAX Berlin &#8211; BYOD Information</a></li><li><a href="http://blog.flashgen.com/2011/09/21/announcing-starling-the-gpu-powered-2d-flash-api/" title="Announcing Starling The GPU Powered 2D Flash API">Announcing Starling The GPU Powered 2D Flash API</a></li><li><a href="http://blog.flashgen.com/2011/07/19/my-mode-source-on-github/" title="My Mode Source On GitHub">My Mode Source On GitHub</a></li><li><a href="http://blog.flashgen.com/2011/07/16/my-10-tips-when-developing-for-multiple-devices/" title="My 10 Tips When Developing For Multiple Devices">My 10 Tips When Developing For Multiple Devices</a></li><li><a href="http://blog.flashgen.com/2011/06/11/developing-games-for-multiple-devices/" title="Developing Games For Multiple Devices">Developing Games For Multiple Devices</a></li></ul><img src="http://feeds.feedburner.com/~r/Flashgen/~4/2oIissotTdg" height="1" width="1"/>]]></content:encoded>
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		<title>“Designing Game Interfaces” Session Recording</title>
		<link>http://feedproxy.google.com/~r/Flashgen/~3/KD1w_epm4zs/</link>
		<comments>http://blog.flashgen.com/2011/10/07/designing-game-interfaces-session-recording/#comments</comments>
		<pubDate>Fri, 07 Oct 2011 09:00:00 +0000</pubDate>
		<dc:creator>Mike Jones</dc:creator>
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		<description><![CDATA[For those of you who didn&#8217;t have a chance to attend my session at Adobe MAX this year the recording has just been posted on tv.adobe.com. I&#8217;ve also embedded it below for your viewing pleasure. I&#8217;ve also posted the deck for this presentation on SlideShare so you can review it at your leisure (or view [...]]]></description>
			<content:encoded><![CDATA[<p>For those of you who didn&#8217;t have a chance to attend my session at Adobe MAX this year <a href="http://tv.adobe.com/watch/max-2011-design/designing-game-interfaces/" target="_blank">the recording has just been posted on tv.adobe.com</a>. I&#8217;ve also embedded it below for your viewing pleasure.</p>
<p><iframe title="AdobeTV Video Player" width="480" height="296" src="http://tv.adobe.com/embed/804/11194/" frameborder="0" allowfullscreen scrolling="no"></iframe></p>
<p>I&#8217;ve also posted the deck for <a href="http://www.slideshare.net/FlashGen/designing-game-interfaces" target="_blank">this presentation on SlideShare</a> so you can review it at your leisure (or view it directly below).</p>
<p>
<div style="width:425px" id="__ss_9584153"> <strong style="display:block;margin:12px 0 4px"><a href="http://www.slideshare.net/FlashGen/designing-game-interfaces" title="Designing Game Interfaces" target="_blank">Designing Game Interfaces</a></strong> <iframe src="http://www.slideshare.net/slideshow/embed_code/9584153" width="425" height="355" frameborder="0" marginwidth="0" marginheight="0" scrolling="no"></iframe>
<div style="padding:5px 0 12px"> View more <a href="http://www.slideshare.net/" target="_blank">presentations</a> from <a href="http://www.slideshare.net/FlashGen" target="_blank">Mike Jones</a> </div>
</p></div></p>
<h3  class="related_post_title">Related Items</h3><ul class="related_post"><li><a href="http://blog.flashgen.com/2011/09/26/back-from-max-europe/" title="&#8220;Back From MAX&#8221; Europe">&#8220;Back From MAX&#8221; Europe</a></li><li><a href="http://blog.flashgen.com/2011/09/27/my-max-session-designing-game-interfaces/" title="My MAX Session &#8211; Designing Game Interfaces">My MAX Session &#8211; Designing Game Interfaces</a></li><li><a href="http://blog.flashgen.com/2011/05/24/gaming-adobe-com/" title="gaming.adobe.com">gaming.adobe.com</a></li><li><a href="http://blog.flashgen.com/2010/07/22/only-a-few-weeks-left-for-adobe-max-award-submissions/" title="Only A Few Weeks Left For Adobe MAX Award Submissions">Only A Few Weeks Left For Adobe MAX Award Submissions</a></li><li><a href="http://blog.flashgen.com/2008/12/22/max-milan-session-slides-uploaded/" title="MAX Milan Session Slides Uploaded">MAX Milan Session Slides Uploaded</a></li></ul><img src="http://feeds.feedburner.com/~r/Flashgen/~4/KD1w_epm4zs" height="1" width="1"/>]]></content:encoded>
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		<title>My MAX Session – Designing Game Interfaces</title>
		<link>http://feedproxy.google.com/~r/Flashgen/~3/FL5jGEQICSw/</link>
		<comments>http://blog.flashgen.com/2011/09/27/my-max-session-designing-game-interfaces/#comments</comments>
		<pubDate>Tue, 27 Sep 2011 16:30:00 +0000</pubDate>
		<dc:creator>Mike Jones</dc:creator>
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		<description><![CDATA[It&#8217;s getting close to another awesome Adobe MAX and I just wanted to plug my session for this year. I&#8217;ll be giving a presentation on game interfaces entitled &#8220;Designing Game Interfaces&#8221; (imaginative I know :p). I&#8217;ll be looking at what a game interface actually is (and it may surprise you to know it&#8217;s not what [...]]]></description>
			<content:encoded><![CDATA[<p>It&#8217;s getting close to another awesome Adobe MAX and I just wanted to plug my session for this year. I&#8217;ll be giving a presentation on game interfaces entitled &#8220;Designing Game Interfaces&#8221; (imaginative I know :p). I&#8217;ll be looking at what a game interface actually is (and it may surprise you to know it&#8217;s not what you may think), how they compliment and extend your gaming experience, as well as tips on what you should consider when developing games for various platforms and input types.</p>
<p>It may surprise some, but I won&#8217;t be getting too deep into the technical aspects of game interface construction (so not too much code), I will be looking at how you can leverage different tools and technologies when creating your game interfaces though. If this sounds like something that you&#8217;d like to know more about then please come along and join me for a fun-filled hour on the last day of MAX.</p>
<p><strong>Session Title:</strong> Designing Game Interfaces, Wednesday, October 5, 3:30p.m.-4:30p.m &#8211; Room 411</p>
<p>For more details check out the <a href="https://max.adobe.com/schedule/by-day/" target="_blank">MAX scheduler</a></p>
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		<title>“Back From MAX” Europe</title>
		<link>http://feedproxy.google.com/~r/Flashgen/~3/P16Ejjie_Hw/</link>
		<comments>http://blog.flashgen.com/2011/09/26/back-from-max-europe/#comments</comments>
		<pubDate>Mon, 26 Sep 2011 08:45:00 +0000</pubDate>
		<dc:creator>Mike Jones</dc:creator>
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		<description><![CDATA[With a little under a week to go until Adobe MAX in Los Angeles. I thought it was worth letting you know about a couple of European events happening after MAX. Entitled &#8220;Back From MAX&#8221; (http://www.backfrommax.com) these are two-track, one-day events happening in Paris, Berlin, and London (dates below). So if you can&#8217;t make MAX [...]]]></description>
			<content:encoded><![CDATA[<p>With a little under a week to go until <a href="http://max.adobe.com/" target="_blank">Adobe MAX</a> in Los Angeles. I thought it was worth letting you know about a couple of European events happening after MAX. Entitled &#8220;Back From MAX&#8221; (<a href="http://www.backfrommax.com" target="_blank">http://www.backfrommax.com</a>) these are two-track, one-day events happening in Paris, Berlin, and London (dates below). So if you can&#8217;t make MAX or you just need a further injection of that Adobe MAX goodness then you&#8217;ll want to register for these events.</p>
<ul>
<li>Paris &#8211; October 27th (<a href="http://www.backfrommax.com/paris" target="_blank">more details here</a>)</li>
<li>Berlin &#8211; October 28th (<a href="http://www.adobe.com/de/events/ats11/" target="_blank">more details here</a>)</li>
<li>London &#8211; November 2nd (<a href="http://www.backfrommax.com/london" target="_blank">more details here</a>)</li>
</ul>
<p>Gaming sessions include: Developing 2D games with Stage3D, Programming a 3D First-Person Shooter Game in Flash, and First steps with AIR Native Extensions for iOS and Android. For the more enterprise-centric amongst you there are sessions on: Flex and Flash Builder roadmaps, Deep-dive into Adobe AIR 3 for Enterprise developers, Flex for ninjas: the unknown of Flex.</p>
<p>So join me and fellow evangelists <a href="http://www.flashrealtime.com/" target="_blank">Tom Krcha</a>, <a href="http://www.riagora.com/" target="_blank">Michael Chaize</a>, <a href="http://www.riaspace.net/" target="_blank">Piotr Walczyszyn</a>, and <a href="http://www.forta.com/" target="_blank">Ben Forta</a> for what is set to be an awesome set of events after Adobe MAX.</p>
<h3  class="related_post_title">Related Items</h3><ul class="related_post"><li><a href="http://blog.flashgen.com/2011/10/07/designing-game-interfaces-session-recording/" title="&#8220;Designing Game Interfaces&#8221; Session Recording">&#8220;Designing Game Interfaces&#8221; Session Recording</a></li><li><a href="http://blog.flashgen.com/2011/09/27/my-max-session-designing-game-interfaces/" title="My MAX Session &#8211; Designing Game Interfaces">My MAX Session &#8211; Designing Game Interfaces</a></li><li><a href="http://blog.flashgen.com/2011/07/13/im-off-to-asia/" title="I&#8217;m Off To Asia">I&#8217;m Off To Asia</a></li><li><a href="http://blog.flashgen.com/2010/08/26/flash-camp-birmingham/" title="Flash Camp Birmingham">Flash Camp Birmingham</a></li><li><a href="http://blog.flashgen.com/2011/10/21/back-from-max-berlin-byod-information/" title="Back From MAX Berlin &#8211; BYOD Information">Back From MAX Berlin &#8211; BYOD Information</a></li></ul><img src="http://feeds.feedburner.com/~r/Flashgen/~4/P16Ejjie_Hw" height="1" width="1"/>]]></content:encoded>
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