I got my hands on an HTC One the other day so thought I’d give the demo from my An Introduction to Flash’s WebGL Runtime API tutorial a quick run. When writing the tutorial I’d simply assumed it would work, but I didn’t actually have a WebGL-enabled handset to actually try it on. When my buddy Alex created the original animation and vector artwork, he’d made no attempt to try and optimise it, so I was actually a little apprehensive that the content would just kill the device. Well the good news is that it works a treat and the performance is really quite impressive.

I did have to make a small change to the source code to accommodate touch on mobile, which I’ve now pushed to my GitHub repository. Basically to handle touch on mobile you need to listen for the touchstart and touchend events. Flash’s WebGL export feature holds a lot of promise and it’ll be really interesting to see what people do with it. Take a look at the video above or if you have a WebGL-enabled mobile browser then why not give the demo a spin and let me know how it performs. I’d be interested to know.

Learn how to build interactive WebGL content using Adobe Flash Professional CC 2014 that will run across both desktop and mobile browsers.

What you will learn…

  • How to publish for WebGL from Flash Professional CC 2014
  • The basics of Flash’s WebGL Runtime API
  • How to work with Flash movie-clips using JavaScript

What you should know…

  • You should be comfortable working with Adobe Flash Professional
  • A familiarity with ActionScript or JavaScript is required

With the release of Adobe Flash Professional CC 2014 you can target WebGL-enabled browsers, allowing your content to run across both desktop and mobile devices, while taking full advantage of GPU acceleration. If you’re familiar with Flash’s existing HTML5 Canvas export option you may be asking yourself what the distinction between that and the WebGL target is? While both draw to an HTML5 canvas element, WebGL utilises the GPU for superior rendering performance. Additionally, while the two export options provide a JavaScript API, both APIs currently differ.

This tutorial will take you through the designer-developer workflow. You’ll learn how to export your FLA’s graphical resources to WebGL, before adding interactivity to it using JavaScript and Flash’s WebGL runtime API. We’ll be creating a prototype beat ‘em up game where your hero can perform either an attacking or blocking move. By doing so you’ll learn how to work with movie-clips and how to handle and respond to simple mouse (or touch) interactions. For a clear idea of what you’ll be building, take a look at the final result below.

For the avoidance of doubt. What you are looking at here is Flash-authored content running in your web browser but outside of Flash Player. By publishing to WebGL you are potentially increasing the reach of your Flash content to devices that don’t support Flash.

Before we proceed, a special mention must go to my buddy Alex Fleisig, who has provided the artwork and animation for this tutorial. Alex has worked for the likes of Pixar and DreamWorks on a wealth of hit movies. You can see some more of his animation work here.



It’s time to take a look at some more great games built with Adobe AIR. If you’re using the Flash platform, or any other development platform for that matter, to build your own games then hopefully you’ll find some inspiration here. If you’re just looking for a few games to play then I don’t think you’ll be disappointed either.

Haunt the House: Terrortown

Powered by Adobe AIR and the Starling framework, Haunt the House: Terrortown is another stunning example of what can be created with the Flash platform. It can best be thought of as a side-scrolling action puzzle game starring a ghost, where the objective is to possess objects in order to scare the hell out of people. In fact, if you’re really good at it you can scare some of your poor victims to death!

The game takes place over five vibrant locations, each with its own musical style and unique objects. In fact, each location has hundreds of different objects for you to possess, with several funny outcomes from moving and interacting with each. Get the timing right and you’ll have town folk running for cover, or darting towards the nearest exit. Haunt the House has some splendid animation and a great sense of humour.

It’s available on Steam for both Windows and Mac.

Infectonator: Hot Chase

Zombie are great. Endless runners are great too. So I’m delighted that Armor Games had the good sense to combine both to make Infectonator: an awesome zombie game where you rampage through a city infecting as many unfortunate victims as possible.

Unlike the traditional slow shambling zombies we’re used to, Infectonator’s zombie protagonist runs after his prey. Unfortunately he burns out quickly and needs fresh victims to replenish his stamina and boost his speed. Fail to infect enough people and you’ll grind to a halt. With coins to collect, power-ups to earn, and high-scores to bag, there’s more than enough to keep you coming back for some time.

Infectonator: Hot Chase is available for iOS on the App Store and Android via Google Play. And of course, being built using the Flash platform, you can also play it on the web too!

Mucho Party

I really like Mucho Party. It doesn’t take itself too seriously, offering up 30 fun mini-games for you to compete against friends or AI players. Each game is wacky, simple to play, and has a sense of humour that will keep players smiling as they compete and attempt to unlock new games.

While each game is straightforward and only takes seconds to play, Mucho Party will adjust its difficulty based on your own skills. So players of a wide range of ages and abilities can take part. Basically it makes itself as accessible to as wide a range of people as possible, which is exactly what an app of this type should. Great stuff!

Mucho Party is available on the App Store and Google Play.

CSI: Hidden Crimes

It’s great to see large games companies such as Ubisoft using Adobe AIR. It’s even better seeing them use it to build games based on big name TV shows such as CSI. At its heart, CSI: Hidden Crimes is a simple find-the-object game. You use your observation skills to hunt for evidence at crime scenes. Analysing the collected evidence leads you to new crime scenes and suspects. As you continue investigating leads you’ll start to build up a profile of the murderer, allowing you to ultimately solve the case.

CSI: Hidden Crimes is an extremely slick game that has a great visual style that captures the mood of the TV series without being too gory given the game’s subject matter. It’s easy to get in to and doesn’t demand too much of your time in any one sitting, which makes it ideal for casual gamers. CSI: Hidden Crimes is available from the App Store for those with iOS devices and Google Play for Android owners.


Note: Just found out that NANACA†CRASH!! isn’t actually an AIR app. Check out developer Kick Lensing’s comment at the bottom of the post.

It started life as a crazy Japanese anime web game and now NANACA†CRASH!! has made it onto mobile. It’s hard to actually put into words just how bonkers NANACA†CRASH!! actually is, but I’ll try. Basically the game begins with your character being sent flying into the air after being hit by a bike. You then spend your remaining time trying to see just how far you can keep him flying through the air.

It seems simple, but NANACA†CRASH!! has a surprising amount of depth and before long you’ll be uncovering tricks and moves that will keep your character soaring through the air. On my first attempt I only managed a distance of 50 metres. However, before long I was covering distances of several kilometres at a time. Cool!

NANACA†CRASH!! is available on the App Store and Google Play.


As you may have already heard by now, Apple has announced a new programming language called Swift. It’s modern, powerful, and potentially easier to use than Objective-C. In fact, from the time I’ve spent tinkering with it, I’d say that those coming from an ActionScript or JavaScript background should find Swift a much more approachable language. So if you’ve always wanted to develop iOS and Mac OS X applications then this might be the ideal time to jump in.

I had a bit of spare time over the last few days so thought I’d flex my programming muscles and port the parallax scroller from my endless runner demo to Swift. Truth be told it was a fairly straight forward process and I’m looking forward to spending more time with the language over the coming months. If you fancy taking a look you can find the source code on GitHub: https://github.com/ccaleb/endless-runner

It’s also great to see a few familiar faces from the Flash community picking up Swift and blogging again for the first time in a while. Adobe’s Thibault Imbert has blown the cobwebs off his ByteArray blog and has already posted several great Swift tutorials for those coming from an ActionScript background. Lee Brimelow, who also works at Adobe, has set up a new blog dedicated to Swift tutorials, which is definitely worth checking out.

If you’re interested in learning Swift then Apple’s Introducing Swift website is a good place to start.

There are new Star Wars films on the horizon and I’m pretty damn excited by that. In fact I’m so excited I decided to re-write my X-Wing Targeting Computer app for iOS. Yay!

You may remember the original ran on Android handsets and was written using Adobe AIR. This time I thought I’d go native and write it in Objective-C. I also thought the app needed a lick of paint too so enlisted the help of my sister-in-law who very generously offered to spend her very limited free time making it all look a bit more modern. I’m sure you’ll agree it looks awesome!


You may be thinking why I bothered with Objective-C. After all, since the Android version was written in AIR, couldn’t it easily be ported to iOS too? Yup, it definitely could, but I don’t do nearly enough Objective-C stuff and thought the app gave me the ideal excuse to do some more.


If you aren’t familiar with the original version, it’s a simple GPS-enabled app that lets you pretend to be an X-wing pilot while you’re driving your car. It’s really easy to use. Just lock in your target location and start driving until you eventually reach the exhaust port, er, I mean destination. Your distance to the target will be continuously updated as you drive and you can even hear radio chatter from your fellow pilots!


Just like the original version, I have no plans to release it on the App Store. I strongly suspect I’d have the same problem convincing Disney to release the app as I did with Lucas Licensing previously, so I’ll leave it as a nice portfolio piece.


I’ve added a video at the beginning of this post where you can see me giving it a quick spin. I couldn’t be bothered actually driving around in my car with it (you can see a video of me doing that with the original Android version here) but you can see it run in demo mode to give you an idea of how it works.

Now that that’s all done and dusted it’s time to start learning how to program iOS apps in Swift. Anyway, may the Force be with you guys. Always.

Over the last year or so there’s been much talk from the community regarding the need for the integration of native physics within the Flash runtime. Adobe’s Flash product manager, Chris Campbell, has opened this up for further discussion on the Adobe Communities forum.

Personally I think this might be a good thing as Adobe has been saying for some time that gaming is now the primary focus of Flash and AIR. However, I really only want to see this happen if adding a native physics engine would provide superior performance over and above using a third party ActionScript library. I’d also only really be keen to see this happen if Adobe were committed to frequently maintaining and updating the API. Finally, I’d prefer that API to be either Box2D or something that’s very similar to Box2D. My reason being that Box2D is a very popular and well document API. I’d rather work with an API that’s well known and already has a wealth of tutorials and resources out there that I can already benefit from.

Anyway, if you want your say in the matter then head over to the Adobe Community Forums and add your tuppence worth.

stored in: HTML5 and tagged: , ,

Isn’t Unity awesome! For 3D games developers it’s probably one of the best choices out there and seems to run on just about any hardware platform you can throw at it. Now with Unity 5, things are getting even more awesome as it now targets WebGL, removing the need for the Unity browser plugin.

So how does all this work? Well basically the Unity runtime code needed to be cross-compiled to JavaScript allowing it to run in your browser. This was done using emscripten to convert the runtime’s C and C++ codebase into asm.js JavaScript. I’ve mentioned asm.js a couple of times before. It’s an optimised subset of JavaScript that can be AOT-compiled by supporting browsers into native code. The beauty of asm.js is that being a subset of JavaScript, it will still run on browsers that don’t directly support it ensuring a level of cross-browser compatibility.

Of course, Unity game code itself is written in C# (and UnityScript) and compiled into .NET bytecode. That bytecode also needs to be converted to JavaScript before your game will run in a WebGL enabled browser. To achieve that, the Unity guys developed a new technology called IL2CPP, which takes your game’s bytecode and converts it all to C++. Emscripten is then once again employed to convert all that to JavaScript.

Phew! Sounds pretty technical but it results in your Unity games being able to target WebGL compatible browsers and that’s a very exciting prospect for many. Theoretically your games will run on browsers and platforms that don’t have support for the Unity browser plugin. For example, this could open up Unity games to Android phone and tablet owners wishing to play games within their browser rather than downloading apps. And if Apple ever bothers to support WebGL on mobile Safari then we could also see Unity games running in the browser on iOS.

It’s early days yet and Unity’s WebGL support is still in Early-Access. However I was able to run and test a few demo games on my Macbook using Safari. I must say, I was very impressed. If you fancy taking a look then try out both Dead Trigger 2 and AngryBots, which show off the technology’s potential. Great stuff!

Now I wonder if Adobe will go down the same route with Flash and break away from its dependency on the browser plugin. It could breathe new life into the much-maligned runtime and give Flash a wider reach on mobile phones and tablets.

stored in: AIR and tagged: , , ,

I’ve come across quite a number of Adobe AIR games over the last few months so thought it was about time I did another round-up. There’s actually too many AIR games out there these days, particularly on mobile, so unfortunately I can’t cover them all. However here’s five that caught my eye for one reason or another. There are a few more I’ll cover in a future post but if you’re an ActionScript 3 programmer and you use frameworks like Starling and Away3D then the following games should let you see what others in the community are capable of.

Groove Racer

I downloaded Groove Racer almost a year ago and didn’t realise it was written in Adobe AIR! It’s a gorgeous little racing game that recreates the thrills and spills of Scalextric tracks right on your iPhone. Controls are simply a case of holding your finger on the screen to force your car to accelerate. If you want to beat your opponent however then you’ll need to carefully judge your speed coming into the bends. With 10 unique cars across 66 imaginative tracks there’s plenty to keep you entertained for some time. Download Groove Racer for iPhone, iPod touch, and iPad from the App Store.

The Banner Saga

The Banner Saga is a truly epic tactical role-playing game inspired by Viking legend. It’s also a game of choice, where a poorly judged decision can see your caravan suffer or even seal the fate of individuals you’ve grown fond of. When you’re not spending time managing, you’ll be engaged in the game’s grid-based combat desperately trying to win victory in order to push on for another day. It’s a stirring game that gnaws at your emotions, taking you on an epic journey through beautifully crafted hand-painted landscapes. The Banner Saga is available for Windows and Mac. Also, if you want to know more then take a read of both Eurogamer’s and IGN’s reviews, which do the game much more justice than my brief description ever can.


Here’s another beautiful 2D platform/puzzle game written in AIR. Guide Hilomi, the game’s heroine, through each level taking photographs of the unusual wildlife that inhabits her world. Hilomi needs help traversing each level’s environment and that’s where you come in. You can deform the terrain with your fingertips: moving earth, creating bridges, digging tunnels, and commanding water and fire, all in a bid to get Hilomi to each of the animals she wants to add to her photo collection. While the initial dozen or so levels are pretty easy, the game’s difficulty soon ramps up making it a great distraction for anyone who likes puzzle games, like my girlfriend who’s sitting next to me desperately trying to figure out how to get onto the next level. Hilomi is available for iOS from iTunes and Android via Google Play.

Zombie 300

Zombies have invaded your mobile screen! Use your fingers to crush them and save the humans. It’s more or less that simple in this delightful little game for iOS and Android. Of course other things have been added to the mix to provide more depth including: power-ups, a collectible currency system, and innocent bystanders. During the heat of the action it’s quite easy to confuse bystanders with the zombies, which quite often results in humans getting accidentally crushed into the ground. Given the fact that all the humans in the game are represented by schoolchildren it’s all the more heartbreaking when you crush one. My little nephew loves this game, and the distraught expression on his face when he accidentally crushes a boy or girl is priceless. Zombie 300 is available on iTunes, Google Play, and the Amazon App Store.


I think CUBD can best be described as a brain-bending 3D puzzle game that’s inspired heavily by the Rubik’s Cube and match-three games. With a simple flick of your finger you can turn and twist your cube in an attempt to match three squares of the same colour. You’ll need to be quick though as you’re up against the clock, and the only way to gain more time is by finding more and more matching colours. It’s both challenging and addictive and things start to really heat up when you’re running low on time. If you’re a fan of puzzle games then you’ll certainly find yourself coming back to CUBD time and time again. It’s available for iOS on the App Store and Android through Google Play.

I was really lucky to get the opportunity the other day to attend a lecture by Bjarne Stroustrup, the creator of the C++ programming language. He gave a really insightful talk about the history of C++ and covered some of the major additions coming to C++14. He also spent some time highlighting common mistakes and bad practices before talking about how to actually do things right.


Andy (look at that grin), Iain, and Amanda getting pretty excited.

I haven’t written anything significant in C++ in years and thought that Stroustrup’s talk might give me the kick up the backside that I needed to spend more time with it. I definitely came away from the talk feeling inspired but I did learn that I’m most probably a very bad C++ programmer and also that the language has moved on quite a bit in the decade or so since I last used it in anger.


The man himself.

While I did enjoy myself, the evening was really for the hardcore C++ developers out there. My buddy, Angry Andy, is one such developer who eats, sleeps, and breathes C++. He loved every minute of the talk and had the cheesiest of grins on his face during the whole two hours. As an added bonus for the evening, I spotted one of my old university lecturers, Duncan Smeed, who was one of the co-creators of the Dragon 32 home computer. How cool is that!

Okay folks, that’s a first pass at the Objective-C version of my endless runner’s parallax scroller. I’d been meaning to take a look at SpriteKit for a while now so thought I’d use it as my rendering option. I was thinking about targeting the full range of iOS devices (Retina and non-Retina iPhones, iPads, and iPod touches) but in the end opted to just target a single resolution (iPad non-Retina) to keep things consistent with the other languages that I’ve used so far. You can find the source on GitHub.

So that’s my parallax scroller now implemented and running in four different languages:

  • JavaScript
  • TypeScript
  • ActionScript 3
  • Objective-C

If you need some more detail regarding the scroller’s implementation then take a look at the four-part tutorial I wrote for the original JavaScript version:

Building a Parallax Scroller: Part 1
Building a Parallax Scroller: Part 2
Building a Parallax Scroller: Part 3
Building a Parallax Scroller: Part 4

The implementation details are almost identical for the other three languages so you should still find the tutorial useful even if you aren’t interested in JavaScript.

So what’s next? I may add a few more languages and/or renderers to the mix over time, but my immediately aim is to add a game character that can run and jump between platforms. I’ll keep you guys posted.