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	<title>Michael James Williams</title>
	
	<link>http://gamedev.michaeljameswilliams.com</link>
	<description>I help people make Flash games</description>
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		<title>Blit and Cache Movie Clips</title>
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		<comments>http://gamedev.michaeljameswilliams.com/2010/02/28/blitting-movie-clips-flash-as3/#comments</comments>
		<pubDate>Sat, 27 Feb 2010 23:55:08 +0000</pubDate>
		<dc:creator>Michael Williams</dc:creator>
				<category><![CDATA[Tutorial]]></category>
		<category><![CDATA[AS3]]></category>
		<category><![CDATA[blit]]></category>
		<category><![CDATA[caching]]></category>
		<category><![CDATA[flash]]></category>
		<category><![CDATA[movieclips]]></category>
		<category><![CDATA[performance]]></category>

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(Please open the article to see the flash file or player.) 

On the left: a regular movie clip. On the right: three blitted clones.


&#8220;Blitting is a higher-performance alternative to using the built-in display list in Adobe Flash for drawing objects on the Stage. This technique involves copying the individual pixels of an existing image directly [...]]]></description>
			<content:encoded><![CDATA[<p></p><div class="flash_center">
<small>(Please open the article to see the flash file or player.)</small> 
<br />
On the left: a regular movie clip. On the right: three blitted clones.
</div>

<p>&#8220;Blitting is a higher-performance alternative to using the built-in display list in Adobe Flash for drawing objects on the Stage. This technique involves copying the individual pixels of an existing image directly on to the screen—a bit like painting all of your game&#8217;s spaceships and monsters onto a canvas.&#8221;</p>

<p>From a <a href="http://www.adobe.com/devnet/flash/articles/blitting_mc.html">tutorial</a> I wrote for Adobe Developer Connection: <a href="http://www.adobe.com/devnet/flash/articles/blitting_mc.html">Blitting and Caching Movie Clips in Flash</a>.</p>

<p>It&#8217;s an introduction to blitting for developers using the Flash authoring environment (Flash IDE); you&#8217;ll learn how to take a regular movie clip from the library, cache it as a series of Bitmaps, and draw it (blit it) to the screen.</p>

<p>Why bother? Because to blit an object is much faster than to use <code>addChild()</code>.</p>

<p><a href="http://www.adobe.com/devnet/flash/articles/blitting_mc.html">Click here</a> to start reading. If you&#8217;ve got a free Adobe account, you can comment on the article itself; otherwise, feel free to ask any questions in the comments to this post <img src='http://gamedev.michaeljameswilliams.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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<p><small>© MichaelJW for <a href="http://gamedev.michaeljameswilliams.com">Michael James Williams</a>, 2010. |
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		<title>Italian AS3 Avoider Game Tutorial</title>
		<link>http://feedproxy.google.com/~r/MichaelJamesWilliams-GameDev/~3/AIK0SNLO7IE/</link>
		<comments>http://gamedev.michaeljameswilliams.com/2010/02/20/italian-as3-avoider-game-tutorial/#comments</comments>
		<pubDate>Sat, 20 Feb 2010 22:50:58 +0000</pubDate>
		<dc:creator>Michael Williams</dc:creator>
				<category><![CDATA[Avoider Game Extras]]></category>
		<category><![CDATA[Guest Posts]]></category>
		<category><![CDATA[AS3]]></category>
		<category><![CDATA[italian]]></category>
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		<category><![CDATA[linguia italiana]]></category>
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		<guid isPermaLink="false">http://gamedev.michaeljameswilliams.com/?p=1113</guid>
		<description><![CDATA[Learn to make Flash games with this Italian AS3 Avoider Game tutorial -- translated by Francesco Malatesta.]]></description>
			<content:encoded><![CDATA[<p></p><p><a href="http://gamedev.michaeljameswilliams.com/as3-avoider-game-tutorial-base/">English</a>, <a href="http://gamedev.michaeljameswilliams.com/2009/10/13/spanish-as3-avoider-game-tutorial/">Spanish</a>, <a href="http://gamedev.michaeljameswilliams.com/2010/01/09/polish-as3-avoider-game-tutorial/">Polish</a>, and now&#8230; <a href="http://francescomalatesta.net/2010/02/16/creare-un-gioco-in-flash-introduzione/">Italian</a>!</p>

<p><a href="http://francescomalatesta.net/">Francesco Malatesta</a> is translating my <acronym title="ActionScript 3">AS3</acronym> Avoider Game Tutorial (itself based on an <acronym title="ActionScript 2">AS2</acronym> tutorial by <a href="http://frozenhaddock.co.uk/">Frozen Haddock</a>) into Italian.</p>

<blockquote><p>Ciao a tutti, mi chiamo Francesco e sono un ragazzo di 20 anni, studente di Economia Informatica. Adoro l&#8217;informatica e la programmazione. Ovviamente anche i videogiochi. Nel tempo ho cercato di fondere insieme queste passioni e flash si è rivelato uno degli strumenti più potenti per questo mio scopo, specie se si è alle prime armi e non si hanno molti fondi o strumenti.</p>

<p>I tutorial di Michael sono fantastici, ben strutturati e facili da seguire. Per questo motivo ho deciso di tradurli nella mia lingua e condividerli con tutti gli aspiranti programmatori di giochi del mio paese.</p></blockquote>

<p><a href="http://francescomalatesta.net/2010/02/16/creare-un-gioco-in-flash-introduzione">Click here</a> to start reading.</p>

<p>Thanks, Francesco <img src='http://gamedev.michaeljameswilliams.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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<p><small>© MichaelJW for <a href="http://gamedev.michaeljameswilliams.com">Michael James Williams</a>, 2010. |
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		<title>Learn to Optimise your AS3 Code for Speed and Performance</title>
		<link>http://feedproxy.google.com/~r/MichaelJamesWilliams-GameDev/~3/jxYfWTNrsRQ/</link>
		<comments>http://gamedev.michaeljameswilliams.com/2010/02/10/optimise-as3-for-speed/#comments</comments>
		<pubDate>Wed, 10 Feb 2010 20:38:07 +0000</pubDate>
		<dc:creator>Michael Williams</dc:creator>
				<category><![CDATA[AS3 Concepts Explained]]></category>
		<category><![CDATA[Articles]]></category>
		<category><![CDATA[coding]]></category>
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		<guid isPermaLink="false">http://gamedev.michaeljameswilliams.com/?p=1100</guid>
		<description><![CDATA[How to optimise your AS3 code to make your Flash game run faster, smoother, and with less lag.]]></description>
			<content:encoded><![CDATA[<p></p><p>Optimisation is about making your code more efficient. Usually you&#8217;ll optimise for speed &#8212; not to make the <em>gameplay</em> faster, necessarily, but to keep the game running smoothly, with no lag.</p>

<p>(If your <acronym title="Compile ShockWave Flash file">SWF</acronym> is a few <acronym title="Megabyte">MB</acronym> larger than you&#8217;d like, you&#8217;d want to optimise for <em>size</em>, but that&#8217;s a different topic for a different post.)</p>

<p>The hundreds of tricks and techniques to do this boil down to one principle:</p>

<h3>Don&#8217;t make Flash do more work than it needs to</h3>

<p>For example, suppose you have a line like this:</p>

<p><pre>var newX:Number = ( 47 * Math.sin( Math.PI * 23 / 109 ) / 121.88 ) + player.x;</pre></p>

<p>&#8230;and you run that line every tick or every frame. Look at all the work you&#8217;re making Flash do!</p>

<p>It&#8217;s got to get the value of pi and multiply it by 23, then divide that by 109, then get the sine of that number, then multiply that by 47, then divide it all by 121.88, and <em>finally</em> add the player&#8217;s x-position.</p>

<p>If you grab your calculator, you can find that <code>47 * Math.sin( Math.PI * 23 / 109 ) / 121.88</code> is <code>0.237317256</code>. That&#8217;s not going to change; we don&#8217;t need to make Flash keep calculating that over and over again. So that line can be rewritten:</p>

<p><pre>var newX:Number = 0.237317256 + player.x;</pre></p>

<p>Suddenly, Flash has much less work to do &#8212; you&#8217;ve done the work for it.</p>

<p>Let&#8217;s look at some better examples&#8230;
(...)<br/>Read the rest of <a href="http://gamedev.michaeljameswilliams.com/2010/02/10/optimise-as3-for-speed/">Learn to Optimise your AS3 Code for Speed and Performance</a></p>
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<p><small>© MichaelJW for <a href="http://gamedev.michaeljameswilliams.com">Michael James Williams</a>, 2010. |
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		<title>Version Control with Git, Flash and AS3</title>
		<link>http://feedproxy.google.com/~r/MichaelJamesWilliams-GameDev/~3/5XC82CIzWrQ/</link>
		<comments>http://gamedev.michaeljameswilliams.com/2010/02/03/version-control-with-git-flash-and-as3/#comments</comments>
		<pubDate>Wed, 03 Feb 2010 14:07:21 +0000</pubDate>
		<dc:creator>Michael Williams</dc:creator>
				<category><![CDATA[Articles]]></category>
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		<guid isPermaLink="false">http://gamedev.michaeljameswilliams.com/?p=1085</guid>
		<description><![CDATA[Learn how to use Git, the version control system, for your Flash and AS3 projects.]]></description>
			<content:encoded><![CDATA[<p></p><p><img src="http://gamedev.michaeljameswilliams.com/structure/GitIntro/Images/GitLogo.png" class="frame aligncenter" alt="Git Logo" /></p>

<h3>Why Use Version Control?</h3>

<p>Do any of these sound familiar?</p>

<ul>
<li>You have a bunch of different folders called <em>MyGame</em>, <em>MyGame-backup</em>, <em>MyGame-February</em>, <em>MyGame-finished</em>, <em>MyGame-bugFix</em>, <em>MyGame-Mochi</em>, <em>MyGame-Kong</em>, &#8230;</li>
<li>You avoid deleting code in case you need it later, so you&#8217;ve got lines and lines of commented-out ActionScript, just in case</li>
<li>You&#8217;re reluctant to experiment with new code in case you screw something up and can&#8217;t undo it later</li>
</ul>

<p>Version control helps with all that. It keeps track of all the changes you make and lets you move back and forth through all the different versions of your project, even if the differences between versions are only tiny. It also allows you to split off separate &#8220;branches&#8221; of your project and work on them alongside your main code, which is really useful if you need to make different versions of a game for different portals or sponsors.</p>

<p>If you collaborate on code with other people, then you already know how messy it can be trying to copy and paste each other&#8217;s changes to keep everyone in sync. Version control helps here too, by merging everyone&#8217;s changes together. OK, sure, if two people try to edit the same function at once, there&#8217;ll be problems &#8212; but at least this can be detected and dealt with quickly.</p>

<p>Once you get used to using version control (also known as source control or revision control), you&#8217;ll find other benefits appear. For example, simply getting into the habit of noting down all your changes (as VC requires you to do) can make you more productive, and encourage you to be more organised when tackling problems.</p>

<p>Right. So VC is great, no arguments there. If you&#8217;d like to know more about what it <em>is</em>, check out <a href="http://betterexplained.com/articles/a-visual-guide-to-version-control/">this excellent post over at BetterExplained</a>. In this tutorial, I&#8217;ll show you how to get started using Git as a version control system for your Flash projects.</p>

<p>(...)<br/>Read the rest of <a href="http://gamedev.michaeljameswilliams.com/2010/02/03/version-control-with-git-flash-and-as3/">Version Control with Git, Flash and AS3</a></p>
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		<title>New Site Design</title>
		<link>http://feedproxy.google.com/~r/MichaelJamesWilliams-GameDev/~3/QG5xJMRJ88g/</link>
		<comments>http://gamedev.michaeljameswilliams.com/2010/01/26/new-site-design/#comments</comments>
		<pubDate>Tue, 26 Jan 2010 05:59:38 +0000</pubDate>
		<dc:creator>Michael Williams</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[meta]]></category>
		<category><![CDATA[site design]]></category>

		<guid isPermaLink="false">http://gamedev.michaeljameswilliams.com/?p=1078</guid>
		<description><![CDATA[Summary of the new site design.]]></description>
			<content:encoded><![CDATA[<p></p><p>You may or may not have noticed, but I took this site down over the last couple of days to spruce up the design.</p>

<p>It&#8217;s not finished &#8212; I don&#8217;t think I&#8217;ll ever consider it finished &#8212; but I&#8217;ve made some changes behind the scenes that&#8217;ll let me tweak it over time without having to keep locking it down. (<acronym title="Really Simple Syndication">RSS</acronym> and email readers, <a href="http://gamedev.michaeljameswilliams.com/2010/01/26/new-site-design/">come check it out</a>!)</p>

<p>Anyway, who cares about that? Let me tell you what&#8217;s in it for you.</p>

<p>(...)<br/>Read the rest of <a href="http://gamedev.michaeljameswilliams.com/2010/01/26/new-site-design/">New Site Design</a></p>
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		<title>Review: Safari Books Online</title>
		<link>http://feedproxy.google.com/~r/MichaelJamesWilliams-GameDev/~3/giorsKyO3s0/</link>
		<comments>http://gamedev.michaeljameswilliams.com/2010/01/20/safari-books-online-review/#comments</comments>
		<pubDate>Wed, 20 Jan 2010 03:40:24 +0000</pubDate>
		<dc:creator>Michael Williams</dc:creator>
				<category><![CDATA[Articles]]></category>
		<category><![CDATA[review]]></category>
		<category><![CDATA[safaribooksonline]]></category>

		<guid isPermaLink="false">http://gamedev.michaeljameswilliams.com/?p=987</guid>
		<description><![CDATA[I review Safari Books Online, "Netflix for books".]]></description>
			<content:encoded><![CDATA[<p></p><p>I don&#8217;t have any books about Flash or <acronym title="ActionScript 3">AS3</acronym> on my bookshelf. Yet I can read <em>Making Things Move</em>, <em>Essential ActionScript 3.0</em>, and <em>Actionscript 3.0 Design Patterns</em> any time I like. It&#8217;s all thanks to <a href="http://my.safaribooksonline.com/">Safari Books Online</a>.</p>

<p><img src="http://gamedev.michaeljameswilliams.com/structure/Safaribooks/Images/Snapshot_R01.png" class="frame alignright" alt="screenshot" /></p>

<h3>What is it?</h3>

<p>Basically <a href="http://oreilly.com/">O&#8217;Reilly</a> have taken a whole bunch of books, scanned them in, and put them online. And for a monthly fee, you can read them in your browser.</p>

<p>OK, there&#8217;s more to it than that, but that&#8217;s the basic idea. It&#8217;s like <a href="http://www.netflix.com/">Netflix</a> for books.</p>

<p>The selection is pretty good; on the right you can see three of the books that came up in a search for &#8220;ActionScript&#8221; &#8212; the one at the top hasn&#8217;t even been published yet, but you can read it online. Most of the well-known books about Flash and <acronym title="ActionScript 3">AS3</acronym> are in there, but there are a few notable exceptions, like <em>Real-World Flash Game Development</em>.</p>

<p>[EDIT: A few weeks after I posted this, <a href="http://my.safaribooksonline.com/9780240811789">Real-World Flash Game Development</a> was added to the site! Fantastic.]</p>

<p>In fact, there&#8217;s a general lack of newer books on game design. Some of the classics are there, like <em>Chris Crawford on Game Design</em>, but <em>A Theory of Fun</em> isn&#8217;t in there, and neither&#8217;s <em>The Art of Game Design</em>. The focus is really more on programming, graphic and web design, business and management, and general software development. Having said that, there are some books on other topics (including electronics, neuroscience, maths, food photography, and even ghost hunting). Just don&#8217;t expect to find a huge selection outside the core topics.</p>

<h3>How Much Does It Cost?</h3>

<p>There are two pricing schemes:</p>

<ol>
<li><strong>Safari Bookshelf</strong>, which allows you to &#8220;borrow&#8221; up to ten books per month</li>
<li><strong>Safari Library</strong>, which gives you total access to every book in the system, as well as videos and unpublished books</li>
</ol>

<p>At time of writing, Bookshelf costs $23/month and Library costs $43/month (each has discounts if you buy a year&#8217;s subscription at once). The current pricing is available <a href="https://ssl.safaribooksonline.com/subscribe">here</a>.</p>

<p>I used to be on the five-book version of the Bookshelf, which was a real bargain at $10/month, but when it got discontinued I switched over to the Library. I&#8217;ll outline the less-obvious aspects of each:</p>

<p>(...)<br/>Read the rest of <a href="http://gamedev.michaeljameswilliams.com/2010/01/20/safari-books-online-review/">Review: Safari Books Online</a></p>
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<p><small>© MichaelJW for <a href="http://gamedev.michaeljameswilliams.com">Michael James Williams</a>, 2010. |
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		<title>Multidimensional Arrays in AS3</title>
		<link>http://feedproxy.google.com/~r/MichaelJamesWilliams-GameDev/~3/3F9hDYAAiiQ/</link>
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		<pubDate>Wed, 13 Jan 2010 17:21:18 +0000</pubDate>
		<dc:creator>Michael Williams</dc:creator>
				<category><![CDATA[AS3 Concepts Explained]]></category>
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		<guid isPermaLink="false">http://gamedev.michaeljameswilliams.com/?p=963</guid>
		<description><![CDATA[Intro to 2D arrays, 3D arrays, and beyond, in AS3, using the "array-of-arrays" technique.]]></description>
			<content:encoded><![CDATA[<p></p><p>So let&#8217;s say you&#8217;ve started work on your latest awesome game, and you&#8217;ve come up with this level design:</p>

<p><img src="http://gamedev.michaeljameswilliams.com/structure/MultidimensionalArrays/Images/Snapshot_R01.png" class="frame alignnone" alt="screenshot" /></p>

<p><em>Graphics taken from <a href="http://lostgarden.com/2007/05/dancs-miraculously-flexible-game.html">Danc&#8217;s Miraculously Flexible Game Prototyping Tiles</a>, which are awesome and free!</em></p>

<p>How are you going to store this map layout in code?
(...)<br/>Read the rest of <a href="http://gamedev.michaeljameswilliams.com/2010/01/13/multidimensional-arrays-in-as3/">Multidimensional Arrays in AS3</a></p>
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<p><small>© MichaelJW for <a href="http://gamedev.michaeljameswilliams.com">Michael James Williams</a>, 2010. |
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		<title>Polish AS3 Avoider Game Tutorial</title>
		<link>http://feedproxy.google.com/~r/MichaelJamesWilliams-GameDev/~3/2nIbaUp4ebQ/</link>
		<comments>http://gamedev.michaeljameswilliams.com/2010/01/09/polish-as3-avoider-game-tutorial/#comments</comments>
		<pubDate>Sat, 09 Jan 2010 22:52:16 +0000</pubDate>
		<dc:creator>Michael Williams</dc:creator>
				<category><![CDATA[Avoider Game Extras]]></category>
		<category><![CDATA[Guest Posts]]></category>
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		<category><![CDATA[Tutorial]]></category>

		<guid isPermaLink="false">http://gamedev.michaeljameswilliams.com/?p=955</guid>
		<description><![CDATA[Learn to make Flash games with this Polish AS3 Avoider Game tutorial -- translated by Marcin Horoszko.]]></description>
			<content:encoded><![CDATA[<p></p><p>A little while ago I linked to <a href="http://gamedev.michaeljameswilliams.com/2009/10/13/spanish-as3-avoider-game-tutorial/">Nicolás Lamolina&#8217;s Spanish translation</a> of my <a href="http://gamedev.michaeljameswilliams.com/as3-avoider-game-tutorial-base/"><acronym title="ActionScript 3">AS3</acronym> avoider game tutorial</a>.</p>

<p>Now, <a href="http://www.mojagraflash.pl/">Marcin Horoszko</a> has started translating it into Polish!</p>

<p>He&#8217;s made some changes: he&#8217;s using <a href="http://www.flashdevelop.org/">FlashDevelop</a>, which is my preferred editor for <acronym title="ActionScript 3">AS3</acronym> code, and has drawn brand new graphics. Here&#8217;s an introduction from Marcin:</p>

<blockquote>Nazywam się Marcin Horoszko i prowadzę własny blog poświęcony tworzeniu gier w technologii Flash w języku ActionScript 3.0. Jestem także zaangażowany w tłumaczenie poradnika napisanego przez Michaela James Williamsa, który uczy początkujących programistów jak stworzyć swoją pierwszą grę. Jeżeli znasz język polski i chciałbyś nauczyć się pisać własne gry w ActionScript 3.0, to zapraszam na mój blog. Znajdziesz tam już pierwszą część poradnika, a w najbliższym czasie &#8211; kolejne. Pozdrawiam</blockquote>

<p><a href="http://mojagraflash.pl/?p=9">Click here</a> to start reading.</p>

<p>Thanks, Marcin <img src='http://gamedev.michaeljameswilliams.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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<p><small>© MichaelJW for <a href="http://gamedev.michaeljameswilliams.com">Michael James Williams</a>, 2010. |
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		<title>Intro to Papervision3D with 3D Glasses [AS3]</title>
		<link>http://feedproxy.google.com/~r/MichaelJamesWilliams-GameDev/~3/tiJmxsE6Isc/</link>
		<comments>http://gamedev.michaeljameswilliams.com/2009/11/27/papervision3d-anaglyph-introduction-as3/#comments</comments>
		<pubDate>Fri, 27 Nov 2009 13:30:04 +0000</pubDate>
		<dc:creator>Michael Williams</dc:creator>
				<category><![CDATA[AS3 Concepts Explained]]></category>
		<category><![CDATA[Tutorial]]></category>
		<category><![CDATA[3d]]></category>
		<category><![CDATA[activetuts+]]></category>
		<category><![CDATA[anaglyph]]></category>
		<category><![CDATA[AS3]]></category>
		<category><![CDATA[papervision3d]]></category>

		<guid isPermaLink="false">http://gamedev.michaeljameswilliams.com/?p=944</guid>
		<description><![CDATA[[AS3] Papervision3D tutorial for beginners, plus a look at how to create real 3D "anaglyph" images with Flash, to be viewed with those 3D glasses.]]></description>
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<p><a href="http://active.tutsplus.com/tutorials/3d/journey-to-the-next-dimension-with-pv3d-and-funny-glasses-part-1/">Here</a>&#8217;s a new tutorial about the <a href="http://www.papervision3d.org/">Papervision3D</a> engine for Flash, which allows you to create 3D scenes. I wrote it for <a href="http://active.tutsplus.com/">ActiveTuts+</a>.</p>

<p>It&#8217;s actually a two-parter. <a href="http://active.tutsplus.com/tutorials/3d/journey-to-the-next-dimension-with-pv3d-and-funny-glasses-part-1/">The first part</a> is a very quick beginner&#8217;s guide to Papervision3D, to help you get to grips with it. You don&#8217;t need to know anything about 3D rendering to follow it, and it&#8217;ll walk you through downloading and installing PV3D, too.</p>

<p><a href="http://active.tutsplus.com/tutorials/3d/journey-to-the-next-dimension-with-pv3d-and-funny-glasses-part-2/">The second part</a> is where things get more interesting. It&#8217;s all about <em>anaglyph imaging</em>, the trick that makes those 3D glasses work. Once you finish that, you&#8217;ll understand how the technique works, and you&#8217;ll be able to apply it to your own projects to make objects appear to stick out from the screen (even in other Flash 3D engines).</p>

<p>I hope you like them, and (as with my <a href="http://active.tutsplus.com/tutorials/games/add-depth-to-your-game-with-parallax-scrolling/">parallax scrolling tutorial</a>), I&#8217;ll be following the comments over on ActiveTuts+ rather than on this site. Let me know what you think <img src='http://gamedev.michaeljameswilliams.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>Parallax Scrolling in Flash [AS3]</title>
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		<comments>http://gamedev.michaeljameswilliams.com/2009/10/21/parallax-scrolling/#comments</comments>
		<pubDate>Wed, 21 Oct 2009 16:27:25 +0000</pubDate>
		<dc:creator>Michael Williams</dc:creator>
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		<guid isPermaLink="false">http://gamedev.michaeljameswilliams.com/?p=925</guid>
		<description><![CDATA[Add parallax scrolling to your 2D Flash game to give it some depth [AS3 tutorial]. Also covers how to make infinitely repeating backgrounds, and how to make your game's "camera" follow the player.]]></description>
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<p>I wrote a tutorial for <a href="http://active.tutsplus.com/">ActiveTuts+</a> (previously known as FlashTuts+) about parallax scrolling, an effect you can use to make 2D games appear to have more depth. You can see the effect in the little demo above.</p>

<p><a href="http://active.tutsplus.com/tutorials/games/add-depth-to-your-game-with-parallax-scrolling/">Click here</a> to check the tutorial out.</p>

<p>Actually, it explains a few more things beyond the parallax effect, like how to make your game&#8217;s &#8220;camera&#8221; (or &#8220;viewport&#8221;) appear to follow the player, and how to create infinitely repeating backgrounds á la Scooby Doo <img src='http://gamedev.michaeljameswilliams.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>

<p>It&#8217;s pretty long, so I tried to lay it out in such a way that you don&#8217;t have to read the whole thing to benefit from it. For example, you only have to read the first half or so in order to understand how to make a side-scroller.</p>

<p>I&#8217;ll be following the comments there in the same way that I follow comments on my own blog, so if you have any questions, please post them over on ActiveTuts+.</p>

<p>And if you make anything cool with the effect, I would love to see it <img src='http://gamedev.michaeljameswilliams.com/wp-includes/images/smilies/icon_biggrin.gif' alt=':D' class='wp-smiley' /> </p>
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