This Is A Custom Widget

This Sliding Bar can be switched on or off in theme options, and can take any widget you throw at it or even fill it with your custom HTML Code. Its perfect for grabbing the attention of your viewers. Choose between 1, 2, 3 or 4 columns, set the background color, widget divider color, activate transparency, a top border or fully disable it on desktop and mobile.

This Is A Custom Widget

This Sliding Bar can be switched on or off in theme options, and can take any widget you throw at it or even fill it with your custom HTML Code. Its perfect for grabbing the attention of your viewers. Choose between 1, 2, 3 or 4 columns, set the background color, widget divider color, activate transparency, a top border or fully disable it on desktop and mobile.

Adobe AIR

/Adobe AIR

Just Released: Drop Into Macca’s the mobile game – available on iTunes and Google Play (Australia)

By | November 5th, 2014|Categories: Adobe AIR, Game Development, Mobile Development, Starling Framework|

So the latest game project I have been caught up in for the past few months hit the app store a few days ago. It’s been a bit of a whirlwind launch with a few last minute kinks . Overall it has been a successful launch. No.1 on iTunes and No.4 overall app (beating youtube!) for [...]

Getting started with Motion Tracking using the Kinect Sensor and Adobe AIR

By | March 9th, 2014|Categories: Adobe AIR, Game Development, Kinect|

Firstly let me start by  showcasing a little game I made using the Kinect sensor and Adobe AIR. If you would like to make a game using Skeletal Tracking and  full body interaction, read on! In this tutorial series I will be explaining how to get the Microsoft Kinect sensor installed on your desktop PC and [...]

How to setup Admob ads for Android and Google Play – with Adobe AIR

By | August 25th, 2013|Categories: Adobe AIR, Game Development, Mobile Development|

I recently started serving Admob ads for a new mobile game I’m working on. The complexity while be be influenced by the the NativeExtension used. In my case I used the extension from Milkman games, I highly recommend their Native Extensions – and though not free, they are reasonably priced, well documented, and provide updates and [...]

How to use Mouse and Touch Events in Starling

By | April 6th, 2013|Categories: Adobe AIR, Game Development, Mobile Development, Starling Framework|

There is often confustion by new adaptors of Starling about what Events to use to handle touch/clicks. Unlike AIR's native TOUCH_BEGIN, TOUCH_END events, Starling uses a single TOUCH event, the type of touch is then extracted in the event handler through the event (e) object. See below. private function onTouch(e:TouchEvent):void { var touch:Touch = e.getTouch(stage); [...]

Adobe AIR alternatives for mobile development with AS3

By | March 29th, 2013|Categories: Adobe AIR, Game Development, html5, Mobile Development|

At Pixel Utopia, we LOVE as3, its a versatile language with some great development tools and a solid community. Recently there has been a bit of discussion in the community about the future of AIR as a platform. The murmurs and speculation are closely related to Adobes PR, or lack of. Alas, there are some alternatives [...]

Drop Shadow Filter with Starling Framework

By | March 13th, 2013|Categories: Adobe AIR, Game Development, Mobile Development, Starling Framework|

With starling v1.3 came the introduction of filters. In this post i will show how to use the DropShadow filter. the fiilter takes 6 Parameters: Distance, angle, colour, alpha, blur, resolution. Make sure you download the latest version of starling and add it to your project  http://github.com/PrimaryFeather/Starling-Framework/zipball/v1.3 // import the filter import starling.filters.BlurFilter; //apply it [...]

Generate Dynamic Sprite Sheets at run-time for Starling

By | February 14th, 2013|Categories: Adobe AIR, Game Development, Mobile Development, Starling Framework|

If you are new to starling and just learning the ropes, you have likely gone through some of the well known tutorials for the framework including the fantastic series from Adobe's Hermanth Sharma. They all demonstrate the use of Texture Packer or Flash CS6 to generate sprite sheets which are later embeded into your project. This [...]

List of screen resolutions and DPI/PPI for popular mobile devices

By | February 6th, 2013|Categories: Adobe AIR, Game Development, Mobile Development, Uncategorized|

In this post I am showing a list screen resolutions for popular devices, this list will grow and shrink as time goes by based on device popularity. You will find that most devices fall into a common resolution group, ie many android devices of 2010-2012 had a device res of 800×480 pixels, then in 2012+ they [...]

Virtual Joystick for mobile games using AS3

By | January 13th, 2013|Categories: Adobe AIR, Game Development, Mobile Development|

There are several joystick scripts going around, however the few I stumbled upon had limited control sensitivity. A virtual analog controller should allow full 360 degree control (even if limited to certain directions within game-play, the system should allow for expansion/re-use), and MUST enable movement sensitivity (the character should move with a relative speed to the [...]