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.

Game Development

/Game Development

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 [...]

Keyboard controls for game character with AS3

By | January 12th, 2013|Categories: Adobe AIR, Game Development|

Below is the keyboard class i use when building any flash projects which require keyboard controls. Over my years as an as3 developer I have seen many different implementations of the simple character movement code. I often see people attaching the character movement script directly to the event handlers; that is not a good idea, as [...]

iOS app icon template

By | January 12th, 2013|Categories: Game Development, Mobile Development|

Recently I set-out on the journey of creating icons for a univeral app. The technical aspect is not so much challenging as it is time consuming.  There are currently eleven different size requirements for iOS alone. Should I manage these different sizes in one PSD on different layers/smart objects and crop the canvas every time I [...]