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	<description>ActionScript trials &#38; tribulations.</description>
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		<title>Hacked (yes really).</title>
		<link>http://www.calypso88.com/?p=465</link>
		<comments>http://www.calypso88.com/?p=465#comments</comments>
		<pubDate>Mon, 03 Aug 2009 06:59:47 +0000</pubDate>
		<dc:creator>Rob</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://www.calypso88.com/?p=465</guid>
		<description><![CDATA[Hey readers - I want to apologize to anyone who tried to get to my last post and got a bunch of spam for cheap foreign pharmaceuticals instead. That certainly wasn't my intention (when I sell out, it won't be for gasex pills) and I'm taking steps to guard against this sort of thing in [...]]]></description>
			<content:encoded><![CDATA[<p><img class="alignright" align="right" title="hacked" src="http://calypso88.com/wp-content/uploads/2009/07/hack.png" alt="" width="132" height="155" style="align:right; padding-left: 5px" />
<p><em>Hey readers - I want to apologize to anyone who tried to get to my last post and got a bunch of spam for cheap foreign pharmaceuticals instead. That certainly wasn't my intention (when I sell out, it won't be for gasex pills) and I'm taking steps to guard against this sort of thing in the future. If you want specifics on the hack, the best thread I've seen so far is <a href="http://groups.google.com/group/google-reader-troubleshoot/browse_thread/thread/39a7eef288c65dd0/3d177143fb8f5be1?lnk=gst&amp;q=spam#3d177143fb8f5be1" target="_blank">here</a>.</em></p>
<p>Sincerely,<br />
-Rob</p>
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		<title>Moved &amp; Mangled</title>
		<link>http://www.calypso88.com/?p=220</link>
		<comments>http://www.calypso88.com/?p=220#comments</comments>
		<pubDate>Wed, 03 Dec 2008 15:07:00 +0000</pubDate>
		<dc:creator>Rob</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://www.calypso88.com/?p=220</guid>
		<description><![CDATA[I got up the gumption to move the site last night and it seems to have been (for the most part?) successful! First off my apologies to anyone inconvenienced – I'm trying to clean up my file structure so a lot of stuff is still in flux. Secondly, it seems as though my encoding has [...]]]></description>
			<content:encoded><![CDATA[<p>I got up the gumption to move the site last night and it seems to have been (for the most part?) successful! First off my apologies to anyone inconvenienced – I'm trying to clean up my file structure so a lot of stuff is still in flux. Secondly, it seems as though my encoding has gone all pear-shaped and changed non-roman glyphs into ASCII-soup. I'm working on both issues and hope to have things running smoothly in a couple of days. If you need a class or formula urgently, please give me a shout at <a href="&#109;&#x61;&#x69;&#x6c;&#x74;&#111;&#58;&#x72;&#x6f;&#98;&#x40;&#104;&#97;&#116;&#x74;&#x76;&#x2e;&#x63;&#111;&#109;" class="style1" style="text-decoration:none ">&#x72;&#x6f;&#98;&#x40;&#104;&#97;&#116;&#x74;&#x76;&#x2e;&#x63;&#111;&#109;</a>.</p>
<p>Now the good news; My new host runs entirely on wind power and my out of pocket expense is a quarter of what I used to pay. Huzzah! </p>
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		<title>16bit Gradients in Flash – Almost.</title>
		<link>http://www.calypso88.com/?p=32</link>
		<comments>http://www.calypso88.com/?p=32#comments</comments>
		<pubDate>Mon, 04 Aug 2008 00:04:20 +0000</pubDate>
		<dc:creator>Rob</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://www.calypso88.com/?p=32</guid>
		<description><![CDATA[A forum thread recently challenged my knowledge (and preconceptions) of gradients in Flash. I’ve always worked under the assumption that Flash uses 8 bits per color channel – zero to 0xFF for R, G, and B – end of story. Although this is generally considered the shallow end of the color-depth pool, it’s always been [...]]]></description>
			<content:encoded><![CDATA[<p>A forum thread recently challenged my knowledge (and preconceptions) of gradients in Flash. I’ve always worked under the assumption that Flash uses 8 bits per color channel – zero to 0xFF for R, G, and B – end of story. Although this is generally considered the shallow end of the color-depth pool, it’s always been more or less sufficient. The shallow color depth has long been considered the sweet spot between passable (even realistic) color recreation, and the exponential processing lode of adding more data to each pixel in a display.</p>
<p>The point where 8-bit graphics break down is when it comes time to interpolate a gradient. If you want to draw a smooth fade from black to 10% grey, you want as many colors in-between as there are pixels. In an 8-bit environment, you’ve only got about 26 shades of grey to work with so anything bigger than 26 pixels across is going to have blocks of pixels, all colored the same – in the biz, this is called “banding.”</p>
<p><img src="http://www.calypso88.com/flash/gradient/banding.gif" alt="ugly!" /></p>
<p>Interestingly, while Flash is bound to 8-bit it will still import a 16-bit Tiff. When I realized this I figured there must be some trickery going on - either I could use 16-bit color in Flash or else the Tiff was getting the chop. Unfortunately, it turns out Flash downsamples the image into it's own color profile, but the importer is good enough to give us the courtesy of a good dithering first (provided you enabled it in Photoshop). Here’s a little demo to show the dithering - if you squint you can see the banding on the originals.</p>
<blockquote><p><strong>Edit</strong>: Per Ben’s comment, I’ve tweaked the colors below to make the banding a little more noticeable (if you still see flat-black bars, try cranking up your monitor’s brightness/contrast). For all the headaches I’ve had from gradients in the past, making a bad one is really hard to reproduce on command!</p></blockquote>

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		<title>[sad excuse for not posting goes here]</title>
		<link>http://www.calypso88.com/?p=29</link>
		<comments>http://www.calypso88.com/?p=29#comments</comments>
		<pubDate>Mon, 21 Jul 2008 03:11:46 +0000</pubDate>
		<dc:creator>Rob</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[maze]]></category>

		<guid isPermaLink="false">http://www.calypso88.com/?p=29</guid>
		<description><![CDATA[A few weeks ago now, I got a comment on my last post asking for the source. The real (dirty little) reason I took so long on this, is that I was trying to find some time to rewrite this stuff and post a much better version alongside, but it just didn't happen. I’d still [...]]]></description>
			<content:encoded><![CDATA[<p>A few weeks ago now, I got a comment on my last post asking for the source. The real (dirty little) reason I took so long on this, is that I was trying to find some time to rewrite this stuff and post a much better version alongside, but it just didn't happen. I’d still like to get a new version of this thing put together – I’m confident I can beat that 11 second benchmark – but in the meantime, anyone reading can take a chuckle at my schlocky earlier version. And for the curious, <a href="http://www.calypso88.com/?p=24">here’s a link</a> back to what I originally developed that code for - which is a roundabout apology/defense of my (very) liberal memory hogging.</p>
<p><a href="http://www.calypso88.com/maze_02/maze.zip">Maze pathfinder</a> [1mb]</p>
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		<title>The jump to AS3</title>
		<link>http://www.calypso88.com/?p=16</link>
		<comments>http://www.calypso88.com/?p=16#comments</comments>
		<pubDate>Sun, 27 May 2007 06:16:26 +0000</pubDate>
		<dc:creator>Rob</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://www.calypso88.com/?p=16</guid>
		<description><![CDATA[From here on out I’m going to be working in ActionScript 3 and hopefully posting a lot more of my code tests.]]></description>
			<content:encoded><![CDATA[<p>From here on out I’m going to be working in ActionScript 3 and hopefully posting a lot more of my code tests.</p>
]]></content:encoded>
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		<title>Isometrics &#8230;</title>
		<link>http://www.calypso88.com/?p=12</link>
		<comments>http://www.calypso88.com/?p=12#comments</comments>
		<pubDate>Sun, 18 Mar 2007 21:34:08 +0000</pubDate>
		<dc:creator>Rob</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://www.calypso88.com/?p=12</guid>
		<description><![CDATA[Playing all the angles When I began I used tiles 100px by 50px. The benefit of this is that all my lines have a slope of ½ so they antialias quite nicely. The downside is that this screws all of my angles. In traditional orthogonal projection, all angles are multiples of 30°, however the 100x50 tiles [...]]]></description>
			<content:encoded><![CDATA[<p><strong>Playing all the angles</strong><br />
When I began I used tiles 100px by 50px. The benefit of this is that all my lines have a slope of ½ so they antialias quite nicely. The downside is that this screws all of my angles. In traditional orthogonal projection, all angles are multiples of 30°, however the 100x50 tiles give me angles somewhere close to 26½°. This will become a larger problem as I develop little geometric characters to roam around on my grid.</p>
<p><strong>Failing the hit test.</strong><br />
The angles have been bugging me for a little while but my real brick wall right now is the hitTest method. My hope was to let characters roam around of their own accord and just worry about whether anyone was on a tile in any given situation. All of these assumptions hinged on the use of the hitTest method. I’ve put a dot on the stage that I'm using to test and it should be giving me a ‘hit’ only for the square it’s over. What I’m actually getting is a positive hit on the tile the dot is overlapping as well as any tile that shares a border with that one. In the screenshot below, all the white tiles are reporting hits...</p>
<p><img src="http://www.calypso88.com/wp-content/uploads/2007/03/hittest-issues.jpg" alt="hittest-issues" /></p>
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		<title>Isometrics continued</title>
		<link>http://www.calypso88.com/?p=10</link>
		<comments>http://www.calypso88.com/?p=10#comments</comments>
		<pubDate>Mon, 12 Mar 2007 00:02:44 +0000</pubDate>
		<dc:creator>Rob</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://www.calypso88.com/?p=10</guid>
		<description><![CDATA[The best laid plans I’ve got a test case running perfectly. However I did have to alter my plans from yesterday for the ordering. To maintain the correct z-indexing, I generated each row in order, but the children of each row in reverse. Here’s a working sample, roll over each tile to see it’s position. [...]]]></description>
			<content:encoded><![CDATA[<p><strong>The best laid plans</strong><br />
I’ve got a test case running perfectly. However I did have to alter my plans from yesterday for the ordering. To maintain the correct z-indexing, I generated each row in order, but the children of each row in reverse. Here’s a working sample, roll over each tile to see it’s position. The code generated the tiles in this order: [(0,3)  (0,2)   (0,1)  (0,0)] [(1,3)  (1,2)  (1,1)  (1,0)] ...</p>

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		<title>Isometrics &#8211; 01</title>
		<link>http://www.calypso88.com/?p=5</link>
		<comments>http://www.calypso88.com/?p=5#comments</comments>
		<pubDate>Sat, 10 Mar 2007 19:23:24 +0000</pubDate>
		<dc:creator>Rob</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://www.calypso88.com/?p=5</guid>
		<description><![CDATA[I’ve never worked with an isometric grid before so I’m shooting low. I’d like to knock together a simple iso field with some interactivity for testing. I just opened up Flash and TextMate and Im planning out two classes. IsoGrid Take grid dimensions (width, height) Generate IsoBlocks Place blocks IsoBlock Take block dimensions (width, height, [...]]]></description>
			<content:encoded><![CDATA[<p>I’ve never worked with an isometric grid before so I’m shooting low. I’d like to knock together a simple iso field with some interactivity for testing. I just opened up Flash and <a href="http://macromates.com/">TextMate</a> and Im planning out two classes.</p>
<blockquote><p><strong>IsoGrid</strong><br />
Take grid dimensions (width, height)<br />
Generate IsoBlocks<br />
Place blocks</p>
<p><strong>IsoBlock</strong><br />
Take block dimensions (width, height, depth(?))<br />
Draw fill<br />
Draw stroke<br />
Know it’s own position (x,y)<br />
Set mouseOver effects</p></blockquote>
<p><strong>Stumbling blocks already…</strong></p>
<p>To prevent later aggrevation, I’ll say that the northwest face on each block is the ‘top’, and the northeast face will be ‘right.’ With that in mind, I can say that an IsoGrid(50, 100) would generate 50 blocks to the northeast, and 100 blocks to the southeast of the initial block.</p>
<blockquote><p><img src="http://www.calypso88.com/wp-content/uploads/2007/03/iso_01.png" alt="iso_01" /></p></blockquote>
<p>Additionally, since it’s a little odd to have each block’s origin at the top-left of the movieClip, I’ll modify my drawing method so I can keep the origin at the center of each block.</p>
<p><img src="http://www.calypso88.com/wp-content/uploads/2007/03/iso_mc.png" alt="iso_02" /></p>
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		<title>Day: the first</title>
		<link>http://www.calypso88.com/?p=3</link>
		<comments>http://www.calypso88.com/?p=3#comments</comments>
		<pubDate>Fri, 09 Mar 2007 16:50:21 +0000</pubDate>
		<dc:creator>Rob</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://www.calypso88.com/?p=3</guid>
		<description><![CDATA[This space will be a collection of my ActionScript trials, successes, and (mostly) failures. I will use this space to document my code and processes. This site is for my own reference and tinkering, but if my work happens to help someone else out, so much the better.]]></description>
			<content:encoded><![CDATA[<p>This space will be a collection of my ActionScript trials, successes, and (mostly) failures. I will use this space to document my code and processes. This site is for my own reference and tinkering, but if my work happens to help someone else out, so much the better.</p>
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