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Hacking Our Way to Vector Artwork in HTML5

Several months ago we switched from sprite sheets to vector data for all our artwork. Image quality went up, network transfer went way down, and we got to keep Flash as the tool for creating the raw assets. Read on for how we hackily convert Flash animations into a custom JSON vector format EaselJS can use and manipulate in all sorts of useful ways, along with the pitfalls and obstacles that came along the way.

The main issue is that sprite sheets are enormous. File size needs and image quality needs are diametrically opposed in a raster world.

The fangrider's impressive wingspan begets nearly 3MB in sprite sheet data, if it's good quality

Tutorials!

On Gorilla Tactics

The last few days I've been working on integrating tutorial code into the FlatRedBall scripting system, and let me tell you - it's awesome! 

The FlatRedBall scripting system is essentially a quick-setup that allows for scripts to be written in plain C#. I load up a file which has a public void Initialize() method, and within that method I write my scripts in blocks of 

If.TimePassed(15); 

Do.SpawnEnemy("Squire"); 

Each block is precipitated by a If, and  can then be followed by as many Do's as desired. This is an incredibly straight forward way to setup scripts for a level, and so far I've implemented

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