My SimpleOscilloscope component described in an earlier post has now been updated to include a few filters controllable through setting styles. Of course like any other Flex component, it can have additional filtering applied in the normal way. I just felt like including these : alphaDecay, redMultiplier, greenMultiplier, blueMultiplier, blurX, blurY, scrollX, scrollY.
As ever, the project is on google code, and the test bed is here.
In the majority of my projects to-date, I am the sole developer on the project team. I was feeling the need to get into writing Flex components to a level that they could be distributed. Essentially making sure I use meta tags correctly and adding appropriate asdoc comments allowing other Flex developers to easily include the component as they would any other from the Flex SDK.
So, ccglib is an MIT license OpenSource project hosted on google code through which i plan to release a number of components. The first component released is SimpleOscilloscope, which plots the currently playing sound-wave. Designed to be easily sized, coloured and positioned through application of styles.
Finally got around to adding a case-study to my corporate site including a screen-cast of some of the features of my longest running project, a Flex/AIR application for communicating football moves and plays. Essentially a digital, animated version of a football tactic board.
More details and the screen-cast are on the creative-cognition case-study page.
The makers of StarCraft need have no fear, but I finally got around to implementing my first Flash based game. A simple retro tennis style game, built as a brand building exercise and integrated by my client into a Facebook application.
This was a fun project to work on and programme. To initially build a pure AS3 application, and to later integrate that with Flash CS3 when the real graphics were ready.
It was also an exercise in use of MVC. Since we did not use PureMVC nor any other other framework, using this pattern loaded the initial development with some seemingly onerous complexity. However the time invested later paid off in allowing easy adaptation of that game engine to the various graphics and controllers tried through testing.