Asus EP121 Tablet Review (Cintiq Alternative)
What is the Asus EP121?
The Asus EEE EP121 tablet/slate is a great multi-purpose device.
For artists, it has a 12″ wacom screen that has 256 levels of pressure sensitivity.
For people looking for a tablet or new laptop, it is a lightweight, relatively high resolution full windows device, with bluetooth hardware keyboard, that accepts up to 10 finger multitouch. Use it as a tablet, use it as a laptop, the power to do both!
For hardware buffs, it has a 1280x800 touch(capacitive) and pen sensitive (electromagnetic) input screen, with potentially a 64GB SSD (solid state hard drive), 4GB DDR3 ram, 802.11n/g/b wireless, 4.5hr battery, stereo sound, 2x usb 2.0, 1 mini HDMI port, and a 2MP camera.
An in depth review of my experience using it as an art tablet and a laptop+ conventional tablet follows.
Creating an Asteroids Flash Game Using the Display List Part 5: Lives, Scores, Restarting, Pausing, Creating Levels, and a Basic GUI
In the last section, we created a way to detect collisions, created particle explosions, and broke the asteroids up into smaller pieces when hit.
In this section, we’ll keep track of the lives, score, make levels, and create a GUI for starting, restarting, and pausing the game.
Creating an Asteroids Flash Game Using the Display List Part 4: Detecting Collisions and Creating Particle Explosions
In the last section, we created an asteroids class to easily create a variety of asteroids, as well as move them around on screen.
In this section, we’ll create a way to detect collisions between the asteroids and the ship or bullets, and create particle explosions when the collisions happen, as well as break apart asteroids upon collision.
Creating an Asteroids Flash Game Using the Display List Part 3: Creating Asteroids
In the last section, we created bullets, and a method of wrapping the ship and bullets to the other side of the screen when they reach an edge of the screen.
In this section, we’ll create an asteroids class that allows us to make a variety of asteroids quickly and easily. We’ll also move them around, and wrap them on the screen.
(more…)
EMANUELE FERONATO’S New Book: Flash Game Development By Example

One of my favorite Actionscript game programming blogs is http://www.emanueleferonato.com. He has been around for quite a long time, and when I decided to go into flash/actionscript from C++, for game programming, his old posts were invaluable.
Check out his book, if you’re interested, let him know, or pick up the book!
$25 for the ebook, I’m going to buy+read it, and next week post a review. Surely another great book to add to your collection, from one of the internet’s experts on Actionscript game programming!
http://www.emanueleferonato.com/2011/03/24/flash-game-development-by-example-my-book-is-on-the-shelves/
Storing and Loading External Level Data and Information in XML

Have you ever accidentally hardcoded information into your program, to later realize it would be easier to not have to compile for small changes?
Storing information in XML allows you an easy way to change parts of your program, without needing to re-compile.
You can store entire levels, character definitions, and directions to artwork from xml.
This enables you to create a fully functioning game or application, and make it easy for yourself or other people to change the content of your program.
This tutorial just shows you how to create an xml file, put information in it, load it using actionscript, and run the program based off the content of the xml.
We will be creating a small “side scrolling” game. It is by no means complete, but should show how you can store game information in XML.
Beginning Flash and ActionScript Game Programming Part 10: Input and Event Handling
Beginning Flash and ActionScript Game Programming Part 10: Input and Event Handling
In the previous sections, we looked at how to create graphics on screen using vector drawing.
In this section, we’ll look at Flash and Actionscript specific concepts, event handling, and keyboard and mouse input.
Beginning Flash and ActionScript Game Programming Part 9: Vector Drawing
In the previous sections, we went through the basics of programming that can be applied to most common languages.
In this section, we’ll look at Flash and Actionscript specific concepts, starting with vector drawing.
Beginning Flash and ActionScript Game Programming Part 8: Basic Programming Concepts-Classes-Inheritance
In the previous section, we learned the basics of creating classes, and how to create objects from the classes we made.
In this section, we’ll go into more detail about creating classes, specifically inheritance, which allows you to save time when creating simmilar objects.
Beginning Flash and ActionScript Game Programming Part 7: Basic Programming Concepts-Classes and Objects
In the previous section, we learned about functions, which allows us to create blocks of re-usable code that creates cleaner code, as well as saves time typing.
In this section, we’ll get into the ‘meat and potatoes’ of programming– creating classes and objects.





