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  • JXL H@llow33n 2k5 R@\/@ging Cuts Mix

    Happy Halloween, suckaz!

    JXL H@llow33n 2k5 R@\/@ging Cuts Mix – mp3

    A series of cuts from my favorite Drum & Bass DJ’s and artists.

    1. Call of the Zombie – Rob Zombie – Hellbilly Deluxe
    2. DJ G-I-S – Final Reckoning Studio Mix – November 2004 cut 1
    3. Raiden – Renegade Hardware Mix cut 1
    4. DJ G-I-S @ Riset Radio Show – 12.13.2004 cut 1
    5. DJ G-I-S @ Riset Radio Show – 12.13.2004 cut 2
    6. Raiden – Renegade Hardware Mix cut 2
    7. DJ G-I-S – Final Reckoning Studio Mix – November 2004 cut 2
    8. Raiden – Renegade Hardware Mix cut 3
    9. Super-Charger Heaven [Adults Only Mix] – Super Swingin’ Sexy Sounds – White Zombie
    10. White – Deiselboy – The Dungeon Master’s Guide
    11. Immortal (Kaos + Karl K Remix) – Deiselboy – The Dungeon Master’s Guide
  • AS3 Chronicles #1: Simple Drawing Example

    I’ve failed my 3rd try at attempting to install ColdFusion & friends, so need to prove I can actually do something out of my comfort zone. So, I’m starting an AS3 chronicles, mirroring my Flex Chronicles (2, 3, 4, 5, 6, 7, 8, 9, 10, 11,
    12) to help people transition.

    Drawing Example – Move your mouse around (Requires Flash Player 8.5)

    DrawingMouse.as – ActionScript 3 source file

    Someone on the Flexcoders list requested a Flex2 drawing example, so before I went to bed, I whipped one up real quick. Here is an ActionScript Project example of doing this in AS3, using no Flex components. There are a few key differences between Flash Player 8.5 using AS3 and Flash Player 8/7/6 using AS2. I’ll highlight the ones below via stepping through the code.

    First, the stage. BIG changes are in our future for this baby. For now, you just gotta get used to stage being a variable that MovieClips/Sprites/DisplayObjects have. Don’t think of Stage as a Singleton, but rather, the display details of _root. Don’t get me started on root…

    Instead of doing:

    Stage.scaleMode = "noScale";

    you now do:

    import flash.display.StageScaleMode;
    stage.scaleMode = StageScaleMode.NO_SCALE;

    Instead of doing:

    Stage.align = "TL";

    you now do:

    import flash.display.StageAlign;
    stage.align = StageAlign.TOP_LEFT;

    Benefits? If you mispell noScale or TL, you get yelled at by the compiler, and can more quickly fix it.

    Now, for the actual drawing canvas to pick up our mouse movements:

    import flash.display.Sprite;
    canvas_sprite = new Sprite();
    addChild(canvas_sprite);

    Notice I’m using Sprite instead of MovieClip. Why? Sprite is a MovieClip, but without the timeline. If you aren’t using timeline like features, like gotoAndPlay, then don’t incur the overhead MovieClip brings; use Sprite instead. MovieClip extends Sprite so has the majority of the good stuff MovieClip has.

    Secondly, I add sprite to the DisplayList via addChild. This means, “Add this sprite I just made to your display list. Each frame, the renderer will go through this list to know what he needs to draw to the screen. If the renderer finds something in your DisplayList, he’ll draw it in order from bottom to top.”

    The cool part is, you can have a sprite exist, but not actually drawn. It’s like if all MovieClips/Sprites start of as myClip._visible = false, except they aren’t even drawn. MovieClips that have a visibility property of false are in fact drawn and take up resources, just not as much. This level of control makes it even more efficient.

    Finally, the reason we do this is I couldn’t get mouse move events to trigger without a child clip to get them; don’t know why; if you do, please feel free to comment!

    Drawing commands have been moved to graphics.

    import flash.display.Graphics;
    var g:Graphics = canvas_sprite.graphics;
    g.clear();
    g.beginFill(0x000000, 0);
    g.lineTo(500, 0);
    g.lineTo(500, 500);
    g.lineTo(0, 500);
    g.lineTo(0, 0);
    g.endFill();

    Notice, I just made a reference because typing “g” is easier than typing “graphics”. In earlier players, you’d do:

    my_clip.lineTo(0, 0);

    Now, it’s:

    my_clip.graphics.lineTo(0, 0);

    My favorite, adding listeners. Notice, NO FRIKIN’ DELEGATE!

    It used to be:

    import mx.utils.Delegate;
    my_clip.onMouseMove = Delegate.create(this, myOnMouseMove);

    Now it’s:

    import flash.events.MouseEventType;
    canvas_sprite.addEventListener(MouseEventType.MOUSE_MOVE, mouseMoveListener);

    And the cool thing is, your mouseMoveListener is the actual function running in the scope of the class you’re in instead of canvas_sprite’s scope; awesome!

    The cool thing to notice here, too, is that your event objects are now actual classes instead of vanilla (plain) objects; it’s an actual MouseEvent instance.

    import flash.events.MouseEvent;
    private function mouseMoveListener(event:MouseEvent)
    {
            trace("mouse move");
            var g:Graphics = graphics;
            g.clear();
            g.lineStyle(2, 0x000000);
            g.moveTo(100, 100);
            g.lineTo(mouseX, mouseY);
            g.endFill();
    }

    Update: Still looking for updateAfterEvent… apparently he’s part of MouseEvent, KeyboardEvent, and TimerEvent, but it’s not in the docs yet.

    Aha! It’s event.updateAfterEvent() inside the function that gets the event object.

  • Half-Life 2: The Lost Coast

    The long awaited missing level from Half-Life 2 was finally finished this week; you could download Thursday, although, I couldn’t till Friday.

    Gotta say, not impressed. I understand the amount of work they put into levels; dabbling a bit myself, I’m amazed they actually completed Half-Life 2 in my lifetime.

    However, I failed to see how the new lighting effect (HDR?) was cool, some of the reflections on my box were off, and the level itself had some issues. Re-spawning, Combine soldiers you had killed previously would be stationary, standing models upon reloading the level.

    While the level itself was one of the most challenging, it was extremely short. After crashing 5 times, I couldn’t believe it ended that quickly.

    I hope the CEO of Valve sends another email like he did the first time and asks why I never log into Steam.

    “Because bro, I beat all of the games, and it’s time for something new. Releasing a new Half-Life level, while cool, only occupies 2 hours of my Friday night. Even if I were to play it again, that’s 4.”

    While I believe Steam is a great program to purchase and deliver games, it’s only 1 engine; Source. And all of the games are extremely old. While I still enjoy the occasional Day of Defeat game since Battlefield 2 has lost it’s joy, I fail to see how Steam has longevity on my computer other than forgetting I had it installed. I feel they should spend more time making additional games and levels than re-skinning the interface. Spending time on improving/fixing the friends network is dumb too; you all already missed the boat, there are better programs out there to faciliate finding friends in games, and you should use existing presence communities like AOL, MSN, and Yahoo instead of creating your own.

    At least I didn’t have to pay for it!

    Half-Life 2: Loast Coast

  • XBox: Forgotten Realms – Demon Stone

    This game slipped under my radar. I don’t follow a lot of gaming blogs, nor sites, so do sparse research on what’s good and not; usually by talking to other gamers.

    Not sure how this one slipped so far, though. This was one of the games my wife bought used, but damn it is good. It takes place in the Forgotten Realms, a D&D specific fantasy land that book readers are familiar with; a place of magic, monsters, and deep characters.

    One book writer in particular, R.A. Salvatore, wrote the game’s storyline, proving any good writer can transition to game writing, which the game industry really needs.

    This point, however, is key since he made some of the Realms most memoreable characters, and I own all of his books in the Drizzt Do’urden line.

    You basically play 3 characters thrown together in an adventure to save the land. Each character has their speciality in fighting, and each is essential to winning the games levels.

    The cons. From the title, I scoffed it off in the past. I didn’t like the writer’s storyline from that series he wrote, Demon Wars, and wrongly associated the title with that series. Secondly, the Forgotten Realms logo was soo small on the box and online ads, I didn’t associate it with that. The box does not show the best screenshots from the game, nor imply the gaming style really well. The game itself, at least for me, does not give enough need to block & defend against attacks, nor give you many moves to utilize when you are surrounded by a throng of vicious enemies. You basically hack and slash your way to a super move to break free. Any good gamer would call this game really short.

    The pros. Wow, very good cinemtography. I felt the same way about the introduction of the game that I did about the Playstation 2 Medal of Honor port. Medal of Honor is a World War 2 game for PC that Steven Speilberg helped direct. He apparently point more of his touch on it for the Playstation 2 version because from the get go, you feel immersed and blown away. This game had that magical, epic introduction where you are literally thrown into the action, un-ready, ill-prepared, and fighting for your life. It exactly mirrors what is going on in the game so it gives you this feeling of “wow… holy $H$(*)&$E!” as you feveriously push buttons.

    The graphics are great, and push the XBox to the limit. D&D never looked so good.

    The characters in the game, those that are in books, are just like I’d expect them to be (my wife said that the same thing about those she knew), which is extremely risky to do; you can either do really well, or really bad thus ruining the game. They took the risk and won gloriously.

    The party itself is cliche, which is really good; any good D&D party is cliche by having balanced races, complimentarely classes, and overall a good team. I usually find it hard to identify with some characters in games, namely the ignorant, ogrish brute in FarCry; while I did like him towards the end, that was just out of respect for the tribulations he had to go through.

    Throughout the game you are exposed to each characters flaws, and learn of their history, and how they deal with it. It really adds the suction this game has at pulling you into the story.

    Some monsters have a creative twist, while others are exact to the D&D book rules, giving you a really good feeling about how this game is unique. Buying equipment & skills to pimp your character out feels really cool.

    Finally, they got Picard to do voices! There is one major surprise for Forgotten Realms fans I won’t spoil, but pretty much makes this game worth picking up and playing just for that 1 fact alone.

    Overall, while short, the game rocked, and you can at least play the game again with all of your equipment and skills if you start over. Some of the camera angles get weird, but overall you can tell each level and battle was planned with good shots in advance making this a great weekend ride.

    Demon Stone