Re: [Flashcoders] Question about approximate vowel detection in AS3
Yeh - not sure this will help however - a (very talented) colleague of mine worked on a simple speech recognition software for mobile - it was built to recognise about 20 commands with 90% success rate. His approach (in my simplistic terms) was: 1) get recordings / audio samples of the commands (in your case vowels - it should be easier as it's generated so you wont have to compare against too many/different intonations ) - 2) create / store a graph of the audio commands ( this used FFT (s) - to abstract and simplify, the pattern of the commands - the result was a square voice print graph ) 3) The stored patterns/voiceprints were then compared against the users voice recording. The trickiest part of this whole business were the Fast Fourier Transforms - these things get very complicated, and confuse the life out of me. Anyway, hopefully this will help you - seems like it might be the best approach. if you do crack it - you will end up with a simple voice recognition system. Which would be a brilliant and useful thing bit of code to have... hope this was of any use.. - karim On 4 Jun 2010, at 01:23, Karl DeSaulniers wrote: I would try using that to figure out a way of maping the sounds and then translate that to your project. You are able to see the wave forms in soundbooth? Haven't used it. If so, can you run your cursor over it at any point to get the readings? Might be a little trivial, but may yeild a pattern that you can utilize. JAT Karl Sent from losPhone On Jun 3, 2010, at 6:18 PM, Eric E. Dolecki edole...@gmail.com wrote: SoundBooth On Thu, Jun 3, 2010 at 6:39 PM, Karl DeSaulniers k...@designdrumm.comwrote: Do you have SoundEdit? Or the like? Karl On Jun 3, 2010, at 5:09 PM, Eric E. Dolecki wrote: I think I might make waveform bitmaps and then try and compare against the current waveform (block EQ) - and if it's a close match, then fire off specific vowel events. If that works, I could do consonants too. If this works, I'll do jumping jacks and shots of Jack. So how would I compare two bitmaps to see if a waveform ( On Thu, Jun 3, 2010 at 5:18 PM, Karl DeSaulniers k...@designdrumm.com wrote: If you need any of these files or can't find them, lmk and I can send off list. Best, Karl On Jun 3, 2010, at 3:37 PM, Karl DeSaulniers wrote: Don't know if this will help, but have you looked into WaveAnalyzer.as or Flash MX - Audio: Sound completion event (The source files for this can be found in the Flash MX/Samples folder.) They both let you control the sound. I am thinking this will point you in a good direction. Its AS2 though. HTH, Karl On Jun 3, 2010, at 2:42 PM, Eric E. Dolecki wrote: Ya - I have the data for both things, but they extend over time and are difficult to compare. It's the boiling down the signatures into something simple and being able to read the playing audio looking for the match (or near match). I thought about using bitmap data and trying to match up waveforms, etc. but I don't know enough about it to pull that off. It seems like a hack in a way, but if it worked, who cares I suppose. On Thu, Jun 3, 2010 at 3:31 PM, Juan Pablo Califano califa010.flashcod...@gmail.com wrote: I'm not Henrik, but I've done some lip-synch stuff for Disney. We did it pretty much the way Eric described--we just used amplitude. It's not as accurate as Disney would demand on a film, but it's ok in the kids' game market. I see, amplitudes could be just good enough for some stuff. Although the speed and the intensitiy of the speech could give misleading results, I think. I'm under the impression that you should somehow try to compare the shape of the waves (somehow simplifiy your input to some value of sets of values that are easier to compare, possibly in a time window) and compare it in some meaningful way to precalculated samples to find a matching pattern. That's the part I have no clue about! Cheers Juan Pablo Califano 2010/6/3 Kerry Thompson al...@cyberiantiger.biz Juan Pablo Califano wrote: Wow. That was really uncalled for. That was my reaction, too. I didn't see Eric as complaining--just asking. Maybe Henrik was just having a bad day. For me, the hard part, which you seem to imply is rather simple here, is *matching+ the input audio against said profiles. Admitedly, I don't know anything about digital signal processing and audio programming in general, but matching sounds a bit vague. Perhaps you could enlighten us, I you feel like. I'm not Henrik, but I've done some lip-synch stuff for Disney. We did it pretty much the way Eric described--we just used amplitude. It's not as accurate as Disney would demand on a film, but it's ok in the kids' game market. Doing something more accurate would probably involve at least 6 mouth positions, and if you're doing it in real
Re: [Flashcoders] Question about approximate vowel detection in AS3
I've started implementing some code this morning in the hopes to match the vowel a this morning. Of course there are several intonations for this depending on the word it's located in, but if I can get a match on a naked a I may be on to something. Like you said, I have a higher chance of success since the voice is software generated and not from random people's speech patterns. If I don't get something today I'm going to bail on the engine in the hopes of finding something useful some other time. This isn't a critical feature for me as I have the jaw moving with precision and the effect comes across. Mouth shapes would be the icing on the cake. Eric On Fri, Jun 4, 2010 at 8:34 AM, Karim Beyrouti ka...@kurst.co.uk wrote: Yeh - not sure this will help however - a (very talented) colleague of mine worked on a simple speech recognition software for mobile - it was built to recognise about 20 commands with 90% success rate. His approach (in my simplistic terms) was: 1) get recordings / audio samples of the commands (in your case vowels - it should be easier as it's generated so you wont have to compare against too many/different intonations ) - 2) create / store a graph of the audio commands ( this used FFT (s) - to abstract and simplify, the pattern of the commands - the result was a square voice print graph ) 3) The stored patterns/voiceprints were then compared against the users voice recording. The trickiest part of this whole business were the Fast Fourier Transforms - these things get very complicated, and confuse the life out of me. Anyway, hopefully this will help you - seems like it might be the best approach. if you do crack it - you will end up with a simple voice recognition system. Which would be a brilliant and useful thing bit of code to have... hope this was of any use.. - karim On 4 Jun 2010, at 01:23, Karl DeSaulniers wrote: I would try using that to figure out a way of maping the sounds and then translate that to your project. You are able to see the wave forms in soundbooth? Haven't used it. If so, can you run your cursor over it at any point to get the readings? Might be a little trivial, but may yeild a pattern that you can utilize. JAT Karl Sent from losPhone On Jun 3, 2010, at 6:18 PM, Eric E. Dolecki edole...@gmail.com wrote: SoundBooth On Thu, Jun 3, 2010 at 6:39 PM, Karl DeSaulniers k...@designdrumm.com wrote: Do you have SoundEdit? Or the like? Karl On Jun 3, 2010, at 5:09 PM, Eric E. Dolecki wrote: I think I might make waveform bitmaps and then try and compare against the current waveform (block EQ) - and if it's a close match, then fire off specific vowel events. If that works, I could do consonants too. If this works, I'll do jumping jacks and shots of Jack. So how would I compare two bitmaps to see if a waveform ( On Thu, Jun 3, 2010 at 5:18 PM, Karl DeSaulniers k...@designdrumm.com wrote: If you need any of these files or can't find them, lmk and I can send off list. Best, Karl On Jun 3, 2010, at 3:37 PM, Karl DeSaulniers wrote: Don't know if this will help, but have you looked into WaveAnalyzer.as or Flash MX - Audio: Sound completion event (The source files for this can be found in the Flash MX/Samples folder.) They both let you control the sound. I am thinking this will point you in a good direction. Its AS2 though. HTH, Karl On Jun 3, 2010, at 2:42 PM, Eric E. Dolecki wrote: Ya - I have the data for both things, but they extend over time and are difficult to compare. It's the boiling down the signatures into something simple and being able to read the playing audio looking for the match (or near match). I thought about using bitmap data and trying to match up waveforms, etc. but I don't know enough about it to pull that off. It seems like a hack in a way, but if it worked, who cares I suppose. On Thu, Jun 3, 2010 at 3:31 PM, Juan Pablo Califano califa010.flashcod...@gmail.com wrote: I'm not Henrik, but I've done some lip-synch stuff for Disney. We did it pretty much the way Eric described--we just used amplitude. It's not as accurate as Disney would demand on a film, but it's ok in the kids' game market. I see, amplitudes could be just good enough for some stuff. Although the speed and the intensitiy of the speech could give misleading results, I think. I'm under the impression that you should somehow try to compare the shape of the waves (somehow simplifiy your input to some value of sets of values that are easier to compare, possibly in a time window) and compare it in some meaningful way to precalculated samples to find a matching pattern. That's the part I have no clue about! Cheers Juan Pablo Califano 2010/6/3 Kerry Thompson al...@cyberiantiger.biz Juan Pablo Califano wrote: Wow. That was really
Re: [Flashcoders] Question about approximate vowel detection in AS3
I can get waveforms... but say a takes 1 second to speak. I get different waveforms over that 1 second... so I'm not matching against a single waveform, but many waveforms in succession. This seems like a tricky thing to match against. What might be a good approach to matching values over a certain amount of time? Is AS3 fast enough to sync quick enough? I imagine it would need to check for all vowels every frame matching values in waveforms over a certain amount of time. Eric On Fri, Jun 4, 2010 at 8:56 AM, Eric E. Dolecki edole...@gmail.com wrote: I've started implementing some code this morning in the hopes to match the vowel a this morning. Of course there are several intonations for this depending on the word it's located in, but if I can get a match on a naked a I may be on to something. Like you said, I have a higher chance of success since the voice is software generated and not from random people's speech patterns. If I don't get something today I'm going to bail on the engine in the hopes of finding something useful some other time. This isn't a critical feature for me as I have the jaw moving with precision and the effect comes across. Mouth shapes would be the icing on the cake. Eric On Fri, Jun 4, 2010 at 8:34 AM, Karim Beyrouti ka...@kurst.co.uk wrote: Yeh - not sure this will help however - a (very talented) colleague of mine worked on a simple speech recognition software for mobile - it was built to recognise about 20 commands with 90% success rate. His approach (in my simplistic terms) was: 1) get recordings / audio samples of the commands (in your case vowels - it should be easier as it's generated so you wont have to compare against too many/different intonations ) - 2) create / store a graph of the audio commands ( this used FFT (s) - to abstract and simplify, the pattern of the commands - the result was a square voice print graph ) 3) The stored patterns/voiceprints were then compared against the users voice recording. The trickiest part of this whole business were the Fast Fourier Transforms - these things get very complicated, and confuse the life out of me. Anyway, hopefully this will help you - seems like it might be the best approach. if you do crack it - you will end up with a simple voice recognition system. Which would be a brilliant and useful thing bit of code to have... hope this was of any use.. - karim On 4 Jun 2010, at 01:23, Karl DeSaulniers wrote: I would try using that to figure out a way of maping the sounds and then translate that to your project. You are able to see the wave forms in soundbooth? Haven't used it. If so, can you run your cursor over it at any point to get the readings? Might be a little trivial, but may yeild a pattern that you can utilize. JAT Karl Sent from losPhone On Jun 3, 2010, at 6:18 PM, Eric E. Dolecki edole...@gmail.com wrote: SoundBooth On Thu, Jun 3, 2010 at 6:39 PM, Karl DeSaulniers k...@designdrumm.com wrote: Do you have SoundEdit? Or the like? Karl On Jun 3, 2010, at 5:09 PM, Eric E. Dolecki wrote: I think I might make waveform bitmaps and then try and compare against the current waveform (block EQ) - and if it's a close match, then fire off specific vowel events. If that works, I could do consonants too. If this works, I'll do jumping jacks and shots of Jack. So how would I compare two bitmaps to see if a waveform ( On Thu, Jun 3, 2010 at 5:18 PM, Karl DeSaulniers k...@designdrumm.com wrote: If you need any of these files or can't find them, lmk and I can send off list. Best, Karl On Jun 3, 2010, at 3:37 PM, Karl DeSaulniers wrote: Don't know if this will help, but have you looked into WaveAnalyzer.as or Flash MX - Audio: Sound completion event (The source files for this can be found in the Flash MX/Samples folder.) They both let you control the sound. I am thinking this will point you in a good direction. Its AS2 though. HTH, Karl On Jun 3, 2010, at 2:42 PM, Eric E. Dolecki wrote: Ya - I have the data for both things, but they extend over time and are difficult to compare. It's the boiling down the signatures into something simple and being able to read the playing audio looking for the match (or near match). I thought about using bitmap data and trying to match up waveforms, etc. but I don't know enough about it to pull that off. It seems like a hack in a way, but if it worked, who cares I suppose. On Thu, Jun 3, 2010 at 3:31 PM, Juan Pablo Califano califa010.flashcod...@gmail.com wrote: I'm not Henrik, but I've done some lip-synch stuff for Disney. We did it pretty much the way Eric described--we just used amplitude. It's not as accurate as Disney would demand on a film, but it's ok in the kids' game market. I see, amplitudes could be just good enough for some stuff. Although the speed
[Flashcoders] setting variable
So I am loading a swf - How can I set a value of a variable in that swf from the parent? ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] setting variable
Lehr, Theodore wrote: So I am loading a swf - How can I set a value of a variable in that swf from the parent? Same as if it was a mc that you hadn't loaded separately. ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
RE: [Flashcoders] setting variable
What would it's instance name be? my last line is: addChild(loadEvent.currentTarget.content); From: flashcoders-boun...@chattyfig.figleaf.com [flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Henrik Andersson [he...@henke37.cjb.net] Sent: Friday, June 04, 2010 12:39 PM To: Flash Coders List Subject: Re: [Flashcoders] setting variable Lehr, Theodore wrote: So I am loading a swf - How can I set a value of a variable in that swf from the parent? Same as if it was a mc that you hadn't loaded separately. ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] Question about approximate vowel detection in AS3
I was able to match a single a - although even with a straight a there can be some subtle variation. So I mapped variations that come close and I don't need to match every value in the complete waveform over time... every couple together or even the first value with buffer comes pretty close. this is with a known, unchanging vocal waveform. So I doubt this would be very useful outside of this current system, which is a bummer. I think it's time for me to retire this code and move on. Oh well... Eric On Fri, Jun 4, 2010 at 9:28 AM, Eric E. Dolecki edole...@gmail.com wrote: I can get waveforms... but say a takes 1 second to speak. I get different waveforms over that 1 second... so I'm not matching against a single waveform, but many waveforms in succession. This seems like a tricky thing to match against. What might be a good approach to matching values over a certain amount of time? Is AS3 fast enough to sync quick enough? I imagine it would need to check for all vowels every frame matching values in waveforms over a certain amount of time. Eric On Fri, Jun 4, 2010 at 8:56 AM, Eric E. Dolecki edole...@gmail.comwrote: I've started implementing some code this morning in the hopes to match the vowel a this morning. Of course there are several intonations for this depending on the word it's located in, but if I can get a match on a naked a I may be on to something. Like you said, I have a higher chance of success since the voice is software generated and not from random people's speech patterns. If I don't get something today I'm going to bail on the engine in the hopes of finding something useful some other time. This isn't a critical feature for me as I have the jaw moving with precision and the effect comes across. Mouth shapes would be the icing on the cake. Eric On Fri, Jun 4, 2010 at 8:34 AM, Karim Beyrouti ka...@kurst.co.uk wrote: Yeh - not sure this will help however - a (very talented) colleague of mine worked on a simple speech recognition software for mobile - it was built to recognise about 20 commands with 90% success rate. His approach (in my simplistic terms) was: 1) get recordings / audio samples of the commands (in your case vowels - it should be easier as it's generated so you wont have to compare against too many/different intonations ) - 2) create / store a graph of the audio commands ( this used FFT (s) - to abstract and simplify, the pattern of the commands - the result was a square voice print graph ) 3) The stored patterns/voiceprints were then compared against the users voice recording. The trickiest part of this whole business were the Fast Fourier Transforms - these things get very complicated, and confuse the life out of me. Anyway, hopefully this will help you - seems like it might be the best approach. if you do crack it - you will end up with a simple voice recognition system. Which would be a brilliant and useful thing bit of code to have... hope this was of any use.. - karim On 4 Jun 2010, at 01:23, Karl DeSaulniers wrote: I would try using that to figure out a way of maping the sounds and then translate that to your project. You are able to see the wave forms in soundbooth? Haven't used it. If so, can you run your cursor over it at any point to get the readings? Might be a little trivial, but may yeild a pattern that you can utilize. JAT Karl Sent from losPhone On Jun 3, 2010, at 6:18 PM, Eric E. Dolecki edole...@gmail.com wrote: SoundBooth On Thu, Jun 3, 2010 at 6:39 PM, Karl DeSaulniers k...@designdrumm.comwrote: Do you have SoundEdit? Or the like? Karl On Jun 3, 2010, at 5:09 PM, Eric E. Dolecki wrote: I think I might make waveform bitmaps and then try and compare against the current waveform (block EQ) - and if it's a close match, then fire off specific vowel events. If that works, I could do consonants too. If this works, I'll do jumping jacks and shots of Jack. So how would I compare two bitmaps to see if a waveform ( On Thu, Jun 3, 2010 at 5:18 PM, Karl DeSaulniers k...@designdrumm.com wrote: If you need any of these files or can't find them, lmk and I can send off list. Best, Karl On Jun 3, 2010, at 3:37 PM, Karl DeSaulniers wrote: Don't know if this will help, but have you looked into WaveAnalyzer.as or Flash MX - Audio: Sound completion event (The source files for this can be found in the Flash MX/Samples folder.) They both let you control the sound. I am thinking this will point you in a good direction. Its AS2 though. HTH, Karl On Jun 3, 2010, at 2:42 PM, Eric E. Dolecki wrote: Ya - I have the data for both things, but they extend over time and are difficult to compare. It's the boiling down the signatures into something simple and being able to read the playing audio looking for the match (or near match). I thought about using bitmap data and
Re: [Flashcoders] Question about approximate vowel detection in AS3
I would say there are about 5 - 7 mouth shapes you could distribute through your animation that would give the impression that the avatar is saying the right words. Plus if your animation is fluid (meaning it doesn't look like the avatar is straining to say the words) it probably wont be noticeable if it mouths the wrong word from time to time. JAT Karl On Jun 4, 2010, at 12:25 PM, Eric E. Dolecki wrote: I was able to match a single a - although even with a straight a there can be some subtle variation. So I mapped variations that come close and I don't need to match every value in the complete waveform over time... every couple together or even the first value with buffer comes pretty close. this is with a known, unchanging vocal waveform. So I doubt this would be very useful outside of this current system, which is a bummer. I think it's time for me to retire this code and move on. Oh well... Eric On Fri, Jun 4, 2010 at 9:28 AM, Eric E. Dolecki edole...@gmail.com wrote: I can get waveforms... but say a takes 1 second to speak. I get different waveforms over that 1 second... so I'm not matching against a single waveform, but many waveforms in succession. This seems like a tricky thing to match against. What might be a good approach to matching values over a certain amount of time? Is AS3 fast enough to sync quick enough? I imagine it would need to check for all vowels every frame matching values in waveforms over a certain amount of time. Eric On Fri, Jun 4, 2010 at 8:56 AM, Eric E. Dolecki edole...@gmail.comwrote: I've started implementing some code this morning in the hopes to match the vowel a this morning. Of course there are several intonations for this depending on the word it's located in, but if I can get a match on a naked a I may be on to something. Like you said, I have a higher chance of success since the voice is software generated and not from random people's speech patterns. If I don't get something today I'm going to bail on the engine in the hopes of finding something useful some other time. This isn't a critical feature for me as I have the jaw moving with precision and the effect comes across. Mouth shapes would be the icing on the cake. Eric On Fri, Jun 4, 2010 at 8:34 AM, Karim Beyrouti ka...@kurst.co.uk wrote: Yeh - not sure this will help however - a (very talented) colleague of mine worked on a simple speech recognition software for mobile - it was built to recognise about 20 commands with 90% success rate. His approach (in my simplistic terms) was: 1) get recordings / audio samples of the commands (in your case vowels - it should be easier as it's generated so you wont have to compare against too many/different intonations ) - 2) create / store a graph of the audio commands ( this used FFT (s) - to abstract and simplify, the pattern of the commands - the result was a square voice print graph ) 3) The stored patterns/voiceprints were then compared against the users voice recording. The trickiest part of this whole business were the Fast Fourier Transforms - these things get very complicated, and confuse the life out of me. Anyway, hopefully this will help you - seems like it might be the best approach. if you do crack it - you will end up with a simple voice recognition system. Which would be a brilliant and useful thing bit of code to have... hope this was of any use.. - karim On 4 Jun 2010, at 01:23, Karl DeSaulniers wrote: I would try using that to figure out a way of maping the sounds and then translate that to your project. You are able to see the wave forms in soundbooth? Haven't used it. If so, can you run your cursor over it at any point to get the readings? Might be a little trivial, but may yeild a pattern that you can utilize. JAT Karl Sent from losPhone On Jun 3, 2010, at 6:18 PM, Eric E. Dolecki edole...@gmail.com wrote: SoundBooth On Thu, Jun 3, 2010 at 6:39 PM, Karl DeSaulniers k...@designdrumm.comwrote: Do you have SoundEdit? Or the like? Karl On Jun 3, 2010, at 5:09 PM, Eric E. Dolecki wrote: I think I might make waveform bitmaps and then try and compare against the current waveform (block EQ) - and if it's a close match, then fire off specific vowel events. If that works, I could do consonants too. If this works, I'll do jumping jacks and shots of Jack. So how would I compare two bitmaps to see if a waveform ( On Thu, Jun 3, 2010 at 5:18 PM, Karl DeSaulniers k...@designdrumm.com wrote: If you need any of these files or can't find them, lmk and I can send off list. Best, Karl On Jun 3, 2010, at 3:37 PM, Karl DeSaulniers wrote: Don't know if this will help, but have you looked into WaveAnalyzer.as or Flash MX - Audio: Sound completion event (The source files for this can be found in the Flash MX/Samples folder.) They both let you control the sound. I am thinking this will point you in a
[Flashcoders] flash game source code
Good evening everyone. I would like to make a space invaders clone using AS3. I don't have alot of time, so developing from scratch isn't really an option. Does anyone have any suggestions for places to find source code? Flashkit is too old, and I haven't been able to find anything at kirupa.com. I've seen a number of emulators, but I want something that I can customize with my own assets and animations if possible. Any suggestions anyone can give would be appreciated. Thanks. Foundry Designs Inc. Professional Website Design and Online Marketing Mike Stocke msto...@foundrydesigns.com 248.787.1306 _ Hotmail is redefining busy with tools for the New Busy. Get more from your inbox. http://www.windowslive.com/campaign/thenewbusy?ocid=PID28326::T:WLMTAGL:ON:WL:en-US:WM_HMP:042010_2___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] flash game source code
found this in 0.25 seconds, but didn't download to check it: http://www.lemlinh.com/flash-source-as3-space-invaders/ On Fri, Jun 4, 2010 at 11:20 PM, Michael Stocke mikesto...@hotmail.comwrote: Good evening everyone. I would like to make a space invaders clone using AS3. I don't have alot of time, so developing from scratch isn't really an option. Does anyone have any suggestions for places to find source code? Flashkit is too old, and I haven't been able to find anything at kirupa.com. I've seen a number of emulators, but I want something that I can customize with my own assets and animations if possible. Any suggestions anyone can give would be appreciated. Thanks. Foundry Designs Inc. Professional Website Design and Online Marketing Mike Stocke msto...@foundrydesigns.com 248.787.1306 _ Hotmail is redefining busy with tools for the New Busy. Get more from your inbox. http://www.windowslive.com/campaign/thenewbusy?ocid=PID28326::T:WLMTAGL:ON:WL:en-US:WM_HMP:042010_2___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders -- http://ericd.net Interactive design and development ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] flash game source code
I think seb lee-delisle has one in his game dev class source code. I don't know if it helps but here we are. Sent from my iPhone On Jun 4, 2010, at 8:30 PM, Eric E. Dolecki edole...@gmail.com wrote: found this in 0.25 seconds, but didn't download to check it: http://www.lemlinh.com/flash-source-as3-space-invaders/ On Fri, Jun 4, 2010 at 11:20 PM, Michael Stocke mikesto...@hotmail.com wrote: Good evening everyone. I would like to make a space invaders clone using AS3. I don't have alot of time, so developing from scratch isn't really an option. Does anyone have any suggestions for places to find source code? Flashkit is too old, and I haven't been able to find anything at kirupa.com. I've seen a number of emulators, but I want something that I can customize with my own assets and animations if possible. Any suggestions anyone can give would be appreciated. Thanks. Foundry Designs Inc. Professional Website Design and Online Marketing Mike Stocke msto...@foundrydesigns.com 248.787.1306 _ Hotmail is redefining busy with tools for the New Busy. Get more from your inbox. http://www.windowslive.com/campaign/thenewbusy?ocid=PID28326::T:WLMTAGL:ON:WL:en-US:WM_HMP:042010_2___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders -- http://ericd.net Interactive design and development ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] flash game source code
Eric E. Dolecki wrote: found this in 0.25 seconds Which is another polite way of saying Google is your friend. Also, check out Gary Rosenzweig's book ActionScript 3.0 Game Programming University. I'm not sure if it has a space invaders game, but Gary is great for games in general. Back in the day, I used his book on Director games as the starting point for a bunch of games for a now-defunct dot-com. With his source, I made about 50 games in a year, and had my boss thinking that I was the hero :^| Cordially, Kerry Thompson ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders