WOBA Space Demo

I’ve been hard at work on a prototype for the concept I’ve outlined in my previous post. I’ve posted a work-in-progress version of the game concept here:




Demo Features:

  • Take Control – Fly through the battle and choose which side to help out or stay true to the prime directive and just observe.
  • Endless Battles – The team who destroys their enemy’s Mother Ship wins the round; a new round will start shortly after Armageddon Mode finishes.
  • Armageddon Mode – At the end of a round, all of the remaining ships self destruct to make room for the next round.
  • Credits – Each kill awards credits to the team responsible. Once the credits reach a certain amount then super ships will be spawned
  • Super Ship: Destroyer – This ship has three fixed guns and will track targets at a medium long range
  • Super Ship: Carrier – This ship spawns extra fighters call Buzzers which are a slightly weaker version of the Fighters spawned from the Mother Ship. Carriers are also equipped with a turret.
  • Units Rank Up - as Fighters get kills they increase in rank which then translates to improved stats (movement speed, fire rate). Look for veterans as the battle progresses — you’ll be able to tell them apart from the novice ships as they dominate the skies.
  • Colors! – Notice how each round changes the team’s colors. Colors are generated dynamically. Ships can be colored in various ways and what you see here only just scratches the surface customization options available.


  • Space Pirates (Neutral Creeps).
  • Freighters (for added resource bonus).
  • Centrally located (and thus contested) resource bonus.
  • “Ace” Units – These will be special types of units that rank up and can respawn. They will have special abilities in addition to being able to shoot like basic Fighter ships.


WOBA Space Game Concept

Check out my concept for a Space Game WOBA (watchable online battle arena). It’s like Gratuitous Space Battles but in a MOBA format. I’ll be using my Starling powered space game engine that I’m developing to implement this concept.


I’m still developing the core engine to support a space game. And this is just one game concept that I hope to apply my space game engine to. The idea for this game is that there are two evenly matched space fleets engaged in an epic space battle that ends when either Mother Ship is destroyed. However, it wouldn’t be all that interesting if both fleets were exactly the same, so ultimately the plan is to have “champion” ships which will bring variation to the battles (think of them like Champions in League of Legends) — henceforth they will be referred to as “Aces”. And similar to Gratuitous Space Battles, everything will be AI controlled. As for player input, the player may be involved with choosing the Ace composition and perhaps equipment loadout for the aces and ships.

An Ace is like a Fighter with added abilities. An Ace may fall into one of various classifications (e.g. Fighter, Support, Tank, Nuker, Assassin). And each fleet will have up to a certain number of Aces (somewhere between 3-5). The initial roster of Aces will be quite minimal but I’m hoping to create a framework that enables new Aces to be developed with ease.

Ultimately, this game is mostly a proof of concept that will allow me to demonstrate the space game engine as well as enable me to practice and showcase my game design skills.

As for other applications of the space game engine, I plan on using it to make an open world space exploration shooter game (like Omega Mega but without boundaries and you can shoot stuff). I haven’t settled on a particular design concept just yet, but I have enough of an idea to keep enhancing the core game engine to provide what I need.

Stay tuned for tech demos soon to come!

Ship Concepts

Here’s an image of some ship concepts I’ve created for the space game I’m developing. I created these ships in Flash by creating a few reusable ship parts (like Lego pieces) and then arranging them in various configurations to get different kinds of ships.

Ship Concepts for Space Game

Ship Concepts for Space Game

Making these ships gave me an idea for possibly having a “ship builder” component of the game where the user could use parts to construct their own ships. For now I’m focusing on the framework to get the space engine to work, but a nice feature to have would to be able to create your own ships.

He’s Alive!

Hello folks, LostVector here. I’ve been quite busy taking care of business and such since the release of Bowmaster Winter Storm last year. I hope you all enjoy it. I wish I had more time to work on it but I just needed to be done and put out there.

So you might be wondering what I’ve been up to lately. I can’t say specifically but I can tell you I’m getting a lot of great software engineering experience making games. I’ve never been more happy with the direction I’m heading with my career. I apologize for the lack of updates. Thanks for your support!

So aside from work I’ve been playing a lot of games. I’m available on Steam and League of Legends as “LostVector” and play something every day. Feel free to join me. Also, I’ve started commentating and recording my League of Legends matches because … I like sounding like a dweeb on the internet? Check it out here:


See you around and stay tuned!

Copy Motion as Actionscript 3.0 and fl.motion.Animator Bug?

I ran into an issue recently when transitioning from CS3 to CS5.5 when using XML stored motions. The issue involves XML animation code and the fl.motion.Animator class. This is the reason behind some of the recent animation issues found in Bowmaster Winter Storm after moving form CS3 to CS5.5. If you’re a Flash developer please read and tell me what you think.

In Bowmaster Winter Storm I use Flash’s “Copy Motion as Actionscript 3.0″ which was a feature introduced in CS3. It copies the Motion Tween information (Classic Tween for CS5) as XML and then you use an instance of fl.motion.Animator class to apply that tween animation to any DisplayObject instance you want. This is a great way to dynamically apply special effects to MovieClips without having to manually copy animation effects on the timeline. This is the tech behind some of the special death effects you see when game characters die (for example, from being struck by lighting and turning to smoke, or getting hit by poison and have their flesh melt away leaving only the bone structure).

So the issue I’m having is that with CS5 and CS5.5 the animation behavior seems to have changed from CS3 even though the code has stayed the same. Below are examples of three different swf files all using the same code. The only difference is which version of the Flash IDE was used to publish each swf.

Get Adobe Flash player

Get Adobe Flash player

Get Adobe Flash player

As you can see. The first animation behaves as desired. The MovieClip retains it’s orientation (scaleX == -1 is preserved) when the animation tween is applied.

For the next two animations using CS5, the scaleX value is reset back to 1.

At first I thought it was an issue with the targetted flash player. So the second animation demonstrates targeting Flash Player 9 using CS5. Despite this, the clip still flips.

Here is the code that is used for all three versions:

// main timeline code at frame 1
import fl.motion.Animator;
var FADE_OUT_xml:XML = <Motion duration="35" xmlns="fl.motion.*" xmlns:geom="flash.geom.*" xmlns:filters="flash.filters.*">
   <Keyframe index="0" tweenSnap="true">
         <SimpleEase ease="0"/>

   <Keyframe index="34">
         <Color alphaMultiplier="0"/>

var clip:MovieClip;

clip = new LibClip(); // LibClip is defined in the Library with linkage id (class name) LibClip -- this is the clip seen on screen with black rectangles
clip.x = 200;
clip.y = 300;
clip.scaleX = -1;

var FADE_OUT_animator:Animator;

// called on frame 30
function playAnim():void
   FADE_OUT_animator = new Animator(FADE_OUT_xml, clip);

Download Source

In summary, for better or worse there is no denying that using the same code but with different Flash IDEs we see different animation behavior. Perhaps the Flash CS3 implementation of Animator was bugged and Adobe fixed it in CS5 or it worked in CS3 and a bug was injected into CS5. Either way, I’ve found no discussion of a change in functionality to the Animator class in the Adobe AS3 reference documentation.

Can any fellow Flash developers out there point me to any more information about this subject? Is there a bug database that I could look at to possibly find more information?

My concern is that even though I’ve figured out a work around to “migrate” my code to get the functionality I desire using CS5, if I change my code and it was a new bug, then what happens when Adobe fixes the bug? Will the functionality change all over again?

If you’re a Flash developer and have had to deal with this issue, what is your take? Which is the correct animation behavior? CS3 or CS5. Obviously I learned to get used to the CS3 behavior but this is not to say that it’s the right way. But consider this: why would the scale property change if the animation xml does not explicitly state to tween the scale property? Shouldn’t all properties not mentioned in the xml retain their original value while only those explicitly mentioned get modified?

New Developments

LostVectors.com Flash development is now Powered by Adobe CS5.5! What does this mean for fans of LostVectors.com? More awesome flash content, new games, and even games for mobile!

I’ve been using CS5 at work for quite some time now, but at home and for LostVectors.com I’ve been using CS3. Now with CS5.5 I’ll be able to publish games for mobile devices. I’m still experimenting and what I’ve found is that developing flash for mobile requires some extra consideration with respect to optimizing and dynamically adjusting content to fit various screen sizes.

As you may have noticed, I published a new game Omega Mega. This is sort of an experimental game that I hope to port to mobile in some form. I have already created a virtual thumb stick for touch screen devices and have a test version published to my android phone. I still need to do a lot of optimizing to improve the frame rate but hopefully in the near future I’ll have something on the Android Market.

As for Bowmaster Winter Storm, I took a break from development to get CS5.5 all setup and to develop Omega Mega. However I plan on continuing development soon with weekly updates as usual so stay tuned! And I know that “Winter” is not a very topical theme right now so you may see some interesting updates to the game leading up to this next winter when I plan on officially removing “beta” from the title.

Along with BWS updates you may see a new Space Game similar to the Space Combat Training Exercise 001 and Omega Mega games. I want to create a space shooter like Space Combat but with more stuff (weapons, ships, asteroids, upgrades). I created Space Combat 001 with an older version of Flash using AS3 which considerably slower than AS3 code. Omega Mega was an attempt to test the capabilities of AS3 code using similar functionality for the space ships in Space Combat. I’m pleased that I’m able to get increased performance with AS3 (with the help of some new optimization tricks I’ve picked up over the years). What this means for a space game is the ability to have more stuff (ships, lasers, asteroids) in the game which means even more epic space battles.

I got a lot of feedback from Omega Mega players wanting ship upgrades and the ability to shoot back. Stay tuned and you might see a new space shooter prototype. Perhaps I’ll call it “Omega Mega Vengeance” where you play as the son of the original Omega Ship commander who is taken captive by the factions who finally caught on to the fact that he kept blowing up everyone with The Omega. So now that they recognize your ship design and are hostile towards you on first site, you’re ship is now outfitted with laser guns. Of course, in order to have guns now you needed to sacrifice the use of The Omega so maybe you now drop mini-omega-bombs instead.

Expect to see new and exciting things on LostVectors.com coming soon! Enjoy your summer and stay tuned!

Planet Burster

Planet Burster! Defend your planet form spontaneously appearing planets. This is another Flash experiment for the mobile platform. This time it’s to test the touch functionality of the phone and how to detect and use touch events.

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If you have an Android phone with flash installed you should be able to play with this little toy by simply navigating to the following link using your phone’s web browser:


Note: this toy also works with the desktop because it detects whether or not to use touch inputs or mouse.

How to play:

Press or click anywhere on the screen, drag, then release. The velocity is fixed, so the dragging only effects the angle (the length of the drag line does not matter, except that you might find it easier to aim the longer the line is).

Technical Features:

Random Planet Generator: I used a set of layered clips to accomplish this effect. Layers: Ocean, Continents, Clouds, Polar Caps, Shading. The ocean, continents, and clouds have random color transformations and filters applied to get the random colors. I manually drew a set of continents in a long strip and then offset the strip and mask it using a circle outline of the planet (same for the polar caps and clouds). Just a few simple tricks and I get some pretty cool looking random planets. Some of the random planets look weird but occasionally they are very interestingly color coordinated.

Planet Burst Effect: This was also a major technical milestone that I’ve been working on in a different project that I integrated into this demo. I was inspired by the Tron Movie character death effects: how they broke up into a bunch of cubes. After studying and experimenting with the Bitmap, BitmapData and Matrix classes I was able to achieve cool burst effect. Many developers before me have already figured this stuff (the Bitmap and BitmapData classes have been out for some time now), but it was cool to finally get around to playing with these classes.

Screen Layout Autosize: If you rotate your phone the screen will automatically adjust. This toy will work on any screen size (it is not biased towards a particular phone).

Box2D Flash on Mobile Android

I recently started using an Android 2.2 OS phone which has Flash 10. I’ve been toying with developing simple demos to test out the Flash capabilities of the phone. Then I decided to test out a simple Box2D demo I made as a modification of the demo by plasticsturgeon. Box2DFlash is an open source Physics Engine. Check it out. I look forward to working with it more in the future.

The demo ran quite smooth on the phone surprisingly staying close to 30 fps.

Below is the demo, but to get the full effect browse to the link using an Android 2.2 phone with Flash 10 installed.

mobile link: http://www.lostvectors.com/mobile/test4

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Modifications to the original demo by plasticsturgeon.com:

- Click (touch) to full screen mode.
- Zoomed camera focused view that pans with the target body
- Bodies jump as soon as they fall asleep

Here’s another mod I created to test user control of a single body using keyboard input. Use WASD to control the focused body (W is Jump). Note: this demo is intended for desktop computer with a keyboard and not a mobile device.

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User Controlled Body Mod Features:

- Added “hero unit” user control of a single body using speed-capped impulse
- Detected edge collision to allow jumping only when grounded

To view this in it’s own window visit http://www.lostvectors.com/box2d/demo1

- Box2DFlash
- Plastic Sturgeon Box2D Hello World Demo
- Flash Sizing Zen

Jack-o-Lantern Maker

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Here’s a draft version of a Jack-o-Lantern Maker I made. I’m still adding to it. I will be adding more shapes soon. Stay tuned. Let me know what you think in the comments.


Click and drag an item from the right side to the left side of the screen.

Click on a mode button along the bottom to change the mouse tool mode. To use a tool, click on the tool button then click on the piece you want to manipulate with that tool.

Tool modes (from left to right):
1. Drag Piece (click-hold-release)
2. Rotate Piece (click-hold-release)
3. Scale Piece (click-hold-release)
4. Flip Horizontal (click to toggle)
5. Flip Vertical (click to toggle)
6. Delete (click to delete)

Automagically Optimized Flash Graphics Experiment

There have been some questions as to why some of the graphics in Bowmaster Winter Storm are more detailed than they need to be (see this forum post). This prompted me to share my findings on Flash’s automagical ability to optimize graphics.

I’ve done various graphics performance tests and experiments over the years but haven’t really shared my observations. One of the tests was to determine how much the Flash player optimizes graphics on its own without the use of developer code (e.g. cachAsBitmap) or graphical modifications (e.g. Modify >> Shape >> optimize).

In this demo the frames per second is displayed to indicate performance. The native flash fps setting published for this animation is 35 so the fps reading will never go above this number.

The animations displayed use both lines (red) and fills (black) and have lots of point data (more detail than you can see at the default zoom level). The animations use both shape and motion tweens. The motion tweens change the scale, rotation and color properties. No code or graphics techniques have been used to attempt to optimize these animations.

What this experiment will demonstrate is Flash’s ability to optimize graphical performance without the use of any additional developer tricks.

These experiments require that you perform the steps mentioned in order to see the expect results. Specific results will vary depending on your CPU speed but you should still be able to notice trends.

Get Adobe Flash player

Download Source

Experiment 0: Observer Animation As-Is
Expected Results: FPS should be below 35
Conclusion: The graphics are too much for the CPU to process at the optimal speed.

Experiment 1: Off Screen Performance
Steps: click-hold-drag animation off screen
Expected Results: The FPS should jump up to 35
Conclusion: Flash does not use up CPU to render graphics that are off screen.

Experiment 2: Scaling and Performance
Steps: Click “reset” button. Scroll the mouse wheel to change the size of the animations. Expected Results: When the animation is made really small the performance increases. When the animation is made really big, the performance my also increase as other animations no longer fit on the page (similar to Experiment 1) or decrease as more detail is visible for the animation that is still on the page.
Conclusion: Flash optimizes graphical processing according to the size of the graphics. Even if the graphics are highly detailed natively, if they are made really small then Flash is able to use less CPU.

Experiment 3: Adjusting the Built-In Quality Settings
Steps: Click “reset” button. Click on the quality toggle button labeled “high” by default.
Expected Results: The performance will increase significantly (without moving or scaling the animation) as the quality setting is decreased.
Conclusion: Flash is able to reduce the processing load of graphics by reducing the quality of the graphics. What is significant about this is that the quality settings can be changed on the fly with a simple line of code. In other words, it is very easy for a developer to make a global change to graphics to improve performance without having to manually change the native graphics (which can be a time consuming process).


We can see that Flash does a lot to optimize graphics on its own. Flash seems to perform some sort of culling to reduce CPU load by not rendering graphics that are off screen. Flash also seems to optimize graphics that are still on screen but have been scaled down in size. It’s as if the extra detail that exists in the native graphics that is too small to see is not being processed by the CPU. And finally, we see that by changing Flash’s built in quality settings we can drastically change both the performance and graphical quality of a Flash animation.

Every project is different and it is no trivial task balancing quality and performance. If the project is light on animation but heavy on graphics then performance can be sacrificed to improve graphical quality. But with game development users want both. Game developers must determine how to spend their time (a limited resource) and understanding Flash’s built in graphical optimization functionality is essential for determining how to prioritize application development efforts.