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Kaizen is a 2d shoot-em-up inspired by arcade shooter games like R-Type. This is a work-in-progress demo from week 7, running on my HTC Desire Z with Android 2.3. It also runs on iPhone and iPad.
It was programmed using only free tools: FlashDevelop and AS3, and takes advantage of Stage3D (AIR). It compiles to a native app that runs on Windows (EXE), Mac (DMG), Web (Flash11), iOS (iPhone and iPad) and Android devices. It uses a liquid layout design which means it runs, unmodified, at any resolution, so that one codebase can be used for virtually any device.
As you can see, the performance is very good: over a thousand alpha transparent, rotated, scaled sprites running at 56fps on average.
The framerate drops drastically when the text with red glow is visible, since this is being done without the use of a font spritesheet and uses old fashioned truetype rendering overlaid on top of the openGL scene. Once optimized, I expect the framerate to a…...more
2D Shooter Game on Android using Stage3D running at 56fps
29Likes
6,740Views
2012May 25
Kaizen is a 2d shoot-em-up inspired by arcade shooter games like R-Type. This is a work-in-progress demo from week 7, running on my HTC Desire Z with Android 2.3. It also runs on iPhone and iPad.
It was programmed using only free tools: FlashDevelop and AS3, and takes advantage of Stage3D (AIR). It compiles to a native app that runs on Windows (EXE), Mac (DMG), Web (Flash11), iOS (iPhone and iPad) and Android devices. It uses a liquid layout design which means it runs, unmodified, at any resolution, so that one codebase can be used for virtually any device.
As you can see, the performance is very good: over a thousand alpha transparent, rotated, scaled sprites running at 56fps on average.
The framerate drops drastically when the text with red glow is visible, since this is being done without the use of a font spritesheet and uses old fashioned truetype rendering overlaid on top of the openGL scene. Once optimized, I expect the framerate to always be above 50fps, even during the boss battles.
Creating fast-action games in AS3 and compiling them for use on handheld devices is a trivial effort and produces fantastic performance if you know what you're doing. Some optimization strategies I use include OBJECT POOLS, SPRITE SHEETS and BATCHED GEOMETRY, which means that all the sprites are rendered in a single draw call.
Read more about what I'm up to:
http://www.mcfunkypants.com
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Thanks for watching!…...more