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	<title>NateJC.com - Flash &#038; ActionScript 3 info, source, &#038; experiments &#187; ActionScript</title>
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	<link>http://natejc.com/blog</link>
	<description>Flash &#038; ActionScript 3 info, source, &#038; experiments</description>
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		<title>iPhone development in Flash CS5 Beta (link dump)</title>
		<link>http://natejc.com/blog/2010/02/iphone-development-in-flash-cs5-beta-link-dump/</link>
		<comments>http://natejc.com/blog/2010/02/iphone-development-in-flash-cs5-beta-link-dump/#comments</comments>
		<pubDate>Fri, 05 Feb 2010 16:52:11 +0000</pubDate>
		<dc:creator>Nate Chatellier</dc:creator>
				<category><![CDATA[ActionScript]]></category>
		<category><![CDATA[Flash]]></category>
		<category><![CDATA[iPhone]]></category>

		<guid isPermaLink="false">http://natejc.com/blog/?p=132</guid>
		<description><![CDATA[It took some digging for me to find all of the resources available on the subject so far, so I thought I&#8217;d share what I found:
Designing Flash Applications for iPhone, Arno Gourdol (MAX, 2009)
Source to 4 Flash iPhone apps, Ted Patrick
Building iPhone Applications with Flash CS5, Mike Chambers (FITC Edmonton, 2009)
Flash CS5 multi-touch (with source [...]]]></description>
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		<slash:comments>1</slash:comments>
	<creativeCommons:license>http://creativecommons.org/licenses/by-nc/3.0/us/</creativeCommons:license>
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		<item>
		<title>Resizing a Parent Sprite Without Resizing the Child Sprite</title>
		<link>http://natejc.com/blog/2009/03/resizing-a-parent-sprite-without-resizing-the-child-sprite/</link>
		<comments>http://natejc.com/blog/2009/03/resizing-a-parent-sprite-without-resizing-the-child-sprite/#comments</comments>
		<pubDate>Thu, 26 Mar 2009 23:31:45 +0000</pubDate>
		<dc:creator>Nate Chatellier</dc:creator>
				<category><![CDATA[ActionScript]]></category>
		<category><![CDATA[Flash]]></category>

		<guid isPermaLink="false">http://natejc.com/blog/?p=68</guid>
		<description><![CDATA[A co-worker approached me with a problem today. He wanted to resize a parent Sprite (or MovieClip, DisplayObject, etc) without resizing the child Sprite. So, in a nutshell, here's how you do it:
PLAIN TEXT
ACTIONSCRIPT:




_mcParent._mcChild.scaleX = 1 / _mcParent.scaleX;


_mcParent._mcChild.scaleY = 1 / _mcParent.scaleY;


_mcParent._mcChild.x = _nChildStartX / _mcParent.scaleX;


_mcParent._mcChild.y = _nChildStartY / _mcParent.scaleY; 






And here's a simple demo [...]]]></description>
		<wfw:commentRss>http://natejc.com/blog/2009/03/resizing-a-parent-sprite-without-resizing-the-child-sprite/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
	<creativeCommons:license>http://creativecommons.org/licenses/by-nc/3.0/us/</creativeCommons:license>
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		<item>
		<title>Flashplayer and AIR Benchmark Test app</title>
		<link>http://natejc.com/blog/2008/08/flashplayer-and-air-benchmark-test-app/</link>
		<comments>http://natejc.com/blog/2008/08/flashplayer-and-air-benchmark-test-app/#comments</comments>
		<pubDate>Tue, 19 Aug 2008 18:16:07 +0000</pubDate>
		<dc:creator>Nate Chatellier</dc:creator>
				<category><![CDATA[ActionScript]]></category>
		<category><![CDATA[Adobe AIR]]></category>
		<category><![CDATA[Experiments]]></category>
		<category><![CDATA[Flash]]></category>
		<category><![CDATA[Tools & Utils]]></category>
		<category><![CDATA[Tweener]]></category>

		<guid isPermaLink="false">http://natejc.com/blog/?p=98</guid>
		<description><![CDATA[I'm currently using the Flashplayer in more of an embedded system configuration. We're evaluating multiple hardware configurations to decide what hardware to use and we're also evaluating multiple version of the Flashplayer to decide which Flashplayer to use. So I made a quick open source test app to help with this evaluation. It allows you [...]]]></description>
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		<slash:comments>2</slash:comments>
	<creativeCommons:license>http://creativecommons.org/licenses/by-nc/3.0/us/</creativeCommons:license>
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		<item>
		<title>Should Adobe follow the new ECMAScript 3.1 standard?</title>
		<link>http://natejc.com/blog/2008/08/should-adobe-follow-the-new-ecmascript-31-standard/</link>
		<comments>http://natejc.com/blog/2008/08/should-adobe-follow-the-new-ecmascript-31-standard/#comments</comments>
		<pubDate>Fri, 15 Aug 2008 21:19:06 +0000</pubDate>
		<dc:creator>Nate Chatellier</dc:creator>
				<category><![CDATA[ActionScript]]></category>
		<category><![CDATA[Flash]]></category>
		<category><![CDATA[Rants & Raves]]></category>

		<guid isPermaLink="false">http://natejc.com/blog/?p=97</guid>
		<description><![CDATA[For background, read:

Standards, ECMAScript and representing the past
ActionScript 3 and ECMAScript 4
Ru Roh! Adobe Screwed By EcmaScript Standards Agreement
How will ECMAScript “Harmony” affect ActionScript 3?

Keith Peters just posed a good question, Why Standards?. On the one hand, standards are undeniably good, assuming that the point of a "standard" is that many adhere to it. It's [...]]]></description>
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		<slash:comments>1</slash:comments>
	<creativeCommons:license>http://creativecommons.org/licenses/by-nc/3.0/us/</creativeCommons:license>
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		<item>
		<title>We&#8217;re Hiring: ActionScript 3 Engineer</title>
		<link>http://natejc.com/blog/2008/03/were-hiring-actionscript-3-engineer/</link>
		<comments>http://natejc.com/blog/2008/03/were-hiring-actionscript-3-engineer/#comments</comments>
		<pubDate>Wed, 26 Mar 2008 18:14:22 +0000</pubDate>
		<dc:creator>Nate Chatellier</dc:creator>
				<category><![CDATA[ActionScript]]></category>
		<category><![CDATA[Flash]]></category>
		<category><![CDATA[Misc]]></category>

		<guid isPermaLink="false">http://natejc.com/blog/?p=92</guid>
		<description><![CDATA[Well, we're basically always hiring (so apply even if this ad goes away), but given that the OSFlash Job Board just had a relaunch, we thought we'd try our luck at using it.
Here's the contents of the job posting:
 	 	ActionScript 3 Engineer 
DigiDeal Corporation, Spokane Valley, WA
Deal yourself a winning hand! Join DigiDeal and [...]]]></description>
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		<slash:comments>0</slash:comments>
	<creativeCommons:license>http://creativecommons.org/licenses/by-nc/3.0/us/</creativeCommons:license>
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		<item>
		<title>Adobe MAKE SOME NOISE</title>
		<link>http://natejc.com/blog/2008/03/adobe-make-some-noise/</link>
		<comments>http://natejc.com/blog/2008/03/adobe-make-some-noise/#comments</comments>
		<pubDate>Tue, 18 Mar 2008 17:08:50 +0000</pubDate>
		<dc:creator>Nate Chatellier</dc:creator>
				<category><![CDATA[ActionScript]]></category>
		<category><![CDATA[Flash]]></category>
		<category><![CDATA[Rants & Raves]]></category>

		<guid isPermaLink="false">http://natejc.com/blog/?p=90</guid>
		<description><![CDATA[I was also having problems with the SOUND_COMPLETE event. I discovered Andre Michelle's post petition about it and promptly added my name to the list. There have been multiple other people posting about the problem also. Unfortunately, the only response that I could find from Adobe was by Brent Baker on a bug report for [...]]]></description>
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		<slash:comments>2</slash:comments>
	<creativeCommons:license>http://creativecommons.org/licenses/by-nc/3.0/us/</creativeCommons:license>
	</item>
		<item>
		<title>Automatic Flash X,Y Wireframe Preview</title>
		<link>http://natejc.com/blog/2008/03/automatic-flash-xy-wireframe-preview/</link>
		<comments>http://natejc.com/blog/2008/03/automatic-flash-xy-wireframe-preview/#comments</comments>
		<pubDate>Fri, 14 Mar 2008 22:53:25 +0000</pubDate>
		<dc:creator>Nate Chatellier</dc:creator>
				<category><![CDATA[ActionScript]]></category>
		<category><![CDATA[Experiments]]></category>
		<category><![CDATA[Flash]]></category>
		<category><![CDATA[Tools & Utils]]></category>

		<guid isPermaLink="false">http://natejc.com/blog/?p=87</guid>
		<description><![CDATA[At the company I work for we use Functional Specification documents for any new Flash game that we make. Before any of the developers start any coding, the design team puts together a simple frame by frame Flash file to make it easy to see what things will look like in the various states of [...]]]></description>
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		<slash:comments>0</slash:comments>
	<creativeCommons:license>http://creativecommons.org/licenses/by-nc/3.0/us/</creativeCommons:license>
	</item>
		<item>
		<title>mouseEnabled and mouseChildren Affect CPU Load</title>
		<link>http://natejc.com/blog/2008/03/mouseenabled-and-mousechildren-affect-cpu-load/</link>
		<comments>http://natejc.com/blog/2008/03/mouseenabled-and-mousechildren-affect-cpu-load/#comments</comments>
		<pubDate>Tue, 11 Mar 2008 19:29:26 +0000</pubDate>
		<dc:creator>Nate Chatellier</dc:creator>
				<category><![CDATA[ActionScript]]></category>
		<category><![CDATA[Experiments]]></category>
		<category><![CDATA[Flash]]></category>

		<guid isPermaLink="false">http://natejc.com/blog/?p=83</guid>
		<description><![CDATA[I was reading a post from Keith Peters today and noticed a comment made by Ryan Taylor mentioning that mouseEnabled and mouseChildren affect the CPU load. I had to know if this was true or not so I promptly created an experiment app. The app randomly creates 700 parent sprites and 700 nested children sprites. [...]]]></description>
		<wfw:commentRss>http://natejc.com/blog/2008/03/mouseenabled-and-mousechildren-affect-cpu-load/feed/</wfw:commentRss>
		<slash:comments>4</slash:comments>
	<creativeCommons:license>http://creativecommons.org/licenses/by-nc/3.0/us/</creativeCommons:license>
	</item>
		<item>
		<title>Particle System, v0.1</title>
		<link>http://natejc.com/blog/2007/11/particle-system-v01/</link>
		<comments>http://natejc.com/blog/2007/11/particle-system-v01/#comments</comments>
		<pubDate>Fri, 09 Nov 2007 23:37:25 +0000</pubDate>
		<dc:creator>Nate Chatellier</dc:creator>
				<category><![CDATA[ActionScript]]></category>
		<category><![CDATA[Experiments]]></category>
		<category><![CDATA[Flash]]></category>
		<category><![CDATA[ParticleSystem]]></category>

		<guid isPermaLink="false">http://natejc.com/blog/?p=70</guid>
		<description><![CDATA[I have seen many particle systems released on many different blogs. I've always thought that they were pretty cool and I've thought multiple times about making one myself, but decided not to for the single reason that I didn't want to be just the next guy to jump on the bandwagon of things that have [...]]]></description>
		<wfw:commentRss>http://natejc.com/blog/2007/11/particle-system-v01/feed/</wfw:commentRss>
		<slash:comments>3</slash:comments>
	<creativeCommons:license>http://creativecommons.org/licenses/by-nc/3.0/us/</creativeCommons:license>
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		<item>
		<title>FotB &#8216;07, Astro (Flash Player 10), &amp; Diesel (Flash CS4)</title>
		<link>http://natejc.com/blog/2007/11/fotb-07-astro-flash-player-10-diesel-flash-cs4/</link>
		<comments>http://natejc.com/blog/2007/11/fotb-07-astro-flash-player-10-diesel-flash-cs4/#comments</comments>
		<pubDate>Wed, 07 Nov 2007 22:28:15 +0000</pubDate>
		<dc:creator>Nate Chatellier</dc:creator>
				<category><![CDATA[ActionScript]]></category>
		<category><![CDATA[Flash]]></category>
		<category><![CDATA[conferences]]></category>

		<guid isPermaLink="false">http://natejc.com/blog/?p=69</guid>
		<description><![CDATA[In-spite of some personal international traveling hiccups, Flash on the Beach 2007 was an incredible conference!  I learned something new or was greatly inspired at nearly every session that I attended. I’ll be covering the specifics of these sessions in greater detail in a series of future posts.  However, the Adobe keynote done [...]]]></description>
		<wfw:commentRss>http://natejc.com/blog/2007/11/fotb-07-astro-flash-player-10-diesel-flash-cs4/feed/</wfw:commentRss>
		<slash:comments>9</slash:comments>
	<creativeCommons:license>http://creativecommons.org/licenses/by-nc/3.0/us/</creativeCommons:license>
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