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Posts Tagged “player”

Loading HD Videos Through The YouTube Player API

Tuesday, July 6th, 2010

Before I start, let me plug some of my code: a lot of developers out there go ahead and create their own little helper classes for the YouTube player. However, do feel free to use my “YouTube Approved” (oh yeah) Player API class up on github.

So, you’ve got your project and you’re told to “load that video in HD”. Now one must remember that unless your player is larger than, say 600px wide, there’s no point having it in HD. If you’re loading a HD video into a player that’s smaller than 600px, Flash Player is going to have to scale every frame down and this uses resources, and this isn’t good.
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Say Hello To The Avatar Interactive Trailer

Wednesday, February 3rd, 2010

A while back I took part in a project with The PPC to build a ‘different’ microsite for the (then) new film Avatar. I don’t know what happened to this project, I spent a good while optimising and refactoring to get it running really smoothly but then I got paid and I didn’t hear anything else. It seems that it may not have gone out in time, which is a really shame cos it’s awesome! Anyway, have a look, tell me what you think.

Monetizing Your Video Player (Take 2)

Friday, October 30th, 2009

So, last time I spoke about monetizing a video player, I was tasked with integrating Tremor Media components. That failed spectacularly because the dev team there, well, aren’t helpful.

So, I then told the sales guys I was working with: “Tremor Media isn’t going to work, what’s the plan?”. The pointed me to LiveRail. And this was awesome…
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Introducing The *Native* Actionscript3 YouTube Player

Saturday, October 24th, 2009

So, give a hand to the developers at YouTube for their hard work! They’ve taken the AS3 YouTube Player out of beta, albeit just chromeless, and all ready for production.

Let’s hope that the chromed version is coming very soon, but now let’s concentrate on getting used to this new player.
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Introducing ‘The Best Of Us Challenge’

Thursday, October 15th, 2009

After months of fruition, long transatlantic phone calls and late night code fixes, the fruits of our labour is now live for all to see: The Olympics ‘Best Of Us Challenge’. Go on, see if you can beat them!

It’s a great gadget and it’s really been worth it. I remember when I first got the phone call from the agency, Mekanism, who I must say are great and it’s been an absolute pleasure working with them, I thought that this is going to be a huge gadget. Again, it took a lot of determination, conference call, and lots and lots of new code and cleaning up of old code to get to this great gadget.

Now the last push is sticking it up on the brand channel but I’m sure that that’s coming very soon!

Much love to everyone who I worked with at Mekanism and I hope that they’re as proud of it as I am.

Another Release Of The Shiny YouTube Actionscript3 Wrapper

Tuesday, September 29th, 2009

Ok so after some feedback on the last release of the wrapper, I’ve updated it and pushed it to Github.

There’s no need to compile the SWF yourself, I’ve done the hard work for you. Aren’t I nice?
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Did Someone Order Multiple YouTube Players?

Thursday, September 17th, 2009

So, here I am, playing with YouTube players, trying to get more than one to load in Actionscript 3. But it’s a pain, so I did a few tests and got it running fine in Actionscript 2.

My aim is to port this to Actionscript 3, but the biggest problem is the handling of the AVMs. I’ve got some tests to do to figure out the best way to separate the content, but hopefully I should have it done soon, so do watch this space. But, for all you lot out there, here’s some old school Actionscript 2 code:
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I’m Close, But It’s Not Quite Right (Actionscript3D)

Sunday, September 13th, 2009

Ah, you see what I did there? Anyway, on to the serious stuff. So yeah, I’m close, but not quite there.

I’ve created a base class that does the “maths” for you, it’s called “Sprite3D()” and you won’t ever need to call it, unless you wanted just a simple 3D object container.
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3D Actionscript And Me

Saturday, September 12th, 2009

Some of you may know that I’ve been trying to crack the maths of 3D in native Actionscript 3 (through Flash Player 10). It’s been hard.

You’ve really got to hand it to the people behind 3D engines such as Papervision3D and Away3D, that took some serious time to sort all the stuff out. But, I’m not saying I’ve failed because I haven’t. Just need to do a bit more maths.
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Flash Player 10 Native 3D Tests: Le Cube

Thursday, September 10th, 2009

Ok, so after discovering the simple ability to have native 3D properties in Flash Player 10 without having to mess about with engines such as Papervision3D, I’ve started writing a few tests that will lead to classes that will “do the maths” for you.
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