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	<title>GLOW Interactive &#124; BLOG &#187; Flash</title>
	<atom:link href="http://blog.glowinteractive.com/tag/flash/feed/" rel="self" type="application/rss+xml" />
	<link>http://blog.glowinteractive.com</link>
	<description>codify, media, gaming, industry ramblings, finance</description>
	<lastBuildDate>Fri, 11 May 2012 14:57:18 +0000</lastBuildDate>
	<language>en</language>
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		<title>Fun With Grid Based Transitions</title>
		<link>http://blog.glowinteractive.com/2010/06/fun-with-grid-based-transitions/</link>
		<comments>http://blog.glowinteractive.com/2010/06/fun-with-grid-based-transitions/#comments</comments>
		<pubDate>Mon, 28 Jun 2010 17:49:04 +0000</pubDate>
		<dc:creator>Andy Poes</dc:creator>
				<category><![CDATA[Codify]]></category>
		<category><![CDATA[AS3]]></category>
		<category><![CDATA[Code]]></category>
		<category><![CDATA[Flash]]></category>
		<category><![CDATA[Flash-10]]></category>
		<category><![CDATA[Flex-Builder]]></category>

		<guid isPermaLink="false">http://blog.glowinteractive.com/?p=816</guid>
		<description><![CDATA[Using matrix style grids, I experiment with creating grid based transition effects that emanate from the center of the screen.]]></description>
			<content:encoded><![CDATA[<p>For a recent game we&#8217;re working on, I was tasked with coming up with a unique effect between sections. My mind started scrambling to what I could possibly come up wtih. I started thinking about what you could do by splitting the image up into grids and playing with the individual pieces. I&#8217;ve made transitions like this in the past so my mind naturally drifted towards ways of using this technique differently. I decided to try doing the same type of effects, but have the gridÂ emanateÂ from the center of the screen rather a simple top bottom, left right effect.</p>
<p>This task seemed simple at first, but the more I thought about it, the more complicated it seemed. The trick is being able to split your image up into a grid, and then affect the grid pieces in an order that would start from one corner, and work its way to the other corner. I immediately started sketching down grids and trying to figure out patterns. With the help of a fellow employee, we found a pattern that worked for all directions.</p>
<p>The solution revolves around using a grid where the pieces are numbered by row and column. Here&#8217;s a simple example:<br />
<span style="font-family: courier"><br />
[0,0][0,1][0,2]</span></p>
<p><span style="font-family: courier">[1,0][1,1][1,2]</span></p>
<p><span style="font-family: courier">[2,0][2,1][2,2]<br />
</span></p>
<p>Lets examine the above example. We know we want to move from one corner to the opposite corner. Examining the grid, there&#8217;s a simple pattern using addition and subtraction. Travelling along diagonals, the items in a line all add up or subtract to the same values. 0,0 = 0; 0,1 = 1; 1,0 =1; 0,2 = 2, 1,1 = 2 etc&#8230;</p>
<p>Using this as our base, the next trick is how to loop through. The following is how it would work for one corner:</p>
<pre class="brush: as3; title: ;">for (sum = 0; sum &gt;= lastRow + lastCol; ++sum)
{
     for (row = 0; row &gt;= lastRow; ++row)
     {
          col = sum - row;
     }
}</pre>
<p>After that, all you have to do is affect your bitmaps however you woud like. Below are a few examples I came up with; Just click the image to begin the transition.</p>
<p>The first is a simple alpha fade with a large grid. This allows you to see whats going on from the most basic standpoint:</p>
<p><a target="_blank" href="http://www.glowinteractive.com/staging/andy/flash/basic_alpha.html"><img src="http://blog.glowinteractive.com/wp-content/uploads/2010/06/basic_alpha.jpg" alt="" width="670" height="320" /></a></p>
<p>This example adds rotation and a subtle color transform:</p>
<p><a target="_blank" href="http://www.glowinteractive.com/staging/andy/flash/rotation_ct.html"><img src="http://blog.glowinteractive.com/wp-content/uploads/2010/06/rotation_ct.jpg" alt="" width="670" height="320" /></a></p>
<p>This version scales the x values inward and randomly moves their x position slightly. Again there is a subtle color transform:</p>
<p><a target="_blank" href="http://www.glowinteractive.com/staging/andy/flash/scale_x.html"><img src="http://blog.glowinteractive.com/wp-content/uploads/2010/06/scale_x.jpg" alt="" width="670" height="320" /></a></p>
<p>This last version is similar to the last only it uses the Y axis as opposed to the X:</p>
<p><a target="_blank" href="http://www.glowinteractive.com/staging/andy/flash/scale_y.html"><img src="http://blog.glowinteractive.com/wp-content/uploads/2010/06/scale_y.jpg" alt="" width="670" height="320" /></a></p>
<p>With this technique, I&#8217;m curious to see what other people can do with it!</p>
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		<item>
		<title>Z-Buffer Implementation In Flash Alchemy</title>
		<link>http://blog.glowinteractive.com/2010/04/z-buffer-implementation-in-flash-alchemy/</link>
		<comments>http://blog.glowinteractive.com/2010/04/z-buffer-implementation-in-flash-alchemy/#comments</comments>
		<pubDate>Wed, 21 Apr 2010 01:41:08 +0000</pubDate>
		<dc:creator>Jan Kalis</dc:creator>
				<category><![CDATA[Codify]]></category>
		<category><![CDATA[Actionscript]]></category>
		<category><![CDATA[Alchemy]]></category>
		<category><![CDATA[Flash]]></category>
		<category><![CDATA[perspectively-correct-texture-mapping]]></category>
		<category><![CDATA[Texture-Mapping]]></category>
		<category><![CDATA[Z-Buffer]]></category>

		<guid isPermaLink="false">http://blog.glowinteractive.com/?p=802</guid>
		<description><![CDATA[One way to perform a perspective correct texture map is via an actual calculation of the z-value at every pixel of the triangle to be rendered. That made me wonder if someone has implemented a simultaneous texture mapping and z-buffer in Flash using Alchemy.]]></description>
			<content:encoded><![CDATA[<p>One way to perform a <a href="http://en.wikipedia.org/wiki/Texture_mapping#Perspective_correctness">perspective correct texture map</a> is via an <a href="http://www.comp.nus.edu.sg/~lowkl/publications/lowk_persp_interp_techrep.pdf">actual calculation of the z-value at every pixel</a> of the triangle to be rendered. That made me wonder if someone has implemented a simultaneous texture mapping and z-buffer in Flash using <a href="http://labs.adobe.com/technologies/alchemy/">Alchemy</a>. It seems that no one has done that yet so I decided to put together a demo (to code it as fast as possible I used <a href="http://www.lysator.liu.se/~mikaelk/doc/perspectivetexture/">PTPOLY1.CPP</a> for the triangle rendering).</p>
<p><a href="http://blog.glowinteractive.com/wp-content/themes/glow/flash/jan/gigl/gigl001/GiglTest.html"><img class="alignnone size-full wp-image-803" title="codify_post_gigl_001" src="http://blog.glowinteractive.com/wp-content/uploads/2010/04/codify_post_gigl_001.jpg" alt="" width="670" height="320" /></a></p>
<p>The demo shows 100 random (intersecting) triangles textured with a Lena image and is rendering at about 30FPS on my Windows 7/Intel Xeon 5160.</p>
<p><a href="http://blog.glowinteractive.com/wp-content/themes/glow/flash/jan/gigl/gigl001/gigl.zip">Grab the source code!</a></p>
]]></content:encoded>
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		<item>
		<title>Developing Banners with Flex Part I</title>
		<link>http://blog.glowinteractive.com/2010/02/developing-banners-with-flex-part-i/</link>
		<comments>http://blog.glowinteractive.com/2010/02/developing-banners-with-flex-part-i/#comments</comments>
		<pubDate>Fri, 19 Feb 2010 17:43:02 +0000</pubDate>
		<dc:creator>Andy Poes</dc:creator>
				<category><![CDATA[Codify]]></category>
		<category><![CDATA[Media]]></category>
		<category><![CDATA[AS3]]></category>
		<category><![CDATA[Code]]></category>
		<category><![CDATA[Flash]]></category>
		<category><![CDATA[Flex-Builder]]></category>

		<guid isPermaLink="false">http://blog.glowinteractive.com/?p=715</guid>
		<description><![CDATA[This article is part of a multi-part series on using FLEX builder for banner development. The article here represents a starting point for developing standard flash media with FLEX. In future articles we will look into rich media development, and how to integrate 3rd party api's such as Doubleclick or Pointroll into your FLEX projects.]]></description>
			<content:encoded><![CDATA[<p>This article is part of a multi-part series on using <a href="http://www.adobe.com/products/flex/">FLEX builder</a> for banner development. The article here represents a starting point for developing standard flash media with FLEX. In future articles we will look into rich media development, and how to integrate 3rd party api&#8217;s such as <a href="http://www.doubleclick.com/">doubleclick</a> or <a href="http://www.pointroll.com/">pointroll</a> into your FLEX projects. As a short disclaimer, this article assumes you understand concepts of abstract classes, polymorphism and the basics of FLEX builder.</p>
<p>Using FLEX to develop banners is not a common technique. For some, it may seem a bit gratuitous versus just using flash. Hopefully by the end of this series, I can convert a few people to make a switch. For a lot of designer/developers, FLEX is a foreign tool that is oft left unused, but when it comes to the creation of multiple banners in multiple sizes, in a short timeline, FLEX allows you to build banners faster that run faster and smoother than using Flash IDE. This is not to say that Flash can&#8217;t accomplish these things that FLEX can, but this is to say that once you learn how to appropriately include FLEX in your development process, it will save you time and allow you to focus on the parts of the banner that really matter &#8211; the creative.</p>
<p>One of the biggest hurdles for flash developers is how to get their banner designs into FLEX. While this article is not about how to use FLEX, I&#8217;ll briefly explain the model we use at Glow. We design all of our banners layouts within flash IDE. We usually put everything inside of one movieclip, typically named MCStage and we set the clip for export with a package that matches our banner (i.e. com.client.project.size.MCStage). By giving all your banners the same export clip, you can begin to easily template how graphics are brought into Flex. Within MCStage, you can setup your banner however you would normally setup a banner on the timeline. Then when you&#8217;re done, you simply generate a SWC file and save it to a swc library folder inside your flex project.</p>
<p>To begin, lets look at the problems FLEX helps us tackle:</p>
<p>â€¢Â Easy banner creation, multiple resizing<br />
â€¢Â Changing constants between multiple files, such as frame-rate and dimensions<br />
â€¢ Handling clickTag&#8217;s for multiple vendors<br />
â€¢Â Focus more time on the creative, not the structure</p>
<p>To address a quick criticism for those flash IDE die-hards, I do understand that its super simple to change the dimensions of a banner, frame-rate, or clickTags within flash IDE. The reason that I started using FLEX to develop banners is not because It&#8217;s hard to change these items within flash, but because it becomes time consuming to change these things when you&#8217;re producing 50+ banners a week across multiple sizes, and need to make changes to hundreds of banners at the same time. While your projects may not always be this large, these principles apply equally to small projects as they do to large projects.</p>
<p>The foundation of any template is an abstract class and/or an interface. This foundation class will provide you with enough functionality to cover any banner creative as well as be customizable enough to grow into any media project imaginable. For my example, I&#8217;ve created both an interface (IBanner) and an abstract (AbstractBanner) from which all online media projects I build extend. This file should facilitate all foundation principles of a banner that you would find useful in any online media situation. By examining the interface file, IBanner, you get an idea of what this foundation looks like:</p>
<pre class="brush: as3; title: ;">public interface IBanner
{
	function init(event:Event=null):void;
	function onReady():void;
	function start():void;
	function stop():void;
	function reset():void;
	function bannerLoop(event:TimerEvent):void
	}</pre>
<p>Any IBanner will accurately handle its own loading, starting, stopping, resetting and looping. Lets take a brief walk through how I implement these functions. To begin, lets look at our constructor:</p>
<pre class="brush: as3; title: ;">public function AbstractBanner()
	{
		//initialize any foundation objects here;

		this.bannerState = BannerConstants.STATE_LOADING;
		this.loaderInfo.addEventListener(Event.INIT, this.init);
	}</pre>
<p>This function is very simple. The first thing we do is set our bannerState to a loading state, add an event listener to listen for when the file itself is completely loaded. This ensures the banner doesn&#8217;t begin before everything is loaded. bannerState is simply a variable you can check against to ensure that nothing is happening when it shouldn&#8217;t be. In its most basic form, there are three banner states: Loading, Ready, and Complete.</p>
<pre class="brush: as3; title: ;">public function init(event:Event=null):void
	{
		this.stage.frameRate = BannerConstants.FRAME_RATE;
		this.stage.scaleMode = StageScaleMode.NO_SCALE;

		this.loaderInfo.removeEventListener(Event.INIT, this.init);

		this.bannerState = BannerConstants.STATE_READY;
	}</pre>
<p>Then, in the init function, we can begin to set up constants that can be shared between projects. These basics listed here are frameRate and scaleMode but can include anything you&#8217;d need to be the same across multiple files, such as tune-in text, load locations, security permissions, etc. The last thing we do is set the banner state to Ready which tells our main loop that you can start running. From here, programming your banner is pretty simple. I use onReady to set up any graphics, and then call any number of custom functions to animate the graphics of the banner. At this point, start and stop are not as necessary for standard banners, but they become much more useful when extending this class for rich media.</p>
<p>By having all your banners extend from this template, it allows you to easily set up similar behavior for all your banners. Nothing exemplifies this more than clickTag&#8217;s. Our navigateToUrl function looks as follows:</p>
<pre class="brush: as3; title: ;">public function navigateToUrl(url:String, description:String=&quot;&quot;):void
	{
		var sURL:String;
		if ((sURL = root.loaderInfo.parameters.clickTag))
		{
			navigateToURL(new URLRequest(sURL), &quot;_blank&quot;);
		}
		else
		{
			throw new Error(&quot;clickTag not found in loaderInfo.parameters, but user did click banner, Actionscript 3.0 Flash Player 9, &quot; + new Date());
		}
	}</pre>
<p>This function represents a standard <a href="http://gts.dartmotif.com/validator/">Dart clickTag</a> (because the majority of our banners are served through Dart). When we need to make a clientX version of the banner, all we have to do is make a new abstract that extends this class, customize the navigateToUrl function, and then extend your banner from that.</p>
<p>The last function of importance is bannerLoop. This is the tree from which all the banners&#8217; branches stem. The last point problem I listed above is focusing on creative rather than building banner structures and that is where this function becomes essential. At its essence, our bannerLoop provides a model for building any number of effects, particle generators, syncing banners and much more. The foundation of all of this comes from our updateObjects model. UpdateObjects will be explained in more detail in a future article, but if you look at the function below, you can see how they are implemented:</p>
<pre class="brush: as3; title: ;">public function bannerLoop(event:TimerEvent):void
	{
		switch(this.bannerState)
		{
			case BannerConstants.STATE_LOADING:
				//nothing
				break;
			case BannerConstants.STATE_READY:
				if (this.updateObjects.totalUpdateObjects &gt; 0)
				{
					var now:Number = getTimer();
					var dt:Number = now - this.oldTime;
					this.oldTime = now;
					dt = dt &lt; 0 ? 0 : dt;

					this.currentAnimationTime += dt;
				}

				this.updateObjects.update(this.currentAnimationTime);

				if (this.currentAnimationTime &gt; BannerConstants.BANNER_LENGTH)
				{
					this.bannerState = BannerConstants.STATE_END;
				}

				break;
			case BannerConstants.STATE_END:
				//nothing
				break;
		}
	}</pre>
<p>Lastly, an ancillary bonus of building a template is to provide functionality that you use during the development of banners for all your banners. One example of this is a function we use in virtually every banner project, hideDisplayObject(&#8230; args). This function sets the visibility of any clip you pass to it. I use this all the time to hide stage items after their alpha is tweened to 0.</p>
<pre class="brush: as3; title: ;">protected function hideDisplayObject(... args):void
	{
		for each (var target:DisplayObject in args)
		{
			if (target)
			{
				target.visible = false;
			}
		}

	}</pre>
<p>You can begin to see how important building a solid foundation for your banners becomes. In future articles we&#8217;ll discover how this abstract can be used to build any online media project from simple video players to full page take overs.  However, with the ideas outlined here, you have a foundation from which you can quickly build, duplicate, and resize any standard media project. If you have any questions about the ideas outlined here, feel free to leave a comment below.</p>
]]></content:encoded>
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		</item>
		<item>
		<title>Game Release &#8211; Mahjong Goes Green</title>
		<link>http://blog.glowinteractive.com/2010/01/game-release-mahjong-goes-green/</link>
		<comments>http://blog.glowinteractive.com/2010/01/game-release-mahjong-goes-green/#comments</comments>
		<pubDate>Fri, 01 Jan 2010 19:39:27 +0000</pubDate>
		<dc:creator>Glow</dc:creator>
				<category><![CDATA[Gaming]]></category>
		<category><![CDATA[AS3]]></category>
		<category><![CDATA[CharacterArcade]]></category>
		<category><![CDATA[Flash]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Mahjong]]></category>

		<guid isPermaLink="false">http://blog.glowinteractive.com/?p=558</guid>
		<description><![CDATA[Go green by playing the eco-friendly version of this classic game. It is a 2D style game (not the 3D "tower" style) where your goal is to match identical tiles and clear them from the board.]]></description>
			<content:encoded><![CDATA[<p>Go green by playing the eco-friendly version of this classic game. It is a 2D style game (not the 3D &#8220;tower&#8221; style) where your goal is to match identical tiles and clear them from the board. Once all of the tiles have been removed, you&#8217;ll advance to the next level. So put your thinking cap on and continue the mission of saving the environment, one step at a time!</p>
<p><a href="http://blog.glowinteractive.com/wp-content/uploads/2010/02/game_post_mahjong_green_00.jpg"><img class="alignleft size-full wp-image-559" title="game_post_mahjong_green_00" src="http://blog.glowinteractive.com/wp-content/uploads/2010/02/game_post_mahjong_green_00.jpg" alt="Mahjong Goes Green" width="670" height="320" /></a></p>
<p><a href="http://blog.glowinteractive.com/wp-content/uploads/2010/02/game_post_mahjong_green_01.jpg"><img class="alignleft size-full wp-image-560" title="game_post_mahjong_green_01" src="http://blog.glowinteractive.com/wp-content/uploads/2010/02/game_post_mahjong_green_01.jpg" alt="Mahjong Goes Green" width="670" height="320" /></a></p>
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		<item>
		<title>Game Release &#8211; MonkShuiborhood</title>
		<link>http://blog.glowinteractive.com/2009/07/game-release-monkshuiborhood/</link>
		<comments>http://blog.glowinteractive.com/2009/07/game-release-monkshuiborhood/#comments</comments>
		<pubDate>Mon, 20 Jul 2009 23:51:01 +0000</pubDate>
		<dc:creator>Glow</dc:creator>
				<category><![CDATA[Gaming]]></category>
		<category><![CDATA[Flash]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Monk]]></category>

		<guid isPermaLink="false">http://blog.glowinteractive.com/?p=521</guid>
		<description><![CDATA[Monk-shuiborhood is yet another game made for the USA Network hit series Monk.  Taking a cue from past successes, we developed a game that further  reflected the challenge of living with Monk's OCD.  ]]></description>
			<content:encoded><![CDATA[<p>Monk-shuiborhood is yet another game made for the USA Network hit series Monk.  Taking a cue from past successes (<a title="Monk Shui" href="http://blog.glowinteractive.com/index.php/2006/11/game-release-monkshui/" target="_self">Monk-Shui</a>), we developed a game that further  reflected the challenge of living with OCD.  Keeping a neighborhood up to Monk&#8217;s standards is tough! Acting as Monk, players are required to straighten-up the &#8220;hood.&#8221; Additionally the game was sponsored by Sleep In. To create as seamless a brand integration as possible we included a series of mini-games that you may find in a Hotel room &#8211; Solitaire, a peg game, hangman and a few others. See if you can get the neighborhood up to Monk&#8217;s high standards, <a title="MonkShuiborhood" href="http://www.usanetwork.com/series/monk/interactivegames/monkshuiborhood/" target="_blank">play now</a>.</p>
<p><a href="http://www.usanetwork.com/series/monk/interactivegames/monkshuiborhood/" target="_blank"><img class="alignleft size-full wp-image-522" title="game_post_monks_shuiborhood_00" src="http://blog.glowinteractive.com/wp-content/uploads/2010/01/game_post_monks_shuiborhood_00.jpg" alt="Monk Shuiborhood" width="670" height="320" /></a></p>
<p><a href="http://www.usanetwork.com/series/monk/interactivegames/monkshuiborhood/" target="_blank"><img class="alignleft size-full wp-image-523" title="game_post_monks_shuiborhood_01" src="http://blog.glowinteractive.com/wp-content/uploads/2010/01/game_post_monks_shuiborhood_01.jpg" alt="Monk Shuiborhood" width="670" height="320" /></a></p>
<p><a href="http://www.usanetwork.com/series/monk/interactivegames/monkshuiborhood/" target="_blank"><img class="alignleft size-full wp-image-524" title="game_post_monks_shuiborhood_02" src="http://blog.glowinteractive.com/wp-content/uploads/2010/01/game_post_monks_shuiborhood_02.jpg" alt="Monk Shuiborhood" width="670" height="320" /></a></p>
<p><a href="http://www.usanetwork.com/series/monk/interactivegames/monkshuiborhood/" target="_blank"><img class="alignleft size-full wp-image-525" title="game_post_monks_shuiborhood_03" src="http://blog.glowinteractive.com/wp-content/uploads/2010/01/game_post_monks_shuiborhood_03.jpg" alt="Monk Shuiborhood" width="670" height="320" /></a></p>
<p><a href="http://www.usanetwork.com/series/monk/interactivegames/monkshuiborhood/" target="_blank"><img class="alignleft size-full wp-image-526" title="game_post_monks_shuiborhood_04" src="http://blog.glowinteractive.com/wp-content/uploads/2010/01/game_post_monks_shuiborhood_04.jpg" alt="Monk Shuiborhood" width="670" height="320" /></a></p>
<p><a href="http://www.usanetwork.com/series/monk/interactivegames/monkshuiborhood/" target="_blank"><img class="alignleft size-full wp-image-527" title="game_post_monks_shuiborhood_05" src="http://blog.glowinteractive.com/wp-content/uploads/2010/01/game_post_monks_shuiborhood_05.jpg" alt="Monk Shuiborhood" width="670" height="320" /></a></p>
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		<item>
		<title>Game Release &#8211; Mole Mayhem</title>
		<link>http://blog.glowinteractive.com/2009/01/game/</link>
		<comments>http://blog.glowinteractive.com/2009/01/game/#comments</comments>
		<pubDate>Wed, 07 Jan 2009 19:06:41 +0000</pubDate>
		<dc:creator>Glow</dc:creator>
				<category><![CDATA[Gaming]]></category>
		<category><![CDATA[AS3]]></category>
		<category><![CDATA[CharacterArcade]]></category>
		<category><![CDATA[Flash]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Puzzle]]></category>

		<guid isPermaLink="false">http://blog.glowinteractive.com/?p=548</guid>
		<description><![CDATA[Remember  the hit game Plumber? It was a simple yet great game. We took a tune from that game and created Mole Mayhem.  ]]></description>
			<content:encoded><![CDATA[<p>Remember the hit game Plumber? It was a simple yet great game. We took a tune from that game and created Mole Mayhem. We like to think we improved on the game through more advanced coding and visual application. The game basics &#8211; create a path by rotating the jumbled earth in a way that creates a path for Manny the Mole to travel.</p>
<p><strong> </strong></p>
<p>&#8220;Manny the mole wants to bring an apple home to his sweetheart, but an earthquake scrambled the path to his home. Help Manny to unscramble the path so he can impress his lady!&#8221; See if you can keep her happy, <a title="Mole Mayhem" href="http://http://www.characterarcade.com/games/mole-mayhem" target="_blank">play now</a>.</p>
<p><a href="http://www.characterarcade.com/games/mole-mayhem" target="_blank"><img class="alignleft size-full wp-image-549" title="game_post_mole_mayhem_00" src="http://blog.glowinteractive.com/wp-content/uploads/2010/02/game_post_mole_mayhem_00.jpg" alt="Mole Mayhem" width="670" height="320" /></a></p>
<p><a href="http://www.characterarcade.com/games/mole-mayhem" target="_blank"><img class="alignleft size-full wp-image-550" title="game_post_mole_mayhem_01" src="http://blog.glowinteractive.com/wp-content/uploads/2010/02/game_post_mole_mayhem_01.jpg" alt="Mole Mayhem" width="670" height="320" /></a></p>
<p><a href="http://www.characterarcade.com/games/mole-mayhem" target="_blank"><img class="alignleft size-full wp-image-551" title="game_post_mole_mayhem_02" src="http://blog.glowinteractive.com/wp-content/uploads/2010/02/game_post_mole_mayhem_02.jpg" alt="Mole Mayhem" width="670" height="320" /></a></p>
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		<title>Game Release &#8211; MonkShui</title>
		<link>http://blog.glowinteractive.com/2006/11/game-release-monkshui/</link>
		<comments>http://blog.glowinteractive.com/2006/11/game-release-monkshui/#comments</comments>
		<pubDate>Thu, 16 Nov 2006 23:25:24 +0000</pubDate>
		<dc:creator>Glow</dc:creator>
				<category><![CDATA[Gaming]]></category>
		<category><![CDATA[Flash]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Monk]]></category>

		<guid isPermaLink="false">http://blog.glowinteractive.com/?p=515</guid>
		<description><![CDATA[MonkShui was created as an extension to our USA Network hit game Monk's Mind Games.  Taking a more traditional approach of representing Monk's OCD we created a game that requires players to live by the rules set forth in Monk's book of Shui, Monk-Shui.  ]]></description>
			<content:encoded><![CDATA[<p>MonkShui was created as an extension to our USA Network hit game <a title="Monk's Mind Games" href="http://blog.glowinteractive.com/index.php/2010/01/game-release-monks-mind-games/" target="_self">Monk&#8217;s Mind Games</a>. Taking a more traditional approach of representing Monk&#8217;s OCD we created a game that requires players to live by the rules set forth in Monk&#8217;s book of Shui, Monk-Shui.  Players are tasked with &#8220;shui-ing&#8221; various scenes that have been disorganized by Monk&#8217;s nemesis Harold. We developed a nice sense of brand immersion by shooting the real set of Monk.  <a title="MonkShui" href="http://www.usanetwork.com/series/monk/interactivegames/monkshui/" target="_blank">Get &#8220;Shui-ing&#8221; now</a>.</p>
<p><a href="http://www.usanetwork.com/series/monk/interactivegames/monkshui/" target="_blank"><img class="alignleft size-full wp-image-516" title="game_post_monkshui_00" src="http://blog.glowinteractive.com/wp-content/uploads/2010/01/game_post_monkshui_00.jpg" alt="MonkShui" width="670" height="320" /></a></p>
<p><a href="http://www.usanetwork.com/series/monk/interactivegames/monkshui/" target="_blank"><img class="alignleft size-full wp-image-517" title="game_post_monkshui_01" src="http://blog.glowinteractive.com/wp-content/uploads/2010/01/game_post_monkshui_01.jpg" alt="MonkShui" width="670" height="320" /></a></p>
<p><a href="http://www.usanetwork.com/series/monk/interactivegames/monkshui/" target="_blank"><img class="alignleft size-full wp-image-518" title="game_post_monkshui_02" src="http://blog.glowinteractive.com/wp-content/uploads/2010/01/game_post_monkshui_02.jpg" alt="MonkShui" width="670" height="320" /></a></p>
<p><a href="http://www.usanetwork.com/series/monk/interactivegames/monkshui/" target="_blank"><img class="alignleft size-full wp-image-519" title="game_post_monkshui_03" src="http://blog.glowinteractive.com/wp-content/uploads/2010/01/game_post_monkshui_03.jpg" alt="MonkShui" width="670" height="320" /></a></p>
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