Here's an update for y'allz who care to know:
1. Me and Luis and Genclops released a new web game called "Labyrinth: Secrets of ShadowHaven" - It's playable on Armor Games right now, but will eventually be posted here on NG also. http://armorgames.com/play/15794/labyrinth-secrets-of-shadowhaven
2. Here's a review of it translated from Chinese:
"Long time no play decent action game, right? If you are very fond of playing the game typified heavier players, and that this "Labyrinth: Secrets of Shadowhaven Shadow Labyrinth" is absolutely right for you to play yo. In the game, players must play a cute little red dragon adventure in this vast maze of the castle! The main task of the game is to destroy the gems have demon blood, but there will be a lot of monsters on the road, while the gems are located in different locations, so players have to rack their brains but to find the whereabouts of the gems yo. Game control method is fairly simple, including attacks, jumping, seized materials. If you like simple and fun RPG game, then this "Labyrinth: Secrets of Shadowhaven Shadow Lost City", is absolutely the first choice players yo! Master great recommendation!"
3. It was a fun experimental game to make, but lots of people were reporting weird bugs that I'd never seen. I narrowed it down to some problem with Flash player on SOME computers using Google Chrome. It's been really frustrating because MY chrome works fine so it's been impossible for me to replicate what people were experiencing. It all stems from using "hittestpoint" in flash and the fact that it doesn't play nicely with camera movements. In Chrome apparently it skips frames and sends people teleporting through walls... I re-wrote the basic engine to use true tile-based logic for the hit-testing (no hittest calls used at all!) and it runs great, but I don't have the time or energy to rewrite the whole game based on the new engine. So I guess I'll just chalk it up to experience and use the new improved methods for the next game. One cool thing about doing the hittesting this way is that you can scale the game up and down and apply other effects without messing anything up. Check out my experiment called "Barf Quest."
http://pestoforce.com/tanks/tiletest.html
4. I'm usually pretty slow to adapt to trends in the Flash scene because I figure "why change what works?" and I'm usually a little scared of new tech. But I decided to give FlashDevelop a try. After a few minutes of install and a helloworld tutorial, I think I've got the hang of it! Kind of kicking myself now for waiting so long... There are all kind of benefits to it, but the main one is that it compiles .swf files without Flash! That means you get everything you want for FREE! Of course, you still need Flash to efficiently draw and animate vector graphics for it, but it's a step in the right direction. Another huge benefit is that it organizes your project in a more modular way, so you can make MUCH bigger projects that are more demanding and not have to worry about Flash crashing or failing to compile... this will be important for future projects like Super Chibi Knight and Abobo's SUPER Adventure. It also has support for haxe which is supposed to target a lot more platforms than just .swf.
5. Oh, did I mention we're gathering forces and troops to do a sequel to Abobo's Big Adventure? :-D
MSGhero
We're slowly converting everyone to using FD. One day it'll reign supreme.
Openfl is what can target flash, html5, native, mobile, etc. It's haxe but a specific library within the language.
BoMToons
It's a no-brainer now that I see how easy it is.