Nope, just using a simple sine going through a pre-calculated palette. Pixels plotted in real-time. No blend modes (didn't see the need?). Happy to post the AS3 source.
There's nothing wrong with using this method - it's what I'd use too and in fact a lot of Amiga plasmas were nothing but massive pre-calculated colour tables.
There are a lot of interesting ways you can make patterns, I really love Perlin Noise but if you're after something more traditional then some simple sine + cos will suffice.
I have to say that I have never coded 1 byte of actionscript in my life so the following will be up to you to impliment if you decide.
Firstly I guess that you'll have some kind of X + Y loop to render your screen. You can use the X and Y co-ordinates to generate some colour values using sine and cos.
I don't know if Actionscript does it's trig in radians or degrees so you may need to convert radians to degrees, the formula to do so is;
degree = radian * pi / 180
It will be better for you to pre-calculate that and just multiply by the number you pre-calculated so;
Rad2Deg = Pi/180
Or if you don't have a Pi command in Actionscript;
Rad2deg = 4*atn(1)/180
The thing to remember about sin and cos is that it will generate a number between -1 and +1 so this needs to be converted into a usable number for your colours.
For example
size = 125
number = (size * sin(angle)) + size
Depending on angle you get a number in the range of 0 and 250 which is quite convenient for what you want to do.
So taking this into account, you can do something like;
Rad2Deg = Pi/180
size = 125
for x=0 to width
for y=0 to height
red= size * sin ((x+y+some_offset)*Rad2Deg)
green= size * sin ((x+y+some_offset)*Rad2Deg)
blue= size * sin ((x+y+some_offset)*Rad2Deg)
plot x,y,rgb(red,green,blue)
next y
next x
That would make a grey pattern, try varying the red, green and blue offsets and playing with the formulas to make it more interesting.
If you want to go all out for speed you could pre-calculate a huge palette into an array or chunk of memory and fill it with ready made colour values that you can reference with just one line instead of 3 for r,g,b.
And welcome to DBF, your game has a definite C64 vibe to it
