I was digging through some old development and came across some flash slitscan experiments from ages ago. Slitscan is a special effects process of exposing film while moving the negative (or exposure) in a controlled manner, if you’ve seen a few early 80′s movies I can guarantee you’ve seen used it in credits or a special effects sequence. I’m surprised the technique hasn’t been utilized more within flash game development. In terms of a flash timeline, it is very easy to create – on one layer a graphic is either tweened or remains stationary while a layer mask (the slit) is tweened over it. The results are some really cool perspective tricks. The main constraint within flash is that creating the “exposure” requires many frames – and in interactive flash there’s not enough muscle to render a series of exposures in real time (e.g. 20 slit renders per exposure @ 20fps is like running 400 fps, at least using frame based rendering). What you can do with flash is present the actual exposure process, and with a bit of polish make some really neat effects. With pixel level control of bitmaps now available in AS3, there must be some possibility of overcoming the frame based rendering limitation using advanced filtering algorithms – though I wouldn’t say I’ll be experimenting with those any time soon..
Note: source fla files are experimental and way out of date (AS1 from many, many years ago).