While I know what the factory pattern does, I can't exactly grasp what you
propose ::- D


Axonn.



Bjorn Schultheiss-2 wrote:
> 
> Using swc's for your assets is great because it it also makes compiling a
> lot quicker.
> 
> With organisation i would suggest a few more categories.
> 
>  - assets
>  - component (eg. spaceship) logic
>  - component factories.
>  - main
>  - main factories
>  - main logic
> 
> these separate swcs/swfs make your compiling time even quicker.
> The factories are basically used to instantiate everything your main game
> will require.
> 
> 
> Bjorn
> 
> --- In flexcoders@yahoogroups.com, Axonn <theax...@...> wrote:
>>
>> 
>> Hi Doobie!
>> 
>> You said:
>> >You might want to organize things differently.  Assuming that Game.as is 
>> >your main class that you compile for the game, you may not want to 
>> >compile this with Flash if you're trying to use Flex Builder.
>> 
>> >The way I organize is to break down my stuff into 2 categories - the 
>> >main game, and the objects/assets used by the game.
>> 
>> Since yesterday, I guess I found a bit of balance! I found a thread on
>> the
>> FlashDevelop forum which goes something like this (I'm just telling you
>> the
>> main idea): You have Game.swc. You then do this:
>> 
>> public class Game_New extends Game
>> {
>>     public function Game_New()
>>     {
>>       super();
>>       trace('And here, I can add my component-related code for
>> Game.swc');
>>     }
>> }
>> 
>> So as you can see, this way we can modularize code PER-COMPONENT. This is
>> the perfect way for me: I can code stuff for each component without
>> actually
>> going into Flash. I can modularize my component-related code for each SWC
>> and I also can have the main compiled class contain the "main" logic.
>> 
>> You said:
>> >There is no way you'll build a game 
>> >even in the Flash IDE without grouping your art into some form of 
>> >Movieclip or Sprite.
>> 
>> I've been doing computer programming for 11 years now (C#, C++, VB6,
>> PHP),
>> so I know what you're saying and I agree completely. I even did
>> ActionScript
>> quite a lot, but that was 5 years ago and it was AS 1.0, so it's like...
>> another lifetime *laugh*. But no, I wasn't even remotely thinking to work
>> in
>> such a disorganized way! My designer has about 5 years of Flash behind so
>> she knows her shit ::- D. But even so, of course I already am
>> establishing
>> the hierarchical structure of the assets with her. There's no way a good
>> project would live without lots of good and planned order!!! For example
>> if
>> you have "planet", "space ship", "man" and "helmet", there would be no
>> way
>> in hell I want them lying on the stage for me to stich up together. That
>> would be a huge waste of time indeed ::- D.
>> 
>> 
>> Axonn.
>> 
>> 
>> -----------------------------------
>> The objects and assets I use are usually pretty simple.  I like these as 
>> SWCs because I can give them a little logic, and maybe a animated 
>> timeline if need be.  Typically if you keep these simple, you'll rarely 
>> have to touch the code, and just have to update with any art changes.
>> 
>> The main game class, however (what I'm assuming you're calling Game.as), 
>> is something that you'll update constantly throughout the lifecycle of 
>> your game.  So this is easier to leave as just some code, and don't 
>> compile into a SWC, just let Flex compile with each build of the game.
>> 
>> You can organize stuff however you like though - you could completely 
>> ignore what I said, there's no right way to do it.  The above just 
>> happens to be what works for me.
>> 
>> You also talked about your artist not liking having to dig into 
>> movieclips and symbols in the library.  Honestly, they should really 
>> learn some organization.  Movieclips are the basic building blocks for 
>> interactivity in the Flash IDE.  There is no way you'll build a game 
>> even in the Flash IDE without grouping your art into some form of 
>> Movieclip or Sprite.
>> 
>> If your artist can only draw on the main stage, it'll end up being your 
>> job to figure out how to organize things into the movieclips as you need 
>> them and just do the production work yourself.  The downside of this, is 
>> having to do this production work everytime the art gets updated.  I've 
>> been through this it's not fun.  It's easier to do a bit of pre-planning 
>> surrounding your game and get a dialog going with your artist on how to 
>> best organize the assets.  If you both stick to the plan, they can work 
>> in Flash independently and just give you an updated SWC every so often 
>> while you work in Flex Builder, updating the logic surrounding the game.
>> 
>> But like I said - people prefer different stuff - I'm sure once you get 
>> a little experience with this workflow, you'll have your own opinions.
>> ben
>> 
>> Axonn wrote:
>> >
>> >
>> > Hi Doobie and thanks for your answer!
>> >
>> > I just managed to get my first SWC into Flex ::- D. *rejoices*.
>> However, I
>> > can't do anything with it ::- (... I have this "Game.swc". In CS3, I
>> set
>> > "Game.as" to its class. Game.as is in the same folder as Game.swc.
>> After
>> > importing it in Flex, I modified "Game.as". I added a trace. But
>> nothing
>> > shows when I run it with Flex ::- ( ... please don't tell me I need to
>> > recompile the SWC if I modify the AS. As far as I understood so far
>> that's
>> > the whole thing when using SWCs, you can code without Flash... so why 
>> > don't
>> > my modifications take place?
>> >
>> > Axonn.
>> >
>> > doobiekeebler wrote:
>> > >
>> > > Hey, so I've been making some games in Flex Builder myself. Basically
>> I
>> > > got fed up with the Actionscript editor in Flash a few years ago, and
>> > > then switched to Flash Develop. Flash Develop is a really great (and
>> > > free) tool.
>> > >
>> > > However, I ditched that once I got Flex Builder, because as much as I
>> > > loved Flash Develop, Flex worked a lot better for me. I still use
>> Flash
>> > > Develop if I have to compile in the Flash IDE.
>> > >
>> > > Anyway, the others are right, Flex and Flash are all Flash. The
>> reason
>> > > to use the Flex framework is to get some great UI components, and a
>> > > great framework to develop a rich internet application in.
>> > >
>> > > I use Flex all the time, though that said, I stay clear of it for
>> games
>> > > since typically the framework is overkill in the "application"
>> > > department for what I need.
>> > >
>> > > Flex Builder, though, is VERY handy for making games. Specifically
>> your
>> > > example with the rectangles - there are two ways to do this.
>> > > The first is like what you said and to make a SWF. You can simply
>> embed
>> > > the SWF using the embed metatag. I'm going to completely butcher it,
>> > > but it's something like this:
>> > >
>> > > [Embed( file='myswf.swf', symbol='myrectangle')]
>> > > public var myrectangle:Class
>> > >
>> > > You can do this with pngs, gifs, jpgs, or swfs. Its simply just
>> another
>> > > graphical resource to use. It's a little wacky though because you
>> have
>> > > to assign type it as a class first, and then you can say:
>> > >
>> > > var x:myrectange = new myrectangle();
>> > >
>> > > Typically I tend not to do this. My method of choice is to compile a 
>> > SWC.
>> > > If you embed a SWF in the above fashion, you will lose any and all
>> code
>> > > associated with it. That means if you have any frame labels, any,
>> > > stops, any gotoAndPlay's in there, it's lost.
>> > >
>> > > If you use a SWC you can use it just for graphics, or you can make
>> your
>> > > graphics smarter with some code. Just go to the file properties and
>> add
>> > > the SWC into the library.
>> > >
>> > > In this fashion, you now have code completion, and dont have to worry
>> > > about embedding as the library is linked to the project.
>> > >
>> > > All you have to do is make sure that your rectangle has AS3 export
>> > > linkage assigned in the symbol properties in the Flash IDE, and then
>> > > just export the SWC. Once in Flex Builder, you don't import anything
>> > > (as its all in the local namepsace), and just do new myrectangle();
>> > >
>> > > Hope that helps. SWCs are great stuff.
>> > > ben
>> > >
>> > >
>> > > Axonn wrote:
>> > >>
>> > >>
>> > >> Hm, I think I didn't ask the right question, because somebody told
>> me
>> > >> that it
>> > >> *is* possible.
>> > >>
>> > >> What I want is this:
>> > >>
>> > >> - Create a FLA file in Flash.
>> > >> - Draw 2 rectangles.
>> > >> - Create an AS file in Flex 3.
>> > >> - Attach it to the Flash.
>> > >> - Export as SWF.
>> > >> - Continue development in Flex 3. When hit "debug", my 
>> > Flash-created SWF
>> > >> starts but the debug code is attached to Flex 3, because I am in
>> Flex
>> > >> 3. But
>> > >> you know Flex 3 creates that default SWF. I don't want that. I want
>> to
>> > >> use
>> > >> the Flash SWF, which *DOES* have my AS class from Flex in it.
>> > >> - DO modifications to the AS but DON'T START FLASH AGAIN until I 
>> > need to
>> > >> modify graphics and such.
>> > >>
>> > >> Axonn.
>> > >>
>> > >> That is correct. Flex can only debug code in flex itself.
>> > >>
>> > >> I did see a book at barnes and noble last week that dealt with games
>> in
>> > >> Flex (but I forgot the name of it).
>> > >>
>> > >> --
>> > >> View this message in context:
>> > >> 
>> >
>> http://www.nabble.com/I-want-to-use-Flex-Builder-3-to-develop-Flash-Games-tp22752546p22766233.html
>>  
>> >
>> <http://www.nabble.com/I-want-to-use-Flex-Builder-3-to-develop-Flash-Games-tp22752546p22766233.html>
>>  
>> >
>> > >> 
>> >
>> <http://www.nabble.com/I-want-to-use-Flex-Builder-3-to-develop-Flash-Games-tp22752546p22766233.html
>>  
>> >
>> <http://www.nabble.com/I-want-to-use-Flex-Builder-3-to-develop-Flash-Games-tp22752546p22766233.html>>
>> > >> Sent from the FlexCoders mailing list archive at Nabble.com.
>> > >>
>> > >>
>> > >
>> > >
>> >
>> > -- 
>> > View this message in context: 
>> >
>> http://www.nabble.com/I-want-to-use-Flex-Builder-3-to-develop-Flash-Games-tp22752546p22771991.html
>>  
>> >
>> <http://www.nabble.com/I-want-to-use-Flex-Builder-3-to-develop-Flash-Games-tp22752546p22771991.html>
>> > Sent from the FlexCoders mailing list archive at Nabble.com.
>> >
>> > 
>> 
>> 
>> 
>> -- 
>> View this message in context:
>> http://www.nabble.com/I-want-to-use-Flex-Builder-3-to-develop-Flash-Games-tp22752546p22795476.html
>> Sent from the FlexCoders mailing list archive at Nabble.com.
>>
> 
> 
> 
> 

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