That's exactly the direction I want to take it now that our Research
team has had a chance to analyze the deployed prototype (a "controller"
swf).

 

I really like the idea of the "separate" app to manipulate the media.
This was my stumbling block and gives me a lot to think about.  I was
trying to figure a way to do it all in Flash, but that really isn't
necessary.  If we built the layout/design application (in whatever
language seemed most appropriate) it could save off the files
(meta-data) needed for the individual swf that the controller would load
and use to render.

 

We would still have (for instance) a "frog" graphic in multiple sizes,
etc that would be deployed... even though it was the same graphic
originally... just scaled and such.  This isn't ideal, but I think
requiring Flash to do the manipulations every time would increase our
render times outside the bounds of our project.

 

We're on the cusp of deciding how to move forward now and I've been
trying to get a few ideas that we could use to approach a Development
shop with (we don't have the team required to build the tools, and I
don't think have the time to build the team/skills).

 

These are good thoughts, thanks Jason!  

 

I'm certainly still willing, and grateful, for any experience/success
stories others might have too.

 

 

Tj

 

From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]
On Behalf Of Merrill, Jason
Sent: Thursday, April 19, 2007 11:26 AM
To: Open Source Flash Mailing List
Subject: Re: [osflash] Graphic assets in toolchain

 

We do something similar, and I found a better approach (at least in our
case) was to instead of creating 1000 different .swfs, create a single
.swf which has descriptions of the media in it contained in an XML file.
You only maintain one .swf that way.  Our users use an application to
design and manipulate the graphics in the .swf and then save out using a
Webservice.  The webservice updates the XML file for the "project".  The
.swf reads the XML which describes how the media looks and animates etc.
We made an RIA app that creates mini Flash learning/job aid Flash "web
sites" (to state it simply).

 

This may not work in your case though if you want all the Flash IDE
tools to render media in the .swf and don't have time to build tools to
manipulate the media.  Would something like MTASC work to inject new
code into existing .swfs?

 

Jason Merrill 
Bank of America  
GT&O Learning & Leadership Development 
eTools & Multimedia Team 

 

 

         

        
________________________________


        From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Travis Johnson
        Sent: Thursday, April 19, 2007 2:16 PM
        To: [email protected]
        Subject: [osflash] Graphic assets in toolchain

        Right now my organization (as part of a prototype that has moved
to production) has 1000's of swf's that we created for an assessment
system, all designed using the Flash IDE (which makes compilation
horrible, no build system).

         

        I was looking into creating something that would be more
developer friendly (build-wise) but got stuck at the point of including
the assets.  I played with swfmill, but I didn't seem to quite be what I
was looking for.

         

        What I would like to have is an asset library (of sorts) that
our developers could pull from (ultimately, end users with a
not-yet-developed application).  They could select a graphic, rotate,
scale, etc... and have it included in the final swf (or even referenced
externally, so the same asset could be shared across swfs).

         

        I realize this is all possible using jpgs/etc...  but these (of
course) generally don't do well when scaled. 

         

        How do other developers handle this?  Is this a problem others
have encountered and solved too?  SWFMILL's SVG support didn't seem to
be quite there yet.

         

        Regards, 

        Travis

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