Re: [swfmill] MTASC and SWFMILL

2007-01-26 Thread daniel fischer
Christopher Brian Jack [EMAIL PROTECTED] (on Thu, 01 Jan 1998 17:45:18 -0800 
(PST)):

   I'd really like to be able to use SVG properly (ie: more than one in the
   SWF project).  Can't do a proper game without being able to manipulate
   vectorized shapes.  In fact this one thing could make SWF not an option if
   there's no way to get more than one SVG into a SWF project.

Sorry Brian, that doesn't really make me consider spending any time on SVG 
import-- why should i care if you use SWF?

Furthermore, there is a workaround: convert the SVGs one-by-one to SWF first, 
then import those SWFs. You wont be able to manipulate any of those shapes from 
flash though, either way (although certainly you can /use/ them).

-dan

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Re: [swfmill] MTASC and SWFMILL

2007-01-26 Thread Christopher Brian Jack
On Fri, 26 Jan 2007, daniel fischer wrote:

 Christopher Brian Jack [EMAIL PROTECTED] (on Thu, 01 Jan 1998 17:45:18 
 -0800 (PST)):

I'd really like to be able to use SVG properly (ie: more than one in the
SWF project).  Can't do a proper game without being able to manipulate
vectorized shapes.  In fact this one thing could make SWF not an option if
there's no way to get more than one SVG into a SWF project.

 Sorry Brian, that doesn't really make me consider spending any time on
 SVG import-- why should i care if you use SWF? Furthermore, there is a
 workaround: convert the SVGs one-by-one to SWF first, then import those
 SWFs. You wont be able to manipulate any of those shapes from flash
 though, either way (although certainly you can /use/ them).

Great thing to do.  Alienate the few people that use open source solutions
and force them to use the expensive alternatives (like flash) becuase
without swfmill Haxe can't do anything in its SWF export except make
simple shapes with the drawing primitives.  SWF is one of the few
cross-platform solutions that works equally acrosses platforms and OSes.
Little things like that...

.=.
|  Christopher BRIAN Jack aka Gau of the Veldt  |
+='
| [EMAIL PROTECTED]
`=-
Hi Spambots, my email address is [EMAIL PROTECTED]
Hi Humans, my email address uses rot13 cipher

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Re: [swfmill] MTASC and SWFMILL

2007-01-24 Thread Jon Molesa
Wasn't aware it was a hack.  For a hack it works great.  I found it
when I discovered the natural-entry point and for a hack it's truly
useful.

* daniel fischer [EMAIL PROTECTED] wrote:

 
 Hey Roxlu,
 
 nice to hear someone's using the class=... hack. You should be aware 
 however, that it's a hack :) Not an ugly one, but it works only for mtasc and 
 only for flash7.
 
 Roxlu [EMAIL PROTECTED] (on Wed, 24 Jan 2007 14:08:52 +0100):
 
Though, why can't I use only a import movieclipclassname; in my mtasc 
main class? Strangely it only works when I specifically add the 
movieclip-class to my mtasc compile line. Though imports which are not 
movieclip-classes are compiled like they should be.
 
 I'm not sure i understand your problem. What do you mean with 'imports 
 which are not movieclip-classes are compiled like they should be.'? How do 
 you know they're compiled?
 
 I dont know if mtasc maybe only compiles the classes when they are actually 
 used, i.e., an import statement is not enough. That would maybe explain the 
 behaviour you see. If my assumption is right, a different way to force 
 inclusion of those classes could be to use those classes somehow from a 
 function that is maybe never called. I doubt this is more elegant than 
 including them on the command line, though.
 
 hth,
 -dan
 
 -- 
 http://0xDF.com/
 http://iterative.org/
 
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Re: [swfmill] MTASC and SWFMILL

2007-01-24 Thread daniel fischer
Jon Molesa [EMAIL PROTECTED] (on Wed, 24 Jan 2007 09:23:20 +):

   Wasn't aware it was a hack.  For a hack it works great.  I found it
   when I discovered the natural-entry point and for a hack it's truly
   useful.
 
depends on the definition of hack, i guess :)

for me, there's ugly hacks and, well, beautiful hacks. the latter is of 
course desirable.

the class=.. hack does nothing else but to include some AS code to call 
Object.registerClass(classname you've passed). you can look it up in 
src/xslt/simple-tools.xslt[1] (the 'register-class' template). seeing that this 
kind of hacking is where swfmill's xslt foundation really becomes a beauty, 
this probably classifies as a beautiful hack.

it could be of interest if this is maybe also possible for haXe/flash9. 
someone'd need to hack in the AVM2 bytecodes to src/codegen/source.xml first, 
though ;)

-dan


[1] http://swfmill.org/trac/browser/trunk/src/xslt/simple-tools.xslt

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Re: [swfmill] MTASC and SWFMILL

2007-01-24 Thread Hudson Ansley
On 1/24/07, daniel fischer [EMAIL PROTECTED] wrote:
 nice to hear someone's using the class=... hack. You should be aware 
 however, that it's a hack :) Not an ugly one, but it works only for mtasc and 
 only for flash7.


Hmmm, only flash 7? I've been using your beautiful hack with mtasc
and  flash 8 without any problems. Anything I should be watching out
for?

BTW- I also have had to include the classes used in this way on the
compile line in mtasc for this to work. Has been a head scratcher at
times when I add a new class and forget all the places where it needed
to be referenced ;-), but not really any problem...

Regards,
Hudson

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Re: [swfmill] MTASC and SWFMILL

2007-01-24 Thread Jon Molesa
This
http://www.tenpoundsound.com/blog/2005/10/flash/makefile-build-system-for-swfmill-mtasc/
has been very helpful, though I had a bit of head scratching at first
with this.  But it's easy enough to figure out.

I just include all my classes and only those that are used get compiled.

* Hudson Ansley [EMAIL PROTECTED] wrote:

 BTW- I also have had to include the classes used in this way on the
 compile line in mtasc for this to work. Has been a head scratcher at
 times when I add a new class and forget all the places where it needed
 to be referenced ;-), but not really any problem...

-- 
Jon Molesa
[EMAIL PROTECTED]

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Re: [swfmill] MTASC and SWFMILL

2007-01-24 Thread Mark Winterhalder
On 1/2/98, Christopher Brian Jack [EMAIL PROTECTED] wrote:
 On Wed, 24 Jan 2007, daniel fischer wrote:

 I'd really like to be able to use SVG properly (ie: more than one in the
 SWF project).  Can't do a proper game without being able to manipulate
 vectorized shapes.  In fact this one thing could make SWF not an option if
 there's no way to get more than one SVG into a SWF project.

Sorry for the late reply -- the list seems unusually slow today (Jan
2, 1998 2:45 AM). :)

Are you using the latest prerelease (I think it's 0.2.11.25, see
swfmill.org/pre/)?
I believe this has been fixed. I ran into this before and noticed that
converting shapes into paths helped.

Mark

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