Re: [flexcoders] I want to use Flex Builder 3 to develop Flash Games
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
Re: [flexcoders] I want to use Flex Builder 3 to develop Flash Games
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
RE: [flexcoders] I want to use Flex Builder 3 to develop Flash Games
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). From: flexcoders@yahoogroups.com [mailto:flexcod...@yahoogroups.com] On Behalf Of Axonn Sent: Saturday, March 28, 2009 7:36 PM To: flexcoders@yahoogroups.com Subject: Re: [flexcoders] I want to use Flex Builder 3 to develop Flash Games Sheesh, it took more than 24 hours for this message to get accepted. Weird. Later note: in the meantime I did document myself a bit and much to my sadness, I find that Flex cannot debug an already created SWF??? If I create a SWF from Flash, I can't do debug on it in Flex Builder 3? Hi everybody! My first message here ::- D. I was wondering if you could point me to some good resources about how I can use FlexBuilder 3 to make Flash games. Or, in general Flash SWFs, using Flex Builder 3 as the main development tool. As far as I know I can somehow make the SWF in Flash but then debug the code in Flex Builder 3. As long as I don't have anything graphical to do to the SWF, I can do the rest in Flex Builder 3. Or so I hear. So tutorials? Resources about this? I created a new Action Script project but I'm pretty much in the dark about how to use the debugger, what does the organization of the project mean? Should I use ANT? Stuff like this Please... feel free to copy paste like hell and pour over me 100 links and whatever you got ::- D. Hit me hard ::- D. I got a lot to learn ::- D. It's been 5 years since I last programmed Flash for real, so I got a lot of catching up to do. The tools matured a lot, so I'm a clean slate mostly. Thank you!!! ::- ) -- View this message in context: http://www.nabble.com/I-want-to-use-Flex-Builder-3-to-develop-Flash-Game s-tp22752546p22763040.html http://www.nabble.com/I-want-to-use-Flex-Builder-3-to-develop-Flash-Gam es-tp22752546p22763040.html Sent from the FlexCoders mailing list archive at Nabble.com. -- This message has been scanned for viruses and dangerous content by MailScanner http://www.mailscanner.info/ , and is believed to be clean.
RE: [flexcoders] I want to use Flex Builder 3 to develop Flash Games
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 Sent from the FlexCoders mailing list archive at Nabble.com.
Re: [flexcoders] I want to use Flex Builder 3 to develop Flash Games
Hi Wallace and thank you for your answer. Well, I would like to avoid using Flex. I'm using the Flex Builder for Action Script. I don't want to go into the Flex framework and learn any of it. I think it's pointless to learn yet another language. ActionScript is enough ::- D. Plus, I don't know if Flex is supported by the Flash Player??? Axonn. mswallacecoder wrote: I think the thing that everyone confuses when they ask these types of questions is Flex vs Flash... IT IS ALL FLASH. Basically when you choose to use The Flex Framework for a project it is because you need to take advantage of the framework features that Flex provides like Data Binding and of course the main feature The Components. The main feature of Flex that you get out of the box is all the components that you can call and use without having to build your own. If you feel that the FrameWork will allow you a huge advantage because of the components say for building menus for your game or something of that nature then I would say Go for it! The Flex framework does have a SWFLoader Component that you could load your actual game into. Then if you need the came to send game data back and forth between the swf and the Flex application you could do this by using custom events or public variables or objects and functions. Does that help at all ? -Matthew Wallace http://flashalisious.com --- In flexcoders@yahoogroups.com, Axonn theax...@... 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 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-tp22752546p22768562.html Sent from the FlexCoders mailing list archive at Nabble.com.
Re: [flexcoders] I want to use Flex Builder 3 to develop Flash Games
Flex is not a language, it is a framework. Essentially, it is a bunch of classes built in ActionScript 3. MXML is a different language than ActionScript 3, but you do not need to know MXML to use Flex. The Flex compiler actually turns MXML into AS3 code under the hood. I think I once read that Adobe views MXML as an ActionScript generation language. I believe that MXML makes the Flex Framework more accessible to beginners. Code written w/ the Flex Framework that is compiled into a swc should run on Flash Player 9 or above without problems. Axonn wrote: Hi Wallace and thank you for your answer. Well, I would like to avoid using Flex. I'm using the Flex Builder for Action Script. I don't want to go into the Flex framework and learn any of it. I think it's pointless to learn yet another language. ActionScript is enough ::- D. Plus, I don't know if Flex is supported by the Flash Player??? Axonn. mswallacecoder wrote: I think the thing that everyone confuses when they ask these types of questions is Flex vs Flash... IT IS ALL FLASH. Basically when you choose to use The Flex Framework for a project it is because you need to take advantage of the framework features that Flex provides like Data Binding and of course the main feature The Components. The main feature of Flex that you get out of the box is all the components that you can call and use without having to build your own. If you feel that the FrameWork will allow you a huge advantage because of the components say for building menus for your game or something of that nature then I would say Go for it! The Flex framework does have a SWFLoader Component that you could load your actual game into. Then if you need the came to send game data back and forth between the swf and the Flex application you could do this by using custom events or public variables or objects and functions. Does that help at all ? -Matthew Wallace http://flashalisious.com --- In flexcoders@yahoogroups.com, Axonn theax...@... 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 Sent from the FlexCoders mailing list archive at Nabble.com. -- Jeffry Houser, Technical Entrepreneur Adobe Community Expert: http://tinyurl.com/684b5h http://www.twitter.com/reboog711 | Phone: 203-379-0773 -- Easy to use Interface Components for Flex Developers http://www.flextras.com?c=104 -- http://www.theflexshow.com http://www.jeffryhouser.com -- Part of the DotComIt Brain Trust
Re: [flexcoders] I want to use Flex Builder 3 to develop Flash Games
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 Sent from the FlexCoders mailing list archive at Nabble.com.
Re: [flexcoders] I want to use Flex Builder 3 to develop Flash Games
Hi Jeffrey. When I said that I don't want to learn another language I meant that I don't want to learn the Flex Framework, as in, the MXML ::- ). I know that Flex is a framework, I also said that. But I don't want to anything with MXML. I want to say AS3 only. I think I'm beginning to understand this entire SWC thing. What I do not like about it is the fact that I am forced to tell my designer to go 1 level deeper than normal. She can't edit stuff directly on the stage, she must edit them in a symbol which contains all symbols. It's not the end of the world but I don't like it. I read Flash CS3 can have FLA components. Maybe this could help??? Axonn. Jeffry Houser wrote: Flex is not a language, it is a framework. Essentially, it is a bunch of classes built in ActionScript 3. MXML is a different language than ActionScript 3, but you do not need to know MXML to use Flex. The Flex compiler actually turns MXML into AS3 code under the hood. I think I once read that Adobe views MXML as an ActionScript generation language. I believe that MXML makes the Flex Framework more accessible to beginners. Code written w/ the Flex Framework that is compiled into a swc should run on Flash Player 9 or above without problems. Axonn wrote: Hi Wallace and thank you for your answer. Well, I would like to avoid using Flex. I'm using the Flex Builder for Action Script. I don't want to go into the Flex framework and learn any of it. I think it's pointless to learn yet another language. ActionScript is enough ::- D. Plus, I don't know if Flex is supported by the Flash Player??? Axonn. mswallacecoder wrote: I think the thing that everyone confuses when they ask these types of questions is Flex vs Flash... IT IS ALL FLASH. Basically when you choose to use The Flex Framework for a project it is because you need to take advantage of the framework features that Flex provides like Data Binding and of course the main feature The Components. The main feature of Flex that you get out of the box is all the components that you can call and use without having to build your own. If you feel that the FrameWork will allow you a huge advantage because of the components say for building menus for your game or something of that nature then I would say Go for it! The Flex framework does have a SWFLoader Component that you could load your actual game into. Then if you need the came to send game data back and forth between the swf and the Flex application you could do this by using custom events or public variables or objects and functions. Does that help at all ? -Matthew Wallace http://flashalisious.com --- In flexcoders@yahoogroups.com, Axonn theax...@... 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 Sent from the FlexCoders mailing list archive at Nabble.com. -- Jeffry Houser, Technical Entrepreneur Adobe Community Expert: http://tinyurl.com/684b5h http://www.twitter.com/reboog711 | Phone: 203-379-0773 -- Easy to use Interface Components for Flex Developers http://www.flextras.com?c=104 -- http://www.theflexshow.com http://www.jeffryhouser.com -- Part of the DotComIt Brain Trust -- View this message in context: http://www.nabble.com/I-want-to-use-Flex-Builder-3-to-develop-Flash-Games-tp22752546p22771911.html Sent from the FlexCoders mailing list archive at Nabble.com.
Re: [flexcoders] I want to use Flex Builder 3 to develop Flash Games
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 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 Sent from the FlexCoders mailing list archive at Nabble.com.
Re: [flexcoders] I want to use Flex Builder 3 to develop Flash Games
Axonn, MXML is separate from the Flex Framework. You don't have to use MXML to use the Flex Framework. I can't help w/ any of the other problems, though. Axonn wrote: Hi Jeffrey. When I said that I don't want to learn another language I meant that I don't want to learn the Flex Framework, as in, the MXML ::- ). I know that Flex is a framework, I also said that. But I don't want to anything with MXML. I want to say AS3 only. -- Jeffry Houser, Technical Entrepreneur Adobe Community Expert: http://tinyurl.com/684b5h http://www.twitter.com/reboog711 | Phone: 203-379-0773 -- Easy to use Interface Components for Flex Developers http://www.flextras.com?c=104 -- http://www.theflexshow.com http://www.jeffryhouser.com -- Part of the DotComIt Brain Trust
Re: [flexcoders] I want to use Flex Builder 3 to develop Flash Games
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. A SWC is a compiled file, just like a SWF. As best I understand it there is no way to change the code in a SWC (or a SWF) without recompiling. 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? The whole point of SWCs is that you can write / compile your code once and use it easily in multiple places. It has nothing to do w/ avoiding Flash. -- Jeffry Houser, Technical Entrepreneur Adobe Community Expert: http://tinyurl.com/684b5h http://www.twitter.com/reboog711 | Phone: 203-379-0773 -- Easy to use Interface Components for Flex Developers http://www.flextras.com?c=104 -- http://www.theflexshow.com http://www.jeffryhouser.com -- Part of the DotComIt Brain Trust
Re: [flexcoders] I want to use Flex Builder 3 to develop Flash Games
SWC is a compiled Flash asset. If you compile Game.as and get a SWC out of it, then everytime you change Game.as, you'll need to compile a new SWC. 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. 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
[flexcoders] I want to use Flex Builder 3 to develop Flash Games
Hi everybody! My first message here ::- D. I was wondering if you could point me to some good resources about how I can use FlexBuilder 3 to make Flash games. Or, in general Flash SWFs, using Flex Builder 3 as the main development tool. As far as I know I can somehow make the SWF in Flash but then debug the code in Flex Builder 3. As long as I don't have anything graphical to do to the SWF, I can do the rest in Flex Builder 3. Or so I hear. So tutorials? Resources about this? I created a new Action Script project but I'm pretty much in the dark about how to use the debugger, what does the organization of the project mean? Should I use ANT? Stuff like this Please... feel free to copy paste like hell and pour over me 100 links and whatever you got ::- D. Hit me hard ::- D. I got a lot to learn ::- D. It's been 5 years since I last programmed Flash for real, so I got a lot of catching up to do. The tools matured a lot, so I'm a clean slate mostly. Thank you!!! ::- ) -- View this message in context: http://www.nabble.com/I-want-to-use-Flex-Builder-3-to-develop-Flash-Games-tp22752546p22752546.html Sent from the FlexCoders mailing list archive at Nabble.com.
Re: [flexcoders] I want to use Flex Builder 3 to develop Flash Games
Sheesh, it took more than 24 hours for this message to get accepted. Weird. Later note: in the meantime I did document myself a bit and much to my sadness, I find that Flex cannot debug an already created SWF??? If I create a SWF from Flash, I can't do debug on it in Flex Builder 3? Hi everybody! My first message here ::- D. I was wondering if you could point me to some good resources about how I can use FlexBuilder 3 to make Flash games. Or, in general Flash SWFs, using Flex Builder 3 as the main development tool. As far as I know I can somehow make the SWF in Flash but then debug the code in Flex Builder 3. As long as I don't have anything graphical to do to the SWF, I can do the rest in Flex Builder 3. Or so I hear. So tutorials? Resources about this? I created a new Action Script project but I'm pretty much in the dark about how to use the debugger, what does the organization of the project mean? Should I use ANT? Stuff like this Please... feel free to copy paste like hell and pour over me 100 links and whatever you got ::- D. Hit me hard ::- D. I got a lot to learn ::- D. It's been 5 years since I last programmed Flash for real, so I got a lot of catching up to do. The tools matured a lot, so I'm a clean slate mostly. Thank you!!! ::- ) -- View this message in context: http://www.nabble.com/I-want-to-use-Flex-Builder-3-to-develop-Flash-Games-tp22752546p22763040.html Sent from the FlexCoders mailing list archive at Nabble.com.