Re: [flexcoders] I want to use Flex Builder 3 to develop Flash Games

2009-03-31 Thread Axonn

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

2009-03-30 Thread Axonn

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

2009-03-29 Thread Scott
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!!! ::- )
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RE: [flexcoders] I want to use Flex Builder 3 to develop Flash Games

2009-03-29 Thread Axonn

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).

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Re: [flexcoders] I want to use Flex Builder 3 to develop Flash Games

2009-03-29 Thread Axonn

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).
 
 -- 
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 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.

 
 
 
 

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Re: [flexcoders] I want to use Flex Builder 3 to develop Flash Games

2009-03-29 Thread Jeffry Houser


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).

--
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--
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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

2009-03-29 Thread ben gomez farrell
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

2009-03-29 Thread Axonn

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
 
 
 

-- 
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Re: [flexcoders] I want to use Flex Builder 3 to develop Flash Games

2009-03-29 Thread Axonn

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).

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Re: [flexcoders] I want to use Flex Builder 3 to develop Flash Games

2009-03-29 Thread Jeffry Houser
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.

   


-- 
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Adobe Community Expert: http://tinyurl.com/684b5h
http://www.twitter.com/reboog711  | Phone: 203-379-0773
--
Easy to use Interface Components for Flex Developers
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--
Part of the DotComIt Brain Trust




Re: [flexcoders] I want to use Flex Builder 3 to develop Flash Games

2009-03-29 Thread Jeffry Houser


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

2009-03-29 Thread ben gomez farrell
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

2009-03-28 Thread Axonn

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!!! ::- )
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Re: [flexcoders] I want to use Flex Builder 3 to develop Flash Games

2009-03-28 Thread Axonn

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!!! ::- )
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