libgdx tutorial missing atlas file - libgdx

I'm trying to use the tutorial code found at https://www.gamedevelopment.blog/ as a starting point for my first libgdx app. While the code is still available on github, the assets were stored elsewhere and the link is dead (https://stormyvids.is-sweet.co.uk/download.php?id=$1$jbN3SEQd$TAARaJXfzq6N/bDMeLHAQ1).
Does anyone have the referenced images/loading.atlas file (+others?)? I understand that snapshots of the internet exist, would one of them have this file from 3 years ago?
If not that, perhaps a link to another code repository where a beginner can see how experts use libgdx?

Related

Where all.js in new MeanJS?

I am learning MeanJS right now, watching a lot of video courses, but EVERYONE uses old version of MeanJS where is tottally different folder and files structure, that I have. It is very uncomfortable for noob like me.
Right now I am stuck at moment how to use custom css files.In every freaking video teachers modify all.js file. BUT I CAN'T FIND IT IN MY MEAN JS VERSION. I guess, they renamed it or something. Help me please. I just don't want to loose my sleep with this.
Instead of all.js, in the latest MEAN.JS version you can configure the assets to be used in the app in different stages (development, production, testing, etc). You just have to go to config/assets/ and edit the right file for your situation, probably default.js might be the one you're looking for. In that file you can add custom css files to be loaded into the app.

Is there a simplified explanation of how to setup an actionscript IDE?

I've recently purchased some beginner books on basic ActionScript animation and also downloaded the flashDevelop IDE. I've taken a couple Java classes and have a VERY basic understanding of coding and at that, computers in general. I'm having a difficult time figuring out this IDE (eclipse was setup for me). I've downloaded the file and installed the IDE. I made a file and wrote some code but when trying to compile I get some sort of pathway error and also an SDK error. I'm completely lost on how to fix these issues as the results I've found through Google and stackoverflow are not simplified enough. I'm also confused about how this ActionScript code will be turned into, say, a ball jumping around the screen. Could I please get a VERY simple, borderline special needs explanation of how to setup this IDE and also any info on additional programs needed to actually turn the code into an animation? Forgive me for my ignorance, but I'm starting from the ground up and any help will be much appreciated. Thank you
You may try Flash Builder, and you could change different version of sdk in flash builder. http://www.adobe.com/cn/products/flash-builder.html

Is there a way to export PSDs using AS3

Plead/Preparing for standard SO backlash
This is a generic question I apologize as I'm not an SO "noob" and I realize this doesn't fit the format exactly, if you can suggest a better place for this query I'm all ears. If you choose to down vote or close please suggest an alternative.
Question
Is anyone aware of projects that already generate a PSD file from within AS3?
Background (everything below here you may not care about if you just want to answer a question, but if interested I could use a hand)
I've found an AS3 PSD parser here.
For some basic tests this has worked fine (after some tweaking to avoid errors). However, now the task is to reverse this process to write a PSD file.
Current plan (and overall goal)
I also found a file format specification document.
My plan at this point is to just start from the top and work my way through the document building each of the parts of the file (and helper value objects) as I go along. Since this will be a very time consuming process, I'm wondering if there's any other previous work I could build off of.
Ultimately my goal is to integrate this code into a mobile drawing project I've been working on for some time. Since it's a mobile project I have to deal with the possibility that the OS kills my app to reclaim memory, in that case I need to be able to save/load the existing state of the app (currently has layers of BitmapData similar to photoshop, plus would be cool to be able to open PSD files and open my files from the device in photoshop with layers preserved).
Links to live version and code
The app can be downloaded here (is free will remain free, no ads, app is funded by love and the desire to create something cool everyone can have/use):
Google Play
Amazon App Store
Still working on an iOS release (process is more involved than the other two stores)
The code can be found here on github (Flash Builder project files in the FlashBuilderProject/FingerPainting folder).
Legal
Essentially the code contained in that repository is all MIT or Apache Licensed (will be going back to double each of the authors sites to get the original licenses to copy in now, just in case). I'm not a lawyer, but I believe I legitimately obtained everything in the project currently and am simply obligated to include the licenses and make my extensions of the source code available in some cases. (fonts came from google web fonts and downloaded Roboto from Google directly http://developer.android.com/design/style/typography.html). Any code in the com.shaunhusain package I wrote and you can assume is GPL for now. If anyone more legally savvy wants to tell me I'm breaking the law, and how, I would appreciate it.
The portions included and used from other sites include
Actuate MIT License
PNGEncoder2 License included in source from Adobe permits usage.
ShareANE I don't have a license for this one (he didn't include one) the author is chinese, as such I'm having some difficulty figuring out how to contact him, but am assuming I'm safe to use his code.
A couple of pieces of code are in the repository but currently not used including a GIF parser/encoder from bytearray.org and a ColorMatrix class from Grant Skinner.
Update
After trying this for a while I ended up deciding to just use the ORA format since it is open and far far simpler and works fine with GIMP and Krita (open source editors).
I'm not sure about the intended use, but if you are compiling the file in Flash, you might be able to use JSFL to export the fla to a PSD. Then tie the JSFL functionality to a button in a SWF that you load as a panel in the IDE. JSFL is pretty powerful, however it only works within the IDE/locally.

importing libgdx test projects Error

Problem
I downloaded the libgdx-master.zip library and unzipped it, then tried to import android tests project in eclipse, doing so gives an exclamation mark which is not a unique error but problems i am facing are below.
I did following to sort it out, but did not work for me
Created libs folder in the project and copied all the jars in that
In project properties i added the jar files that come along libgdx-master.zip libray
Cleaned the project
That is what i do when ever resources conflict or exclamation mark comes in my project
Errors
In the imports: The Classes this test project uses from libgdx-master libray
In Project Properties->Java build-> Project-> some missing projects appear
I searched a lot about importing the test projects present in this library, but, can only found creating new project to use this library
What i aspect from the community
Importing test projects from the library libgdx-master, any
tutorial link/guide you used yourself, i tried a lot.
Any one who used this library could answer more properly
what rating/ranking would you give to use this library for android board game development
I know how to import the projects and link the resources, but, in this specific case it did not work for me, if you please answer specifically, i would be grateful.
At the the end i would like to thanks who showed patience to read this.

Working with flash with Mercurial: how to handle the FLA?

How do teams do to work all at the same time on the same .fla file when working with version control?
We are a team of 2 working on a flash game right now and we found that, since it is a binary file, we can't work on the .fla file at the same time or one or the other will need to replace his file (because it's almost impossible to merge).
The best solution we could find for short term, is texting the other "lock" and "unlock" whenever we want to work on the file. Yes, it is very inconvenient, I agree. There has to be a clean solution to this.
So how do big teams manage a binary file with version control?
What would be our alternative?
We use flash cs5 along with bitbucket and TurtoiseHg, if that changes anything.
Thank you for your precious time.
refer a following site:
Flash CS5 and Version Control