Using Skin for Libgdx in AIDE - libgdx

Ok, Hi everyone,
I'm kinda new, it's my first post here.. and I started some time ago to develop a game,
I'm still struggeling to make something to work
Stuck in a simple task, loading a Libgdx Skin, I already tried several methods,
such as
Skin skin = new Skin(Gdx.files.internal("....json"),
also tried using atlas and more with the corresponding files but my app refuses to work and still crashes when it comes to skin loading, for now I removed the skin part and came here to ask for an help,
If needed I'll post my code below, or edit this, thanks in advance for any help you could give,
In short story: How to properly load a libgdx skin on AIDE android app? It keeps crashing my app :/
Caused by: com.badlogic.gdx.utils.SerializationException: Error reading file: skin.json

OK, so I just extracted files from libgdx test files, and corrected my path, was telling gdx to search like that: "/.../...JSON", this was a crucial error; correct path should be
".../.../...JSON", sorry for the stupid question ^^
For others as me, verify your paths ;)

Related

Make a single exe cefsharp application - embedding libcef.dll - costura.fody

I have tried many things before I found costura.fody and I were hoping that would be the solution to create a single file exe of a cefsharp application that I'm doing.
So the help file says set copy local to true of the file you want to embed in the solution explorer.
Done that.
So the exe got a little bit bigger when I did that but I notice that the size was not even close to cover libcef.dll so I suspected that this file was not embedded.
I tested this by renaming the dll in the output folder and yes I couldn't run the application.
I would really love for this to work but I'm kind of giving up.
I was struggling with AppDomain.CurrentDomain.AssemblyResolve to tap into that event but it was never called. Even when defining it in the static constructor to make sure it is started before anything else.
Can anyone please help me with this?
Kind regards
andla

Getting to know Flash IDEs

I am trying to learn AS3 by downloading Flash Projects(open source), but can't seem to really grasp the right way to get the projects to run (through compiling) with IDEs (I am using FlashDevelop as an IDE). Here's an example:
http://www.flashkit.com/movies/Games/Shooting-manish_c-12372/index.php
Here's what I try to do:
I open a new Project on FlashDevelop
I copy all the folders to src, and make the main file(In this project it's called "rhymingRockets.as") as the Document Class.
I delete main.as (generated by default), and try to run it, but get the errors: Error: Definition fl.transitions.easing could not be found.
Click here to see the problem
Sorry for bothering you with such a simple question, but any help will be greatly appreciated, as I am new to Flash.
Error: Definition fl.transitions.easing
That error indicates that you are not linking to the fl.transitions.easing library/package correctly. There is a related question here (as3 fl.transitions.Tween could not be found). If someone is sharing the source of a project, they may not have shared the source code or compiled .swc for any libraries the project may use since that is not project specific.
You might find this link of use: Linking .swc files in your ActionScript Editor. Since you say you are new to Actionscript, I'd suggest that you don't waste too much time on getting 3rd party projects to run – I realize it's tempting but not much learning from that and lots of frustration. Better to work with your own small learning projects to try out different ideas or libraries.

Compiling structure of .as back in swf

I am having a problem related to flash/as3 files.,
I decompiled an .swf file (shop in a open source game) wich, its in chinese. i want to translate some chinese pushstrings in "text" to english text.
I can decompile it simply, as wells after decompiling, editing it.
My main problem is (after spending 3 days in the Internet searching a method 2 do it), i can't just publish a new version of the .swf , with the .as translates back. It just gives an 1kb swf with no .as on it.
Btw: the .swf files consists of no animations, since its a sub part of a main one.
The structure of .swf after decompiling looks like this:
tinypic.com(safe) - .swf structure
I'm using Flash builder + Flash CS6 to edit. -- in case link broken -- http://tinypic.com/view.php?pic=2ldzy4o&s=8#.U6UVI_ldWSo
Any help would be apreciated. Thank you community ;)
De-compiling a Flash (SWF) file in order to recompile it will very, very rarely work.
It could be as simple as you having one error, but you'll find that all variable names are using standard names and without knowing the structure of the application, it wouldn't be easy to work out where the problems are.
You should begin by making sure that CS6 has the correct document class set up. Once you've got that, you'll start seeing the errors. With that amount of classes, though, I would expect there to be a lot of errors.
I've searched the Internet for about 5 days or something to make a method work, like u said barely worked. My main interest was to convert .as3 with Traditional Chinese Lang, to English. I found a program with a little slow method: JPEXS Free Flash Decompiler.
I can open a .swf file and edit it without decompiling, and edit the text(hard work with /Google translator) but, hey, it works (don't know how but somehow he compiles the traits of the text in the .as3). And I had to be cautious editing it, one little error or a " missing bugged the whole file.
Thanks anyway for your response :)

AS3 Mobile preloader using [frame] metadata tag: how?

I'm trying to create an AS3 pure preloader based on the [frame] metadata/compiler tag,
having exactly the same problem as Glutnix has posted here. I'm also working on an AS3 Mobile Project.
I didn't want to re-ask the same question in that topic, since the solution posted there did not work for me. So i thought i'd ask it again, more specific to my own situation.
So i'm running into the same compiler error:
1046: Type was not found or was not a compile-time constant:[spark.skins]::IHighlightBitmapCaptureClient.
Also, 35 CSS-selector warnings like the following:
Cannot resolve namespace qualified type 'ActionBar' in CSS selector 'ActionBar'
I've tried the solution posted in the earlier-mentioned stackoverflow post, namely including the /libs and /locale folder from the 4.5 SDK, but that resulted in a new (larger) batch of errors:
Unable to resolve resource bundle "collections" for locale "en_US".
and the same errors for the following resource bundles:
components, core, effects, layouts, skins, styles.
Also, 210 (!) warnings of the like:
Cannot resolve namespace qualified type 'ActionBar' in CSS selector 'ActionBar'
I have 2 questions, actually, about this problem:
1) what is actually going on here? am i force-referencing the 4.5 SDK so that it cannot find certain stuff or something?
2) Does anyone have the same problem? and if so, how did you solve- or work-around this? have you not used the [frame] preloader but another way of preloading?
Thanks for any contributions to this problem!
Michael
I'm on Mac OSX Snow Leopard, running FB 4.5 standard (non php-edition)
Okay, it seems i asked this question a while ago and forgot to add the answer:
I don't remember why i wanted a preloader for a mobile app to begin with because they don't need preloaders as the app is ofcourse on the mobile device (downloaded & installed).
so the answer is: It's not needed

How to compile the generated AS

hope you can help me with this question.
So, I've been working for a while with Flex, and had the crazy idea to create pure AS project.
If I compile a Flex app with the -keep flag, the generated actionscript gets generated.
Do you guys know of a way to make it compile, without going trough the code and gluing it all together?
Thanks.
Generated ActionScript is really only provided for reference; it's not really intended to be repurposed in that sense. Indeed, if you even have any, you've most likely compiled your project already anyway (unless you got it from somewhere else), so one might ask why you'd want to compile the generated stuff rather than your own source -- but nonetheless, although I haven't actually tried it, you should be able to point the Flex compiler mxmlc at your generated source to compile it, provided you're able to get all your dependencies to line up (which may be what you mean by "gluing it all together").
Just a thought, although again, I haven't actually tried it, so your results may vary. What is it you're trying to do, though? Just curious. :)
Like Christian mentioned, the generated AS code is pretty much there to serve as a reference. Just for fun, I tried compiling it from the command line using mxmlc, but part of the problem with doing that is that the class files generated don't match the classes they represent. So, you'd need to start renaming a bunch of your class files so that compiling those could even work. Many of the other classes in Flex won't be compiled in either, for the same reason.
As an example, the project I tested this with, had only one mxml file of source code in it. The generated output was 45 files. I'm sure that if you really wanted to do this, and were willing to invest the time in cleaning things up you could. But I'm curious too - why would you want to do this?
Actually it was just mere curiosity. I wanted to understand how the framework works and see how it merges it all together to make the final application, as I thought that the generated actionscript files were just a step in between the final SWF file, so I tought there should be a way for it to grab those files and generate the final application.
Eventually I would have tried to create a pure actionscript project just for the heck of it to see how complicated it was and what errors could happen when developing other stuff.
I know it sounds crazy, but I had some spare time, ha ha ha.