How to make the spritesheet exporter for easeljs/createjs in flashCC works with easel 7.0? - html

Flash CC html5 exporter uses easeljs 7.0.
In this version the BitmapAnimation is deprecated and replaced by Sprite.
However, the spritesheet exporter for easeljs of flash cc still uses BitmapAnimation, making it incompatible.
Am I missing something ?
Does anyone have run into this and solve the problem ?

EaselJS up to v0.7.1 still supports BitmapAnimation via an alias back to Sprite. The current version of FlashCC uses Sprite, however it is not compatible with EaselJS v0.8.0 due to dependency on the old inheritance model. The vNEXT of EaselJS is compatible with it, and we are working with Adobe to update FlashCC's export format to be more flexible and forward compatible.
The spritesheet data exported is still completely compatible, just not the Sprite it generates. In the worst case, you can just copy the data out, and write the code to instantiate the Sprite yourself.

Related

AS3 PNG Encoder without BitmapData

Simply stated, I'm looking for a PNG encoder that will directly convert a RGB/RGBA ByteArray into a PNG file also stored in a ByteArray without making use of the BitmapData class at all. I'm currently working on a ~v4.0 Scaleform Gfx project - which doesn't support any of the Get/SetPixel methods.
If you're using Scaleform 4.0, then likely your best solution is to bind the ByteArray in question to a GFx::Value in C++, via an ExternalInterface call. With the GFx::Value, you can use ReadByteArray, WriteByteArray, etc.
Scaleform 4.0 by default has a PNG reader/writer built in, Scaleform::Render::PNG::FileReader/FileWriter. These basically just wrap libpng functionality. You can use Scaleform::MemoryFile to wrap the incoming/outgoing bytes, so they can use this interface.
Alternatively, if you'd like to use the BitmapData API, you could upgrade to the final version of Scaleform, which is available from Autodesk support for free, assuming you have a valid license.

Facebook with actionscript 3 on Flashdevelop : JSON Conventions Issue

I'm trying to use Facebook with Actionscript 3 on Flashdevelop, i've been following this tutorial about setting Facebook :
http://supertommy.me/content/2012/getting-started-open-graph-as3/
The code seems to be clean but i get this error :
WARNING: For content targeting Flash Player version 14 or higher, ExternalInterface escapes strings using JSON conventions. To maintain compatibility, content published to earlier Flash Player versions continues to use the legacy escaping behavior.
I checked the flash player target on my Flashdevelop in the project properties, in tab Output the flash player was set to 10.1, am i missing something ?
Use the clause at the end:
content published to earlier Flash Player versions continues to use the legacy escaping behavior.
as a warning that newer players may render the JSON string differently than the one in FlashDevelop, so you may need to test using a newer debug player as well to avoid security issues.
References
Adobe Security Bulletin: APSB13-08
V-100: Adobe Flash Player Bugs Let Remote Users Execute Arbitrary Code

Best Flash Engine for Vector Graphics?

Hi can anyone give me a link to a flash library that can use vector images or merge with flash profressional cs6 movieclips?
Vector images made in Illustrator or Flash Pro CS6?
Would cs6 profressional native be enough to make a 'optimized' game? using less memory etc.
I'm looking for a flash game engine that I can still code for like FlashDevelop and Flashpunk but can do vector graphics as well.
First of all, a few things to be aware of:
Flash supports vector graphics. This is implemented in the base code of the language, and thus you will be able to use vector graphics no matter what you are doing (though some prebuilt engines will require raster images instead for various reasons)
FlashDevelop is in IDE, or Integrated Development Environment, which means that it is a tool, like notepad or microsoft word, but in which you type your code. It is not a game engine.
As it seems you've discovered, Flashpunk is designed for raster graphics, not vector graphics.
How "optomized" your game ultimately turns out is a result of you, not the tools you are using. If you use art assets with thousands of vertices in your vector graphics there is no code base in the world that will save your game from being unoptimized. So yes, you can make a fully optimized game using just Flash CS6
Flash CS6 is really two things in one: Content creation tool (for making or grouping art assets) and an Actionscript Integrated Development Environment.
Keeping all this in mind, you can indeed develop content in flash, then export that content from flash to FlashDevelop. The prefered way to do this is SWC importing. Basically, you build a .fla file in Flash with all your graphics and sound, assign a class name to each flash DisplayObject in your library you want to use in FlashDevelop, go into publish settings in flash and enable .swc output, and publish. Then import it in FlashBuilder and you can simply call
this.addChild(new graphic001())
Within a class you have written in flash builder (one that extends DisplayObjectContainer, of course).
A good example tutorial can be found: Here
To answer your original question though, just in case I'm wrong and you are ready for this (or the next guy to view this question is), I'd recommend using the Citrus Engine. Nape physics engine is pretty easy to work with and once you're feeling confident with the traditional displayList format you can begin using the starling framework without having to switch to a different engine. However I would like to point out that I really don't think you're quite ready to do this quite yet. It may be best for you to work through a couple of "make a game" flash tutorials first, such as this one.

Can we use Flash Player 11 abilities through Flex SDK 4.5.1?

As you know BitmapData has some limitation for image size and resolution in Flash Player 10 (maximum resolution is 8192) and for Flash Player version 11 and later, Adobe fixed this limitation and depends on OS we can have all type of huge resolutions in BitmapData.
But my problem is now I'm using Flex SDK 4.5.1 which base Flash Player is 10.2.159.1.
So is there any possibility to use this benefit of Flash Player 11 with my current Flex SDK with implementing a restriction based on Flash version with something like Capabilities.version or not?
Thanks in advance
Yes. You have to :
add the -swf-version=XX arguments to your compiler settings
add the -target-player=11.X arguments to your compiler settings
optionally, grap the corresponding playerglobal.swc and duplicate your FlexSDK, replacing the original SWC file (this is if you need to access new APIs)
Here is a comprehensive tutorial on how to this, and also a very useful chart to know what SWF version to use.
So is there any possibility to use this benefit of Flash Player 11
with my current Flex SDK with implementing a restriction based on
Flash version with something like Capabilities.version or not?
Generally, I don't think the approach of targeting a earlier version and check the actual one at runtime will work because the Player, even if it's version 11.0, will try to act just like the 10.2 if this the version your SWF was compiled for. See the very beginning of this presentation for more details. Use SWFObject to set the minimum player version for your application.
However, since your need is support for larger images, which is somehow transparent to programmers, I am not sure it is actually disabled for older SWFs. That should be tested.

AS#3, 3D Modelling Formats AWD, Collada, A3DS

Here are my specs:
flash Professional SC5 + Added flash player 11.02 to debugger version "15".
Away3d 4.0
3d MAX 2012
flex SDK 4.5 or 6
I'm trying to load a simple model with an animation into flash CS5, the problem is not the coding as such its the structure:
away3d flash engine supports AWD, Doom engine 2 & 5 for animation.
3D MAX 2012 does not export any of these formats(I have tried scripts/plugins) seem to be all out dated
So for the life of me I can't work out how to achieve this, I have googled and looked through forums...
Some suggest making my own scripts for max and flash to do this but its way out of my league.
I also tried Alternativa3d the latest and ran into a lot of problems as well so does any one know how can I import a 3d model with animation into flash, as collada is not supported in away 3d 4.0
currently I'm not the only one who is clueless on this matter either, its seems many people have this same issue.
It seems to me Away 3d is just basically advanced morso or unsupported by other tools, such as everything is out-dated, plugins/exporting scripts from 3dmax support/Blender etc. and no support for collada at current which doesn't really leave any available animated model formats.
The newest version of Away3D 4 Gold supports Collada (DAE) files. These support animations, and I believe that the Blender exporter is up to date enough to output one animation per model, or one animation file per animation (rather than all in one) -- I haven't worked with it yet. But I have gotten the models successfully imported and rendered in Away3D. Please see this Away3D forum question about loading textures, since the code there works for importing models. Otherwise, there are now some examples in the Away3D downloads that may be useful.
Ok i have seem to come up with a work around, simply use an old version of 3dMax 2009-2010
And google for exporting scripts, MD5 exporter there seems to be a few going around but none are compatable with max 2011 ++, Same goes for Blender i think 2.59 was the easiest to work with.
If you find a better solution please let me know.