I want to add Liquid Components to my existing project. I'm new to Flash development so I'm not sure how these components are installed. On the website it says to move .fla file to a specific folder.
I'm using Flash CS5.5 on Windows 7. I moved Liquid.fla file to: C:\Users\MyUserName\AppData\Roaming\Adobe\Flash CS5.5\en\Configuration\Components Note, there wasn't a Flash CS5.5 folder so I created it, it might not be right name, maybe that is the problem.
I also tried moving .fla file to C:\Program Files\Adobe\Adobe Flash CS5.5\en_US\Configuration\Libraries.
When I go to component panel in Flash CS5.5 I don't see these liquid components (even after restarting Flash CS5.5). Am I suppose to see the installed components in Flash CS5.5 Component panel?
Instead of putting that in Roaming folder, put it under "local", like the following
C:\Users\MyUserName\AppData\Local\Adobe\Flash CS6\en_US\Configuration\Components\Liquid
Mine is Flash CS6, but it should not be much different from CS5.5
Related
I've got an ActionScript Library project which is shared between an ActionScript and an ActionScript Mobile project. It works nicely for sharing everything I need in the two projects, but I'd now like to share an Adobe Native Extension between the two projects.
There's a 'Native Extensions' tab for adding them on the [ActionScript Build Path] screen in both the AS and AS Mobile projects, but not the ActionScript Library project.
I tried adding the ANE via the 'Add SWC' dialog on the [Build Path] screen in the Library project (there is a filter for *.ane on the file browser), but the project then failed to run with a VerifyError: Error #1014: Class myANE could not be found.
Does anyone know if it is possible to add ANEs to ActionScript Library projects, or can they only be added directly to ActionScript or ActionScript Mobile projects?
Many thanks in advance for any advice.
Not in Flash Builder, no. You can do it in IntelliJ (I am in the middle of trying to make the switch right now and that has been a fantastic feature so far). If your ANE is open source, as quite a few are, it is likely the SWC used by the dev to compile the ANE is included in the source code, or you could generate yourself. The SWC is the only portion of the ANE required to compile any kind of AIR app or library. You'll have runtime errors if you don't include the ANE in the app, but that is a given regardless.
So if you have the SWC or can compile one, add that as an external library to your project.
I'm creating a game in starling (as3) and i'm offering extra content through in-app purchases. The in-app purchase is in the form of an .swf file.
Now when i try to upload it using apple's application loader, i cant select the swf files.
It seems i can only pass signed zip files? Is this correct and how would this work for me?
Isn't there any other way to upload it? Or is there a way to upload swf files after all?
I'm a bit stuck here, so every help is appreciated.
Go to the settings of Air for IOS and there should be something that says 'included files'. Include your SWF there, also include it in the same folder as your FLA. Import the SWF in your code if you would want to use it, but you shouldn't upload SWFs to Application Loader, only IPAs.
I was reading this post: In as3 adjusting brightness of the shape is not working via coding, and it says to import "fl.motion.Color," but it doesn't seem to be in the default library. How do I include it?
You have to include the fl library.
You can find it in your installation folder under:
\Adobe\Adobe Flash CS5\en\Configuration\ActionScript 3.0\Classes
You would need to have Adobe Flash CS5 (or other version) installed.
(Flash Professional / AS3)
I have a main fla file that loads a game (with a Loader) and adds it to the stage (addChild(myLoader)). Is there a way to step through/debug the loaded swf? If so, how? My game.swf breakpoints aren't hitting.
Did you debug (Control > Debug Movie) both files?
You need to debug both Main and Game to be able to get breakpoints in the loaded SWF to work. When you Debug a SWF, extra information is added to the file. If you just publish the file there will not be any debug info.
You could try using MonsterDebugger.
How can i start coding Flash 11 using ActionScript3 or Haxe with FlashDevelop?
Sorry for stupid question, solution was pretty easy.
Download Flash 11 Incubator
Download FlexSDK 4.5 and extract it somewhere
Download flashplayer_inc_playerglobal_022711
Make folder "10.1" inside {FlexSDK}/frameworks/libs/player
copy flashplayer_inc_playerglobal_022711.swc into new "10.1" folder and rename file to playerglobal.swc
Point FlashDevelop to FlexSDK 4.5
Set Project Target to 10.1
Add this "-swf-version=13" to Additional Compiler Option in project settings window
There is no official standalone Flash player 11 but you can use Unofficial one