Are there any libraries that bring CS4 Actionscript to Flash CS3? - actionscript-3

Are there any custom libraries available that allow me to code/publish in CS3 using some of the features of CS4?
EDIT:
I say "some", because I understand that it is obviously nearly impossible to reimplememnt CS4 in CS3.

There is no difference between CS3 and CS4 in terms of code. You just need to target the current Flash Player 10 platform in your publish settings. They are both using the same Actionscript 3 libraries.
You can't load a CS4 project in CS3, but you can save your project to be CS3 compatible inside of flash CS4.
Oh, my bad. It's true CS3 can not compile for the Flash 10 platform. Therefore, no. There is no library, because the changes all require the new benefits of the Flash Player 10.
You can however use flex to compile your code. This will however require you to convert your code to flex.

You shouldnt be able to run anything in CS3 that is CS4 compliant only, mainly because it should require flash player 10 to run the code correctly, which you cant compile for in CS3.

Related

Adobe cs6 backward conversion?

At my school the only type of compiler they have is cs4, unfortunately I have cs6 so I can't work on the projects as I can only save to cs5 or cs5.5? Is there a way I can save cs4 files from cs6 or a third party program I can use? It's still ac3 so I really don't know why this is even an issue.
Unfortunately, no. Adobe doesn't include backwards compatibility beyond cs5 in cs6. It's an issue because Adobe made changes to the project file format between versions.

Possible to step through/breakpoints as3 in flash buider when compiling with flash pro?

As it says in the title, I have a project that is based in a Flash Professional .Fla
However, I am doing all of the code writing and editing in Flash Builder. They are both set to have the same source path.
Although Flash Pro has the step through/ breakpoints functionality, it is not aware of breakpoints I add in from Flash Builder.
Since the project is meant to be compiled through the .fla I also can't simply compile with Flash Builder.
Does anyone have this workflow setup, and have you managed to put breakpoints in your code?
This should work. I use the same setup almost all the time. How did you create your project?
I usually create the fla, then in FB I select new->flash pro project and point it to the fla file.
Now if I add a breakpoint in FB and I test the movie with ctrl(cmd)+shift+enter, the movie is published in Flash and is stopped at the first breakpoint.

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.

Use the Flex 4.6 SDK in Flash Pro CS5.5?

I have a codebase for a Flash Builder project that loads in assets from a Flash Professonal project swf, and as such, they share the same codebase to compile from (so the code in the FB project can link to MC's in the Flash Pro)
Issue is, the code I am using has Flex 4.6 code in it (namely built in JSON support). That builds fine in FB, but when I update the Flash Pro swf, I get an error, probably because I have Flex 4.6 code and Flash pro CS5.5 isn't using Flex 4.6 to compile. Is there a way in Flash pro to target Flex 4.6 as the builder?
Thanks!
-Steve
actually found a solution for you Adding player 11 support to cs5
just for your records... before 11.x you'd have to include as3corelib.swc for its JSON functionality: https://github.com/mikechambers/as3corelib
Flex SDK 4.6 comes with complete source code under /sdk/frameworks/projects directory, as the source codes are broken into "projects", you would need to merge the projects together to get the entire framework source under one logical source tree.
Once you have this source tree created, you may add that to your Flash's compile path to gain the benefit of Flex SDK. But if you need Flex just for mere JSON support, then the target of Flash Player 11 would be a much better solution.

IDE tools for Flash/ActionScript swf creation

I am not a Flash/ActionScript developer but I need to achieve a very small task in Flash. I need to display user audio input level in Flash. I found that I can do that using ActionScript (according to this).
I have no idea what tools I need to use and generate a SWF file.
Any help highly appreciated.
You can use the Flash Pro IDE (eg Flash CS6), Flash Builder (Adobe), or FlashDevelop. There are also a few more like FDT and IntelliJ.
If this is a quick and dirty no/low budget scenario for you, I would recommend FlashDevelop.
If speed is of the utmost importance and you don't have time to learn, then Flash Pro CS~ would be a good bet.
If you're an experienced coder and will be using the tool a fair bit, Flash Builder (as a commercial product) is a good bet. Though FlashDevelop is also a good open source alternative to Flash Builder.
They all have tutorials on their websites on how to get your environment setup and start creating swfs.
http://www.flashdevelop.org/
http://www.adobe.com/products/flash-builder.html
http://www.adobe.com/products/flash.html
http://fdt.powerflasher.com/
http://www.jetbrains.com/idea/