Flash games in flex
Hello,
I am still kinda new to the whole flex world, and I have come
across a concern. I am working on a new RIA, and I would like to
integrate Flash and Java games already made into flex, so they can
be played in my RIA. Is there a way to do this? All help is greatly
appreciated. Thanks!
Most old Flash games should probably work fairly well, as
long as the SWFs are completely standalone. Your Flex application
could load the SWFs and they should work fine.
Java games probably won't work. At least, not within the Flex
app. You could have the Flex app act as a launcher, and simply
launch a new window (or a frame in the current window) to a page
that hosts the Java applet. But I don't believe there's any way to
load a java applet within Flex.
Similar Messages
-
Hi all
this might be a stupid question, but me really not well
understand what Flex was, and what the Flex purpose.
me have download the trial version of flex, and found it seem
more focus on coding and exclude the drawing things which similar
to Flash.
my question : is it possible to create Flash game with Flex ?
what could be done in Flash is it possible to done in Flex
too?
thankshi,
With flex you need to envoke the filereference function save. Because of the security sandbox you can not programmatically save files or create folders, you need to open a windows file browse box then the user can create a folder or save a file.
private function testme():void
var fi:FileReference = new FileReference();
fi.save("hello"); <=== this would open a system file save dialogbox
David. -
How Can I Learn To Develop Flash Games For Under $50.00 USD?
I am completely new to anything Flash. I have never written a
single line of Actionscript. I don't know the difference between
Flash and Flex. I don't know in what forums Flash developers hang
out. I don't even know what kind of coffee they drink, or if they
drink tea instead.
However, I have developed games and have been thinking about
developing some casual games and have heard rumors that Adobe is
"pushing" causal game development with Actionscript 3 and their
latest releases. So I went to adobe.com expecting to see a link for
something like "learn how to develop games in flash" or some such.
I poked around the developer related pages and didn't find anything
I thought useful.
What I did find were plenty of stuff for *existing* flash
developers. Links to articles and HowTos for specific topics and
information about products that cost a minimum of several hundred
dollars. I can't learn how to develop games and create a prototype
with a 30-day trial, and I am not going to buy a $1000 pro-grade
tool when I am an indie developer without a budget or a pre-funded
project that would justify such expenditures.
I have seen some open source stuff, but don't know if it can
do anything more than build some annoying shaking banner ads.
So let me introduce myself as a possible use-case for Adobe
Marketing and the Flash (Game) Developer community.
I am an educated experience software developer who has a day
job doing "enterprise" software stuff. I want to *play* in my free
time (evenings and weekends) with "Flash Stuff" and learn enough to
be able to build a simple game that I can put on my personal
website and have my friends download. I am not a student, so I
can't get student discounts. The money I have goes toward
toys^H^H^H^H tools for my other coding habits^H^H^H^H^H projects. I
am not interested in 30-day trials, as I may go 45-days or more
between the first and second weekends I get to play with this. I
know OOP so I want to start out learning how to do the "advanced"
stuff from day one and not have to start with dragging and dropping
PNGs w/o any coding and then "relearn" how to do it in code so I
can do anything beyond having the image appear and rotate.
I *am* willing to put time into this endeavor, but only after
I have a few things spoon-fed to me by "advocates" who's job is to
get me "hooked" and willing to invest my time to go beyond Hello
World. At the same time I am download and playing with GarageGames,
TGE/TGB, Game Maker, Dark Basic, Blitz Basic, etc. and many
complete development environments that are full-featured and
completely free if I limit myself to releasing only freeware games,
or cost me less than $50 for the "professional" version with all
the bells and whistles.
I have heard rumors and rumblings about some open source
tools being available and Adobe maybe open sourcing some of their
previously pay-to-play tools, but also understand that Adobe can
probably provide a better "comprehensive" package of tools,
documentation, tutorials, and support, *if I can find the right
place to ask/start.*
And, most of all, I don't know where to start my search as I
have no personal contacts to bug about stuff like this.
So, where can I find the big red button to push and get
everything I want handed to me on a silver-platter.
[please understand I have written this with some attempt at
self-mocking humor and am not some clueless n00b]
Thank you for taking the time to read my lengthy posting. I
hope to find some helpful replies and start down an interesting
learning path.
--ChaimJust saw your post. Better late than never. You may want to
consider GameBrix.com, where you can create Flash based, casual
games using your web browser. No downloads are required. You can
create a game from scratch using a library of images, sounds and
game mechanics. You can also upload your own. The online script
editor will allow you to view and edit the ActionScripts associated
with each game mechanic. In short, a great way to ramp up on game
design and build your own game without investing a lot of $
upfront.
BTW I am associated with GameBrix so any feedback is
appreciated. -
Building complex flash game in Flash Builder 4 - Workflow/Best Practices
I'm investigating switching to Flash Builder 4 for building a complex game that currently lives purely inside Flash CS4. CS4 is a pretty terrible source code editor and debugger. It's also quite unstable. Many crashes caused by bad behavior in the SWF will take out the entire IDE so are almost impossible to debug. And I've heard other horror stories. To be clear, for this project I'm not interested in the Flex API, just the IDE.
Surprisingly, it seems Flash Builder 4 isn't really set up for this type of development. I was hoping for an "Import FLA" option that would import my Document Class, set it as the main entry point, and figure out where other assets live and construct a new project. What is the best workflow for developing a project like this?
What I tried:
-Create a new Actionscript Project in the same directory where my CS4 lives
-Set the primary source file to match the original project's source file and location
-Set my main FLA as "export to SWC", and added "SWC PATH" to my flash builder 4 project.
-Compile and run.. received many errors due to references to stage instance. I changed these to GetChildByName("stagename"). Instead, should I declare them as members of the main class? (this would mimic what flash CS4 does).
-My project already streams in several external SWF's. I set these to "Export SWC" to get compile-time access to classes and varaibles. This works fine in cs4, the loaded SWF's behave as if they were in the native project. Is the same recommended with FB4?
-Should I also be setting the primary FLA as "export to swc"? If not, how do I reference it from flex, and how does flex know which fla it should construct the main stage with?
Problems:
-I'm getting a crash inside a class that is compiled in one of the external SWF's (with SWC). I cannot see source code for the stack inside this class at all. I CAN see member variables of the class, so symbol information exists. And I do see the stack with correct function names. I even see local variables and function parameters in the watch window! But no source. Is this a known bug, or "by design"? Is there a workaround? The class is compiled into the main project, but I still cannot see source. If FLEX doesn't support source level debugging of SWC's, then it's pretty useless to me. The project cannot live as a single SWF. It needs to be streaming and modular for performance and also work flow. I can see source just fine when debugging the exact same SWC/SWF through CS4.
-What is the expected workflow with artists/designers working on the project? Currently they just have access to all the latest source, and to test changes they run right through flash. Will they be required to license Flash Builder as well so they can test changes? Or should I be distributing the main "engine" as a SWF, and having it reference other SWF files that artists can work on? They they compile their SWF in CS4, and to test the game, they can load the SWF I distribute.
A whitepaper on this would be awesome, since I think a lot of folks are trying to go this direction. I spent a long time searching the web and there is quite a bit of confusion on this issue, and various hacks/tricks to make things work. Most of the information is stale from old releases (AS2!).
If a clean workflow I would happily adopt Flash Builder 4 as the new development tool for all the programmers. It's a really impressive IDE with solid performance, functional intellisense, a rich and configurable interface, a responsive debugger..I could go on and on. One request is shipping with "visual studio keyboard layout" for us C++ nerds.
Thanks very much for reading this novel!Flash builder debugging is a go! Boy, I feel a bit stupid, you nailed the problem Jason - I didn't have "Permit Debugging set". I didn't catch it because debugging worked fine in CS4 because, well, CS4 doesn't obey this flag, even for externally loaded SWF files (I think as long as it has direct access to the SWC). Ugh.
I can now run my entire, multi SWF, complex project through FB with minimal changes. One question I do have:
In order to instantiate stage instances and call the constructor of the document class, I currently load the SWF file with LoaderContext. I'm not even exporting an SWC for the main FLA (though I may, to get better intellisense). Is this the correct way of doing it? Or should I be using , or some other method to pull it into flex? They seem to do the same thing.
The one awful part about this workflow is that since almost all of my code is currently tied to symbols, and lives in the SWF, any change i make to code must first be recompiled in CS4, then I have to switch back to FB. I'm going to over time restructure the whole code base to remove the dependency of having library symbols derive from my own custom classes. It's just a terrible work flow for both programmers and artists alike. CS5 will make this better, but still not great. Having a clean code base and abstracted away assets that hold no dependencies on the code seems like the way to go with flash. Realistically, in a complex project, artists/designers don't know how to correctly set up symbols to drive from classes anyway, it must be done by a programmer. This will allow for tighter error checking and less guess work. Any thoughts on this?
Would love to beta test CS5 FYI seeing as it solves some of these issues.
Date: Thu, 21 Jan 2010 15:06:07 -0700
From: [email protected]
To: [email protected]
Subject: Building complex flash game in Flash Builder 4 - Workflow/Best Practices
How are you launching the debug session from Flash Builder? Which SWF are you pointing to?
Here's what I did:
1) I imported your project (File > Import > General > Existing project...)
2) Create a launch configuration (Run > Debug Configuration) as a Web Application pointing to the FlexSwcBug project
3) In the launch config, under "URL or path to launch" I unchecked "use default" and selected the SWF you built (I assume from Flash Pro C:\Users\labuser\Documents\FLAs\FlexSwcBug\FlexSwcBugCopy\src\AdobeBugExample_M ain.swf)
4) Running that SWF, I get a warning "SWF Not Compiled for Debugging"
5) No problem here. I opened Flash Professional to re-publish the SWF with "Permit debugging" on
6) Back In Flash Builder, I re-ran my launch configuration and I hit the breakpoint just fine
It's possible that you launched the wrong SWF here. It looks like you setup DocumentClass as a runnable application. This creates a DocumentClass.swf in the bin-debug folder and by default, that's what Flash Builder will create a run config for. That's not the SWF you want.
In AdobeBugExample_Main.swc, I don't see where classCrashExternal is defined. I see that classCrashMainExample is the class and symbol name for the blue pentagon. Flash Builder reads the SWC fine for me. I'm able to get code hinting for both classes in the SWC.
Jason San Jose
Quality Engineer, Flash Builder
> -
Does [Embed(source="assetname")] work in Flash or just Flex?
Does [Embed(source="assetname")] work in Flash or just Flex?
Thanks!Thanks for the link. But that sucks. When I import a mp3 file into the flash library there is a slight delay when it loops. But if I bring in a AIFF file into the library and let Flash encode it then there is no delay. I was hoping to not have to have Flash encode my music loops every time I test my game. Many game sites don't want external assets, everything has to be in one swf. I could load external swfs with linked music loops, but like I said, most game sites want everything in one swf. I wish Adobe would either fix this very old loop bug or allow the flash IDE to use Embed : (
-
Learning ActionScript for developing FLASH Games
Hi ,
I dont whether i can post this question here or there is any other Forum for ActionScript , if so sorry for that .
Now to the question , I know some what ActionScript like Events , custom UI Components , and classes as required for simple FLEX development .
To what extent we need to learn ActionScript to develop Flash Games ??
Can anybody suggest me as where to start with , what is the correct approach and is there any IDE avialable for that .
Please share your ideas on thishi,
Depends on what sort of games you want to write, firstly you will definitely need to become familiar with actionscript, most gaming and 3d engines for flash games are done in pure actionscript. You can developer your games in flex even if you don't uses mxml basically the real power of games is in the code which means actionscript.
http://pushbuttonengine.com/ a gaming engine for flex/ flash
http://away3d.com/ 3d engine for flex/flash
http://www.flashrealtime.com/flash-game-library-engine-list/ a site that will have you reading lots of interesting stuff.
David. -
How to let the character in my flash game make a jump using AS3?
i want to make the character in my flash game make a jump when the player presses a key,e.g. 'space',even the player release the key instantly,the character will still finish the complete jump process.Hope somebody will give me some advice, Thank you so much!!!
what's the problem?
-
== Issue
==
I have a problem with my bookmarks, cookies, history or settings
== Description
==
A flash game was accidentally blocked on the website http://www.oyunlar1.com Now I can't access any of the games there. Is there anyway to unblock the flash settings for that website?
== Troubleshooting information
==
Application Basics
Name Firefox
Version 3.6.7
Profile Directory
Open Containing Folder
Installed Plugins
about:plugins
Build Configuration
about:buildconfig
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Enabled
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browser.places.smartBookmarksVersion 2
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javascript.options.showInConsole true
keyword.URL http://slirsredirect.search.aol.com/slirs_http/sredir?sredir=2706&invocationType=tb50-ff-aim-ab-en-us&query=
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== Firefox version
==
3.6.7
== Operating system
==
Windows XP
== User Agent
==
Mozilla/5.0 (Windows; U; Windows NT 5.1; en-US; rv:1.9.2.7) Gecko/20100713 Firefox/3.6.7 GTB7.0 ( .NET CLR 3.5.30729; .NET4.0E)
== Plugins installed
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*-Cooliris embedded in a tab
*getplusplusadobe16263
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*NPRuntime Script Plug-in Library for Java(TM) Deploy
*Adobe PDF Plug-In For Firefox and Netscape "9.3.3"
*Default Plug-in
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*Windows Presentation Foundation (WPF) plug-in for Mozilla browsers
*Google Updater pluginhttp://pack.google.com/
*Google Update
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*Npdsplay dll
*DRM Store Netscape Plugin
*DRM Netscape Network ObjectThanks, Eric. I'm not sure what I should be checking using your suggestion--as I said, I'm an utter novice with the iMac. However, I saw a reference to problems with the Library entries, so I checked mine and the iWork files were missing, something confirmed when I checked the crash log. In desperation, I did another software update, and that seems to have fixed the problem completely. Now wondering if I dare upgrade to Lion!
-
Flash games problem with Mozilla Firefox
Ok so, I'm trying to play one great flash game, I'm actually Texas hold'em addict :D so, as soon as I open it, firefox just crashes and that's it, nothing appears, no crash report or anything like that..
I'm trying to play this game: [http://www.4yahoo.com/board-card/play-governor-of-poker-2 Governor of Poker 2] and this one [http://www.4yahoo.com/puzzle/play-the-forest-temple The Forest Temple]
What to do? Should I reinstall it or it could be my windows problem?
I don't really want to re-install it, because I have tons of bookmars there and got no idea how to save them, also I'm afraid that it will be waste of time.
So I'm asking you guys, maybe someone faced this problem.
Thanks in advance.I mean, it's ok when I run other games, but those two are the problem :(
-
Mouse & trackpad is not working properly in flash games
I thought the problem was with my mouse. But even my trackpad behaves weird.
When I try to click this game (http://jayisgames.com/games/red-remover-player-pack-2/) or any other games before, single clicking any clickable spots in the flash game works. But in that game, I could single click on "Play Game," "Ok." "the red face," "Play" & box 1. But from that on, I must double click to make anything work. It's not that game that requires double clicks. I've been playing it for a long time, all only single clicks. From there on, I single click on a red box, nothing happens. Then I click on another spot, that previous click happens.
Not just on that flash game, I've tried many others ones, all gave me this click delaying problem.
When I try to click on spot A, nothing happen. Then I click on spot B, the click on spot A happens. So I must double click on everything to work.
I realize I couldn't single click on anything to work on any flash websites (sample:http://www.mono-1.com/monoface/main.html). Clicking once just highlights the link, must click again to make it work.
Please try out that game to see what I'm talking about. I'm not promoting anything here. I got a serious mouse problem.
Thanks.
macbook pro, Mac OS X (10.6.4)
Model Identifier:
MacBookPro7,1
Processor Name:
Intel Core 2 Duo
Processor Speed:
2.4 GHzSame problem on Windows 7 in Chrome browser...
My Windows 7 one at work works fine though..... -
Please help me with a simple flash game problem
I am trying to learn how to make flash games with Adobe flash 5.5. I am doing a tutorial from a book and am stuck.
The game is called concentration and you are suppose to match 2 tiles of the same shape. there are 10 shape tiles
and 1 question mark tile. These tiles are held in an array. 20 tiles are suppose to be displayed 5 to a row with 4 rows
and the question mark is suppose to be up on all 20. My problem is I get a blank screen when I test the movie. I
think the code is good but I beleive I have not uploaded the tiles right. I did upload the 11 tiles to the library and have
those 11 tiles and tile_movieclip in the library. Here is the code:
package {
// importing classes
import flash.display.Sprite;
// end of importing classes
public class Main extends Sprite {
public function Main() {
// variables and constants
const NUMBER_OF_TILES:uint=20;
const TILES_PER_ROW:uint=5;
var tiles:Array=new Array();
var tile:tile_movieclip;
// end of variables and constants
// tiles creation loop
for (var i:uint=0; i<NUMBER_OF_TILES; i++) {
tiles.push(Math.floor(i/2));
trace("My tiles: "+tiles);
// end of tiles creation loop
// shuffling loop
var swap,tmp:uint;
for (i=NUMBER_OF_TILES-1; i>0; i--) {
swap=Math.floor(Math.random()*i);
tmp=tiles[i];
tiles[i]=tiles[swap];
tiles[swap]=tmp;
trace("My shuffled tiles: "+tiles);
// end of shuffling loop
// tile placing loop
for (i=0; i<NUMBER_OF_TILES; i++) {
tile=new tile_movieclip();
addChild(tile);
tile.cardType=tiles[i];
tile.x=5+(tile.width+5)*(i%TILES_PER_ROW);
tile.y=5+(tile.height+5)*(Math.floor(i/TILES_PER_ROW));
tile.gotoAndStop(NUMBER_OF_TILES/2+1);
// end of tile placing loop
Can someone please explain to me what I am suppose to do to make the this work? I beleive the problem is it doesnt know where the tiles are.
Thanks.To create the tiles, draw 10 distinct shapes in the first 10 frames of your symbol, and
the back of the tile in the 11th frame. You are free to draw them as you want, but I suggest you make them as 90 pixels squares with registration point (starting x and y position) at 0, because these are the properties of the tiles used in this chapter's
examples. At least, they should all be the same size.
It didnt say put in a library. It is saying to draw them in frames of symbol but it didnt walk me through that. Can you guide me through this? I also was looking at how to add the link identifier but it said I need a popup window but I cant see one. I thought that was done
when I went to insert new symbol. It said something about actionscript linkage. I am familliar with perl, java and c++ so I can follow the code so far but I dont have much understanding of the flash interface. I made the 10 shape tiles and the 1 question mark tile
in paint. They are .jpeg images. -
Flash games, serious problem with windows 7 bootcamp
when you open a webpage that has a flash game, windows 7 bootcamp stucks from time to time, with no reason! why is this happening? using firefox. tried safari the same thing, and tried latest flash player on both. try facebook games or google random flash games most of them cause windows 7 to stuck or go slow! suggestions please, does anyone else have the same problem?
sorry the whole win 7 freezee on mbp 13", wait for apple update (i hope they notice)! now running XP SP3 and runs great!!! "laptop 2 go drivers" and runs games perfect!
-
How can i record a name a score in a flash game and write down in a soreboard?
Hi. I wrote down the summary of my project so that you can
understand and answer me more easily:
I have to build an application (a little flash game) in which
I record the number of clicks. I want the player to choose a nick
at the beginning and when he finishes one or all the four choices
of target, i want the application to write his nick and final score
in a database for displaying in a scoreboard (hall of fame). All
the new entries should be sorted according to the score. If the
same nick appears again, it's final score will be modified in the
scoreboard only if is higher then the previous.
I was thinking of creating a variable for the name that is
chosen at the beginning and a variable for the score that is
recorded. When the player finishes the game i want the application
to write his data in the database, and then to display the
scoreboard (let's say top 10 players in the database from the
highest to the lowest score).
I never did this before so i am asking what database shoud i
use? I need a programmer to create one for me? Or can flash
generate the database?
Is the variable the good way or should I aproach the problem
by other means? And if a programmer creates a database in MySql is
that good or he should convert it to XML, or Flash generates the
XML?
Thank you.
Mark this message as the answer.The bottom line is you cannot write to a file (database or
XML files) directly from flash.
I have done a number of projects where I needed to have
access to an XML source or a database. In these cases I had to
create server side script. I have done them in .NET, PHP ASP.
The only option you have is to use the Flash's Shared Object.
This does not store the data indefinatly and has a limited size
(100K). Let me know if you need further info.
With regards to using a variables depends on how you are
writing your game. If you are creating classes in ActionScript then
all the data can be stored within the class members. For example
you could have a Player Class and store all the player related
information in that class until the game is over. On the other hand
you can just use varibles to keep things simple. -
Is this a bug in Flash Player or Flex?
Compile and run this code (it is generated when you select New MXML Application) with FlashBuilder4.5:
<?xml version="1.0" encoding="utf-8"?>
<s:Application xmlns:fx="http://ns.adobe.com/mxml/2009"
xmlns:s="library://ns.adobe.com/flex/spark"
xmlns:mx="library://ns.adobe.com/flex/mx" minWidth="955" minHeight="600">
<fx:Declarations>
<!-- Place non-visual elements (e.g., services, value objects) here -->
</fx:Declarations>
</s:Application>
If you are using IE, you will see a blue player control panel. But there should be nothing displayed because there is no
visual components in the code above.
If you are using FireFox, there is nothing displayed.
Same behaves for mx:Application.
I think it is a bug with Flash Player or Flex. How can Flex behave differently with different browsers?This is what I see in IE 9.0.8112.16421, but not in FF.
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2 player web-based Flash game problem
I have a two player web-based Flash game. The Flash calls a
JavaScript function on the webpage to get and store the user's IP.
Then an XML file with user's game data is loaded and parsed. The IP
address is used to identify which player is player 1 and which is
player 2 according to the XML file. There is a Java applet to send
and receive messages between the players.
The first player loads everything just fine. All the first
player's messages regarding the progress in loading different parts
of the code sent by the game for debugging are displayed in the
Java applet's text box, but none of the second player's messages
sent by the game for debugging are displayed.
The problem is that the second player's ActionScript code
appears not to be executing except that I do get a message in the
game that the XML file attempted to load but was not successful.
The IP address call is not made and no messages can be sent to the
other player. The second player's Java applet displays only the
messages for debugging that came from the first player's game and
any chat messages sent by the first player.
This problem always happens to the second player, never to
the first player. Both player's are always using IE6 or IE7.
Does anyone have some idea(s) what could cause only the
second player's ActionScript code not to execute and/or not to load
an XML file correctly?
This is just a general question, so any general answers would
be appreciated. Code specific answers are hopefully not required.
Thank You in advance.Hi,
I am not very familiar with the multiplayer Game development. For multiplayer games, you'll need to set up a matchmaking server and have the clients connect to it. It can then pair them off and facilitate communications. If the clients have publicly available
network addresses then it can introduce them and they can talk directly to each other.There isn't anything built in for this so you'll need to either build your own or find a third party implementation. If you are using Unity3d then check out
http://docs.unity3d.com/Documentation/Components/net-MasterServer.html
Also, you can use Xbox services, and I find an article below:
https://msdn.microsoft.com/en-us/library/bb975801.aspx
For windows Azure problem, you should go to windows Azure forum.
Best Wishes!
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