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First I'm not a Flash developer, I'm asking this question to help another group trouble shoot a problem. While I know this sounds dumb, I need an official answer to they can close this solution as some type of an option to solve this problem.
I was given several swfs from an elearning course in hopes that they could someone be put into Captivate and wrapped for an LMS. Apparently the Flash developer isn't able to code these files for the LMS (weird yes, but not my task in this problem) In looking at the swfs I was given they all say they were created using AS2 and of course, Captivate only supports AS3.
Short of redoing the Flash files in AS3 is there any other way to take something written Flash using AS2 and output it to a swf that is AS3?
Thanks for indulging me with your time.
1) I want to convert the swf file to either .wmv or .mp4 format but all the video converters give me an error during conversion. Why is this happening ??
2) I also do not have the save as ".flv" format . Why is that ??
3) There is also text missing in the .swf file . I tried all the solutions given in Google . But nothing worked ( I am using the arial font) . Please help
How can I get a standalone Adobe Air/Flex application to restart itself?
It doesn't work with the suggested solution on: http://www.colettas.org/?p=267.
Any help would be great,
Thanks.
I'm working on a game aimed to be deployed on mobiles as "native" apps, and desktop web browsers.
Since working on several platforms, Flash and its embedded AIR seemed to be a pretty good solution. But uh-oh.
Working only for now with 4-keyframed movieclips (Adding them to stage, updating their position on every frame, and eventually removing them) makes the game to slow down when about 30 are displayed on desktop screen, about 20 when displayed on my Android (Samsung i9000 - 2.3.3). And I may need more.
So I tried blittering, by redrawing regions of my bitmap, and converting my MovieClips to bitmapDatas spritesheets, stored in my Flash library. Results on desktop are great, with perfect, smooth animations, even with hundreds of objects. But the result on mobile is terrible, FPS drops down to 15 even when only one object is displayed on screen, CPU or GPU rendered.
Because it would obviously be nice that my game works on 'old' devices, is working with Flash and AIR a bad idea at this time if I want to reach a framerate close to or above 50 ?
Is there any tips, or indispensable practices that needs to be used when developping a mobile game with flash ? Is there any common mistakes we have to avoid in these kinds of case ?
Looking to develop site similar to Gemvara.
Team and/or consulting needed for all stages of development from UI to backend.
Main requirements:
Speed,
Full mobile support,
Latest and simplest solutions that will be scaleable and employ stable forward looking technologies.
Please get in touch to discuss further compensation.
I'm porting one of my games to Windows. When I compile and run it on a Windows7 machine, it runs just fine; however, if I run it on a Windows8 machine, the entire window is black (happens in windowed and fullscreen). I tried running the same executable (compiled on Windows7) on my Windows8 machine, same result, black screen.
I am using DirectX9.
I can debug and step through, and see that the game is actually running on my Windows8 machine.
Anyone experienced this kind of thing before? Any suggestions as to a solution or plan of attack to resolve the issue?
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Also, in more general terms, what should I be using for rendering on Windows? DirectX or OpenGL? If DirectX, then which version of DirectX?
If I plan on doing Windows phone; would that require DirectX11?
As you may imagine from the fact that I'm using DirectX9, I haven't done anything on Windows for some time; so any advice or info you can offer, would be a great help.
I am using some high resolution icons as images. However when they render on screen, all of them gets slightly pixelated and don't look good on screen. I tried it with different sizes of icons but it was of no use.
Can anyone suggest where i can be going wrong and what can be the best way to take care of these things. I am new to game programming so any help would be appreciated.