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This is an excellent and very informative story! Special thanks for how the Beziers are encoded in XML - I needed this once, but gave up for alternative way. I
by Airapport 4y ago
This is an excellent and very informative story! Special thanks for how the Beziers are encoded in XML - I needed this once, but gave up for alternative way.
I recall how I rasterized sprites in my Flash games, I just did it on-the-go right after the game was loaded. I created a Vector.<BitmapData> which stored sprites’ frames, and then drew those BitmapData to the main BitmapData by copyPixels.
It’s interesting how far did you proceed with AIR way and what bugs did you encounter? It’s been nor Adobe but Harman AIR since 2019 and recently AIR50 is out. If you look for a Steam game named Shapik it’s a good example of a Flash game on Steam which was ported via AIR. I use AIR for my mobile Action Script 3 games as well, and now thinking about going to Steam
- rogual 4y agoThanks! I had all of Hapland 1 (and possibly 2?) working in AIR before I ditched it. I can't remember an exact list of bugs, I think I was just getting graphical glitches and the normal timeline bugs you sometimes get in Flash. Sometimes the AIR tools would fail with Java tracebacks too. Performance was also not where I wanted it, and I wanted full control of the scene code for save states, so the reasons to switch were just mounting up.