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Flash cs or Flash Buldier

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Flash cs or Flash Buldier 2023-11-23 01:42:40


I have always used only Flash cs, and here I find the opportunity to program thanks to Starling, but for this you need to use Flash Buldier programming (VS Code and so on), tell me which is better to use, because if I’m not mistaken, Starling only has textures, but the problem is textures for me the problem is that they will be very blurry, but stopping using flash.display.* also has its advantages in my opinion

Response to Flash cs or Flash Buldier 2023-11-23 12:54:48


I switched from Flash CS to FlashDevelop ages ago and it's legit the best decision I could make, because although Flash CS is very convenient, it can force you into non-standard programming patterns (e.g. timeline scripting).


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At 11/23/23 12:54 PM, Gimmick wrote: I switched from Flash CS to FlashDevelop ages ago and it's legit the best decision I could make, because although Flash CS is very convenient, it can force you into non-standard programming patterns (e.g. timeline scripting).


I prefer CS when trying to figure out how a UI should look like, ie buttons, signatures, and menus. To be fair if your doing animations with some ActionScript effects timeline scripting may be your best choice. Even when your first developing for


Flash CS I would recommend you just use stop() and build your game on frame 1 and practice developing and using external Flash ActionScript (.as) files. Made a farming tycoon with this method with CS 4 and Notepad++, hand wrote the A* path finding algo and never wanted to kill myself more. Seperated all the event code on one layer and all of the game logic on another.


However Flash Builder does feel more like Java (in a sense that all of the code is in .as files and I'm not timeline scripting) and I love how it embeds all of the resources into the .swf itself. It was so much better developing games for Flash using Flash Builder. There is one main problem with Flash Builder 4.7 out of the box, it uses AIR SDK 3.7 out of the box which doesn't fully support Flash 11+ yet. This can cause problems when using flash.geom.Matrix3D and other frameworks developed later towards Flash's end of life (such as Away3D 4.1.6). In order to update the SDK you need to modify the files specifically so go ahead and follow this archived article from Adobe on how to update your SDK (for me personally I used Air SDK 22.0 since newer versions seem to hang on compile time).

Response to Flash cs or Flash Buldier 2023-11-24 02:03:50


At 11/24/23 12:27 AM, FlashBacks1998 wrote:
At 11/23/23 12:54 PM, Gimmick wrote: I switched from Flash CS to FlashDevelop ages ago and it's legit the best decision I could make, because although Flash CS is very convenient, it can force you into non-standard programming patterns (e.g. timeline scripting).
I prefer CS when trying to figure out how a UI should look like, ie buttons, signatures, and menus. To be fair if your doing animations with some ActionScript effects timeline scripting may be your best choice. Even when your first developing for

Flash CS I would recommend you just use stop() and build your game on frame 1 and practice developing and using external Flash ActionScript (.as) files.


Indeed. I think this was also what I did before making the plunge to FlashDevelop. Roughly, the transition in my experience was:


Timeline scripting for several frames -> Only one frame, timeline scripting on that frame + classes -> No code on any timelines, just use the Document Class feature to add all code -> Use FlashDevelop. It helped that I switched completely from vector-based graphics to using blitting because it was too slow to use vectors, the rest came naturally thereafter (because I could just blit onto empty Sprites using code, instead of Symbols in the timeline)


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Response to Flash cs or Flash Buldier 2023-11-24 02:23:20


At 11/24/23 02:03 AM, Gimmick wrote:
At 11/24/23 12:27 AM, FlashBacks1998 wrote:
At 11/23/23 12:54 PM, Gimmick wrote: I switched from Flash CS to FlashDevelop ages ago and it's legit the best decision I could make, because although Flash CS is very convenient, it can force you into non-standard programming patterns (e.g. timeline scripting).
I prefer CS when trying to figure out how a UI should look like, ie buttons, signatures, and menus. To be fair if your doing animations with some ActionScript effects timeline scripting may be your best choice. Even when your first developing for

Flash CS I would recommend you just use stop() and build your game on frame 1 and practice developing and using external Flash ActionScript (.as) files.
Indeed. I think this was also what I did before making the plunge to FlashDevelop. Roughly, the transition in my experience was:

Timeline scripting for several frames -> Only one frame, timeline scripting on that frame + classes -> No code on any timelines, just use the Document Class feature to add all code -> Use FlashDevelop. It helped that I switched completely from vector-based graphics to using blitting because it was too slow to use vectors, the rest came naturally thereafter (because I could just blit onto empty Sprites using code, instead of Symbols in the timeline)


I think I'll stay with Adobe Flash cs6 due to the fact that I don't want to work with textures and Main extnds Sprite because I like writing code in the frame, but OOP also gives me the opportunity to make classes for MovieClip, I'd rather stay on flash cs

Response to Flash cs or Flash Buldier 2023-11-24 05:22:32


At 11/24/23 02:03 AM, Gimmick wrote:
At 11/24/23 12:27 AM, FlashBacks1998 wrote:
At 11/23/23 12:54 PM, Gimmick wrote: I switched from Flash CS to FlashDevelop ages ago and it's legit the best decision I could make, because although Flash CS is very convenient, it can force you into non-standard programming patterns (e.g. timeline scripting).
I prefer CS when trying to figure out how a UI should look like, ie buttons, signatures, and menus. To be fair if your doing animations with some ActionScript effects timeline scripting may be your best choice. Even when your first developing for

Flash CS I would recommend you just use stop() and build your game on frame 1 and practice developing and using external Flash ActionScript (.as) files.
Indeed. I think this was also what I did before making the plunge to FlashDevelop. Roughly, the transition in my experience was:

Timeline scripting for several frames -> Only one frame, timeline scripting on that frame + classes -> No code on any timelines, just use the Document Class feature to add all code -> Use FlashDevelop. It helped that I switched completely from vector-based graphics to using blitting because it was too slow to use vectors, the rest came naturally thereafter (because I could just blit onto empty Sprites using code, instead of Symbols in the timeline)


Yeah that was my pipeline as well. Never really played with Flash Builder until after I got out of colledge, would have saved me a lot of time. The only thing slower than the vectors was trying to figure out where the hell the bugs were. Traced every single variable

Response to Flash cs or Flash Buldier 2023-11-24 05:41:58


At 11/24/23 05:22 AM, FlashBacks1998 wrote:
At 11/24/23 02:03 AM, Gimmick wrote:
At 11/24/23 12:27 AM, FlashBacks1998 wrote:
At 11/23/23 12:54 PM, Gimmick wrote: I switched from Flash CS to FlashDevelop ages ago and it's legit the best decision I could make, because although Flash CS is very convenient, it can force you into non-standard programming patterns (e.g. timeline scripting).
I prefer CS when trying to figure out how a UI should look like, ie buttons, signatures, and menus. To be fair if your doing animations with some ActionScript effects timeline scripting may be your best choice. Even when your first developing for

Flash CS I would recommend you just use stop() and build your game on frame 1 and practice developing and using external Flash ActionScript (.as) files.
Indeed. I think this was also what I did before making the plunge to FlashDevelop. Roughly, the transition in my experience was:

Timeline scripting for several frames -> Only one frame, timeline scripting on that frame + classes -> No code on any timelines, just use the Document Class feature to add all code -> Use FlashDevelop. It helped that I switched completely from vector-based graphics to using blitting because it was too slow to use vectors, the rest came naturally thereafter (because I could just blit onto empty Sprites using code, instead of Symbols in the timeline)
Yeah that was my pipeline as well. Never really played with Flash Builder until after I got out of colledge, would have saved me a lot of time. The only thing slower than the vectors was trying to figure out where the hell the bugs were. Traced every single variable


Today we have ruffle, neo has a slightly different technology that speeds up or slows down games and farmeRate works more correctly

Response to Flash cs or Flash Buldier 2023-11-24 11:41:46


At 11/24/23 05:41 AM, mtv129 wrote: Today we have ruffle, neo has a slightly different technology that speeds up or slows down games and farmeRate works more correctly


Indeed. When I was briefly trying something out for the flash forward jam a couple years ago, I was using a lot of huge vectors in my prototype, and it was basically as fast as blitting (because my guess is that's what Ruffle was doing under the hood).


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