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).