If and when I find a solution, I'll update everybody. ObjectsArray.view = new AnimationSequence(textureAtlas, "idle",8) var objectsArray:Array = ObjectMaker2D.FromMovieClip(level,true) įor (var i:uint = 0 i At least I can get stuff animated like this. > Looking at the swf bytecode I could note that the class > ReflectionUtils, which B depends, no longer exists into that SWF, > however the classes of. This way I can set a spritesheet (which I wanted to do in the first place anyway), but it just isn't too fluent a way. (since it depends on > class which no longer exists 'ReflectionUtils') > Or do we have to rebuild B again for that > Simulating the scenario above, i got build success on A. I store the sprites which the ObjectMaker2d returns in the array, and then I get the specific element by getQualifiedClassName. If anybody is interested, I tried to do this instead. I heard from you, gsynuh, Aymeric and even caiorosisca, but I am really surprised that people can make games for iOS, using flash or Tiled as a level editor and still get it to work, when I have so much trouble getting this simple thing running. He mentions in a tutorial that he's going to make a tutorial exactly on this topic, but that's a year old, that tutorial. I even wrote a mail to Lee Brimelow hehe. I've contacted Adobe, and several gaming companies. I've spent the last three or four days, searching the net for a solution for this. I think I'm going to give up on this soon.
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