Posts Tagged ‘ActionScript’

Level Master 2000 is live@google code!

August 23rd, 2010

Level Master 2000: Logo

Level Master 2000: screenshot0001

Level Master 2000: screenshot0001

Today I prepared the initial launch of Level Master 2000 at google code: http://code.google.com/p/levelmaster2000/. There are still a lot of features missing, as the project page states:

August 24th, 2010. Commited as is. Consider this more a preview/announcement rather than a real release. A major restructuring will occur within the next months, but anyway – here it is!

Nevertheless, it’s a good feeling finally having it on air and getting some feedback!

Level Master 2000: OSX test succeeded!

August 15th, 2010

Since I use Qt and Qt Creator, I thought: “why not try a OS X build?”. I didn’t plan to invest much time in it, as time is rare, but I was simply too curious to resist. So I installed Qt SDK and Qt Creator on a Mac, opened up the Level Master 2000-project and…. CRASH =)
Qt Creator reported, that some files couldn’t be found, but when clicking on the include statement in code, the path seemed to be correct, as I could open the header file with F2.
So here’s what fixed it:

  1. Clean all targets
  2. Regenerate the qMake file via Qt Creator
  3. Rebuild the project
  4. Install the latest Flashplayer and add the app/AS3/bin directory to Flash Player’s local trusted

That was it! See for yourself:

Level Master 2000: running on OS X

Level Master 2000: running on OS X

The GUI needs a bit work though (e.g. the “delete entity” button), but all in all I’m really impressed how easy this was.

Level Master 2000: Video of Racing Demo

June 1st, 2010

As some people requested a video of the racing demo, here it is! The main purpose is to show off the custom event trigger with arbitrary event arguments, and how it integrates with Level Master 2000. I now a simple line edit for all event arguments is not very user friendly, but currently, time didn’t allow me to create a custom property grid type for it. Anyway, here’s the video:

I’ll post some more detailed info about this trigger class soon (hopefully this week)!

Using PushButton Engine with Flex4

May 15th, 2010

I recently upgraded to Flex4 SDK. Before that everything worked fine. After that, I had some compiler errors, and a quick research brought to me that I had to add

-static-link-runtime-shared-libraries=true

to the additional compiler options. Doing some more in depth research, I discovered that this isn’t neccessary with a newer version of FlashDevelop – and I can confirm: it’s true =)
After the update procedure, everything compiled fine in debug mode. In release mode, it compiled too, but I got a runtime error: “VerifyError: Error #1024: Stack underflow occurred”. Again, investigating this error on the web, I stumbled over http://bugs.adobe.com/jira/browse/ASC-2266. The piece of code causing this, looked like so:

conn = new LocalConnection();
conn.client = this;
conn.allowDomain('*');
try {
	conn.connect("_SchemaConnection");
} catch (error:ArgumentError) {
	trace("Can't connect to _SchemaConnection");
}

So as you can see, it’s not the same as in the link above. I started commenting out line by line, and then I discovered, that it was the trace call. Replacing it with a Logger call finally fixed the error:

Logger.print(this, "Can't connect to _SchemaConnection");

I guess we’ll just put that on the unsolved mysteries stack ;)

How to Use SWFSpriteSheetComponent (PBE)

March 12th, 2010

JD Conley from Hive7 has posted a tutorial how to use his SWFSpriteSheetComponent for the PushButton Engine. Check it out at his blog, it’s definately worth a look!

In short, using this component, you can combine, what normally is hard to achieve with Flash: animation with “thousands of buildings on the screen at once“.