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17:04
Jeeeeeeeez this place is dead on the weekend!
Hello @Raynos @mpistrich
17:35
Good evening
Where you from @mpistrich? its only 10:40am here
@Raynos your icon is borderline invisible when you are inactive
@AttackingHobo You're right! I didn't even notice that he was in the room, until I hovered over his icon
18:04
I'm from Austria, it's 07:00 PM here.
Hello @AriPatrick, working on anything cool?
No, not right now. Sick, so just staying at home watching movies
hi all
anything of interest going on?
18:20
@Extrakun Working on my flash game engine, and answering a GDSE question.
Have you tried the CS5 iPhone packager yet?
No, I don't have an iphone, nor a mac, and I heard the performance is really lacking.
0
A: Making a symbol appear on any colour

AttackingHoboThis is assuming you are storing the ASCII art as bitmaps instead of text rendering, which is better for performance, flexibility, and can facilitate easy to implement custom tile-sets. Instead of changing the colors depending on the background colors, make all the ASCII art light toned, and hav...

What do you guys think about my answer?
That works.
I took it from the graphics art angle
The OP could use a spritesheet of characters for that too
18:26
Ha, Characters :)
@Extrakun are you working on anything cool?
actually...
I am hoping for some advice as to what do -next-
I have been mainly doing PHP stuff. Been wanting to do games, so I have been reading up a lot on it.
But I haven't decided what's next. Flash? HTML5? iPhone? ClanLib? Popcaps?
Download FlashDevelop, an amazing open source Editor, download the AS3 reference manual, and get crackin' :)
That doesn't require me to have Flash CS 5?
No, it uses Flex to compile, which is Free proprietary, but adobe also makes an open source version.
I see....
does that means you don't use the timeline at all?
18:41
You can create assets programatically, or you can import PNGs
You can do it without the timeline
or you can use it
You can publish with Flash if you have it installed, but I don't like that way
I like to build content packs with flash, export them and import them into my as3 only Projects
So I suppose you have to create the animations in Flash and export them.
You don't have to, but I find that the best workflow
I see. This is an idea.
I draw everything to BitmapData, so my games don't draw vectors while running
But it is stored as vectors. It allows for nice art, with really high frame rates, high resolution, and low file size.
An increase in size for faster rendering.
18:45
No, its stored as vectors, so low file size, but it does have a higher Ram usage, but Flash games at 800x600 @ 60 FPS is pretty nice
brb
Think that is something I could look into
hi CiscoIPPhone, thanks for your answer on my question
@Extrakun back
hi
are there such things like free Flash art assets floating around in the Internet?
IDK, but one option is to make a few prototypes, and then team up with a flash artist for a cut of profits.
I see.
Does Flash programmers usually need someone to help with server-side stuff?
18:57
Depends. I don't do much server side stuff other than integrating highscore boards via the API from whatever site is hosting the highscore. But there are a few companies that make multiplayer server software. Some use as3 some use C#
Ah I see.
But what you use for server is entirely decoupled from Flash anyway...
 
1 hour later…
20:20
Why is this place dead on the weekend :(
ina
ina
20:32
testing 123
test succeeds, I guess @ina
@ina 456
@Extrakun, what OS are you on?
Win 7
@Extrakun did you download FlashDevelop yet, or do I have to show you some of the awesome stuff it does before you do it?
Haha I haven't, because I was working on some PHP stuff
and that it's almost 5am here :P
I will look at it while at work tomorrow; I am just considering how do I get movie clips done if I don't have Flash myself.
20:44
FlashDevelop also works with PHP, although I am not sure how much of the cool as3 stuff transfers over
Don't use MovieClips during the gameplay if you want fast games
Sprites?
So it will be like traditional sprite sheets?
That is one method that works, although I render each frame of animation to a single BitmapData
that while the game loads, right?
after which you just offset the x and y within the BitmapData?
If you use spritesheets, sure, but I store each like a flipbook
each frame is a seperate image in memory
I see.
20:48
But if you were to use pngs it might be easier to use spritesheets
Will defintely ask you for more advice when I get started on it.
@Extrakun, some reading material 8bitrocket.com/2008/7/2/…
thanks man
He uses Flash though, so its slightly different for AS3 only
THat link shows how to embed files in as3 only
neat.
20:53
Although I really recommend using flash to create assets for small file size and high quality animations, but for games with a smaller amount of assets, PNG is fine
all right I got to stop reading tvtropes and end coding for the day...
Workplace has a copy of Flash; I could use it for personal stuff at times, I guess.
though I guess the timeline is handy for stuff like start screens and helps creens and stuff...
If you want to use the timeline like that, you can make a movieclip and use the timeline in that, cause you can export a SWC file and use the assets in FD
Yup, I was thinking of that too.
thanks for your help
i got to crash for the night
kk
hello @ina, you working on anything interesting?
21:27
hello @Tetrad @IvoWetzel
@AttackingHobo Hi there
@IvoWetzel What are you up to?
@AttackingHobo Not much besides winter depression
Drink more coffee
@AttackingHobo Have some ideas in my head but just I'm lacking any motivation
@AttackingHobo Don't drink coffee, I just don't like its taste
21:38
As I said, drink more coffee :)
Buy a Redline energy drink
Don't think that will change much :/
Yes it will, trust me
Winter + Jobless + Lonely :/
Drink a Redline and get back to me
21:44
hate it, people who just don't care to accept answers -.-
 
2 hours later…
23:51
@IvoWetzel hows the game going

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