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From איליה גזמן <gazman1...@gmail.com>
Subject Re: What about the flex/flash pro combination - no one working pure flex
Date Thu, 05 Apr 2012 07:49:50 GMT
@Richard Oren I don't know you, and may be you can create components in the
same level of perfection as it done is flex sdk, may be you did.
But let's assume that not everyone is as gifted as you are, it might be a
good idea to have a strong sdk for all those flash components... just like
Flex sdk!

It is mistaking to think that you can create a full game without using flex
components or implementing some thing similar by your self.
Smart developer, that wish to save time and use other engineers works, will
import flex sdk to they flash game projects.
Also layout in flash is not supported and some times it can be a nightmare
implementing it, while in flex sdk is build in.

@Tink, indeed what you are doing is good practice. How ever there are some
disadvantages in this technique, because of the current flash bugs.

The most important bug is that you can't control UimovieClip from time
line, you need to listen to events, to in order to control it.
The second bug is that you can't insert  ContainerMovieClip to MovieClip,
it's look fine in flash but not working after exported to flex.

I don't think that adobe should fix it by her own, there should be
communication between adobe and Apache flex sdk team in order to produce
the best results.

I truly believe that each game developer should work in both flex and
flash, and now it's the best time to create such connection!

Tell me where should I start, I want to see it done.

Flex/Flash/Java/C# dev

2012/4/5 Tink <flex@tink.ws>

> I don't think the SDK needs anything special to allow this, Flex is Flash
> after all.
> I've built a few games on top of Flex, as Flex has the components I
> required for the other screen outside the game itself.
> I usually extend UIComponent, embed or load the SWF created with Flash
> Professional, and make sure the main MovieClip in that SWF implements and
> interface so the Flex app can communicate with the game itself. Use the
> usual invalidation inside this component to set vars on the inner SWF or
> resize it etc, and listen for events.
> Then create a navigator, throw in all the different views required, and
> the game view above, and your good to go.
> Tink

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