Well its a rather strange conversation: However.

The most common way to integrate Flash applications with AS3/MXML application is using .swc's:

You create a swc from your Flash content that contains all the content as class (you can define the classes in Flash) and then you define the swc as library.

All other AS3/MXML can then reference to your animations/ik/etc. by using
regular classes (like regular AS3 code in Flash would).

If you want to display that content you can use a simple FlexSprite and add the particular
MovieClip as child.

yours
Martin.

PS.: Thats the way it always worked and I don't think this is going to change?!

On 05/04/2012 00:12, איליה גזמן wrote:
I don't agree with you.

My question is about *bugs that I found in flash builder and flash
professional*. In order to fix them you first most ask yourself what is the
big picture, yes, how to manage the project?!

Since you are creating Apache sdk now, you most provide an answer about
working on flex with flash together, it is going to be part from the sdk,
or at least it is part of flex sdk!

So now I want to target you helping me find the answer, instead running
away from this topic.

And if you do that, I want to allow my help solving this problem.

Ilya,
Flex/Flash/Java/C# dev

2012/4/4 Jarosław Szczepankiewicz<jszczepankiew...@gmail.com>

As far as I understand You want to mix flex framework with flash pro
animations in order to build games. I'm not sure that this is best
combination. Flex Framework libraries (not to be confused with flex
compiler that compiles *.as files into *.swf / AIR) is best framework
for rich gui applications, forms / tabs /etc. It is not in my opinion
best framework for gaming like angry birds / fpp. Althrough it is
possible it is not the best tool for that. You can develop games using
flex compiler with embeded assets from Flash Pro (using symbol
libraries compiled into *.swf). And this is very good / productive
combination that allows separation of desing / animators from
developers, allowing debugging, strong typing, modularisation if
needed, profiling (using Flash Builder), but using the flex framework
only for game menu ui is not the right option with high overhead.
There is Starling (but lacks ready to use gui library) and I believe
that with combination of Flex Compiler is best tool in flashy /
multiplatform game development that run on GPU.

2012/4/4 איליה גזמן<gazman1...@gmail.com>:
It's not a support question, this is about the right way working in flex,
and can you work on pure flex or not. I think that best games come when
combining flex with flash professional. And I believe that there is very
few been done in that area, and there is lots of bugs in adobe today when
trying to work like this. So I think that flex Apache is a
good opportunity to set up new direction for flex that will have better
support with flash pro. Eventually I believe that every flash pro
developer
today should use flex as his main project.

2012/4/4 Alex Harui<aha...@adobe.com>

If you have a support question and are using Adobe Flex, please ask on
the
Adobe forums.


On 4/3/12 10:49 PM, "איליה גזמן"<gazman1...@gmail.com>  wrote:

Hi, can you please take a look on my question at stauckoverflow

http://stackoverflow.com/questions/10005321/working-with-flash-flex-strategy-a
nd-problems
--
Alex Harui
Flex SDK Team
Adobe Systems, Inc.
http://blogs.adobe.com/aharui



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