Re: [Flashcoders] Flash to HTML

2014-08-08 Thread David Cohn

Hmmm... that's very strange re: the HTML file-- but it's definitely getting 
rebuilt during the build process.  Are you modifying the index.html file in the 
Export/html5/bin directory?  Anyway, as I said, this is the least important 
gripe...

I'll take a further look at greensock-- it look especially good for complex 
animation, whereas I often do complex interactions.  It doesn't seem as much 
directed towards mouse/touch detection/dragging for canvas elements (although 
it looks like tweaking Draggable may allow that)...

Thanks,
--Dave


On Aug 8, 2014, at 9:00 AM, flashcoders-requ...@chattyfig.figleaf.com wrote:

> I second the GSAP proposal, and regarding point 3) I never had Haxe rebuild 
> my HTML file, so I am wondering how this happened.
> 
> Since I told you I would show my tests with HTML5 vs Flash, here they are:
> 
> FLASH
> 
> HTML
> 
> 
> The only remaining Flash advantage lies on the size of the overall 
> production. This was done using Haxe (for HTML5) and Haxe/Flash for Flash 
> part.


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Re: [Flashcoders] Flash to HTML

2014-08-08 Thread Cédric Muller
I second the GSAP proposal, and regarding point 3) I never had Haxe rebuild my 
HTML file, so I am wondering how this happened.

Since I told you I would show my tests with HTML5 vs Flash, here they are:

FLASH

HTML


The only remaining Flash advantage lies on the size of the overall production. 
This was done using Haxe (for HTML5) and Haxe/Flash for Flash part.

Le 8 août 2014 à 01:46, David Cohn  a écrit :

> Hey all,
> 
> I've been looking a bit at CreateJS and Haxe/OpenFL, and since the question 
> was asked a while ago, and the list is rather slow, I thought I'd share some 
> further thoughts...
> 
> I've decided to go with CreateJS for now.  I was very excited about Haxe, 
> especially from the point of view of one source for multiple platforms, but 
> for heavily interactive Flash-style projects it just doesn't seem to be quite 
> there yet.  I'd love to be proven wrong(!), but here are the shortcomings 
> that I've found in my brief look:
> 
> 1. Sprite/Bitmap detection -- it looks like mouse detection is on the 
> bounding box, so e.g. rollovers on arbitrarily shaped bitmaps is impossible.  
> (Well, you may be able to use hitTestPoint and some fancy gyrations, but... 
> eeech.)
> 
> 2. Filter support -- seems weak and limited; e.g. GlowFilter isn't available 
> for the HTML5 target.
> 
> 3. Ease of developing -- relatively minor, and single-source across targets 
> would easily outweigh this.  But with Haxe, firstly you have an extra step 
> (the build).  Then, Haxe seems somewhat monolithic:  it's good for handling 
> the core interactive  area, but the HTML has to live in a separate 
> file: Haxe rebuilds the HTML file each time and there doesn't seem to be a 
> good way to preserve custom HTML in the same file between builds.  Again, not 
> a show-stopper, but I find workflow quicker without the build, and editing 
> the HTML/JS directly.
> 
> CreateJS seems to work well across all browsers I've tested on so far (with, 
> of course, the exception of IE8)... as did Haxe.  
> 
> There may be retorts for all these criticisms, since I've only looked "so 
> far"... please feel free to contradict me!
> 
> Thanks,
> --Dave
> 
> 
> 
> On Jun 24, 2014, at 9:00 AM, flashcoders-requ...@chattyfig.figleaf.com wrote:
> 
>> On 23/06/2014 17:29, David Cohn wrote:
>>> Cedric,
>>> I've been here since the get-go... in digest mode, so most questions are 
>>> answered by the time I get them ;-)
>>> Thanks-- time to delve into Haxe-- I'm excited!
>>> --Dave
>>> 
>> 
>> I don't know how good it is but FDT have been involved with Haxe for a long 
>> time...
>> http://fdt.powerflasher.com/w/index.php?title=Special:Search&ns0=1&redirs=0&search=haxe&limit=500&offset=0
>> 
>> John
>> 
> 
> 
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