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Compile AIR to native .dmg or .exe files with ANT

An upcoming question in publish- & packaging AIR files is "How to convert them to a .dmg or .exe file?" Easily enough, you do not have to do anything else except using a slightly different ANT build task for it. Instead of passing:

XML:
  1. <arg value="${publish_dir}/${air_file}" />
  2. <arg value="${app_descriptor}" />

to the ADT you use:

XML:
  1. <arg value="-target"/>
  2. <arg value="native"/>
  3. <arg value="${publish_dir}/MyApp.dmg" />
  4. <arg value="${app_descriptor}" />

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Add Linked Resources (as a src folder) to ANT builds

Here's another quick snippet to add Linked Resources to a compile process built with ANT. You know, you can link a whole directory to be a "Linked Library" in FDT, e.g. Greensock's TweenLite. Doing so means that you cannot use the -library-path argument as it only work with .swc files. Instead of this use -source-path to successfully add a whole directory to be compiled into your SWF.

XML:
  1. <arg value="-source-path=/Users/marvin/libs/greensock-as3" />

This way you can use it in an AIR build as well and you do not have to replace your directory based libraries with SWC files.

Using SWCs within AIR packaging with ANT

In addition to AIR2 and FDT4 (M3) – A detailed Walkthrough I encountered a problem when trying to use external SWCs like e.g. an assets library in your AIR package. In other words: If you're using an SWC with all your graphical stuff exported from the Flash IDE you simply rightclick it in FDT and add it to your Source path to use it in your project. This works fine in a compiled SWF but if you want to launch your project in an AIR environment it will not find the library. And I really had a look for this ("Class not found!") errors after packaging for hours but didn't find anything except an ooold AIR project by a friend of mine who used the following argument in his "Compile SWF" task:

XML:
  1. <arg value="-library-path=${assets_dir}/lib/assets.swc" />

Et voilá, from then on my exported AppBg asset worked flawlessly in the ADL and packaged .air file:

Actionscript:
  1. var back:AppBg = new AppBg();

Now we're ready to take the next step: A real AIR application with chromeless layout, asset-using and some communications..

AIR2 and FDT4 (M4) – A detailed Walkthrough with ANT

Hello,
someone might remember an older post on Beautify Code which has shown how to successfully create an AIR application certificate, publish the project and then package it to an .air file, which can be installed and run. Now here's the 2010 update, working with AIR2 and FDT4 (using an ANT-Build) and some major changes.

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www.WeLoveFDT.com | An FDT Community Feed

Hi,
I'm very happy to announce that www.WeLoveFDT.com has just been launched!

Powerflasher just wrote the following:

Recently a new community-project has been launched which combines most of the active FDT blogs like Aiden Tailor, Matan Uberstein, Marvin Blase, Francis Varga, Alan Klement and many others. WeLoveFDT fetches their feeds, filters them for FDT related articles and teasers them on www.WeLoveFDT.com. This way it provides a continously updated summary based on everything that deals with FDT in the blogsphere, so users can quickly access related news, poke around or search for a specific topic without having to fight with Google keywords.

The idea came up as more and more great articles about FDT were published and some days after people started asking where to find this and that again and who had written it - as they remembered the topic but not the blog itself. So Marvin Blase thought of how to summarize these articles without disregarding the blogs itself but to provide a self-refreshing, community based feed. With great help of Fabian Beiner this idea was quickly realised and a first version was able to launch. The idea behind this might be transferred to other topics as well - there already popped up a request for doing the same with Robotlegs or the like.

If you are blogging about FDT from time to time feel free to sign up at their “Take part” section to enlarge the pool of which articles are gathered. The more the better!

Please take a look by yourself and follow @WeFollowFDT if you like to!

SWF Compile META Tags

As the latest FDT version ( Beta 4 ) does not set compiler arguments concerning SWF-size, framerate etc. by default I started using SWF-Metatags to specify these settings.

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FDT QuickFix Templates for Flint Particle System

I've just started working with the great Flint Particle System and am already too lazy to always write down it's Constructors, as you can imagine when seeing the following:

Actionscript:
  1. var lZone:LineZone = new LineZone(new Point(5, 10), new Point(40, 30));

Phew.. :) These Zone-Constructors have made my fingers hurt, so I wrote them down as Templates for FDT. I am totally sure there will be more of them very soon as I continously will learn more usages, so sometimes this article will be pushed to the top of the index. Now you know. Besides I am trying to publish a Project Template for FDT4 with some of Flint's basic setups soon. Aiden Tailor has already made a Tutorial on this topic.

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FDT – Pure RobotLegs Comfort Wallpaper

RobotLegs FDT Wallpaper

On public demand ( ) here's a "Pure RobotLegs Comfort" Wallpaper with the motif known from the latest post in the trivialities-category, namely a synergy of Powerflasher's FDT and RobotLegs. Yet the following resolutions are supported:

  • 2560x1600
  • 1900x1200
  • 1680x1050
  • 1280x1024
  • 1280x800

Here's a .zip file containing every resolution: rl-comfort-wp.zip (2mb)
If anyone wants changes or the like just drop a comment, I'm going to publish the .psd file then.

Update: Yes. 300dpi is in progress :)

My daily use of Assets in FDT

Hey,
yesterday I had to explain to someone why and how to use Assets in Powerflasher's FDT. I thought of summing it up to show how I (almost daily) deal with that topic.

For those not knowing: When talking of Assets I mean Classes & Symbols which are exported to a SWC file from Adobe Flash itself and then used as a Linked Library in FDT - I know this term might not be 100% precise but I'm used to it, I just claim it's a proper name because of it's capital A. :) These Assets can be fonts, audio files, videos, bitmaps and of course DisplayObjects. The advantage of using Assets on the one hand is that you do not have to use Embed-Tags to include media files or fonts - as long as they are supposed to be compiled with the project and not loaded on runtime. On the other hand you can export animated clips from the Flash IDE and then add them to your stage and set up your code in FDT. You can even nest clips into another and still refer to them.

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Embed Tags in FDT

Just a Quickpost if you're encountering error-messages in FDT while using Embed Tags for library-items or files directly.

I've struggled with this sometimes:
Error: Unable to transcode sample.jpg

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