The controller is well under development now, and over the weekend I hit the first real snag(s).
In the good old days when as1 was king, you'd create an movieclip and load your external swf into that, and then just call a function directly. Nice and easy.
In the slightly meaner days of as2 it's a bit trickier. Let's load the swf in, now where the hell is the main class that I need to get to ? Arse.
Now I'm sure there is an easy way to do it, a way I've totally missed, but this is the solution I've come up ( And it's as long winded as you like ).
I've made a CrossSWFInterface class, which the controller brings in and creates a new instance of. Now by being cunning I know that packages/ classes are placed in the _global name space when they're created. So, each loaded class just passes it's entry point singleton to the CrossSWFInterface class via _global, eg
And because the controller swf is the first one loaded, I know these methods are going to exist in _global by the time the loaded swf sends it's goodness to them.
Then by using static properites in the CSWFI class, the controller class can get all the info it needs from the loaded swf, and visa versa.
Now I'm sure there's got to be a easier, cleaner way, but it escapes me and we're badly up against the clock on this project, so it works and I'll happily admit I'm a dumb arse when someone explains how to do it correctly, but until then I'm happy with this approach.
I did mention snags at the start didn't I ? In my vain attempt to be a grown up Flash coder I use mtasc ( Which is so sexy ). The one issue with it I found this weekend was that you can only ever have one entry point to a swf ( ie, mtasc expects a class called "main" to be there, it's what it calls to run the code in the swf ). You can't change it to anything else, that's set in stone.
This is all cool normally, but I want to create seperate packages within my project file for the games themselves, but I can't have a different main class for each of them ( eg, main_game1 won't work. mtasc just wants main and nothing else will do ).
But this bad boy came to my rescue, hamtasc. Basically it's a "hacked" version of mtasc which allows you to define the entry point. Never has something so out and out geeky made me so happy.
I'm hoping tomorrow to have the controller in a useable state so I can start focusing on the game I've got to do ( "Souper Bowl". Tell me that's not genius ), so it'll load in and hand over control to the game etc.
I'm getting so close to doing something fun...
The project has finally been green lighted, we're off and running.
Completed the road map tonight, so all the dates for deliveries are set, which is nice 'cause we know how much time before we have to panic.
The project has grown ( They never seem to shrink do they ? ) but because of the delay in getting the concept signed off it's going to be split into 3 distinct phases for release ( It was two previously ).
It's good in many ways, it means the quality won't suffer because of trying to cram too much stuff in before the deadline ( Which is set in stone, it's got to coincide with something, and there's no moving it ), and I've done my share of episodic games, it's always proved to be a nice way to work when you're dealing with a lot of different games.
As to the code, the "controller" movie's development has already begun. Doesn't do a great deal atm, loads in a bit of xml, displays some buttons and not much else. The start of a project is always slow where you're arranging classes and spending as much time thinking as coding to ensure you don't code yourself into a corner.
One aspect of this project is that it's got to be translatable, so I've done a button class which resizes to match the text inside. No biggy, but just one of many things which need to be thought about when the text can change.
I really need to have an interesting blog entry soon, it's all very worky right now :)
So all the design docs have been done, some more vague than others, but they're done and sent for sign off...
The client has come back with quite a hefty amount of feedback already which is going to alter how we go about developing the project, and has expended the scope of it quite a bit, which we're going to have to factor in ( Both budget and time scale wise ).
To touch on the project itself, it's a collection of mini-games which follow you as you go through life, from toddler to retirement age.
And that's about it for now. Hoping to get final sign off on the concepts soon so we can start the actual coding.
( Yeah its a boring blog entry, but projects aren't all flv clips and moving sprites, but hey whilst you're along for the ride you're going to have to take the rough with the smooth along with us ).
Hopefully going to go back to what the stimunation blog used to be, and focus on the actual development of a game from start to end.
It's always tricky 'cause everything has a NDA these days, so it's often a period of 4 weeks or so when you can write very little about what you're actually working on, and then ta dah, here's the game everyone, let us know what you think ( And retroactively answering questions about its development ).
With this project there is still going to have to be a slight viel of secrecy, but I'm hoping we can still give you some ins and outs of it's development along the way.
So I guess we can call this day 1. And day 1 is... writing up the design docs day. Not the most fun thing in the world, and to be honest I'm a firm believer in games evolving rather than being planned out to the nth degree, but this is a game made up of lots ( Around 12 ) of sub-games and a five week turnaround so we really need that structure in place.
This project is a first for me too, in that I'm more project manager than coder ( Due to prior commitments rather than a huge desire to wear that hat ), so more of my time is going to be spent making sure our client is happy, ensuring that olli and Elliot ( Our artist on this project ) know what's going down and when and other such organisational feats.
I think that's about it for this post. I've still got 11 docs to write today which should keep me off the streets, and hopefully they'll be signed off without too much alteration so olli can start getting down and dirty with the code as soon as possible.
I know that there are by far more people out there not iis/asp.net, and not all of this tiny rest are having to deal with the server (2003 and iis 6.0 that is).
Anyway, I was just setting up a flash application that uses flash video. So do a bit of surrounding html, upload the app and the .flv vids and ... done.
Oh bugger, it would have been so good if it would have worked.
The first thing I thought it has something to do with my code, but on my local iis it worked like a charm.
The best thing was, the file gave me a 404 when I tried to access it via the URL I used in the player ...
A good deal of time later i finally found this: How to set up .flv files on iis 6.0.
Here's the solution (copied from the above link, though)
- On the Windows 2003 server, open the Internet Information Services Manager.
- Expand the Local Computer Server.
- Right-click the local computer server and select Properties.
- Select the MIME Types tab.
- Click New and enter the following information:
- Associated Extension box: .FLV
- MIME Type box:flv-application/octet-stream
- Click OK.
- Restart the World Wide Web Publishing service.