Can anyone tell me step by step how to port flash using gideros I want to port this game http://megaswf.com/serve/1144550 I used a Swf converter to see all the files but i dont know what to do next Please Help
I am going to try it first and if i successfully do it I will ask the Creator if I can use it and of not I will have learned how to do it in future and will just be a annoyance but they happen
Usually you ask upfront. But maybe not in your country and it is usual to take other people stuff without asking first.
Here are some steps. I take it that you can code in Actionscript and know how things were done there:
1) Read the gideros documentation 2) Study the examples that ship with Gideros 3) Analyse the game. 4) Learn how to code a game in general 5) Code the game in Gideros Studio
If that all fails, post "gimme da code for da game, pleeeaaaassseee". That will work for sure.
There is a fine line between stealing and imitation. Taking art assets directly from a game is pretty hard to call imitation, and if you actually try to give or sell the game to anyone else then it is pretty much stealing.
In some cases public imitation isn't even legal. For example, nobody is technically allowed to sell Tetris like games (I know some who have been sent a letter by the Tetris owner warning of a lawsuit). But some games are copied quite often as you may notice.
He says you can email him to continue the project:
If you are interested in continuing the project please send me an email: KhalidShahinIP@gmail.com
Try that. And I'm just curios why you need a Gideros application for this and what it is supposed to do. I'll help if you give me some more details. I'm clueless what your trying to do. Thanks!
If you've got access to the .fla and or .as files you can start by making a list of each class used and then replicating the basic class structure using the Gideros Class / OOP system (as described in plenty of detail elsewhere on the forum).
If you haven't then that's a totally different ball game...
However assuming you have, porting the basic logic from AS3 to Lua isn't too difficult.
Ideally you'll need all your assets in .png format - if they've been created using shapes then you'll have to either convert them to PNG or use the current shape functions.
The nice thing about Gideros is that the display list hierarchy seems very similar to flash and so all the display groups etc should transfer over quite easily.
As for starting, first do what I said re the classes (on a bit of paper) and then try and get the basic app structure working (just put stub functions in for the various "onEnterFrame" handlers etc), once you've got that done then just start to add each bit in separately and then test, test, test
Rinse and repeat.
WhiteTree Games - Home, home on the web, where the bits and bytes they do play! #MakeABetterGame! "Never give up, Never NEVER give up!" - Winston Churchill
@screenguy, what Swf converter did you use to view the files? This is something that could be useful to flash developers who have genuinely lost their source files. Although I suspect others would use it to rip-off other people's code and pass it off as their own. :ar!
I think it would be cool if we could store vector art as functions of drawing commands as if they were data files. Then vector drawing wouldn't need to be converted to raster.
Hmm NOTE TO SELF... - must remember to dig out that code I wrote to parse .emf / .wmf meta files and output Actionscript (well HaXe actually) code to render the image - might have some use.
WhiteTree Games - Home, home on the web, where the bits and bytes they do play! #MakeABetterGame! "Never give up, Never NEVER give up!" - Winston Churchill
1) Read the gideros documentation 2) Study the examples that ship with Gideros 3) Analyse the game. 4) Learn how to code a game in general 5) Code the game in Gideros Studio www.ifgames.net
Comments
Here are some steps. I take it that you can code in Actionscript and know how things were done there:
1) Read the gideros documentation
2) Study the examples that ship with Gideros
3) Analyse the game.
4) Learn how to code a game in general
5) Code the game in Gideros Studio
If that all fails, post "gimme da code for da game, pleeeaaaassseee". That will work for sure.
Likes: chipster123
In some cases public imitation isn't even legal. For example, nobody is technically allowed to sell Tetris like games (I know some who have been sent a letter by the Tetris owner warning of a lawsuit). But some games are copied quite often as you may notice.
My apps: http://www.yummyyellow.com
Thanks!
http://www.giderosmobile.com/blog/2011/12/08/port-flash-game-ios-android/
Not the most helpful, but it's a start. Need more help? Just ask. Don't hesitate (that much).
Likes: MikeHart
If you haven't then that's a totally different ball game...
However assuming you have, porting the basic logic from AS3 to Lua isn't too difficult.
Ideally you'll need all your assets in .png format - if they've been created using shapes then you'll have to either convert them to PNG or use the current shape functions.
The nice thing about Gideros is that the display list hierarchy seems very similar to flash and so all the display groups etc should transfer over quite easily.
As for starting, first do what I said re the classes (on a bit of paper) and then try and get the basic app structure working (just put stub functions in for the various "onEnterFrame" handlers etc), once you've got that done then just start to add each bit in separately and then test, test, test
Rinse and repeat.
#MakeABetterGame! "Never give up, Never NEVER give up!" - Winston Churchill
Website: http://www.castlegateinteractive.com
https://play.google.com/store/apps/developer?id=Castlegate+Interactive
My apps: http://www.yummyyellow.com
#MakeABetterGame! "Never give up, Never NEVER give up!" - Winston Churchill
http://games.adultswim.com/robot-unicorn-attack-twitchy-online-game.html
2) Study the examples that ship with Gideros
3) Analyse the game.
4) Learn how to code a game in general
5) Code the game in Gideros Studio
www.ifgames.net