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Yes we can
 Originally Posted by Son of Bryce
Awesome tom, thanks for the response.
you're welcome =)
 Originally Posted by Son of Bryce
I'm actually interested in Scaleform supporting AS1/2 stuff because I have a couple old games I'd like to port to mobile for the hell of it, but I'm not sure if the cost of the license is gonna be worth it though. I'll probably check out the demo when I have time.
Yeah, that's a good way to go about it. The mobile app stores are so crowded by now that unless going with publisher/big marketing push even with a good game it is not guaranteed one will make a decent return on it, so it is a good idea to evaluate what's a good fit and how much is reasonable to spend on it upfront.
I'm considering bringing some more stuff over myself but yeah, not doing it for each and every flash AS1 / 2 / 3 game i ever worked on.
 Originally Posted by Son of Bryce
I've been heavy into Unity these days. I've been trying to workout a decent 2d pipeline for Unity, still trying to avoid having to do 3d assets as much as possible! 
I wrote a bit of a making-of/tutorial post about how I handled the sprite animation for my Unity port of my Flash game Donut Get! ( http://blog.sokay.net/2012/11/05/2d-...tion-in-unity/ ). This was exporting the raw animations out of Flash using spritesheets, super wasteful but I was aiming to do it as quick and dirty as possible and see if it would even end up working. Turned out it was "good enough!" But if I ever dreamed of doing something with multiple characters, I'd have to be smarter about it.
Yeah, as soon as one goes for all 3d assets, especially for a more realistic look that can become more time and cost intensive quickly (next to downsides of needing lots of optimisation work etc in many cases since the mobile devices are like 5-8 years behind console tech in graphics capabilities on a few ends (while going for pushing much higher resolutions in many cases ))
Cool you're doing more in unity and yeah, nice regarding your blog post and yup, pretty much what i went through regarding the 2D side with unity, too, started out with making a quick and hacky solution, tried various packages/solutions out there, refined own workflow etc, its a bit of an improve as you go thing which i guess will go on until there's a more ideal builtin pipeline which gets at least most requirements right out of the box =)
 Originally Posted by Son of Bryce
Searching for solutions I found out about a tool the Japanese social game company GREE released called LWF. It exports Flash animations into a format readable by their Unity plugin. And it's open source too.
( http://forum.unity3d.com/threads/158...nity-and-HTML5 )
From what I can tell, it'll run through the different movieclips on the stage and export each one as an image and save the timing information in a text file. The assets need to be setup in a particular way and I don't believe there's anyway to use keyframe labels or timeline scripting ( but don't quote me on that!)
This is straight from Japanese programmers so it may be hard to figure out how it works. Fortunately they eventually released a Youtube tutorial video: http://www.youtube.com/watch?v=K7awPpMplIk
I'm planning to do some demos with LWF and see if it allows me to make easier use of Flash animation within Unity.
Cool, that looks nice, i'll have a look =) I tried a few of the others like uniswf, not that one yet though, thanks for sharing =)
Last edited by tomsamson; 01-05-2013 at 12:31 PM.
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