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Re^3: Game Events and Scripting

by john_oshea (Priest)
on Jun 16, 2007 at 14:55 UTC ( #621589=note: print w/ replies, xml ) Need Help??


in reply to Re^2: Game Events and Scripting
in thread Game Events and Scripting

You may be able to cut one step out of your proposed process by having the .swf read your xml directly. There are a lot of pointers to this on the Macromedia^wAdobe site - here's a link to a slightly less Flash-heavy page just for the heck of it.

Not strictly Perl, but possibly worth knowing about anyway - hope that helps.


Comment on Re^3: Game Events and Scripting
Re^4: Game Events and Scripting
by bladx (Chaplain) on Jun 18, 2007 at 03:37 UTC
    Thanks for the reference info on reading from XML in Flash! I haven't used Flash all that much so I'm unfortunately learning what it's potential advantages and disadvantages are as far as scripting. Yeah, that extra step might seem unnecessary, (and normally it probably would be,) but the thing is, I am trying to break up the .swf files into unique files so that they can be organized by date in the future. Instead of having one huge file... because this is a simulation that would go on for a while if it even got off the ground.
Re^4: Game Events and Scripting
by bladx (Chaplain) on Jun 20, 2007 at 05:33 UTC
    But, I guess another problem is... according to at least one reference, the limit of objects a flash file can have is about 200. I don't know if that's true for the latest versions of Flash or not. But I guess the point is... maybe I need to be looking into another way to do the graphics. I didn't like the limitations of Flash in the first place... but I wanted to have an excuse to use Perl to learn some new (for myself,) fields of programming.

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