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Welcome to the SapphireSteel forum - for discussion of the Ruby In Steel and Amethyst IDEs
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Author Topic: Scaleform develop with amethyst  (Read 1570 times)
neojijon
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Posts: 2


« on: March 29, 2012, 07:12:50 PM »

Scaleform use game developing,is flash base game Engine.
use falshdevelop.  i want VS with Amethyst.
Please, Setting Amethyst with Scaleform !!!
..
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Huw Collingbourne
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« Reply #1 on: March 30, 2012, 09:46:10 AM »

Can you tell us exactly what sort of integration you need? I've never used Scaleform (I'll download the UDK with Scaleform this weekend) but we are very interested in providing better support. Please let us know what you need from Amethyst.

best wishes

Huw
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neojijon
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Posts: 2


« Reply #2 on: April 02, 2012, 10:51:54 PM »

i am use visual studio 2008,
3D game developer  must be use coding visual studio .
3rd party engine is scaleform engine for UI.
convert  flsh code .
i try use Flashdevelop, flash coding  tool ..
very hard is short key and typing.
but amethyst is base  Visual studio, and debuging , trace, short key.etc
is very good..

http://gameware.autodesk.com/scaleform
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Dermot
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« Reply #3 on: April 04, 2012, 02:48:13 PM »

Hello,

As far as I can see, you can use scaleform with Amthyst by creating an Amethyst Flash project which gives you access to the graphical assets that you would create in Flash CS4/CS5. You can then script these assets in ActionScript and also Unrealscript (but with no coloring, unless you set the color to C++). You could then use a Amethyst 'Post Build Event' script to tie everything together (I think that is sort of what the scaleform system does). This is a very basic level of integration but we are thinking quite hard about further integrating scaleform - for example, it is easy for us to color Unrealscript, and we could build a full Visual Studio/MSBuild build and deploy target for scaleform. But we will have to do some more investigation first.

Dermot
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Jason King
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Posts: 159


« Reply #4 on: April 10, 2012, 06:52:45 PM »

I use Amethyst and Scaleform.  Scaleform uses SWFs as resources (both art and code-scripting).  There is no way that Amethyst can be used as a debugger in Scaleform - not even Scaleform provides a debugger yet.  As for coding, Amethyst works very well and we simply build SWFs without GFxExport'ing them.  It's a great system.  We actually attempt to keep both code paths (Flash player-compatible and Scaleform) so that we can do most of our debugging within Amethyst.
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Huw Collingbourne
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« Reply #5 on: April 11, 2012, 03:04:40 AM »

I'm trying to find my way around Scaleform (and the Unreal Engine!) at the moment. Not a trivial undertaking for someone who's new to all this. Out of interest, why wouldn't it be possible for Amethyst to debug Scaleform (I accept we might need to do some work but is there some fundamental technical reason that would prevent debugging?). What about other types of integration? I see that a simple debug launcher is installed for Flash CS5. Apart from that, what other types of integration would be useful?

Also, is there anything we can do to support integration with game engines in general - Unreal, Unity, Cryo etc.? As I said, this is an unknown world to me and any help into identifying where Amethyst fits in - and could fit in better - would be much appreciated.  Smiley

By the way, it's probably worth mentioning that you can change your default Flash Player in Tools/Options/Projects & Solutions/Amethyst to (for example): C:\UDK\UDK-2012-03\Binaries\GFx\GFxMediaPlayer.exe. Each project can also toggle between the default player and an alternative in Project/Properties/Launch.
« Last Edit: April 11, 2012, 03:20:38 AM by Huw Collingbourne » Logged
Software
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« Reply #6 on: December 11, 2012, 09:03:46 PM »

I am considering Amethyst for MOD development for an MMO called The Secret World. It uses Scaleform/Flash and AS 1.0. I am a .Net developer by trade and find the flash IDE horrible. Does Amethyst support Actionscript 1.0?
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Dermot
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« Reply #7 on: December 16, 2012, 03:13:47 PM »

Hi,

We don't support ActionScript 1.0 in the editor. I think the syntax is too different from AS 2/3 and you'll get a lot of 'syntax' errors flagged. Also, I'm pretty sure that the Adobe compilers we use won't like AS 1.0 (but I've never tried it).

Dermot
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