How to build TGB into .swf file?
by Nabarro · in Torque Game Builder · 04/21/2012 (8:35 pm) · 9 replies
Is it possible to build TGB games into .swf file? If so, TGB games can be lauched on computer which has installed flash player directly.
Do you have any idea to add some codes or "add-on" so that TGB can be built into .swf file? Any suggestions are appreciated. Thank you.
Do you have any idea to add some codes or "add-on" so that TGB can be built into .swf file? Any suggestions are appreciated. Thank you.
#2
04/22/2012 (7:48 am)
Anyone may come up with any ideas? Really really highly apprecitaed...
#3
It is old, it is unstable, it is unsafe und must die asap.
If one would do something like this, I would rather look into a method to recreate Torque's Engine in Javascript and WebGL and make that load Torque's level-files etc.
04/22/2012 (12:03 pm)
Please, stop using Flash.It is old, it is unstable, it is unsafe und must die asap.
If one would do something like this, I would rather look into a method to recreate Torque's Engine in Javascript and WebGL and make that load Torque's level-files etc.
#4
04/22/2012 (5:09 pm)
Well, if you -really- need it to be .swf you'd either need to do a lot of work with rewriting the full engine or get third party programs to convert it. Since it doesn't compile into a single executable, you'd probably need to get something that compiles it into a single executable, and then find another program that packages executables into .swf's. So, not really the best engine for making flash compatible programs.
#5
04/23/2012 (6:56 am)
How about Adobe's Alchemy? It seems that Unity's taking using of the technique for its 3.5 version, which can build flash application from Unity's Editor.
#6
04/23/2012 (11:52 am)
You would need to license the latest version of Alchemy. 2 is deprecated completely by Adobe. Your game would be applicable to their new licensing structure and you would be required to pay royalties to them for any advanced features such as GPU access, etc. I would do the math on your revenue projections before you enter on this path.
#7
@MrSpaceGame:
Javascript is not very suitable for large scale projects (not to write but mostly to maintain).
WebGL it will never (according to MS) be supported in IE due to security risks (I know it sounds at least funny coming from MS).
Even if you have WebGL javascript will still be a drawback for most game devs that are used to classical OOP languages.
JS is older than Flash, C++ is older than JS... what does that mean? Flash is not unstable at all, bad programming can crash any program (never seen C++ programs crash? in the old days require restart?).
Why should we wish something to die? Just don't forget that Flash opened the doors for any free/ad-funded web (adver)games etc. JS was there with some capabilities for long time but this interesting turn in history was achieved thanks to Dutch innovation...
@David:
Using the stage3D in conjunction with the Memory Domain API (altogether called XC APIs) needs indeed a special license. If you take a look at the licensing scheme (http://www.adobe.com/devnet/flashplayer/articles/premium-features-licensing-faq.html) it looks like a fair deal for something that you can produce with 100% free software (Flex SDK + AIR SDK + FlashDevelop) and deliver it to several platforms (PC/MAC, iOS, Android, Smart TVs).
Adobe gets the 9% of your revenue only if that exceeds $50K/year while Apple gets 30% from your first cent for every sale and if you stop your dev program ($99/year) your game/app is not available for download....
Cheers
12/14/2012 (6:22 am)
I would like to add my 2 cents to a couple of comments which I consider confusing. I won't post anything else regarding that matter since it might get this forum quite out of topic :D@MrSpaceGame:
Javascript is not very suitable for large scale projects (not to write but mostly to maintain).
WebGL it will never (according to MS) be supported in IE due to security risks (I know it sounds at least funny coming from MS).
Even if you have WebGL javascript will still be a drawback for most game devs that are used to classical OOP languages.
JS is older than Flash, C++ is older than JS... what does that mean? Flash is not unstable at all, bad programming can crash any program (never seen C++ programs crash? in the old days require restart?).
Why should we wish something to die? Just don't forget that Flash opened the doors for any free/ad-funded web (adver)games etc. JS was there with some capabilities for long time but this interesting turn in history was achieved thanks to Dutch innovation...
@David:
Using the stage3D in conjunction with the Memory Domain API (altogether called XC APIs) needs indeed a special license. If you take a look at the licensing scheme (http://www.adobe.com/devnet/flashplayer/articles/premium-features-licensing-faq.html) it looks like a fair deal for something that you can produce with 100% free software (Flex SDK + AIR SDK + FlashDevelop) and deliver it to several platforms (PC/MAC, iOS, Android, Smart TVs).
Adobe gets the 9% of your revenue only if that exceeds $50K/year while Apple gets 30% from your first cent for every sale and if you stop your dev program ($99/year) your game/app is not available for download....
Cheers
#8
12/14/2012 (9:44 am)
Thanks for the clarification. When I posted in April, the licensing was not as clear as it is now! Thanks for laying it out clearly.
#9
01/23/2013 (8:34 pm)
flash is kinda dying slowly because it is proprietary. with iOS and andriod support fading away, due to Adobe disinterest in maintaining it, it is no longer the cross platform solution it was.
Associate Simon Love
I bet someone will eventually come up with a solution to port TGB to Google's native client API or Adobe's Alchemy, as these technologies apparently allow C++ code to be converted into browser-ready applications.
TGB has awesome editors though, it would be wonderful to have the ability to export projects to .SWF even though I really doubt that this modification would be simple.