rip vine never forget (Today)

@SpliterCBb maybe just to really drive home the idea that most companies/products get worse over time instead of better. (Today)

vine is one of my favorite things ever so of course it's being shut down -_- (Today)

mfw i'm doing web dev (Today)

@NoelFB just call the company noel berry and the logo is like a little raspberry with a santa hat (Today)

@dannyBstyle @benprunty "kyle goes to school for computers" was the common phrase at my family gatherings for awhile (Yesterday)

RT @LunarRayGames: More future versions of enemies on today's Timespinner devstream! Pixel art and design! 1-4pm PDT every Tuesday at https… (2 days ago)

@SaltyPepperG (2 days ago)

@MagpieMcGraw I see. Do you have a programming day job or do you only code as a hobby or whatevs? (2 days ago)

@SaltyPepperG yeah I've gotten better at this over the years, but when my final tasks involve "talk to other humans" I shut down hahah (2 days ago)

@TyrusPeace hmmm right yeah that makes sense. I wonder if I tied my chill out things to my projects more if it would help (drawing, etc) (2 days ago)

Also I feel like I'm at the very end of Sky Sisters dev and the rest of it involves doing things I don't like so I'm procrastinating forever (2 days ago)

@MagpieMcGraw right I have heard that actual coding time can be like only 2 to 4 hours a day for most people :o (2 days ago)

@bmau_ro yeah I probably have weird data on this stuff. a lot of folks I talked to about time tracking track SO MUCH TIME compared to me x_x (2 days ago)

@UndeadBarryGibb @SnugglePilot labor 2.0 (2 days ago)

@Teknopants yeah totally but things don't get done waiting around for inspiration ya know? Why is making stuff so gosh dang difficult (2 days ago)

@SnugglePilot dunno seems society likes that number a lot (2 days ago)

@DrMelon It always seems like the mega successful artists and creators out there have super human focus powers~ (2 days ago)

I want to be someone that can just work on the same thing all the time 8 hours a day every day but it just never works out for me. (2 days ago)

Working on Sky Sisters this month has been incredibly draining so I'll do the irresponsible thing and goof around with a side project~ (2 days ago)


2013 - 2 - 11 / 8:44 am / tutorials

Flash Develop Pre-Build Command Line

Flash Develop Pre-Build Command Line

Last week I posted an asset generator script that will go through the contents of a folder and spit out an Actionscript class with static embeds for all of the assets. It's been pretty useful so far in my current project, but then I found a nifty feature of FlashDevelop that made it even better! Using FlashDevelop's Pre-Build Command Line option, I'm able to automatically execute my script every time I build my game, which means I don't even have to manually execute the script whenever I add content.

To hook it up in your project, just go to Project, then Properties in FlashDevelop. You should get a window with a couple of tabs across the top. Select the "Build" tab and you'll get something that looks like this:

In that screenshot I've already added the command to run the script every time I build. The first part of the line is c:\windows\system32\cmd.exe which just calls up the command prompt in Windows. The next part is the /C which is a flag that is set on cmd.exe which roughly translates to "run the following command, then terminate." The last part is $(ProjectDir)/ which is basically just telling cmd.exe to run that command. $(ProjectDir) is actually a special string that FlashDevelop recognizes, and will replace with the full path to the project. In my case I had to surround the command with quotes due to having a space in the full path.

I also checked the "Always Execute" checkbox... not really sure what that means, but as far as I know I want to be run every time I hit build, so I want that checked.

Right now this makes adding level content to my game even easier. Now whenever the game builds, the will reassemble my class, and then my "Universe" class which manages the entire game world will look at everything in my Assets class with the prefix "LEVEL_" and assemble the interconnected game world out of everything embedded with that prefix.

I absolutely hate any sort of tedious work, like adding content to a game by hand and copying pasting the same line 100 times and modifying each line slightly... so if I can spend a few hours coming up with methods to spare me of those tasks then it's totally worth it in the end.


2013 - 2 - 11 12:48 PM

Thomas Morrison

Very interesting! I never thought to do something like this.

I have done all my game development myself without any real interaction between other programming side developers. This leaves me at a bit of a loss when it comes to the hierarchy of a games code, do you have any resources/design patterns you use frequently or sites with examples?


2013 - 2 - 11 1:47 PM


That's a pretty in depth question to answer in a comment, I think! ;) Design patterns are a mystery to me and I'm always interested to see how other developers do it... I'm actually trying something pretty weird for this new project I'm working on (at least weird compared to my usual style) and once I flesh it out more then I can write a bit about it.


2013 - 2 - 11 4:50 PM

Thomas Morrison

Yea, your right that was a bit of meaty question to ask in a comments section! I'm looking forward to the post on what your working on now though.


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Hi! My name's Kyle, and I make video games most of the time in Denver, Colorado. Here you will find my thoughts, games, websites, doodles, and other stuff like that. I worked on Snapshot, Offspring Fling, and a whole bunch of other games. I also created and maintain Otter, a 2d game making framework. If you want to get a hold of me use the form on the bottom of the page, leave a comment, or just tweet at me. I try to post three times a week. Thanks for stoppin' by! You're the coolest.

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