@ChevyRay @ADAMATOMIC Oh really? I was given false info then! Plus resharper defaulted to making private stuff have a _ when I tried it :I (Today)

@codeapparat HMM interessting. I have seen some code bases with initials at the start of variables. I might try this in a quick jam thing. (Today)

@championchap Yeah I think FP is the first place I saw it. (Today)

@ADAMATOMIC Yeah right now I'm just doing lowercase for all private stuff, but I think the C# "official" standard is starting them with _ (Today)

@zenasprime Local scope I just make lower case and try to make them as shortly named a possible. (Today)

@ADAMATOMIC A chill runs down your spine as your sock begins to absorb whatever you just stepped in. Let the games begin. (Today)

@MoviusC I mean underscores to start though. Like private int _speed = 0; or something like that. (Today)

@zenasprime Ah, yeah that's what I'm using for my projects now. (Today)

Experimenting with using underscores for private things in C# and I'm still not sure if I like it or not. DO YOU USE UNDERSCORES?! WHY?! (Today)

@0SCUR0 @konjak I dont think you could guarantee it to be visible or invisible on the video or stream though. (Today)

@konjak Shovel Knight revealed how much of a problem it can be. Flickering every other frame at 60fps makes something invisible at 30fps :O (Today)

@gabrielverdon I've always used photo printing places. t.co/2gHMuX8snU is pretty decent, and they seem to work out good for arts. (Today)

RT @rustym: Astro Duel – My competitive local multiplayer game for iPad is live! t.co/PuNpRxw9vR (Yesterday)

RT @McFunkypants: The average fulltime indie gamedev salary is $11,812 a year. But 57% make under $500. t.co/s74fYprMtC t… (Yesterday)

@phubans I guess tennis is fine as long as real life windjammers doesn't exist. (Yesterday)

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@ChevyRay Yeaah I tried json out, and editing it by hand made me go back to XML :I (2 days ago)

@ZeroFolio video games, whoa. ;D (3 days ago)

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posts tagged with: python

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 assetGenerator.py 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:

Image
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)/assetGenerator.py 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 assetGenerator.py 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 assetGenerator.py will reassemble my Assets.as 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.

3 Comments

2013 - 2 - 5 / 7:16 am / tools

Asset Class Generator for Actionscript 3

Asset Class Generator for Actionscript 3

The Reason
As I set forth to try and jam out the rest of this metroidvania game before GDC 2013, I've been trying to think of ways to make content generation as fast as possible. One of the big hurdles that I run into with AS3 when making a lot of content is constantly having to embed assets into the code. FlashDevelop makes this incredibly easy though. Right click a file, click generate embed, and there you go. However this still takes a lot of time when I'm talking about a game that is going to have nearly a hundred level files and who knows how many image assets, and I'm constantly switching assets around.

After a quick consultation with Twitter I got a crash course on Python and spent a couple hours making assetGenerator.py.

Download!
Download assetGenerator.py 1.0, along with an example project right here. You can also just view the code. All the files in the example project are blank files just to use as an example, and keep the download size tiny. Here's an example of the code it spits out. If you want to know more, then read the rest of the post! read more

5 Comments

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Hi there, my name is Kyle, and I'm a 27 year old kid with adult powers. I'm making video games and living the indie game developer life in Tempe, Arizona. 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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