Away Games Maker

Software: Away3D 4.x

Avatar
Luca, Sr. Member
Posted: 27 March 2013 04:57 PM   Total Posts: 230   [ # 16 ]

Adde new functionality ( script JavaScript ... LUA )
video here:

http://www.youtube.com/user/LucaEstiva?feature=mhee

 

   

Avatar
Luca, Sr. Member
Posted: 30 March 2013 06:49 AM   Total Posts: 230   [ # 17 ]

After this:

http://away3d.com/forum/viewthread/4285/

now GameMake are based on Away4.1 Alpha… ( must be updated on git )

but Particle editor wan’t work, Liao where are you ?
Your code needs to be updated…  smile

Thx to Rob for this

https://github.com/away3d/awayphysics-core-fp11/blob/dev/AwayPhysics/src/awayphysics/collision/shapes/AWPConvexHullShape.as

update.

 

   

Avatar
Luca, Sr. Member
Posted: 03 April 2013 05:59 AM   Total Posts: 230   [ # 18 ]

Actually i’m woking on ” add modifiers to the base object ” for example convert one of it to a mesh then move every single vertex like 3ds max
so we have:

//------------------------------------------------------------------------------------------------------------
  //
  //------------------------------------------------------------------------------------------------------------
  
public function MakeConrolPointscontainer:ObjectContainer3D ):void
  {
   
   
//
   
var VertexPos:Vector3DVertexPos1:Vector3D;
   
//
   
var v:Vector.<Number> = new Vector.<Number>;
   
//
   
var Match:Vector.<Number> = new Vector.<Number>;
   
//
   
var ai:uint;
   
//
   
var vl:uint Vertices.length 3;
   
//
   
var Vindex:uint 0;
   
//
   
var VFound:Boolean;
   
   var 
ControlPointIndex:uint 0;
   
   
//
   
Match = new Vector.<Number>;
   
   
//
   
ObjectIndex CoreController.MainObjectManager.GetSelectedObjecPropertyIndexByNameObjectToTransform.namecontainer );
   
   
//
   
while( Vindex vl )
   
{
    
    
//
    
VFound false;
    
//
    
VertexPos = new Vector3DVertices[Vindex*3]Vertices[Vindex*3+1]Vertices[Vindex*3+2] );

    
//
    
for( ai 0ai Match.lengthai++ )
    
{
     
//
     
if( Vindex == Match[ai] )
     
{
      
//
      
VFound true;
     
}
    }
    
    
//
    
if( !VFound )
    
{
     
//
     
VInfo.push( new VertexInfo );
     
     
//
     
for( ai 0ai vlai++ )
     
{
      
//
      
VertexPos1 = new Vector3DVertices[ai*3]Vertices[ai*3+1]Vertices[ai*3+2] );
      
//
      
if( VertexPos1.equalsVertexPos ) )
      
{
       
//
       
Match.pushai );
       
//
       
VInfo[ControlPointIndex].Index.pushai );
       
//
       
trace("Match vertex: " Vindex " with vertex: " ai); 
      
}
     }
     
     
//
     
v.pushVertices[Vindex*3] );
     
v.pushVertices[Vindex*3+1] );
     
v.pushVertices[Vindex*3+2] );
     
//
     
VInfo[ControlPointIndex].Index.pushVindex );
     
//
     
VInfo[ControlPointIndex].VertexPos VertexPos;
     
//
     
ControlPointIndex++;
    
}
    
    
//
    
Vindex++;
    
   
}
   
   
//
   
trace("Added: " v.length " vertex");
   
   
//
   
for( var bi:uint 0bi v.length 3bi++ )
   
{
    
    trace
("Add control point: " bi +" - "v[bi*3] +" "v[bi*3+1] +" "v[bi*3+2] );
    
//
    
VertexControlPoint.push( new Mesh( new CubeGeometry101010 ), CoreController.UnfocusedObjecMaterial ) );
    
//
    
container.addChildVertexControlPoint[bi] );
    
//     VertexControlPoint[bi].positi Vector3D( v[bi*3], v[bi*3+1], v[bi*3+2] );
    //
    
VertexControlPoint[bi].name "VertexControlPoint_"+bi;
    
    
//
    
CoreController.MainObjectManager.SceneObject[ObjectIndex].ChildObject.pushVertexControlPoint[bi] );
    
    
// Enable mouse interactivity.
    
VertexControlPoint[bi].mouseEnabled true;
    
// Attach mouse event listeners.
    
VertexControlPoint[bi].addEventListenerMouseEvent3D.MOUSE_OVERCoreController.MainObjectManager.onObjectMouseOver );
    
//
    
VertexControlPoint[bi].addEventListenerMouseEvent3D.MOUSE_OUTCoreController.MainObjectManager.onObjectMouseOut );
    
//
    
VertexControlPoint[bi].addEventListenerMouseEvent3D.MOUSE_DOWNCoreController.MainObjectManager.onObjectMouseDown );
   
}
   
  } 

I decided to make this software by exploring every small functionality of the away library an find every single bugs and features implemented and needed…. ( actionscript, flash and so on also ) smile like boolean operations ( now i know every vertex pos… ) but, for example this feature is needed to make game like this ?
https://www.youtube.com/watch?v=uIWv2uLcg0Y smilesmile:)
i think yes and no, but control bones to make animations… Add every single transformation to an array or vector or use a script ?

The road is long and uphill but… wink

 

   

Avatar
Luca, Sr. Member
Posted: 03 April 2013 06:08 AM   Total Posts: 230   [ # 19 ]

Nice to meet you boystyles smile

 

   

Avatar
Luca, Sr. Member
Posted: 03 April 2013 09:39 AM   Total Posts: 230   [ # 20 ]

So, now we have: ( this is an away atomic missile smile )
Object -> Add modifier -> Convert to editable mesh, working on wink
Now shaders, compiler, review the code, update 4.1, particles, PATH ( i can draw it directly on my scene 1 or 2 or ... ) phisycs and more array, vectors, update, review, change an so on… smile

 

   

Avatar
Luca, Sr. Member
Posted: 03 April 2013 12:57 PM   Total Posts: 230   [ # 21 ]

First of all GameMaker must be update to use the 4.1 version of the Away libraries. The 3D effects are available if you use multiple views:

 

   

com2, Newbie
Posted: 05 April 2013 07:11 AM   Total Posts: 5   [ # 22 ]

Hi Luca,

I’m having trouble compiling with FlashDevelop.
Do you plan to release “binaries” or to deploy your cool app with Air in a handy fashion (like PreFab) ?
Cheers

 

   


com2, Newbie
Posted: 05 April 2013 08:41 AM   Total Posts: 5   [ # 24 ]

Many thanks for quick reply.
Air & Flex SDKs already up to date.

 

   

Avatar
Luca, Sr. Member
Posted: 05 April 2013 09:08 AM   Total Posts: 230   [ # 25 ]

Nice to meet you com2, sry smile

you’re right,  if you import the project in FTD it does not work mmmm

I look for the problem and the solution ....

 

   

com2, Newbie
Posted: 05 April 2013 09:15 AM   Total Posts: 5   [ # 26 ]

Awesome! cool smirk

 

   

Avatar
Luca, Sr. Member
Posted: 05 April 2013 07:34 PM   Total Posts: 230   [ # 27 ]

FlashDevelop project available for download smile

FlashDevelop version 4.3.0 or updated SDK ( to the last release ) are required.

Now, why if i import the original FlashBuilder version, FlashDevelop don’t compile them… ?

mmm investigation .... smile

Thx to Fabrice for the help on the issue:
https://github.com/away3d/away3d-core-fp11/issues/499

 

   

Avatar
Luca, Sr. Member
Posted: 06 April 2013 06:48 AM   Total Posts: 230   [ # 28 ]

For now…..............................

FlashDevelop need this file…

application.xml

and a folder called obj

the optional parameters passed to the compiler prevent the compilation

Running process: C:\Program Files (x86)\FlashDevelop\Tools\fdbuild\fdbuild.exe “D:\FDTProject\AwayGameMaker\AwayGameMaker.as3proj”
-ipc a6641fd0-de7c-4816-8233-5467700354e7 -version “4.6.0; 3.6”
-compiler “C:\Program Files (x86)\FlashDevelop\Tools\flexsdk” -library “C:\Program Files (x86)\FlashDevelop\Library”

Building AwayGameMaker
mxmlc -load-config+=obj\AwayGameMakerConfig.xml -debug=true -incremental=true +configname=air -swf-version=18
-define=CONFIG::debugging,false -o obj\AwayGameMaker635008321715750368

Incremental compile of 1
Loading configuration file C:\Program Files (x86)\FlashDevelop\Tools\flexsdk\frameworks\air-config.xml
Loading configuration file D:\FDTProject\AwayGameMaker\obj\AwayGameMakerConfig.xml
Nothing has changed since the last compile. Skip…
obj\AwayGameMaker635008321715750368 (10322992 bytes)
(fcsh)Build succeeded
Done(0)

//////////////////// DON’T WORKS:

Running process: C:\Program Files (x86)\FlashDevelop\Tools\fdbuild\fdbuild.exe “D:\FDTProject\AwayGameMaker4.1\AwayGameMaker4.1.as3proj”
-ipc a6641fd0-de7c-4816-8233-5467700354e7 -version “4.6.0; 3.6”
-compiler “C:\Program Files (x86)\FlashDevelop\Tools\flexsdk” -library “C:\Program Files (x86)\FlashDevelop\Library”

Building AwayGameMaker4.1
mxmlc -load-config+=obj\AwayGameMaker4.1Config.xml -debug=true -incremental=true +configname=air -swf-version=18
-define=CONFIG::debugging,false -o obj\AwayGameMaker4.1635008322567459083

Incremental compile of 1
Loading configuration file C:\Program Files (x86)\FlashDevelop\Tools\flexsdk\frameworks\air-config.xml
Loading configuration file D:\FDTProject\AwayGameMaker4.1\obj\AwayGameMaker4.1Config.xml
Nothing has changed since the last compile. Skip…
obj\AwayGameMaker4.1635008322567459083 (10322670 bytes)
(fcsh)Build succeeded
Done(0)

 

   

Avatar
Luca, Sr. Member
Posted: 06 April 2013 08:07 AM   Total Posts: 230   [ # 29 ]

Finally, the application does not start because:

File: src\main-app.xml

Chaneg From:
<content>[This value will be overwritten by Flash Builder in the output app.xml]</content>

To:
<contentMain.swf</content>

And in the file .as3proj

Change from:

<option testMovieCommand=”” >

To:
<option testMovieCommand=“Run.bat” >

 

   

Avatar
Luca, Sr. Member
Posted: 06 April 2013 09:09 AM   Total Posts: 230   [ # 30 ]

smile I think the reverse engineering would be a good choice sometimes smile

Now the project can be imported, compiled and tested successfully in FlashDevelop

SEE the readme file in the main project folder ! smile ! smile ! smile

thx to com2 wink

 

   
   

X

Away3D Forum

Member Login

Username

Password

Remember_me



X