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Ludum Dare 31 — Coming December 5th-8th 2014!

  • ??? Begins: in 10 days, 5 hours, 55 minutes, 50 seconds
  • October Ends: in 11 days, 6 hours, 7 minutes, 50 seconds
  • Ludum Dare 31 begins: in 46 days, 6 hours, 55 minutes, 50 seconds
  • (FYI: Clock might be off) | Ludum Dare 31: Real World Gatherings (Now Open!)

    [ October Challenge 2014 | Resources | Submit/Edit | View All ]

    Declaring Framework

    Posted by (twitter: @ExciteMike)
    August 16th, 2010 8:31 pm

    Framework: Stego, the as3 framework I’ve cobbled together over the course of these events.  I may go with Unity instead if for some reason I feel like going three dee once the theme is decided.

    IDE: FlashDevelop. compiling with mxmlc.

    Graphics: A copy of Photoshop CS 1 which as far as you know was obtained completely legitimately.

    Music: I’ll try WarioWare DIY recorded and edited in GoldWave.  It came out kind of terrible last time I did that, but I’ll try again anyway.

    Sound Effects: I bet you can guess this one.

    For timelapse: I will be using Keeyai’s Chronolapse.

    Will be listening to: Some combination of an exciting Pandora station and my 8bitcollective favorites.

    Desk: I’ve moved since the last Ludum Dare!

    desk pic

    Sauce Control: Mercurial, pushed to Bit Bucket.

    Twitter: ExciteMike

    Interweb pagesite: http://excitemike.com/

    Rules Question: How would people feel about a game connecting to internet radio for music?  I probably won’t do it this time around, but I’m thinking about it for future events.

    Tags: ,

    4 Responses to “Declaring Framework”

    1. Almost says:

      Hmm, I’m trying to make a blank project with your stego framework and keep getting errors. I already have FLashDevelop, Flex, debug player, and Python so I simply ran the makeproject.py script, and opened the created project with flashdevelop. Initially hitting compile gave an error because I had a Main.as file with class ProjectName. I renamed the file to ProjectName.as I then needed to change an import in SamplePlayer from stego.PlatformCharacter to stego.gameobject.PlatformCharacter. It’s now giving me errors about there being no SceneLayer when there is a Scene. Perhaps I’m missing something?

    2. Almost says:

      Nevermind, I found you in IRC. Thanks for the help.

    3. ExciteMike says:

      Errors fixed and pushed to BitBucket. Thanks!

    4. Jonny D says:

      As long as my game can load yours for the user to play instead, then I’m cool with internet radio.

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