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:

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.

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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 script, and opened the created project with flashdevelop. Initially hitting compile gave an error because I had a file with class ProjectName. I renamed the file to 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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