What is the best practice managing huge game project in flash.
After time I found that combining Flex with Flash Professional gives you the best tools for fast developing, working in a big group, and using SVN.
My project is split to Flex library projects and main Flex project.
- Designers working in Photoshop and Illustrator, then exporting directly to flex or to Flash Professional.
- Animators working in Flash professional , each one got his own flx folder(it's unzipped fla format, supported from CS5, his data is not binary, so it's better working with SVN), and may create graphic logic classes, finally he export his solution to flex with swc file.
- Developers working in Flex, are managing the main project, they getting resources from everyone and putting all together, flex are the only place where game logic is handled, along with server communication.
Lately I found two problems working on complex flex components that part of them created in flash pro. I want to put inside my Flex component a movie clip, and inside that movie clip I want to put another flex component.
This what I do: From flash pro I create a movie clip, using command to convert it to flex container and place the flex content holder square inside them movie clip, exporting it to swc and then from flex I add it directly to mxml and even get his preview in flex design mode. This is what I can't do:
- I can't move flex content using timeline animation, only with code
- I can't insert flex content inside a movie clip that are sitting inside other movie clip, even if they both are flex containers.
Please tell me what do you think about my strategy and if you know any work around for those problems