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votes

What is the best practice for creating a pure assets swf? It has to have zero code, I need to load it externally on IOS.

I'm aware of starling's AssetManager, but it doesn't fit my unique circumstances, the assets have to be compiled in SWFs.

I can use embed tags and then use adt's swf stripping, but it's proving to be too much work (I'm still trying to debug the matter), it also seems a bit of an overkill to go through such a complex process to strip code when I only need assets.

My second option is to add assets to an FLA library and give them linkages, which basically works just fine, except Flash IDE is really troublesome and has problems reading too many assets, which will definitely be a huge headache on the long run (these assets were being compiled just fine with embed tags).

Is there a way to purely compile assets with linkages or some sort of other reference to them, without having to worry about the Flash IDE not being able to read them, and without having any code on the SWF?

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What is a "Pure Assets SWF"?spring
A SWF that contains nothing but assets (e.g. textures, sounds...), no code.Maxim Laco

1 Answers

1
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Look into JSFL, with that you can export all symbols into their own swf with just their asset in it (symbol linkage is considered coded swf in Ios). You can even strip all code with JSFL. Not too hard to learn it's Javascript. Advantage is all those individual swf will be small and easy to load or embed.

For embedding of course it's cumbersome to do it one by one but you can put together a simple AIR app that will go through a folder and write the embed code for you in a file, then you copy and paste, easy.