Export Html5 From Flash Cs6 Crack

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Oleta Blaylock

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Jul 11, 2024, 6:55:03 PM7/11/24
to eatgramabwa

HI
I am having a flash game which i need to convert to a html5 game . Can you help me how to convert it. i tried of doing it as per instructions and commands in the blog , that output is that it is playing as a slide show but not as a game. please suggest me how to start and complete in order to get the game

export html5 from flash cs6 crack


Download File https://mciun.com/2yLXhj



Hey @singmajesty and all
I am totally new in Openfl and other things, i was little bit lost about this stuff i try sample that provided example nyancat project, is the nyancat is only animation ? not full game ? if i replace nyancat.swf with other swf file is it require some manual code in main.hx ? when i replace the nyancat.swf and test it with flashdevelop it just show blank.

A final Flash SWF may contain fonts, graphics, sounds and compiled ActionScript code. We currently have support for most SWF graphics in OpenFL, with ways to link it to your code. The Shumway project is the most mature solution I know to play a SWF file as-is (with no modifications), but there are some serious problems with that approach. Performance is an issue, but shipping real products often requires changes to your code.

Hey @singmajesty,
Thank you for quick replay
i have fla file and some only swf files, i would like to convert games with A SWF decompiler as this is not ideal,
do you have any idea what option i have ?

Yes, I believe you can use as3hx to convert ActionScript 3.0 code to Haxe. It does about 95%-98% of the conversion automatically, though it helps to understand some of the basics of the difference between the Haxe and ActionScript. Some of this is documented here: -conversion-guide/

The ./out folder ends up empty. If I run as3hx on one of the .as samples in the openfl-as samples it does work correctly and I do end up with the expected .hx files. Maybe JPEXS outputs a different version of AS?
@sibli_busro did you manage to do the conversion? How exactly did you extract the ActionScript from the .swf file with JPEXS? And then how did you use as3hx on the output?

This thread was started before GSAP 3 was released. Some information, especially the syntax, may be out of date for GSAP 3. Please see the GSAP 3 migration guide and release notes for more information about how to update the code to GSAP 3's syntax.

With so many designers needing a GUI for HTML5 banner production, Flash Pro definitely deserves a solid look. Its ease of use for art creation and layout are unmatched. I think many Flash developers will be pleasantly surprised at how many of Flash's features translate to HTML5 with the help of CreateJS / Easel.js.

1. I have always used break-apart for all text, but then kept a layer of the 'live' text (hidden), in case we needed to change anything, which always seems to happen! But what is this doing ? It seems to hold the vector output... is it creating SVGs ?

2. I have noticed that the output creates a layer, which seems to be quite sluggish (especially on mobile devices) and when there are sometimes a lot of elements to animate (when compared to a purely hand-coded GSAP file)--but I haven't experimented with using GSAP/TweenMax as the animation engine before in FlashPro... but from all I have seen and experienced, I assume using GSAP to actually animate rather than using the timeline in FlashPro will really keep the animation from becoming sluggish. Or is it still relying on the easelJS on a canvas element to do some of the heavy lifting, even if we are only using GSAP inside of flash as you show in the video ?

For small banners 300x250 / 300x600 I have to imagine it will perform quite well on modern hardware. Flash Pro also does WebGL output now which on supported devices should be amazing (not so sure how ready ads will be for WebGL due to browser support).

Glad you liked the video. Yeah, I think in production you would probably minify all of createJS into one file but I'd also suspect that those files are very well-cached if you are loading off their CDN. Not sure what CreateJS or Adobe recommends here. My experience with this has all been experimental for "proof of concept".

To keep the same tab open and a better workflow, use Browsersync for live reloading. It will take you 5 minutes to gets started if you've never used Node before. Mac users might need to look up the term "sudo" before installing stuff with Node. So instead of testing the movie everytime, you would just publish it and have browsersync listen for changes to any html, css, or js files in your project's folder.

I was using Photoshop to copy the CSS position of assets which worked great. This might be a little better provided there is no file size hit, performance issues and the calls are kept to a minimum. I have really only been using Flash for positioning its all greensock for a long time now.

This is all good stuff--I am still leaning towards creating all display ads with hand-coded GSAP, and using PhotoShop to position elements and just measuring with a marquee, or using Illustrator when I want SVG elements or scalability in the design process, and again using the program to just measure and position in HTML. But still experimenting with all other options along the way --

One additional question, maybe unrelated to this thread... How can I check the overall time of a select GSAP timeline ? If I want to loop it but I need to see if the initial animation is within the :15 time allowance ?

It's been recommended to me that breaking apart the text and converting to MovieClip is often the safest and easiest thing to do. It is also beneficial to select the "cacheAsBitmap" option so that the vector data does not have to be re-calculated and rendered on every frame of animation. Great tips from a trusted source.

Good stuff to know, re. breaking apart clips, etc. For a recent project, I did a portion of an animation on the timeline in Flash (mainly to match the art director's After Effects-based motion tests). I was able to do them far quicker than I could in code, and the animations looked great - until I looked at them on a Retina display, and next to some svg graphics. I ended up having to redo the animations in code (DrawSVG plugin, ftw!).

Just a question about the spritesheet that the program creates. Is it possible to do it in any other way because the spritesheet, in this case, is 226 KB. The file sizes of the two images is 46 KB and 2 KB. I used TinyPNG on the created spritesheet and got it down to 76 KB, but that is still a lot more than 48 KB.

The best example/guideline I've seen suggests building the banner at double the size if you're using canvas, the same way you would do with images for a retina display if file size allows: -OquwDCrhzfMoTYQIBjCU/edit#slide=id.ga16345ae9_0_96

Sorry, SplitText only works on text inside DOM elements. No support for canvas at this time, and probably not likely in the foreseeable future. It would be a massive undertaking which would probably require that we create our own separate font-rendering API for canvas OR rely strictly on a third party one.

As some of you may know I'm a huge fan of using PIXI.js for canvas projects because it by far the best 2d renderer available. Anyways, today I was updating a PIXI project with some tools from a company called CloudKid which has started to convert all their Flash stuff over to PIXI. I just found out that they have created a tool to bridge the CreateJS exported by Flash over to PIXI, which will run much faster and includes a bunch of WebGL filters and masks.

OSUBlake, killer links! Thanks for sharing. I have been a fan of Pixi JS for a while now. Haven't used it much but I am excited to try PixiFlash. I can see it coming in handy for these types of animations...very cool!

Is it possible to load a .swf file with openfl-swf to create a similar .html file ?Should I convert AS3 to Haxe3 with as3hx ?Is there a simple way to just get a graphic render of this activities without any interactivity so I can add manually input text field ?

as3hx will convert only as3 code to haxe openfl and may well need hand tweaking. To make the code more flexible try to avoid extending Sprite then potentially it will be easier to use your activity logic in more webgl accelerated haxe solutions like Kha and Luxe.

You probably need clean seperation of the code and the onscreen layout.To run a fla swf that is mostly graphics in openfl you need to use the haxelib , it can be quite fiddly getting to different children or frames and the gradients are not perfect, just remember when using it that it's not the same as accessing a child normally your using a structure that is a bit different to do that.

Alternatively you may find flump useful it can be used with openflump. exports from flash IDE.It converts lots of your graphics to png sequences in nested structures, it would probably be worth rebuilding textfields yourself.

Openfl js can be slow I suggest you do some tests before committing to a solution, since Kha or Luxe may provide you a more shader modern approach to graphics than a flash emulation api solution, but then all you assets largely need to be images.

I doubt if there is any ideal way but getting your logic in Haxe is really good idea because then you can do c++, c#, js etc.. The first step if you choose openfl is to perhaps to try just porting parts of your code to haxe and then use them as a swc in your current projects this will allow you to gradually check your conversion and fix an issues easily within a haxe flash approach prior to trying to do the same in html haxe. You may find the swf library is not ideal for html5 and that png's are the way to go, Animate now provides export png sequence which I have used in starling as3. Another approach to consider is the away3d plugin for Animate it can convert flash timeline into typescript away3d (2D ) that you can control with javascript code ( even haxe you may have got from as3hx if you remove some of the flash specific haxe and adjust it to work with the away3d 2d but I guess it could be very complex ).

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