I’m arriving at OpenFl after having to deal with poor flash performance in the NPAPI plugin, as well as on poor computers, and no support from Adobe. I think I can safely say they don’t care much at all about their product.
So my goal is to be able to deliver this project (game) I have using HTML5. It’s a fully completed game an consists of an FLA with a timeline, movieclips on the timeline, and about 1/4 of the game’s code is situated on the timeline.
I can either compile the entire project from the FLA using Animate CC, or I can compile half of it using Animate, and the other half using Flash Develop which makes use of some assets in swc 's.
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What’s this? OpenFL CC plugin out of date or something
A plugin for Animate CC to directly publish to HTML5? I think I’d better like to migrate to barebones programming from haxedevelop, storing any new game assets as bare png and wav files floating around than encapsulating them in the fla. -
From my understanding of reading multiple articles about openfl and haxe, I’ll be able to access assets contained in fla 's or swc 's or even swf 's, but I won’t be able to run timeline code?
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Will I have to remove all my code from the timeline and re-code it as classes that use assets from the fla?
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Will the existing code I have that compiles to a swf in flashdevelop that makes use of resources in swc 's seamlessly work in openfl if it doesn’t use things that openfl doesn’t currently have? (Basically is this type of resource loading perfectly supported)
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How do I go about the porting process. Should I use as3hx to refactor my code into haxe and then use F&R to refactor the API calls from haxe flash API to openfl API?
Are there documents on how to port into OpenFl that I missed somewhere?
Thank you to everyone who contributes: for helping me, and possibly future people who stumble upon this thread using a search engine.