Flash
by Matt on Apr.22, 2010, under Uncategorized
This time last year, I designed a 2D engine based around timeline processing.
The goal was to take SWF files, strip the animation using gameswf, and re-export it in a format that my engine would understand. Effectively turning flash into an authoring tool for my “engine”. I had started development, but hadn’t got all that far when I commenced employment with Krome, which then ended up eating my spare time for the latter part of the year.
Given the current furore around apples stance on adobe’s CS5 native flash recompiler, I’ve been tempted to de-mothball it and see if I can finish it quickly. It might be an interesting tool for those well versed in authoring flash assets, and looking for a way to still release on the iPhone platform.
On the other hand, the continual EULA changes on Apple’s side make me reluctant to sink time into a project that would be limited to a device that currently I’m really not keen on tying myself to.
The original intention was for the timeline processing engine would be come the UI engine for a later, more advanced game engine (which incidentally, I’m starting to design now). perhaps I should just bring that component forward instead.
The question is, would anyone find this useful? Would it actually solve anyone’s authoring problems? Or would it just be easier to go learn Unity3D, assuming that they are able to release under the current EULA’s?