Animation is a key to any quality game. The workflow you choose, from design to screen, will not only impact the quality of your end-product, but also the fun you have during development.
I am happy to share a workflow that goes straight from Flash to sprite sheets, and a library for Haxe and NME that takes those sprite sheets and easily places them on-screen. I am very excited about using this process more.
Continue reading Export SWF Animation to NME using Sprite Sheets
I have just posted a new screencast, walking through creating a new application with NME. The application compiles to Flash, Windows, Mac, Linux, webOS, iOS and Android. Starting with a blank project template, I load in bitmaps, create classes, add animations, handle key events, handle mouse events and cover some other principles that are great for understanding NME and how you can use it to create games.
The blank template I used to create this screencast is available for download, here.
Later in the screencast, I test the application again in C++, and find that the background is not tiling like I expected. I have just tested and confirmed that setting “cacheAsBitmap” to true on the background Sprite will make it look identical in Flash and C++. You might also be able to tile graphics properly if your image follows a standard “multiples of 2” dimension.
The template I am using in the screencast is available for download, here.