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BitboySetup  
Setting up the Bitboy application.
Featured, Phase-Implementation
Updated Feb 4, 2010 by joaebert

Introduction

This manual will guide you through the process of setting up the Bitboy application. In this example we will use FlexBuilder 3 but theoretically all of our projects can be compiled using the command line.

Requirements

We assume you went through the LibrarySetup and have the following already set up:

  • A working PopforgeLibrary project
  • Subversive and the Popforge repositoy (you created it while setting up the library)

Creating the Bitboy project

  • Go to File > New and select ActionScript Project
  • Name the project "Bitboy"
  • Click Next
  • Enter "src" as the Main source folder
  • Enter "BitboyApp.as" as the Main application file
  • Switch to the Library path tab
  • Click Add Project...
  • Select "PopforgeLibrary" and click Ok
  • Click Finish

Sharing the project

By following these instructions your library project will be connected to our code repository at Google Code.

  • Locate your Bitboy project in the Navigator
  • Right click and select Team > Share Project...
  • Choose SVN as the repository type
  • Click Next
  • Select Use existing repository location
  • Select the repository that points to http://popforge.googlecode.com/svn/
  • Click Next
  • Select Use specified name in the Name on Repository group
  • Enter "flash/Bitboy" in the textbox
  • Click Next
  • Uncheck Launch the Commit Dialog for the shared resources
  • Click Finish
  • Click Yes if a warning message pops up

Importing the assets

The 8bitboy comes with its own assets library that is stored in the repository and you have to include manually.

  • Locate your Bitboy project in the Navigator
  • Right click and select Properties
  • Go to ActionScript Build Path
  • Switch to the Library path tab
  • Click Add SWC...
  • Enter "assets/assets.swc"
  • Click Ok

Creating a config

8bitboy needs a configuration XML. We provide a basic XML template. You have create a local copy of that XML in order to run 8bitboy.

  • Locate your Bitboy project in the Navigator
  • Open the "bin" directory
  • Create a copy of "init.8bitboy.xml"
  • Name the copy "8bitboy.xml"

You are able to run and compile the 8bitboy now. But you might want to have a look at suggested settings that we have for you.

Suggested configuration

These are just some settings we use during development of the 8bitboy.

  • Locate your PopforgeLibrary project in the Navigator
  • Right click and select Properties
  • Go to ActionScript Compiler
  • Uncheck Copy non-embedded files to output directory
  • Enter "-optimize" in Additional compiler arguments
  • Uncheck Generate HTML wrapper file
  • Click Ok
  • Ignore the warning

If you have some garbage in your "bin" folder just remove it. Now you have a nice and clean working environment.

Comment by kishalmi@gmail.com, Jul 25, 2007

Importing the assets:

- Enter "assets/assets.swc"
path might be different if the source folder is src/

Importing the assets/Creating a config/Suggested configuration

- Locate your PopforgeLibrary? project in the Navigator
think that's meant to say "Bitboy project"

nice work! regards --lmg

Comment by chichila...@gmail.com, Aug 22, 2007

yes, i think you're right about the assets being configured wrongly. I had an error until i changed the assets bit. i had to go back into Navigator:Bitboy:Properties:ActionScript? Build Path:Library path and edit the entry from /Bitboy/src/assets/assets.swc to /Bitboy/assets/assets.swc

Also, setting up the Main source file as BitboyApp?.as when you create the project results in a problem. When you suck all the code from the subversion repository, that file isn't updated because it exists already (created by Eclipse when the project was created). There are no errors, but you just get a grey screen when you run the project. So you have to get the real file from the subversion repository: in the Navigator right-click src/de/BitboyApp?.as and select Team:Revert . Then all your files should be up-to-date.

Comment by jadew...@gmail.com, Feb 12, 2008

Hello,

I wrote a very minimal class to play a MOD without the player gui need, along with a full FlexBuilder? 3 project.

http://jadegame.com/dev.html http://jadegame.com/code/8bitboy/BitboySimpleApp.as http://jadegame.com/code/8bitboy/ModPlayer2.rar

Cheers, Julien

Comment by dh7...@gmail.com, Jul 9, 2008

hmm, i think I have everything set up correctly (I've updated the assets location, reverted BitboyApp?.as, and done clean-builds on both projects), but still just get an empty window when I run either BitboyApp?.as or BitboyTestApp?.as...

Any suggestions?

thnx much,

-DH

Comment by goo...@darnkitty.com, Nov 19, 2010

dh7200 - I know it's two and a half years later! I got the same problem as you. Checking out revision 217 (instead of the current HEAD 220) fixed the problem for me.

Comment by itak...@gmail.com, Jul 19, 2011

The project compiles ok (using flashbuilder), but the window flicks for a very short moment and then becomes blank - I've tried to checkout r217, but it didn't help. I suspect it is the flash player version ?) - I have 10.3.

Thanks


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