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| Welcome |
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This is a project to make a user friendly, open-source browser based Flash Authoring system.
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| Bye. This is the *old* site |
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This is the old, outdated version of the site. It is mainly intended for archival purposes, and to fill the small gap in functionality provided by the new site. |
| What Is Ajax? |
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Ajax is a type of way to vastly improve user experience. it stands for Asynchronous JavaScript And XML, which allows the web page to get information from a server without a full page refresh. This way, you can submit a form, and it will be blazingly fast, similar to a desktop application. Because this (in)directly led to many advances to JavaScript development, it has become nothing more than a figure of speech meaning the possibility of very rich, desktop-like web applications. Web sites such as Gmail, Yahoo Mail, iGoogle, Hotmail, Yahoo etc. use Ajax extensively. Ironically, this application at early stages, used no real Ajax, and still uses very little today, and may use even less in the future. |
| Latest Active Forum Threads |
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| Bye. |
This site is outdated. It should no longer be used for anything other than an archive.
The new site is at:
http://antimatter15.110mb.com/wp
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| Updates Today |
http://antimatter15.110mb.com/animator/Animator2/build/ajaxanimator.htm
Now, its at Ajax Animator Build 48. It has an improved "Properties" menu. The Drawing icons have been updated (to give you a taste of features of OnlyPaths that will be added). Notice that there are some features left out. Zoom will be done via the zoom button on the canvas toolbar, and panning won't be necessary. I'm curious of whether I should or should not include the z-index ordering. Simply, the whole purpose of layers is that. and Layers seem much more managable, visible, and such.
Speaking of layers, the Layer browser part of the timeline has been added. It is currently just a simple Editor Grid (so you can inline edit the label!). I'm going to add http://cellactions.extjs.eu/ for the ability to remove/edit layers via a nice icon.
I have also almost sucessfully ported OnlyPaths to ExtJS. it turns out, that all prototype code is in richdraw.js, and it is as simple as replacing prototype code with Extjs counterparts.
such as this.blahlistener = this.blah.bindAsListener(this) Event.observe(this.explosion, "mouseexplode", this.blahlistener)
becomes Ext.get(this.explosion).on("mouseexplode",this.blah,this);
Often, Ext code is simpler, and more consise, but other times it is not so.
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| Small Updates |
today was just a few fixes, a pseudo-key-guide thing ported from the current stable one, and some minor updates. I included the Ext.ux.ColorPicker, and I guess i'll work on porting OnlyPaths to Ext soon (it currently uses Prototype). I'm probably not going to include Prototype because OnlyPaths is a *much* (~11x) larger project than RichDraw, and therefore, it is mainly out of trying to improve size. (the project is currently ~20kb, but with onlypaths, will become ~100kb, plus ExtJS, will be ~1mb)
I might set up a blag and a separate site for the Ajax Animator (based off my alpha site from last release). I'm thinking of using WordPress/PHPBB but idk
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| Experimental Comet MMORPG |
Note: This is likely the first AND last release Ever. I'm gonna go on working on Ax v0.2 after this is finished (tomorrow)
I think its finally *ready* for showing people (still proprietary though :P). It is coded using Ajax/Long-Polling Comet, which as far as I'm concerned, is the first of it's kind. It uses ExtJS for its user interface. it's page load is ~2mb in size, and there is a huge amount of static data handled. Its following how most my apps are made: using the most client side code possible. I donno why, but it just is.
Since it uses Comet technology (specifically, long-polling), the requests made are minimized, and supposedly much more scalable. Requests are *only* made when necessary, and due to Comet technology, it only updates when there is something to update.
Since most of the processing is done on the client side, the server only has to handle the static content.
An interesting, albeit geeky feature, is a sort of command-line functionality. I attempted to build the entire system (somewhat like a Unix system) where most if not everything graphical is backed by a set of commands. Well, the real-time chatbox (which again, uses comet to reduce load on servers) detects if the input starts with the > character. if it does, then it parses it as a set of commands. Its relatively smart, so if you type in a global variable name, i'll give you a JSON dump of the contents, and if its a function, i'll call it, and if it is an expression then it'll eval it.
There is no such plotline yet. Just random stuff that pops in my head (read: iWorld) and etc. there is also no title yet. (named: "Untitled"). Part of the game itself, is to build the game, using its built-in pixel-sprite-graphics editor.
Currently, it is restricted to modern browsers only. Firefox being my development platform (duh. what kind of js developer doesn't use firefox/firebug? but i heard the IE8 dev toolbar is good cause its a clone of firebug..) will obviously work best. IE may or may not work. though platform agnosticism was one of the design goals. Opera/Safari is likely, but i'm not certain. most mobile browsers will fail (i tried apple iphone safari support, but it is weird around ExtJS)
It has some features, such as a relatively nice UI (well... nice compared to the *others*). Session saving, worlds, sprite/npc authoring, Character IDE, npc battles, pvp, store, panning, prelimary quests, items, friends, magic/abilities, a CLI, some crappy code, moderation, adminstration, etc. Oh, and the password is "password" in case you wanna make new sprites. The URL is http://cometrpg.110mb.com/
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| Today's (Tiny) Updates |
Really, nothing much. There are some corrections to the About page, and some more icons. There is also a non-working Bug-Reporting tool.
I will try adding OnlyPaths soon, but it still needs much work. (and it's Build 40 now!!!)
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| Today's Updates |
Some relatively small changes today.
More icons were added, fixed bug where icons would not work on the main tabpanel. Now it works, and there are nice tabs outlining Canvas, Preview and Animations. The Misc (east) panel and the Properties (south) panels now have icons.
The Canvas status bar has been redesigned (sorta to resemble the Ext Grid Paging toolbar). The scripts used here now accurately handle the status bar (with the "busy" icon working)
The About window has been improved somewhat (just adding more to credits). and some more information in the version tab.
The FAQ button on the Help menu now works (its now tied for the most functional menu in the app, with two working buttons! second is the Tools menu which has two working buttons - Debug and Preload). It has no real content, but it demonstrates how the layout will be (a new closable tab is added to the center panel)
The demo server has finally caught up with my local server. Sadly, since CSS/Images are not synchronized by the Auto-Deploy/Compile system, some edits do not work fully on the demo server (the logo didnt show in the about dialog). Now the main compiled app is almost fully synchronized. so it supports a new theme (midnight).
Again, the url is:
http://antimatter15.110mb.com/animator/Animator2/build/ajaxanimator.htm
Oh, and check out this awesome updating mask (basically, when updating, this little page pops up) http://antimatter15.110mb.com/animator/Animator2/build/updating.htm
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| Note To Self |
Bugfix: http://extjs.com/forum/showthread.php?p=146135#post146135
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| New stuff |
..in the alpha.
there is now an about dialog. it gives info on the releases/etc. The versinging system now includes the date of the release (and time). the bug when collapsing panels is fixed. there is a new splash screen. it uses css sprites, and the debug console tool works. another theme was added, and there is now a partially complete properties panel
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| Awesome Updater Tool |
I've created an awesome little updater tool. Bascially there is a script named "update.php" on the server that is called by a script on my computer which pushes individual compiled files onto the production server (JS/HTML for now, CSS later). Updating is literally 2 clicks. Compile, Auto-Deploy. (or semi-manually, its 3 button clicks)
I even have my own version control system. (simpler than subversion, and more reliable for me- as if you read the svn comments, half of them are me getting angry about svn). It archives all builds. (every time i press the "compile" button) and stores it into a version.js file (which by the way goes into the compile process). Verison.js can have various tags like dev: true, which is detected and gives a small "Testing Release" nag (not really) window.
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| New Save Format |
It current save format is subtly known as AXML (though the file extension is still .xml) for Animation XML. This was fine from the beginning (still SVG), then it got some JSON Metadata... but the data was still AXML so that was fine. but the new version has absolutely no XML- all JSON. So what can it be called in this one? I donno.
Read More To See a sample of the draft
But i've drafted a spec for the new format. Read more for a sample. It is loosely based JSONRDF (JSON Rich Draw abstract Format), the AXML v2 Metadata, and some other misc stuff. It is much much more extensible and I think it is easier to read (no weird string escaping). It is very verbose, and I dont think compression will really be a goal for this version.
There may be some changes to the draft. One i can think of (but am too lazy to include in the draft) is to rather than use an array to store frame, use an object associated with the frame id.
so rather than [{ index: 1, changes: {...} }]
you have:
{ frame1: { //some frame metadata changes: {...} } }
its considerably easier to read (latter) and likely easier to parse
If you have suggestions for the name of the format, please feel free to comment
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| New Alpha URL |
http://antimatter15.110mb.com/animator/Animator2/build/ajaxanimator.htm
THIS IS FOR ALPHA TESTING ONLY!!!
[EDIT]
Changed.
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