Goblin game editor pre-alpha: first screeny

How about a little self indulgence? :) After the amount of hair I lost wrangling with Flex, I deserve it!

I admit it: this is butt ugly. It’s just plain old Flex. I didn’t add any styling at all. Who has time for that?! And the screenshot is tiny (better ones will be bigger, promise).

Anyway, what you see is the new map dialog, where you enter some parameters for your new map. To the right you see the edit bar, a tile set, etc. This is laid out like the Lila Dreams editor, but the code is only slightly based on stuff I did previously (handling user prefs, finding asset directory, etc). It won’t actually make a new map yet, but I just need to hook that up to the UI.

Let me summarize: five hours of trying to figure out why Flex didn’t like my custom components and associated .as files. Finally I just decided to inline all the code, to hell with keeping it separate. I have always thought Flex is very tedious to use. It’s a love/hate relationship. Maybe in seventeen thousand years, after I have used it a little bit, I will feel more on the love side. Today… not so much.

On the positive side, it is coming together pretty fast despite these kinds of frustrations. There’s a chance I can achieve my goal! More updates to come.

Addendum:
http://www.adobe.com/cfusion/communityengine/index.cfm?event=showdetails&productId=2&postId=7142

*Screams*

Well, at least now I know that you can’t subclass Canvas and expect it to behave like when you subclass UIComponent if you are trying to add a child Sprite to it. What I mean is, if you create a custom component that subclasses Canvas, it will throw an exception when you try to addChild() a Sprite. But if you subclass UIComponent, it will let you addChild() a Sprite.

*Slaps self silly, then gets back to work*

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