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	<title>Freesome Games</title>
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	<link>http://freesome.com</link>
	<description>Continuing adventures in sexy HARDCORE coding.</description>
	<lastBuildDate>Tue, 03 Jan 2012 16:02:15 +0000</lastBuildDate>
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		<title>Xcode 4 crashes on startup &#8211; internal error &#8211; folder nil</title>
		<link>http://freesome.com/2012/01/03/xcode-4-crashes-on-startup-internal-error-folder-nil/</link>
		<comments>http://freesome.com/2012/01/03/xcode-4-crashes-on-startup-internal-error-folder-nil/#comments</comments>
		<pubDate>Tue, 03 Jan 2012 16:02:15 +0000</pubDate>
		<dc:creator>Psk</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://freesome.com/?p=15</guid>
		<description><![CDATA[After a long time reinstalling and following various other google dead ends &#8211; I tried exporting a version of my project from subversion &#8211; hey presto the project loaded fine. The answer for me was to disable the inbuilt xcode 4 plugin. open /Developer/Library/Xcode/PrivatePlugIns/ rename IDESubversion.ideplugin]]></description>
			<content:encoded><![CDATA[<p>After a long time reinstalling and following various other google dead ends &#8211; I tried exporting a version of my project from subversion &#8211; hey presto the project loaded fine.</p>
<p>The answer for me was to disable the inbuilt xcode 4 plugin.</p>
<pre> open /Developer/Library/Xcode/PrivatePlugIns/
 rename IDESubversion.ideplugin</pre>
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		<title>Towards automatic mobile asset creation via Marmalade SDK and Flash</title>
		<link>http://freesome.com/2011/10/06/hello-world/</link>
		<comments>http://freesome.com/2011/10/06/hello-world/#comments</comments>
		<pubDate>Thu, 06 Oct 2011 23:07:23 +0000</pubDate>
		<dc:creator>Psk</dc:creator>
				<category><![CDATA[marmalade]]></category>
		<category><![CDATA[flash]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[marmalade SDK]]></category>
		<category><![CDATA[mobile]]></category>
		<category><![CDATA[workflow]]></category>

		<guid isPermaLink="false">http://freesome.com/?p=1</guid>
		<description><![CDATA[We don&#8217;t use Adobe Air to produce game son mobile devices, we use the excellent Marmalade SDK.  However I work with a lot of Flash creative, so integrating Flash content into my mobile workflow has been on my mind a lot recently.  Ive &#8230; <a href="http://freesome.com/2011/10/06/hello-world/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p>We don&#8217;t use <a href="http://www.adobe.com/devnet/devices/demos.html">Adobe Air</a> to produce game son mobile devices, we use the excellent <a href="http://www.madewithmarmalade.com/">Marmalade SDK</a>.  However I work with a lot of Flash creative, so integrating Flash content into my mobile workflow has been on my mind a lot recently.  Ive got two main use cases:</p>
<p>1)  Flash as an illustration and animation tool</p>
<p>2) Flash as a UI layer</p>
<p>Tackling them in reverse order;</p>
<p>2) UI Layer &#8211; for this ive begun work on porting <a href="http://tulrich.com/geekstuff/gameswf.html">GameSwf</a> library to Marmalade.  As you probably know Gameswf is the public domain c++ swf  library which spawned Scaleform on consoles and Gnash on linux. <a href="https://github.com/marmalade/gameswf"> Ive currenttly got it compiling and rendering</a> SWF contents directly in Marmalade (and thus on iOS , android, playbook etc) .  Really I need to add a layer above it now to do truly useful work with it.</p>
<p>1) Flash as an animation tool.  The idea is to use Flashes (quite good) animation tools to create vector based animation.  Next we need to convert the animation frames to sprite sheets (Atlas Textures).  This is fairly trivial a good online tool exists form <a href="http://pixelrevision.com/8bit/texture_atlas_creator/">PixelVison</a>.  However with Marmalade there&#8217;s a few more steps to make this truly automatic.</p>
<p>1) Generate PNG and XML description</p>
<p>2) Generate Marmalade Group files</p>
<p>3) Generate Container ALL Group</p>
<p>4) Generate compressed textures based on PNG&#8217;s in multiple formats for different GPU architectures</p>
<p>5) Generate Maramalde derbh scripts to package up the binary data as compressed file systems</p>
<p>The next few posts will take a look at this process and see how close we can get to a truly automated work-flow.</p>
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