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    <p>There are multiple ways flash developers can organize assets for games, but the best method depends on what kind of game you're developing.</p> <p>Many games use tiles for building their levels, and spritesheets for entities/characters/etc and so its possible to find several frameworks that have this functionality built-in - PushbuttonEngine (http://pushbuttonengine.com/) springs to mind - but I assume you've progressed too far to switch engines at this point. </p> <p>One strategy you might like to check out is to put each tileset (or group of related assets) inside a zip file and then to load that. There are many good AS3 libraries out there that allow you to parse zip files inside of Flash, but the nochump.com implementation is perhaps one of the best: <a href="http://nochump.com/blog/archives/15" rel="nofollow">http://nochump.com/blog/archives/15</a> </p> <p>That way you can still work in a modular way, and won't have to compile a swf file every time something changes. You'd still need to unzip/zip your assets whenever something changes, but that'll still be a lot quicker than compiling inside of Flash or loading all assets individually at runtime (which could potentially kill your webserver, having to handle 100's of requests for a single game-session).</p> <p>Also, since you complain about long compilation times in Flash, give this a try: Under Actionscript Settings, uncheck the box labeled "Warnings Mode". Warnings Mode gives you compiler warnings about obvious stuff like untyped variables or duplicate variables, etc... but turning it off can really cut down on your compile time. </p> <p>I discovered this when I was working on a very asset-heavy project and after disabling it I went from 30 seconds to 5 seconds to compile my swf.</p>
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