OpenFL is a multitarget platform. It's a popular alternative for AS3 and I've been urged to switch to it for multiple people.
A large portion of Flash uses import swf or swc file for their art assets. OpenFL allows you to do that but ONLY FOR SWF TARGET. Should that be noted somewhere in bold text? And it's not like when I compile it says "Sorry, you can't use the swf library for Windows or Android target" it gives me some random bs error I have to scour my project to understand.
"Could find function free_abstract" is the error message.
Could? Where you not suppose to find it?
When I removed all the swfs and Assets.getMovieClip() it works fine.
That's a fatal flaw in the formula and I really feel like I was baited into into a multiplatform framework that I was suppose to be able to easily migrate to and when I actually got it it's missing one of the most key features of AS3.
And at first I didn't notice it, I used graphics.drawRect() and such to test if I had it all set up correctly. It seemed to work so I was like great, this is awesome. But then I make half the game using the Flash target to test because Android compiles are long. Then I got to test it on my device and nothing, compiles fine, instantly crashes on device.
I ended up swapping all the swf assets for bitmaps but it was a long process and I needed it done in time for school.
I guess this is just the warning I wish I had when trying out OpenFL.