12/14/2023 0 Comments Adobe air focus boosterBecause there's so many different sizes out there you'll decide if you want your content to fit any size or to display as much as possible while filling the side gaps. Handling sizes and density: scaling your content is the easy way but not the less efficient one, as long as your bitmaps are of good quality you should be able to get a good resolution in most density and size. ![]() Reuse as much as possible (saves memory and battery) ![]() Don't oversize them and don't undersize them either. Render mode: usually "gpu" (very efficient with bitmap) but "cpu" is also possible (you get more CPU power but less bitmap display efficiency) and also "direct" if you want to use Stage3D (more complicated).ĭisplay: usually bitmap and only rarely vector. You will spend probably hundreds of hours trying to port that Flash project to mobile and at the end it will still be running bad anyway. Here again Good Luck with that.Īnd this is just a small run down of the problems you'll be facing. All assets have to be optimized for mobile, the right asset, the right type, the right size or else. Did you use a bunch of MovieClip here and there? Well no more on mobile unless you want your app to lag and drain the battery down and make the user experience as bad as possible. You'll have to go through your entire Flash project and optimize everything to not waste CPU and memory. That's no problem for a Flash project except when publishing for mobile: can we still waste CPU power? NO, can we still waste memory: NO. ![]() Second Problem: Performance and memory management, I'm yet to see a Flash project that doesn't systematically waste CPU and memory constantly. You'll have to put together a big piece of code to handle that and make sure it doesn't break anything in the original project. So many phones/tablets sizes and density, chances are your Flash project doesn't have a single line of code dealing with that and as a result your app won't display correctly across any mobile devices. Now there's 3 major problems that probably 100% of Flash projects will face when publishing for mobile and in probably 99% of cases those problems might imply recreating the whole thing from scratch.įirst problem: Sizing and Density. You can simply compile and publish and you'll get a Ios and Android app in most cases. It's the same technology so it's compatible in theory. There's no "how to" when porting a Flash project to Ios or Android. And you don't even have to own a Mac (you only need one to upload your completed app to the store, but you can rent time on one and log into it for 10 minutes to do that.) Just give it a shot and you'll see how easy it is to write an app for both platforms at the same time. On tall (wide) screens like the iPhone 5 & 6 you will have space on the sides, but so what. Actually, we kept the stage to 736 x 552 and that fit on any screen out there. ![]() Just keep it that way and test it on whatever device you have (an iPad would be good because that aspect ratio or 1024 x 768). Most likely your game is in landscape orientation. But you know how you can create Flash in a web page so that it will resize with the page and keep its aspect ratio? Well its the same on mobile - it will resize to fit whatever mobile screen it displays on. Yes, there are a lot of screen sizes out there. When you are ready to test on a device you create an ipa (iOS) or. You test publish on your pc or mac first. With Android you can create a certificate right in Flash Pro. Android would be easier to start because you don't need to get an Apple developer account, create a certificate and provisioning file. If your uncomplicated swf projects are in AS3, and developed using Flash Pro, then just change the publishing output from swf for a web page to iOS pr Android. The biggest problem was that they were in AS2 and had to be converted to AS3 first. I have converted 30 games to run on iOS and Android.
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