Tag Archives: mobile

Features Needed for Game Development in Flash Professional

Many developers use Flash Professional as their primary tool for creating browser and mobile games for Android and iOS due to its ability to easily work with game assets and also work with ActionScript code. The tool is unique because it allows you to exercise both your right and left brains. With Adobe’s new game-centric focus for the Flash player and AIR, future versions of … Continue reading

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Aura Multiscreen Components

AURA

Adobe Flash Professional is an amazing tool for developing multiscreen games and applications. I’m developing a new suite of UI components to help make the process of creating multiscreen compatible user interfaces even easier called Aura. These components adapt themselves automatically to function effectively for both¬†desktop computers¬†and mobile touchscreens. This video demonstrates the components in action from within the Flash Professional IDE: Features of Aura … Continue reading

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How to Create an Asynchronous Multiplayer Game

Hero Academy Game Play

There’s no doubting the fact that “asynchronous” multiplayer gameplay, or the ability to play games one turn per session over the course of several days, is the new hot trend in mobile gaming. Many of the top multiplayer games are asynchronous, including the popular Words with Friends (a one-move-at-a-time implementation of Scrabble) and Draw Something (a unique take on Pictionary that was recently bought by … Continue reading

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Understanding GPU Rendering in Adobe AIR for Mobile

Figure 03. The example file movingClipsTest.fla demonstrates an example of simple vectors being moved around the stage with comparable performance to bitmaps.

By properly leveraging GPU rendering, you can effectively increase the performance of your Flash games and AIR applications, achieving higher frame rates than you would using CPU render mode. This article will teach you two methods to convert your graphics into GPU optimized bitmaps and explain key differences you will experience when publishing your application in GPU mode that are not explicitly covered in Adobe’s … Continue reading

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