Adobe flash professional cs611/17/2023 But as soon as new SDK versions become available, you could plug them in here and it will be available in the Properties panel in the Target list.įlash CS6 doesn’t support HTML5 yet, but Flash can still be used as a basis for creating HTML5 animations using Zoe and CreateJS. You won’t be able to manage older SDK versions. So in the Help menu, there is a new dialog box, Manage AIR SDK, where you can add all your instances. It was a bit of a hassle if you wanted to test your app against those different versions. Because Adobe releases new AIR SDKs regularly, you might have several versions of AIR simultaneously on your computer. The other useful Flash feature is the SDK support for multiple AIR versions. In the simulator, you can test your app by entering geolocation data, and by using the gyro and various hand gestures. Testing mobile applications can be cumbersome, particularly if your app relies on GPS. This very useful tool already existed in Device Central, but that utility was dropped from CS6. You can tilt it with precision to determine if your games behave as planned. So the simulator allows you to enter GPS coordinates to see how your app would respond. This is tedious and impractical when you are debugging your software. Normally, the only way to test this would be to download your app to the device. Simulation, multiple AIR SDK support, and moreįlash CS6 features Adobe Air mobile simulation, which allows you to test for accelerometer and GPS functions. The developer community would greatly benefit if Adobe offered a central directory where developers could post their extensions and have users rate them. At this point, you have to hunt these extensions down on your own, which I find a little annoying. For example, to allow your app to vibrate an iOS or Android phone, you’d use the Vibrate.ane file.Īdobe’s developer site, and Adobe plans to rotate extensions on and off of the site based on relevance and when new content becomes available. ane file and put it into their Library path. While cross-platform developer tools tend to be limited to the most common features on all the devices, Adobe hopes that there will be a market for third-party developers to provideĪdditional features for Flash-a way for developers to just download an. Adobe also increased Flash CS6’s maximum stage size to 8192-by-8192 pixels.Īdobe is supporting mobile developers with various features, most of which are specifically geared toward games. You can even develop in Flash for Internet-enabled televisions (running on Adobe AIR for the Digital Home). AIR is available on iOS, Mac OS X, Android, BlackBerry Tablet OS, and Windows, which makes Flash a powerful cross-platform development tool. That changed in 2008 when Adobe developed AIR (Adobe Integrated Runtime). Wide platform and device supportįor a long time, Flash was only available for the Web. On the Adobe website you will find this 3D game tutorial running at 60 frames per second as an example of what is possible. Create your game in high resolution (for the iPad), then change the settings of the stage and export your elements again, say, for a mobile phone. Not only does Flash CS6 make the process of creating sprite sheets easier than in the past, using them lets you quickly and efficiently adapt your game to different devices. Flash even optimizes the arrangement to ensure the smallest possible file size. You can keep working with vector art in an animation, but convert to bitmap imaging for the final game.įrom animated vector to bitmap: Flash CS6’s sprite sheet feature will export an animation as a series of frames, all saved in a single file. Sprite sheets fix this problem and make creating games with vector art possible. But with so many mobile devices surfing the Web and becoming a de facto game platform, game developers could not use Flash vector art in games anymore because they simply could not be sure that the game would run smoothly. Since running the animation relied on the processing power of a desktop computer, this worked out fine. Animating vector art was advantageous because of the small file size. When Flash was first developed, the goal was to create animations for the Web, and bandwidth was the main issue. This technique has been used in game development for years because it requires the least amount of processing power the Graphics Processing Unit (GPU) does the heavy work. In a game, you create the animation by loading this single image and moving it quickly from one coordinate to another. Generating sprite sheets in Flash CS6 is quite simple: Create a pixel-based animation and put all the sprites in one large flat image file.
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