V | E | C | T | O | R | XD For The Future

Posts tagged ‘Flash Lite Game’

Adobe Unveils First Full Flash Player For Mobile Devices And PCs

Today, Adobe Unveiled First Full Flash Player For Mobile Devices And PCs.  Close to 50 Open Screen Project Participants Support New Browser Runtime for Multiple Platforms.

Adobe unveiled Adobe® Flash® Player 10.1 software for smartphones, smartbooks, netbooks, PCs and other Internet-connected devices, allowing content created using the Adobe Flash Platform to reach users wherever they are. A public developer beta of the browser-based runtime is expected to be available for Windows® Mobile, Palm® webOS and desktop operating systems including Windows, Macintosh and Linux later this year. Public betas for Google® Android™ and Symbian® OS are expected to be available in early 2010. In addition, Adobe and RIM announced a joint collaboration to bring Flash Player to Blackberry® smartphones, and Google joined close to 50 other industry players in the Open Screen Project initiative.

Rest of the post here.

Adobe Flash CS5 sneaks out from FOTB’09

 

There had been varied rumors had been flying around for a few days before this FOTB’09 that that we would be able to check some sneak peaks at this year’s Adobe keynote, and that’s exactly what happened. Richard Galvan and Mark Anders, “Senior” Principle Scientist at Adobe, were back again this year with an update on the Flash platform and a sneak peek on Flash CS5 and the new Flash Mobile features. YES. IT IS FLASH CS5
Marc Anders started off by going over the current platform situation and Flash Player 10 installs continue to impress. New figures due out shortly will put the coverage at over 90%. Mark used some community demos to run through features in the Flash Player 10 and AIR runtimes. (Click any of the images to see the high-rez version)
Flash CS5
Richard Galvan gave us our first sneak peak of “Viper” Flash Professional CS5. The big news for developers is that Flash authoring finally gets integration with FlashBuilder. If you’re using Flash CS5, a new FlashBuilder project can be created from Flash CS5 through a new export dialogue.

 

There had been varied rumors had been flying around for a few days before this FOTB’09 that that we would be able to check some sneak peaks at this year’s Adobe keynote, and that’s exactly what happened. Richard Galvan and Mark Anders, “Senior” Principle Scientist at Adobe, were back again this year with an update on the Flash platform and a sneak peek on Flash CS5 and the new Flash Mobile features. YES, IT IS FLASH CS5.

Marc Anders started off by going over the current platform situation and Flash Player 10 installs continue to impress. New figures due out shortly will put the coverage at over 90%. Mark used some community demos to run through features in the Flash Player 10 and AIR runtimes. 

Flash CS5

Richard Galvan gave first sneak peak of “Viper” Flash Professional CS5. The big news for developers is that Flash authoring finally gets integration with FlashBuilder. If you’re using Flash CS5, a new FlashBuilder project can be created from Flash CS5 through a new export dialogue.

Rest will be followed here in Flashmagazine.

 

Adobe Device Central CS4 Device Profile Update #5 Now Available Online….

image courtesy: www.flashdevices.net

Mark Doherty has written blogpost here on Device Profile Update 5 for Device Central CS4 which is now available for download. This latest device update for Device Central CS4 contains 36 new and some updated profiles bringing the total number of supported devices to 738. 

Here’s an overview of the new profiles:

  • DoCoMo Fujitsu F-08A
  • DoCoMo Fujitsu F-09A
  • DoCoMo NEC N-07A
  • DoCoMo NEC N-08A
  • DoCoMo NEC N-09A
  • DoCoMo Panasonic P-08A
  • DoCoMo Panasonic P-09A
  • DoCoMo Panasonic P-10A
  • DoCoMo Sharp SH-05A
  • DoCoMo Sharp SH-06A
  • DoCoMo Sharp SH-07A
  • HTC Hero for testing flash in the browser
  • KDDI Hitachi HIY01
  • KDDI Kyocera KYX02
  • KDDI Sharp SH002
  • KDDI Toshiba TS002
  • KDDI Toshiba TSY01
  • Nokia 5530 XpressMusic
  • Nokia 5630 XpressMusic
  • Nokia 5800 XpressMusic Flash Lite 3.1
  • Nokia E52
  • Nokia N86 8MP
  • Nokia N97
  • Samsung I8910 HD
  • SoftBank NEC 930N
  • SoftBank Panasonic 931P
  • SoftBank Samsung 931SC
  • SoftBank Sharp 934SH
  • SoftBank Sharp 935SH
  • SoftBank Sharp DM004SH
  • SoftBank Toshiba 832T
  • Sony Ericsson C901 GreenHeart
  • Sony Ericsson C901a GreenHeart
  • Sony Ericsson T707
  • Sony Ericsson T707a
  • Sony Ericsson W518a

 All new device profiles would be available through the Online Device Library in Adobe Device Central CS4.  You can check the complete set of devices here.

Flash Lite Game: Tetris

Via Alessandro & flashliteonline.com, a Flash Lite game: Tetris

What NOT To Do While Developing Flash Lite Mobile Games (Repost)

Via Mariam: “Things NOT to do while developing Flash Lite mobile games”, based from an original “50 Ways to Make Us HATE Your Flash Game” article:

1. Add loud and annoying sound effects to your game
2. Don’t add sound control options so we have to listen to your loud and annoying sound effects
3. Make your game ridiculously hard
4. Have a confusing menu system
5. Forget to embed all of your dynamic textfields
6. Don’t optimize your code
7. Add a bunch of cool effects that require lots of processing power and slow down the gaming experience
8. Don’t fix the bugs
9. Have long animations that we can’t skip
10. Don’t give us a clear goal to beat the game
11. Add glow effects to everything
12. Make confusing controls
13. Make the instructions all text with no explanatory pictures/diagrams
14. Make a storyline without graphics to explain it
15. Make it easy for us to cheat
16. Create an ugly color scheme
17. Make the text unreadable
18. Don’t let the buttons look like buttons, we’ll obviously find them very easily
19. Don’t fix the typos
20. Very repetitive game-play
21. Don’t let us pause the game
22. Add pointless features that add a lot of file size
23. Make a really long menu system
24. Make us have to navigate through the entire menu system after we lose the game
25. Camouflage the enemies so we can’t see them until we randomly begin losing health or lose the game
26. Don’t put rollOver functions onto your buttons
27. Make game-play really slow
28. Make loss inevitable
29. Don’t put in a scoring system. We don’t want to know how well we did
30. Make stupid computer AI
31. Make the description of the game really short or really obscure
32. Design a game-play that has been exploited by multiple game designers before
33. Design graphics that have an uneven quality when seen on a mobile screen
34. When run on multiple devices, game scales non uniformly showing objects off screen
35. Don’t worry about rectifying text that looks blurred
36. Advanced levels with really short and easy game-play
37. Don’t let us change game options like sound control and quality during a game-play
38. A bad copy of a popular game
39. A cluttered HUD (Heads-Up Display)
40. Game which are not self explanatory, makes me want to refer to help even after starting playing the game

Of course, these are just guidelines; there may be exceptions to items in the list depending on a particular piece of content

Tag Cloud

%d bloggers like this: