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Molehill (Stage3D) on Mobile: Examples and Demos of 3D Flash Applications



When Flash was first developed, the goal was to create animations for the Web, and bandwidth was the main issue. Animating vector art was advantageous because of the small file size. Since running the animation relied on the processing power of a desktop computer, this worked out fine. 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. Sprite sheets fix this problem and make creating games with vector art possible. You can keep working with vector art in an animation, but convert to bitmap imaging for the final game.




Molehill (Stage3D) on Mobile




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. 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.


I created a small animation by using a vector image of a penguin that I imported from Illustrator. After resizing the stage for an older iPhone 3G, and exporting the elements again, the same animation would run without a hitch. What makes working with this new feature so convenient is that it can also export sprite sheets in Starling format. Starling is a popular ActionScript open source game engine for Flash that can be used to create browser-based games as well as games for all major mobile platforms, including iOS and Android. It also supports Stage3D, a new method of 2D and 3D rendering developed by Adobe.


Flash CS6 features Adobe Air mobile simulation, which allows you to test for accelerometer and GPS functions. Normally, the only way to test this would be to download your app to the device. This is tedious and impractical when you are debugging your software. So the simulator allows you to enter GPS coordinates to see how your app would respond. You can tilt it with precision to determine if your games behave as planned. This very useful tool already existed in Device Central, but that utility was dropped from CS6.


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