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Artikel Tagged ‘Applikation’

Automated UI Tester For ActionScript

9. Juli 2012 Jörg Sontag Kommentare ausgeschaltet

Automated UI Tester for Adobe® ActionScript® is a pure ActionScript 3.0 SWF automation testing tool with the capability of recording user actions on an SWF file and playing them back with high fidelity. The API for this tool is provided with name “Genie.”

Some major features of this tool are:

  • No instrumentation or application manipulation is required
  • Automate pure ActionScript 3.0 SWF
  • No source code access required
  • No need to run inside any wrapper
  • Works on web based apps and standalone SWF
  • Performs native automation (no image dependency) thus making scripts reliable and lowering down maintenance cost
  • Application can even be running in background

http://sourceforge.net/adobe/genie/wiki/Home/

KategorienNews Tags: ActionScript3, Air, Applikation, AS3, Genie

Air”mania” 2.6 and iOS by “Flash 3D Tutorials”

22. März 2011 Jörg Sontag Kommentare ausgeschaltet

Here is a good sample what you can do with Air 2.6 on the iOS world !
The result is a smooth 40 fps game “Comb Over Charlie” Game

 

 

 

 

 

 

 

 

Over the past few weeks I’ve had the privilege to work with the AIR 2.6 pre-release; I have to say I was completely shocked. The first time I used the AIR to iOS compiler that shipped with CS5, the frame-rates were poor enough that I disregarded it and never planned on using it again. About two months ago I decided to give it another go. I was shocked to say the least.

My application went from about 10 to 15 fps to a solid 40 fps. While I started off with the goal to create something with AIR for the sake of calling it an AIR app, I was able to forget about the technology and just focus on the game. Now, I spend more time creating new characters, backgrounds, and other game features instead of working around limitations.

http://www.flash-3d.net/2011/03/air-2-6-game-development/

Great Work !!!!

KategorienNews Tags: Air, Applikation, AS3, iOS, iPad

How to Optimize Flash Sprite Animations for Mobile

24. Januar 2011 Jörg Sontag 3 Kommentare

Here are some good Links to Optimize your API:

Flash to Mobile: Sprite Animation Techniques

Single Bitmap Display Object with Blitting – 8BitRocket offers some excellent tutorials on how to achieve pixel blitting within Flash. I followed these tutorials and found that their technique results in phenomenal performance within the web browser when working with simple and numerously repeated bitmap sprites. However, even with their optimized game timer loop, their technique struggles with high-resolution mobile devices like the iPad. As a simple test, I compiled their optimized game timer loop for Asteroids as an iPad app after changing the canvas size to 1024×768. The iPad’s processor struggled to redraw the game-state (running anywhere from 5-13 fps) and resulting in a very choppy asteroid game.
8Bit’s example/code: http://www.8bitrocket.com/2008/4/8/Tutorial-Creating-an-Optimized-AS3-Game-Timer-Loop/

Multiple Display Objects that Contain Bitmaps Instead of Vectors– Since I was getting the worst performance on iPad for all of my tests, I did a search for iPhone/iPad games created with Flash. There aren’t a lot out there; in fact, I found only one that included source code: Mike Chambers “Pew Pew” game, which can be found at: http://www.mikechambers.com/blog/2010/07/14/source-code-for-pewpew-released/

For optimal sprite animation performance on mobile devices, you need two things:

1) Implement the GPU vs CPU renderer for the mobile device within the publish settings. This results in the fastest bitmap manipulation, and, on the Android, also achieves a smooth, vector-like appearance on bitmaps that have been rotated.

2) Store Sprite Animations in RAM memory as BitmapData. There are two ways in Flash to manipulate bitmap data – the draw method and the copyPixels method. The draw method can convert vector data to bitmap data, but is much slower than copyPixels method (it actually runs faster in CPU render mode). The copyPixels method is the fastest and highest performing way to manipulate sprite animations, but it only works on images stored as BitmapData.

Team Color: Any turn-based or RTS game developer will undoubtedly recognize the problem of assigning unique team colors to each player’s unit. In my PC/web-based Flash version of Hero Mages, team colors are movie clip objects within the vector animations that I simply tint the color of to match the player’s color. However, bitmap data obviously does not contain any separate structures that can be manipulated this way- so how can you assign unique team colors to the optimized sprite renders? Check out Mario Klingemann’s Selective Color Replace component at http://www.quasimondo.com/archives/000614.php

Adobe’s Developer Connection for Mobile Development:
http://www.adobe.com/devnet/devices/fpmobile.html

Android AIR Optimization Techniques:
http://www.unitedmindset.com/jonbcampos/2010/09/08/optimization-techniques-for-air-for-android-apps/

http://blog.newmovieclip.com/2010/11/13/adobe-air-mobile-application-performance-optimization-on-android/

Found that in this Forum:

http://www.kirupa.com/forum/showthread.php?p=2594452#post2594452

KategorienActionScript3, Games, News Tags: ActionScript 3.0, Applikation, AS3, Game, Technik, usefull

Desktop Wetter API

18. August 2009 Jörg Sontag Kommentare ausgeschaltet
>> Download <<

>> Download <<

Eine mit mProjektor erstellte Wetter Applikation. Basis ist Flash AS 2.0 FlashPlayer 9 der Datenstrom kommt von einem Webservice. Es ist möglich die Aktualisierung der API einzustellen. Der Ort ist zu diesem Testzweck hart in der API verdrahtet.

KategorienDesktop, FlashLab Tags: ActionScript2.0, Applikation, XML

StarWars Texteffekt

23. Juli 2009 Jörg Sontag Kommentare ausgeschaltet
StarWars Texteffekt

>> Klick für Demo <<

Kurzbeschreibung:

Ein voll dynamischer Texteffekt Generator mit 3D Vektor Engine Five3D

Technik:

  • ActionScript 3.0 FlashPlayer 9
  • Bild , Sound, Text wird dynamisch geladen
  • Durch XML konfigurierbar
KategorienFlashLab, References Tags: ActionScript 3.0, Applikation, Experiment, XML
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