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		<title>HOWTO: Join multiple SWF files into one with AIR for iOS</title>
		<link>http://www.flashrealtime.com/how-to-join-swf-files-air-ios/</link>
		<comments>http://www.flashrealtime.com/how-to-join-swf-files-air-ios/#comments</comments>
		<pubDate>Thu, 02 Feb 2012 23:59:08 +0000</pubDate>
		<dc:creator>tom</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://www.flashrealtime.com/?p=2532</guid>
		<description><![CDATA[A while back, I promised to write some of the backstage tips that made it possible for Machinarium (1 GB sources!, 28 SWFs!) to run on an iPad with AIR, which requires only a single SWF. One of the issues you run into is how to join/concatenate 28 SWFs into single SWF. I wrote an [...]]]></description>
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<p>A while back, I promised to write some of the backstage tips that made it possible for Machinarium (1 GB sources!, 28 SWFs!) to run on an iPad with AIR, which requires only a single SWF.</p>
<p><img src="http://www.flashrealtime.com/wp-content/uploads/2012/02/compilationSWFone.png" alt="" title="compilationSWFone" width="187" height="189" class="alignnone size-full wp-image-2556" /></p>
<p>One of the issues you run into is how to join/concatenate 28 SWFs into single SWF. I wrote an article about using SWC libraries for that here <a href="http://www.flashrealtime.com/compiling-big-air-swf-to-ios/">Compiling big Flash/AIR projects with lot of SWFs for iOS</a>. This sometimes works, but very often the workflow is more complex and you want to keep the same SWF files for Android and iOS and use them at least in a bit similar way. On Android you can however load SWF files at the runtime and this is very effective for the memory usage. On iOS you have to watch this, especially when you have everything in a single SWF. So, ideally you place all assets into separate files and load them and dispose them on-demand. But that&#8217;s more of a general problem you should keep in mind &#8211; every asset that doesn&#8217;t contain AS3 (pictures, videos, music), put aside. But back to the topic.</p>
<p>Now comes the magic by <strong>David &#8216;Oldes&#8217; Oliva</strong> (the lead developer of <a href="http://www.machinarium.com">Machinarium</a>) from <a href="http://amanita-design.net">Amanita Design</a>, who made it all possible and wrote a script which can be used for joining SWFs together.</p>
<p><strong>Note: This solution allows you to use multiple SWF files containing AS3 script and logic in each of them, not only for assets. That&#8217;s why it&#8217;s so powerful.</strong></p>
<p><em>*prerequisite: you&#8217;ll need to understand how to work with the command-line on Mac or Windows.</em></p>
<h3>Steps:</h3>
<p>1) Prepare SWFs like you were using them the standard way, but instead of loading them dynamically via the Loader class, SWFLoader or a similar mechanism, each SWF has to be Class  (or contain at least one, can contain more), which you can instantiate. That&#8217;s because once you join all SWFs together, you will be instantiating it&#8217;s contents, not loading.</p>
<p>2) Download the samples package <a href="http://cl.ly/0g270t0K2Z082e0G1535">rswf-join-example.7z</a> (for unzipping use <a href="http://www.7-zip.org/">7-zip</a> compatible tool) / UPDATE: the file has been updated to support bitmap reduction</p>
<p>3) Download the REBOL script view environment <a href="http://www.rebol.com/download-view.html">http://www.rebol.com/download-view.html</a></p>
<p><strong>Using the tool:</strong></p>
<p>4) Navigate to the samples folder. There are three scripts that you might want adjust to fit your workflow:</p>
<p><strong><em>compile-and-run.r</em></strong><br />
- this is the rebol script that does part of the job and runs Game.bat</p>
<p><strong><em>Game.bat</em></strong><br />
- here you want to adjust the path to your Flex/AIR SDK so it points to the adl command</p>

<div class="wp_syntax"><div class="code"><pre class="c" style="font-family:monospace;">cd .<span style="color: #339933;">/</span>public<span style="color: #339933;">/</span>
<span style="color: #339933;">/</span>path<span style="color: #339933;">/</span>to<span style="color: #339933;">/</span>AIR_SDK<span style="color: #339933;">/</span>bin<span style="color: #339933;">/</span>adl Game.<span style="color: #202020;">xml</span></pre></div></div>

<p><strong><em>Game.rswf</em></strong><br />
- here you specify the SWFs you want to compile together, in the samples, you can see FLAs and it&#8217;s content to understand how to prepare your own workflow.</p>
<p>5) Run the compilation (of course change the path to rebol to the directory, where you have downloaded it or stored it)</p>

<div class="wp_syntax"><div class="code"><pre class="c" style="font-family:monospace;"><span style="color: #339933;">/</span>path<span style="color: #339933;">/</span>to<span style="color: #339933;">/</span>REBOL<span style="color: #339933;">/</span>rebol compile<span style="color: #339933;">-</span>and<span style="color: #339933;">-</span>run.<span style="color: #202020;">r</span></pre></div></div>

<p>*At this point, if you get permission denied on some of the files, make sure all the processing files have the proper rights; you can set the rights using chmod, for instance:</p>

<div class="wp_syntax"><div class="code"><pre class="c" style="font-family:monospace;">chmod <span style="color: #0000dd;">777</span> filename.<span style="color: #202020;">bat</span></pre></div></div>

<p>also 777 is pretty open rule, so consider 755 or 775 or similar.</p>
<p><strong>6) Once the compilation is done, the SWF will open and you can successfully use it with adt command from the Flex/AIR SDK to compile the final IPA for iOS.</strong></p>
<p>If you have any questions, please ask in the comments.</p>
<p>Good luck!</p>
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		<title>Interview with the creator of BlackSun (Stage3D game)</title>
		<link>http://www.flashrealtime.com/blacksun/</link>
		<comments>http://www.flashrealtime.com/blacksun/#comments</comments>
		<pubDate>Mon, 30 Jan 2012 18:58:32 +0000</pubDate>
		<dc:creator>tom</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://www.flashrealtime.com/?p=2502</guid>
		<description><![CDATA[BlackSun is the latest game by guys from Aerys lead by Jean-Marc Le Roux. They are based in Paris, France and stay behind the Minko (Stage3D based 3D engine). Play BlackSun! Tom: BlackSun is an amazing project, how long did it take to build it in terms of development + art? Jean-Marc: Thank you! It [...]]]></description>
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<p><a href="http://blacksun.aerys.in/">BlackSun</a> is the latest game by guys from <a href="http://aerys.in/">Aerys</a> lead by <a href="http://twitter.com/promethe42">Jean-Marc Le Roux</a>. They are based in Paris, France and stay behind the <a href="http://aerys.in/minko">Minko</a> (Stage3D based 3D engine).</p>
<p><a href="http://blacksun.aerys.in/">Play BlackSun!</a></p>
<p><iframe width="480" height="244" src="http://www.youtube.com/embed/eK62s5bxUy4" frameborder="0" allowfullscreen></iframe></p>
<div style="background-color:#FFFFFF;border:1px solid #999;padding:15px;">
<b>Tom:</b> BlackSun is an amazing project, how long did it take to build it in terms of development + art?</p>
<p><img src="http://www.flashrealtime.com/wp-content/uploads/2012/01/jean-marc-le-roux.jpg" alt="" title="jean-marc-le-roux" width="100" height="100" class="alignleft size-full wp-image-2511" /><b>Jean-Marc:</b> Thank you! It took us 3 months with the equivalent of 3 people full time to get what we have here.<br />
2 engineers and 1 artist were involved.</p>
<p>Those 3 months include a lot of things such as the original development of the artificial intelligence framework.<br />
I think we could do the same job with only half the time (1.5 month) today.</p>
<p><b>Tom:</b> How big is the project in size and what would you recommend others to shrink their projects in terms of MBs?</p>
<p><b>Jean-Marc:</b> The game currently weights 9.6MB and is expected to be less than 7MB in the next release.<br />
We believe the final size of a web application is critical to make sure you can target the biggest audience possible.</p>
<p>To shrink the project, we used the MK file format for the geometry and the animations.<br />
It&#8217;s a custom file format optimized for 3D content for the web.</p>
<p>It features exclusive 3D compression algorithms. It&#8217;s much more complicated &#8211; but much more effective &#8211; than ZIP and<br />
other general purpose compression algorithms. You can get a compression ratio up to 98% and it features both lossy and lossless compression.<br />
It&#8217;s a real game changer. Some assets weight close to 10MB with their original format (Collada) but only 600KB when<br />
they are properly compressed using our algorithm.</p>
<p>The MK file format will be released with Minko 2 and will be free and open source.<br />
We will provide tools to publish 3D content to the MK file format, and you can expect even better compression rates<br />
in a future realease.</p>
<p><b>Tom:</b> What do you think is the most unique thing in BlackSun?</p>
<p><b>Jean-Marc:</b> The atmosphere.</p>
<p>We spent a lot of time trying to create a very dark and vivid experience for the player.<br />
This is achieved mainly with the rendering and post-processing effects.</p>
<p><img src="http://blacksun.aerys.in/images/blacksun-post-processing.png" width="440"/></p>
<p>The HDR bloom post-process really makes a big difference in terms of how you feel the 3D.<br />
It makes it both warmer and more intense.<br />
I like to say it&#8217;s a bit surrealistic.</p>
<p>Those effects were implemented with ActionScript shaders. It&#8217;s an exclusive Minko feature that makes it possible<br />
to program the graphics hardware with ActionScript. Without this feature, we would have to write, maintain and debug thousands of<br />
assembly lines.</p>
<p><img src="http://dl.dropbox.com/u/39247193/assets_vs_shaders.png" width="440"/></p>
<p>I think a lot of Flash developers want to play with the GPU because they understand that it&#8217;s the one thing that gives your project original. And ActionScript shaders are really easy to work with. When we invented this feature we were really happy because it makes it easy for any<br />
Flash developer to program the GPU with nothing more than good old ActionScript code.</p>
<p><b>Tom:</b> Why have you chosen Flash 11 to build the game?</p>
<p><b>Jean-Marc:</b> The penetration rate first. I think 3D on the web means it must be an accessible experience.<br />
Flash 11 is still the only platform to do that, even more regarding 3D content.</p>
<p>Flash 11 especially targets the developers as they can now work with the GPU. This is why we developed Minko too: make it easier to work with the graphics hardware.</p>
<p><b>Tom:</b> BlackSun is a sort of first person shooter, why have you rather chosen third person orthographic view?</p>
<p><b>Jean-Marc:</b> Mouse lock was not available at the time. And we think the first person shooter is not really nice to play<br />
with in a web experience.</p>
<p>It&#8217;s also a gameplay requirement. Some of the features we are adding right now work best with a 3rd person view.</p>
<p><b>Tom:</b> How many levels are included in BlackSun? Do you have a level builder?</p>
<p><b>Jean-Marc:</b> For now just one. It&#8217;s meant to be a &#8220;big technical experiment&#8221; more than a full game.<br />
But if the experiment is successful, we will add more content. I think it can be a nice playground to show the latest Minko features.</p>
<p>We don&#8217;t have a level builder per say: we use Minko Studio. One of the new tools that will be released with Minko 2. It makes it easy to import 3D assets, build a scene and export it using the MK format. It&#8217;s really easy to use: you import the work of the artist, and you get a compressed and optimized MK file.</p>
<p><b>Tom:</b> What do you think are the next steps with BlackSun, where do you see it&#8217;s future from now on?</p>
<p><b>Jean-Marc:</b> The current preview still uses Minko 1. So the next step will be another technical preview working with Minko 2. We are working hard to add new features provided by Minko 2 such as omni-directional projected shadows and real-time hardware accelerated particles.</p>
<p>This new preview will also include the artificial intelligence so you&#8217;ll finally be able to kill some Nazi aliens!</p>
<p><b>Tom:</b> Below we can see two screenshots of an application called Minko ShaderLab. Can you elaborate?</p>
<p><b>Jean-Marc:</b> The ShaderLab is a very cool web application to create, debug and preview hardware accelerated rendering effects. We thought being able to program the GPU with ActionScript was already a huge step forward. But being able to program the GPU without even programing is even better!</p>
<p><img src="http://blacksun.aerys.in/images/minko_shaderlab_1.png" width="440"/><br />
<img src="http://blacksun.aerys.in/images/minko_shaderlab_2.png" width="440"/></p>
<p>Some shaders are easier to do with code, but others really take advantage of this kind of visual<br />
programing environment.</p>
<p>The application will be available soon so&#8230; stay tuned!
</p></div>
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		<title>Scorekeeper for iOS in AIR</title>
		<link>http://www.flashrealtime.com/scorekeeper-ios-air/</link>
		<comments>http://www.flashrealtime.com/scorekeeper-ios-air/#comments</comments>
		<pubDate>Wed, 18 Jan 2012 11:20:51 +0000</pubDate>
		<dc:creator>tom</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://www.flashrealtime.com/?p=2478</guid>
		<description><![CDATA[Want to keep scores during the gameplay? Money, points, score per player. Make sure you check out Scorekeeper for iOS in Adobe AIR by Matt Rix. (Uses renderMode: CPU) Very well and nicely executed idea. Download Scorekeeper from Apple App Store Watch the trailer:]]></description>
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<p><a href="http://itunes.apple.com/ca/app/scorekeeper-xl/id463243024"><img src="http://www.flashrealtime.com/wp-content/uploads/2012/01/scorekeeper.png" alt="" title="Get Scorekeeper for iOS" width="128" height="128" class="alignleft size-full wp-image-2491" /></a> Want to keep scores during the gameplay? Money, points, score per player.</p>
<p>Make sure you check out <a href="http://itunes.apple.com/ca/app/scorekeeper-xl/id463243024">Scorekeeper for iOS</a> in Adobe AIR by Matt Rix. (Uses renderMode: CPU)<br />
Very well and nicely executed idea.</p>
<p><a href="http://itunes.apple.com/ca/app/scorekeeper-xl/id463243024">Download Scorekeeper from Apple App Store</a><br/><br />
Watch the trailer:<br />
<iframe width="480" height="274" src="http://www.youtube.com/embed/sXqXpwyBI1k" frameborder="0" allowfullscreen></iframe></p>
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		<title>Speaking at gotoAndSki 2012 Switzerland</title>
		<link>http://www.flashrealtime.com/speaking-at-gotoandski-2012-switzerland/</link>
		<comments>http://www.flashrealtime.com/speaking-at-gotoandski-2012-switzerland/#comments</comments>
		<pubDate>Mon, 16 Jan 2012 21:51:04 +0000</pubDate>
		<dc:creator>tom</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

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		<description><![CDATA[I am planning to speak in 2 weeks at gotoAndSki() conference in Swiss Alps about some of the new gaming features coming to Flash. From Thursday 26th till Saturday 28th 2012. It&#8217;s supposed to be a cool gathering with great people coming, attendees and speakers as well. [ SPEAKERS LINE-UP ] The event is in [...]]]></description>
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<p><img src="http://www.flashrealtime.com/wp-content/uploads/2012/01/gotoandski.jpg" alt="" title="gotoandski" width="195" height="184" class="alignleft size-full wp-image-2468" /><img src="http://www.flashrealtime.com/wp-content/uploads/2012/01/gotoandski31.jpg" alt="" title="gotoandski3" width="207" height="184" class="alignright size-full wp-image-2474" /></p>
<p>I am planning to speak in 2 weeks at gotoAndSki() conference in Swiss Alps about some of the new gaming features coming to Flash.</p>
<p>From Thursday 26th till Saturday 28th 2012.</p>
<p>It&#8217;s supposed to be a cool gathering with great people coming, attendees and speakers as well. [ <a href="http://switzerland.gotoandski.com/sessions-speakers/">SPEAKERS LINE-UP</a> ]</p>
<p>The event is in Stechelberg (Lauterbrunnen valley), make sure you take your snowboard or skies <img src='http://www.flashrealtime.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>My session is titled <i>Flash Gaming Love: What&#8217;s hot and coming</i> and I am going to cover the latest stuff coming to Flash, especially for gaming, show some recent cool stuff that you might have read about, but seeing and experiencing it live is always way better.</p>
<p>So looking forward to catch up with those who are coming. Do not hesitate to come, this is going to rock!</p>
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		<title>Spaced Away for iPad in AIR</title>
		<link>http://www.flashrealtime.com/spaced-away-for-ipad-in-air/</link>
		<comments>http://www.flashrealtime.com/spaced-away-for-ipad-in-air/#comments</comments>
		<pubDate>Tue, 10 Jan 2012 18:49:25 +0000</pubDate>
		<dc:creator>tom</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://www.flashrealtime.com/?p=2454</guid>
		<description><![CDATA[Like to wander the universe? Checkout this nice game Spaced Away for iPad by Falanxia gaming studio from Prague. Download the game from App Store. The game is using GPU render mode and DisplayList for rendering. Watch the trailer: Screenshots:]]></description>
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<p><img src="http://www.flashrealtime.com/wp-content/uploads/2012/01/spacedaway.png" alt="" title="spacedaway" width="152" height="152" class="alignleft size-full wp-image-2464" /> Like to wander the universe? Checkout this nice game <a href="http://itunes.apple.com/us/app/spaced-away/id485299549?mt=8">Spaced Away for iPad</a> by <a href="http://falanxia.com">Falanxia</a> gaming studio from Prague.</p>
<p><a href="http://itunes.apple.com/us/app/spaced-away/id485299549?mt=8">Download the game from App Store</a>.</p>
<p>The game is using GPU render mode and DisplayList for rendering.</p>
<p>Watch the trailer:<br />
<iframe width="480" height="244" src="http://www.youtube.com/embed/n-1pZELggkI" frameborder="0" allowfullscreen></iframe></p>
<p>Screenshots:<br />
<img src="http://www.flashrealtime.com/wp-content/uploads/2012/01/mzl.uscfclyc.jpeg" alt="" title="mzl.uscfclyc" width="480" height="360" class="alignnone size-full wp-image-2456" /></p>
<p><img src="http://www.flashrealtime.com/wp-content/uploads/2012/01/mzl.veuucuph.jpeg" alt="" title="mzl.veuucuph" width="480" height="360" class="alignnone size-full wp-image-2455" /></p>
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		<title>Age of Defenders: Post-apocalyptic tower defense game launched for tablets</title>
		<link>http://www.flashrealtime.com/age-of-defenders/</link>
		<comments>http://www.flashrealtime.com/age-of-defenders/#comments</comments>
		<pubDate>Mon, 07 Nov 2011 10:53:06 +0000</pubDate>
		<dc:creator>tom</dc:creator>
				<category><![CDATA[Flash Player]]></category>
		<category><![CDATA[adobe air]]></category>
		<category><![CDATA[air]]></category>
		<category><![CDATA[android]]></category>
		<category><![CDATA[as3]]></category>
		<category><![CDATA[flash]]></category>
		<category><![CDATA[game]]></category>
		<category><![CDATA[interview]]></category>
		<category><![CDATA[ios]]></category>
		<category><![CDATA[playbook]]></category>
		<category><![CDATA[tower defense]]></category>
		<category><![CDATA[trailer]]></category>

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		<description><![CDATA[Age of Defenders is a tower defense game for browser (Win, Linux, Mac), iPad, Android and soon to be launched on BlackBerry PlayBook. The game is built with Flash and ported to tablets with Adobe AIR. It has practice mode and multiplayer mode via RTMP (via Flash Media Server) and RTMFP (P2P). Multiplayer is actually [...]]]></description>
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<p><a href="http://ageofdefenders.com"><img src="http://www.flashrealtime.com/wp-content/uploads/2011/11/logo_android_market.jpg" alt="" title="age of defenders logo" width="410" class="alignnone size-full wp-image-2419" /></a></p>
<p><a href="http://www.ageofdefenders.com/">Age of Defenders</a> is a tower defense game for browser (Win, Linux, Mac), iPad, Android and soon to be launched on BlackBerry PlayBook. The game is built with Flash and ported to tablets with Adobe AIR. It has practice mode and multiplayer mode via RTMP (via Flash Media Server) and RTMFP (P2P). Multiplayer is actually pretty unique as you can really play among different platforms, e.g. from Android to iPad or iPad vs. browser and so on.</p>
<p>Play online: <a href="http://ageofdefenders.com">http://ageofdefenders.com</a><br />
<a href="http://itunes.apple.com/us/app/age-of-defenders/id466566020?mt=8">Available in Apple App Store</a><br />
<a href="https://market.android.com/details?id=air.com.cuketa.aod">Available in Android Market</a></p>
<p><a href="http://ageofdefenders.com"><img src="http://www.flashrealtime.com/wp-content/uploads/2011/11/screenshot-aod-small.jpg" alt="" title="screenshot-aod-small" width="480" height="360" class="alignnone size-full wp-image-2418" /></a></p>
<p>Official trailer:<br />
<iframe width="480" height="244" src="http://www.youtube.com/embed/F2VlBWdrxcM" frameborder="0" allowfullscreen></iframe></p>
<p>I had a chance to do a quick interview with Tomáš Botek (Head of development team, Age of Defenders):</p>
<div style="background-color:#FFFFFF;border:1px solid #999;padding:15px;">
<em><br />
<strong>Me:</strong> What is the main idea behind Age of Defenders?</p>
<p><strong>Tomáš:</strong> We wanted to create a mix of tower defense and strategy games, where two people will play against each other, including attacking and other bit and bobs. Also, we wanted to create a web based game, which would be closer to serious gaming. And which could be played repeatedly, not just one time.</p>
<p><strong>Me:</strong> Where can I get it or play it now?</p>
<p><strong>Tomáš:</strong> The game can be played at www.ageofdefenders.com or can be downloaded from Android market and App Store. Also, it will shortly be available in App World. Age of Defenders runs on all tablets with the resolution of 1024&#215;600 and up.</p>
<p><strong>Me:</strong> How long have you been working on the original browser game and how big is the team?</p>
<p><strong>Tomáš:</strong> We have started with a web version, which took us approximately 1 year. We are a team of 4 programmers and 3 designers. We have spent a lot of time thinking about the concept of the game.</p>
<p><strong>Me:</strong> How many lines of code have you written for Age of Defenders?</p>
<p><strong>Tomáš:</strong> Every single part of the game together, including the server-side code has around 110 000 lines of code. There are some libraries, which are not ours (e. g. pathfinding), but all of them are edited, so around 85% of the code is ours.</p>
<p><strong>Me:</strong> Why have you chosen Flash/AIR for the development?</p>
<p><strong>Tomáš:</strong> We liked the idea that you can play straight from the web browser, without having to download or install anything. That&#8217;s why using Flash was our first choice. Web-based gaming will change, will become something a lot more serious and we want to be part of this. Also the fact of building an app in Flash and porting it seamlessly to mobile devices with Adobe AIR later on, has proven how lucky choice it was.</p>
<p><strong>Me:</strong> How long did it take to port it from iOS to Android with AIR?</p>
<p><strong>Tomáš:</strong> When we had the first tablet version ready (iOS version), all we had to do for the other platforms was to work with the resolutions. The transition from the iOS to Android was very quick, took almost no time.</p>
<p><img src="http://www.flashrealtime.com/wp-content/uploads/2011/11/2_ed64d08d4edf496eced008d47b19e6d8.jpeg" alt="" title="2_ed64d08d4edf496eced008d47b19e6d8" width="440" class="alignnone size-full wp-image-2437" /><br />
// Age of Defenders running on iPad, Sony S tablet, Sony P tablet, Windows and Samsung Galaxy Tab</p>
<p><strong>Me:</strong> What are your next steps with the game and what features do you plan to add?</p>
<p><strong>Tomáš:</strong> The game was just born and has got a long life ahead of it. We are creating a long-term profile with a history of matches, leveling up and match-making, so players who are at the same level could play against each other. We are working on different game modes and a lot more towers and units. At the same time a new singleplayer campaign is on its way, which will be very diverse and interesting. Currently, it is the most deprived part of the game, so we want to change it.<br />
</em>
</div>
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		<title>Old School Race &#8211; Mobile Multiplayer Game in AIR</title>
		<link>http://www.flashrealtime.com/old-school-race/</link>
		<comments>http://www.flashrealtime.com/old-school-race/#comments</comments>
		<pubDate>Wed, 26 Oct 2011 12:29:11 +0000</pubDate>
		<dc:creator>tom</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://www.flashrealtime.com/?p=2395</guid>
		<description><![CDATA[Back to the childhood! Do you guys still remember the &#8220;analog era&#8221;, where you had to actually build the game from plastic parts in order to make it working? Old School Racer will take you back there, almost. Beautifully designed slot car game from Italy by Creeo Studio, made in Flash Professional, available for iOS, [...]]]></description>
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<p>Back to the childhood! Do you guys still remember the &#8220;analog era&#8221;, where you had to actually build the game from plastic parts in order to make it working? <a href="http://oldschoolrace.creeostudio.it/">Old School Racer</a> will take you back there, almost. Beautifully designed slot car game from Italy by <a href="http://www.creeostudio.it/">Creeo Studio</a>, made in Flash Professional, available for iOS, Android and Playbook.<br />
The game has also multiplayer mode, you can play it on one tablet up to 4 people.</p>
<p><a href="http://oldschoolrace.creeostudio.it/"><img src="http://www.flashrealtime.com/wp-content/uploads/2011/10/oldschoolrace.png" alt="" title="oldschoolrace" width="480" height="300" class="alignnone size-full wp-image-2396" /></a></p>
<p>Watch the trailer:<br />
<iframe width="479" height="325" src="http://www.youtube.com/embed/Wu7a9SSUaSU" frameborder="0" allowfullscreen></iframe></p>
<p>Get it now!<br />
<a href="http://itunes.apple.com/us/app/old-school-race-multiplayer/id472307878?ls=1&#038;mt=8">Download for iPad</a><br />
<a href="https://market.android.com/details?id=air.com.oldschoolrace.android.app">Download for Android</a><br />
<a href="http://appworld.blackberry.com/webstore/content/61384?lang=en">Download for Playbook</a></p>
<p>The game now temporary free for two days (iOS, Playbook) during the View Conference in Italy. Follow the links above. <a href="https://market.android.com/details?id=air.com.oldschoolrace.viewconference.android.app#?t=W251bGwsMSwxLDIxMiwiYWlyLmNvbS5vbGRzY2hvb2xyYWNlLnZpZXdjb25mZXJlbmNlLmFuZHJvaWQuYXBwIl0.">Free version for Android</a> is available here.</p>
<p>Check out the <a href="http://oldschoolrace.creeostudio.it/">Old School Race website</a>.</p>
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		<title>Machinarium for iPad 2 live now!</title>
		<link>http://www.flashrealtime.com/machinarium-ipad/</link>
		<comments>http://www.flashrealtime.com/machinarium-ipad/#comments</comments>
		<pubDate>Thu, 08 Sep 2011 11:25:41 +0000</pubDate>
		<dc:creator>tom</dc:creator>
				<category><![CDATA[Customers]]></category>
		<category><![CDATA[Flash Player]]></category>
		<category><![CDATA[air]]></category>
		<category><![CDATA[flash]]></category>
		<category><![CDATA[game]]></category>
		<category><![CDATA[ios]]></category>
		<category><![CDATA[iPad]]></category>
		<category><![CDATA[machinarium]]></category>

		<guid isPermaLink="false">http://www.flashrealtime.com/?p=2362</guid>
		<description><![CDATA[Machinarium, an award-winning indie point-and-click adventure/puzzle game in Adobe Flash and AIR. A few months ago I met the guys from Amanita Design in Brno, Czech Republic. We talked about the success of Machinarium for desktop (available for Windows, Mac and Linux). That was just around the time the Adobe AIR 2.7 for iOS, Android [...]]]></description>
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<p><em>Machinarium, an award-winning indie point-and-click adventure/puzzle game in Adobe Flash and AIR.</em></p>
<p>A few months ago I met the guys from <a href="http://amanita-design.net/">Amanita Design</a> in Brno, Czech Republic. We talked about the success of Machinarium for desktop (available for Windows, Mac and Linux). That was just around the time the Adobe AIR 2.7 for iOS, Android and PlayBook was made available &#8211; and after some time the guys decided to port the game for tablets.</p>
<p><img src="http://www.flashrealtime.com/wp-content/uploads/2011/09/prison.jpg" alt="" title="" width="480" height="385" class="alignnone size-full wp-image-2373" /></p>
<p>And today September 8th 2011, the game is available on the <a href="http://itunes.apple.com/us/app/machinarium/id459189186?mt=8&#038;ign-mpt=uo%3D2">iOS App Store</a>!<br />
*Note: I will be releasing an article about the making/porting of Machinarium for tablets soon covering all the technical details.</p>
<p><a href="http://itunes.apple.com/us/app/machinarium/id459189186?mt=8&#038;ign-mpt=uo%3D2"><img src="http://www.flashrealtime.com/wp-content/uploads/2011/09/Machinarium_480.jpg" alt="" title="Machinarium on the Apple App Store" width="480" height="307" class="alignnone size-full wp-image-2363" /></a></p>
<p>Watch the trailer:</p>
<p><iframe width="480" height="360" src="http://www.youtube.com/embed/hVw4SVaopzw" frameborder="0" allowfullscreen></iframe></p>
<p>Interview with <a href="http://amanita-design.net/">Jakub Dvorský</a> (game designer and director):</p>
<div style="background-color:#FFFFFF;border:1px solid #999;padding:15px;">
<em><br />
<strong>Me:</strong> You have just released the new iPad version of Machinarium, but tell me something more about the history of Amanita Design and how you started building puzzle/adventure games?</p>
<p><strong>Jakub:</strong> Amanita Design started in 2003 when I released a free web-game Samorost which was my thesis project at the Academy of Art. Even before that, I had created a couple of adventure games while studying at grammar school. Since then I have found several excellent collaborators so now the studio is nine men strong. We are still completely independent and self funded, and we still make adventure games. Of course we are also trying to push that genre somewhere to make our games more funny, entertaining and challenging at the same time.</p>
<p><a href="http://itunes.apple.com/us/app/samorost-2/id432921380?mt=12"><img src="http://www.flashrealtime.com/wp-content/uploads/2011/09/samorost1.jpg" alt="" title="samorost" width="440" class="alignnone size-full wp-image-2367" /></a><br />
[<a href="http://amanita-design.net/games/samorost-2.html">Screenshot from Samorost 2</a>]</p>
<p><strong>Me:</strong> Where does the original idea for Machinarium come from?</p>
<p><strong>Jakub:</strong> First we knew, we wanted to create a full-length adventure game and that it should be a bit different and more complex than our previous Flash games. Then we came out with an idea of a robot as the main hero who lives in a robotic world. My first idea and vision of a strange vertical city populated by robots came to me about ten years ago when I was on an exchange scholarship in Netherlands. I was influenced by the modern functional architecture and the flatness of the country.</p>
<p><img src="http://www.flashrealtime.com/wp-content/uploads/2011/09/sketch2.jpg" alt="" title="sketch2" width="440" class="alignnone size-full wp-image-2366" /><br />
[Machinarium - sketches]</p>
<p><strong>Me:</strong> How long did it take from the first sketches to the release?</p>
<p><strong>Jakub:</strong> It took us almost three years. It&#8217;s a very long time and it wasn&#8217;t easy to stay focused on only one project all the time. Of course the whole game also changed significantly over that time. The basic concept was much simpler and our idea was to create longer but quite simple looking game. We thought it will take us about one year to finish it. In the end I&#8217;m really glad we spent all that time on it, because the game is now much better and more polished than what was intended in the initial plan and it definitely paid off.</p>
<p><img src="http://www.flashrealtime.com/wp-content/uploads/2011/09/creativespace.jpg" alt="" title="The artist's studio" width="440" class="alignnone size-full wp-image-2368" /><br />
[The artist's studio - Adolf Lachman]</p>
<p><strong>Me:</strong> Why have you chosen Flash/AIR for the game?<br />
<strong>Jakub:</strong> We have a long time relationship and lots of experience with Flash (since the Macromedia days). We don&#8217;t know any other tool for making such rich and interactive animations like Flash. And AIR was for us the only way how to get the game on iPad and other tablets in a relatively short time. Also we are looking forward to trying upcoming features of AIR 3.0 including Stage3D.</p>
<p><img src="http://www.flashrealtime.com/wp-content/uploads/2011/09/brotherhood.jpg" alt="" title="brotherhood" width="440"  class="alignnone size-full wp-image-2379" /><br />
[Black Cap Brotherhood from Machinarium]</p>
<p><strong>Me:</strong> What about the music and sound effects?</p>
<p><strong>Jakub:</strong> The music and sound effects are very important in all of our projects so we do care about the whole audio side a lot. Our &#8216;in-house&#8217; composer <a href="http://www.floex.cz/">Tomas &#8216;Floex&#8217; Dvorak</a> (who created also Samorost2 OST) has worked almost one year on the score. The style could be generally described as electroacoustic music with elements of ambient, soundtrack and classical music. Tomas is very interested in the fusion of the acoustic and electronic fields, and it is also noticeable on this work. The same goes for sound effects which were all recorded and edited in our studio.</p>
<p><img src="http://www.flashrealtime.com/wp-content/uploads/2011/09/soundeffects.jpg" alt="" title="sound effects" width="440" class="alignnone size-full wp-image-2369" /><br />
[Music by <a href="http://www.floex.cz/">Tomas 'Floex' Dvorak</a>, Sound design by Tomas 'Pif' Dvorak]</p>
<p><strong>Me:</strong> Where can people get Machinarium?</p>
<p><strong>Jakub:</strong> Machinarium is available for PC, Mac and Linux on our own website (<a href="http://machinarium.net">machinarium.net</a>) and it&#8217;s also on <a href="http://store.steampowered.com/app/40700">Steam</a> and <a href="http://itunes.apple.com/us/app/machinarium/id423984210?mt=12">Mac App Store</a>. The iPad2 version is available on <a href="http://itunes.apple.com/us/app/machinarium/id459189186?mt=8&#038;ign-mpt=uo%3D2">iOS App Store</a> and the Android version for tablets is coming soon as well. In addition to that we are also working hard on PS3 version which should be available later on PSN.</p>
<p><img src="http://www.flashrealtime.com/wp-content/uploads/2011/09/leveldesign2.jpg" alt="" title="level design" width="440" class="alignnone size-full wp-image-2370" /><br />
[Level design]</p>
<p><strong>Me:</strong> Are you planning any other games at the moment?</p>
<p><strong>Jakub:</strong> Yes, right now we are working on two projects &#8211; the first is a light-hearted and funny adventure game called Botanicula. It&#8217;s about five friends &#8211; little tree creatures who set out for a journey to save the last seed from their home tree which is infested by evil parasites. The game itself is about exploration, solving little puzzles, meeting strange tree creatures and listening to the music. The other game is Samorost3 which is our main project. It will be our second full-length game and it will feature full HD graphics and a bit of a new approach to game design.</p>
<p><img src="http://www.flashrealtime.com/wp-content/uploads/2011/09/botanicula.jpg" alt="" title="botanicula" width="440" class="alignnone size-full wp-image-2380" /><br />
[Sketch of the five friends from Botanicula]</p>
<p></em>
</div>
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		<title>Circ &#8211; 60 fps gravity based game for iOS, Android and PlayBook</title>
		<link>http://www.flashrealtime.com/circ-game/</link>
		<comments>http://www.flashrealtime.com/circ-game/#comments</comments>
		<pubDate>Mon, 11 Jul 2011 09:57:25 +0000</pubDate>
		<dc:creator>tom</dc:creator>
				<category><![CDATA[Flash Player]]></category>
		<category><![CDATA[air]]></category>
		<category><![CDATA[android]]></category>
		<category><![CDATA[blackberry]]></category>
		<category><![CDATA[gravity]]></category>
		<category><![CDATA[ios]]></category>
		<category><![CDATA[playbook]]></category>

		<guid isPermaLink="false">http://www.flashrealtime.com/?p=2325</guid>
		<description><![CDATA[Circ is a nice example of an AIR game that runs very smoothly at 60 fps on most devices including iPhone 4, iPad 1, iPad 2, Galaxy Tab 10.1, HTC Desire HD, BlackBerry PlayBook and so on. I did a quick performance test on various devices thanks to special builds provided by the authors, check [...]]]></description>
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<p><a href="http://playcirc.com"><img src="http://www.flashrealtime.com/wp-content/uploads/2011/07/Icon@2x.png" alt="" title="Circ icon" width="114" height="114" class="alignleft size-full wp-image-2337" /></a> Circ is a nice example of an AIR game that runs very smoothly at 60 fps on most devices including iPhone 4, iPad 1, iPad 2, Galaxy Tab 10.1, HTC Desire HD, BlackBerry PlayBook and so on.<br />
<br/><br/><br />
I did a quick performance test on various devices thanks to special builds provided by the authors, check it out:<br />
<iframe src="http://player.vimeo.com/video/26262060?portrait=0&amp;color=ff9933" width="480" height="270" frameborder="0"></iframe><br />
<br/><br />
Official game trailer:<br />
<iframe width="480" height="390" src="http://www.youtube.com/embed/5b-SNsLbhUw" frameborder="0" allowfullscreen></iframe><br />
Get the game:<br />
- <a href="http://itunes.apple.com/us/app/circ/id445812395?mt=8">Circ at Apple App Store</a><br />
- <a href="https://market.android.com/details?id=air.com.flashlemonade.Circ&#038;feature=search_result">Circ at Android Market</a><br />
- <a href="http://appworld.blackberry.com/webstore/content/49915?lang=en">Circ at BlackBerry App World</a><br />
<br/><br />
The game was built by several guys in Prague, but mainly Vojtěch Havlíček (lead developer) and Anh Vu Hoang (lead designer). The guys told me that by launching the Circ they wanted to celebrate the recent Atlantis space shuttle launch, so I&#8217;ve asked them a couple more questions:<br />
<br/></p>
<div style="background-color:#FFFFFF;border:1px solid #999;padding:15px;">
<em><br />
<strong>Me:</strong> What is Circ?</p>
<p><strong>Vojtěch:</strong> Circ is a casual game for mobile platforms. We tried to create a dead simple game,<br />
extremely easy to play, but still exciting. </p>
<p>The simplified main concept of the game is that you (rocket) circle around the planets, that constantly scroll down. By taping the screen, you can leave the planet and land on another. The trajectory of rocket is influenced by &#8216;force&#8217; interaction of planets on you. You must avoid leaving the game area from top or bottom and score the best. </p>
<p>The whole game can be controled only by a thumb (on reasonably sized devices, of course) so this allows you to explore the game concept deeper and work on mastering the game even on your way to work, or school.</p>
<p><strong>Me:</strong> Where does the original idea come from?</p>
<p><strong>Vojtěch:</strong> The main idea behind the scene was to create a physical simulation of system of interacting particles just for fun. The simulation itself ended as so good eyecandy that I decided to combine it with game concept of one of my older games.</p>
<p><strong>How did the design of the game evolve?</strong></p>
<p><strong>Vojtěch:</strong> At first, the game was very simple &#8211; as for the features, we tried to focus mainly on &#8216;force&#8217; interaction between planets and player, which appeared to make the game very relaxing, without any need for extra bonuses, etc. </p>
<p>However, some of these features were also added later, as the game became more a &#8216;game&#8217; than just a simulation. The very original &#8216;swipe-to-save-yourself&#8217; feature has also been added at this stage. We had a bunch of ideas how to improve the feature base, but rather decided to freeze them at that point and have focused on publishing.</p>
<p><strong>Me:</strong> Do you use DisplayList (Sprites) or Blitting and which rendering mode?</p>
<p><strong>Vojtěch:</strong> We use DisplayList rather then Blitting in this case, rendering on gpu.</p>
<p><strong>Me:</strong> How did you solve the challenge of multiple resolutions?</p>
<p><strong>Vojtěch:</strong> The game package includes 4 variations of graphics of sprites and more than 10 various scales of background.</p>
<p>The device type is set in the begining and the whole game is created on basis of this. So in fact we have 13 scale and graphics settings for 13 different devices in one. By setting stage.scaleMode to NO_SCALE and stage.stageAlign to TOP_LEFT, we can decide during the runtime, which device settings to choose and rescale the application.</p>
<p><strong>Me:</strong> What optimizations have you done to get 60 fps and what do you recommend?</p>
<p><strong>Vojtěch:</strong> My advice is to be ecological &#8211; recycle and reuse.<br />
I used pooling optimizations together with reference based data structures like linked lists instead of arrays/vectors.<br />
This allowed me to gain from extremely fast splice operations, which are really common in game loop procedure.</p>
<p>It is also very important to avoid unexpected garbage-collecting during the loop phase of the application.<br />
So try to keep the amount of created objects constant during the loop.</p>
<p><strong>Me:</strong> Do you have any plans for the future development of the game?</p>
<p><strong>Vojtěch:</strong> Yes, we do. As we mainly focused on optimizations for the devices, we intent to improve the gameplay a with a lot of new game features in upcoming update;<br />
</em>
</div>
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		<title>Compiling big Flash/AIR projects with lot of SWFs for iOS</title>
		<link>http://www.flashrealtime.com/compiling-big-air-swf-to-ios/</link>
		<comments>http://www.flashrealtime.com/compiling-big-air-swf-to-ios/#comments</comments>
		<pubDate>Mon, 13 Jun 2011 07:37:29 +0000</pubDate>
		<dc:creator>tom</dc:creator>
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		<description><![CDATA[This is a nice little trick that can solve you lot of issues. When you are building a game for Android or Blackberry Tablet OS in Adobe AIR, you are allowed to load the SWF files on the fly &#8211; that&#8217;s because the code is interpreted from ActionScript bytecode. With AIR for iOS, there is [...]]]></description>
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<p>This is a nice little trick that can solve you lot of issues.</p>
<p>When you are building a game for Android or Blackberry Tablet OS in Adobe AIR, you are allowed to load the SWF files on the fly &#8211; that&#8217;s because the code is interpreted from ActionScript bytecode. With AIR for iOS, there is no such option, all code must compiled into single IPA file (from ActionScript bytecode to native bytecode), which you can make out of one SWF only. </p>
<p>Now &#8211; what if I have a project with 30 or 40 levels, where every single level is a single SWF? How do I compile this to iOS?</p>
<p>Well, for testing purposes, you can just use <strong><em>ipa-test-interpreter</em></strong> switch in compiler settings and it will run the same way like on the Android or the BlackBerry Tablet OS. But this method is not allowed by Apple, so you won&#8217;t be able to submit the app to the App Store.</p>
<p><img src="http://www.flashrealtime.com/wp-content/uploads/2011/06/compilationMultipleSWC.png" alt="" title="compilation Multiple SWC for iOS" width="480" height="300" class="alignnone size-full wp-image-2318" /></p>
<h3>Solution = SWC</h3>
<p>The proper solution is to compile all levels to SWC libraries, which you link to final SWF file. That way you can make single SWF file with all the necessary levels compiled in it.</p>
<p>In Flash Builder, you have to transform your project from ActionScript project (output SWF) to Flex Library Project (output SWC).<br />
<img src="http://www.flashrealtime.com/wp-content/uploads/2011/06/flexlib.png" alt="Flex Library Projects creates SWC" width="306" height="171" class="alignnone size-full wp-image-2315" /></p>
<p>In Flash Pro CS5.5, there is this option in Publish settings</p>
<p><img src="http://www.flashrealtime.com/wp-content/uploads/2011/06/publishsettingsswc.png" alt="Publish settings SWC library instead of SWF" title="" width="530" height="194" class="alignnone size-full wp-image-2316" /></p>
<p>And also last few notes:<br />
- you can use AS3-only projects for AIR, you can&#8217;t get AS2 game to iOS with AIR for iOS<br />
- you can load SWF files even on iOS, but the code inside them won&#8217;t be interpreted &#8211; so it&#8217;s useful for graphical assets like animations or vector graphics &#8211; you can have a library full of symbols and just pick a symbol that you want</p>
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