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So we're currently preparing for a global release of our game Pick a Pet - Android Apps on Google Play & Pick A Pet on the App Store on iTunes (currently only available in Ireland at the moment), so we're looking into every which way we can optimise it as much as possible for the odd and less powerful devices that people will be installing on and one of the definite areas that would give us big memory boosts, would be the ability to use 16bit images on iOS and just fuller control over that section in general, as while we have the 16bit colorDepth flag in for Android set in our -app.xml file, we can't actually notice a difference between when it's not there.The place where we'd like it most is in any of the uploadFrom functions in Texture. While the miplevel options are great for advanced use, the ability to pass a bool in at that point to tell the graphics card it's 16bit really would be a big deal for us. In previous games we worked on, like Bejeweled and Plants vs. Zo
i am using flash professional CC to develop an application for IOS its very simple application for testing , i target it as ADobe air 6.8 for IOS i generated certificate and provision profile successsfuly , and the application puplished successfully and installed on a defined Ipad Device , BUT it refuse to open ! , it does not open at all , it wont't work , it does not show any error message , any Help ?
can not install adobe air , get a message that the certificate is incorrect ???
When running AIR on OS X (tested with 13.0 on Mavericks), the DEACTIVATE event fires when the application first opens! But this doesn't happen on Windows.So for example:<html> <head> <title>Simple Test</title> </head> <body> <script src="AIRAliases.js"></script> <script> window.nativeWindow.addEventListener(air.Event.DEACTIVATE, function() { air.trace('DEACTIVATE'); }); </script> </body></html>I will see that trace statement as soon as I run the application... Which is a huge issue as I have logic that I run on DEACTIVATE that I DON'T want to run on app load and in doing so causes a loop of functions 3-4 times... Again this DOES NOT HAPPEN on OS X.Is this a bug? Or am I missing something about the way OS X handles windows?Currently to get around this... I am having to do:if (air.Capabilities.os.indexOf("Mac OS") > -1) { &nb
Hi!I want to create an app for Android but it will quite large. It will be larger than the 50MB offered by Google Play Store. This means that I need to find a way and break the app and load parts of it when I need them. Imagine it like minigames inside a bigger app. It is not clear to me how to achieve this since every time on AIR, I can export and APK file for a mini-game let's say. Can I later download APKs and integrate them into my main app? How would this be possible? Another question that I have is: In order for a SWF to play on my app, it needs to be built by AIR for Android? The best case would be to download content from In-App purchases and integrate in my app. But these things are not so clear.Thanks in advance for your help and support.
I have an app that works great when restricted to portrait mode - for 99% of it that's exactly what I want. But, I have to play a video in one small portion of it which needs to allow the user to rotate to landscape. This is the only time I want the landscape to work though. I have the app set to portrait mode with auto-orientation in my publishing settings - so it will allow you to view it in portrait normally and upside-down (but no landscape). I tried manually changing the screen using StageOrientation.ROTATED_RIGHT but it wouldn't work in my testing on iPad 3. I would be happy with rotating the entire video 90 degrees and the user would just have to turn the device - but I'm using stageVideo and I can't control the rotation (...or can i?). I would also be happy with setting some in-app variable that locks out landscape most of the time, is that possible?Any suggestions/recommendations would be helpful. Thanks!
I'm at a loss.I read blog and read help and I understand it's possible: loadBytes() must work.But when I try do it I catch error (uncompiled ActionScript warning).And then I found Release Notes with prohibited of loadBytes(): Methods unload() and loadBytes()of the loader class will not work on iOSWhere is true? Why some developres talk it's possible? How?Thanx!
Ive been trying to install this game for my pc. I am not very tech savy so i probably wont provide you with the necessary info. I keep getting an error. E:\Adobe AIR\Versions\1.0\Adobe AIR.dll is either not designed to run on windows or it contains an error..Ive tried uninstalling and reinstalling, virus scans, restarting computer. I dont know what else to do. Help?
Hello Support,We are building a new version of an app pubished on PlayStore (built with Adobe AIR) and need to embed higher resolution images. This results in my app apk file size which is over 100 MB.Google allows to upload apks that are <= 50 MB. For apps which require more storage capacity than this limit, expansion files are needed.Can you please inform us about how to incorporate these expansion files with an AIR app?Is there a native extension or a built-in feature to prepare the expansion files and surpass the limit?I've looked in the forums & there is no definite answer or solution.If this is not possible at present, can you please add it to the wishlist for the next version of Adobe AIR SDK? Or perhaps, release a free/paid native-extension which enables this.Thanks!
I'm getting some stuttering and Adobe Scout reports that Air is "rendering dirty regions".I would like to avoid that to get fluid animations, even if it means making the user wait for a few frames before displaying the content. Problem is that Air only does this process when the elements are being shown. I've tried putting the elements on stage, but it seems if the elements are not visible by the user the rendering does not occur.So, is there a way to force this render without actually showing the content to the user?Is there any other way to solve this issue?
Is there a way to verify the digital signature of a file in AIR? For example, can I check the signature of an EXE in the file system?I haven't found anything in the AIR or Flex docs, but is there a library for this, or are there any native extensions or tools available for this?Thank you.
Hi Guys!I have problem uploading my apk file on google play, since it's bigger than 50MB and I want to upload a simple loader file and then download the expansion APK and open its swf file.Any ideas on how to parse the APK and reach the swf file?Cheers!
Hello, I am using Windows vista 32bit. I have adobe Air installed and installing the program "Adobe Air" succeeds with no issues. The problem is when I try to install a "*.air" package on this computer it does not function. Windows sees the package and the installer opens. The problem is it just stays in my task manager forever. Any help on how to debug would be appreciated. Thanks,Danny
Hi,Does an Adobe AIR desktop app with an embedded runtime (standalone/portable) that got published on Windows work on a Mac too? Thanks
When a mobile user install my app and his/her mobile doesn't install Adobe AIR / lower version of AIR, there would be a popup asking installation of Adobe AIR required.I think this process could cause an problem if the user don't know what Adobe AIR is, or they refuse to install Adobe AIR for some reason, which turn out to not installing my app.On iPad, the installation of Adobe AIR is somehow build-in, that would not ask the user to install AIR before installing mine.How do I set my project such that my app would not ask the user to install Adobe AIR on Android or iPhone device?
We're developing several Video-Apps which are also in the iOS App Store. Video rendering is done in StageVideo wich obviously respects the iOS System AirPlay settings. This feature is awesome and works like a charm but ... we can't figure the AirPlay status and this is a problem for us.What happens is the following: Users activate AirPlay e.g. inside Spotify to hear their music on the stereo. Then they forget about it. Then they open our app (but TV/stereo is turned off)Result is a fully functional app without video display because the video stream is on AirPlayThen we're getting "video doesn't work" comments in the appstoreIs there any way to figure out (or even set) the system AirPlay status so we can at least show a message to the user saying "Your System is on AirPlay. Please turn on your TV to see the video?Thank you very much!Nikolai
Hi,I was using SharedObject to save settings in my game. However, recently I discovered on one of our devices it doesn't work. I've found somewhere on this forum discussion that air can't save sharedobject when available space is lower than about 300mb (link here: Bug#3711301 - sharedobjects fail when available storage is low). On my iphone it's about 40mb, but file, which I want to save is just 2 variables.. persistenceManager doesn't work too (well i've looked at source and it's just using SharedObject). So i've decided to just write file by myself:declarations:public var mute:Boolean = false;public static var fullId:String = "";then in constructor:flash.net.registerClassAlias("Settings", GameSettings);load();and finally save() and load() functions:public function save():void { try { log("begin save()"); var file:File = File.applicationStorageDirectory.resolvePath("settings.txt"); var stream:FileStream = new FileStream(); stream.open(file, FileMode
Hi all,I have created an AIR Android app which allows users to download media content to their internal storage and I spotted a weird behavior which is my AIR Android app stops downloading any data after app internal storage reaches 4GB (or 5GB). No image packshot can be loaded, no HTTP call can be made. The app will only works normally if I go to Settings -> Application -> Select my App -> Clear Data.Is it some kind of restriction from Android device that will not allow Android app contains more than a fixed amount of data in internal storage?Thank you very much.Regards,Jack
It seems to me that air is not capable of responding to more than one gesture event at a time. Running an app on ios I find if I place two fingers onto an object and scale using a pinch gesture I cannot then pan without lifting my fingers from the screen to end the zoom gesture and then placing them back on the screen and performing a pan gesture. This is a bit clunky and not really what users would expect.Ideally I would like to be able to place two fingers onto the screen and then scale, pan and rotate without having to lift my fingers from the screen. Anyone know if this is possible?
Hello Everybody I would like to relate one issue I have when I load a normal Application SWF Modulefrom an external and add it to the main AIR WindowedApplication.I have one WindowedApplication which goes like this : <?xml version="1.0" encoding="utf-8"?> <s:WindowedApplication xmlns:fx="http://ns.adobe.com/mxml/2009" xmlns:s="library://ns.adobe.com/flex/spark" xmlns:mx="library://ns.adobe.com/flex/mx" skinClass="skin.Skin" showStatusBar="false"> <fx:Script> <![CDATA[ .................. HERE IS THE CODE TO LOAD THE SWFLOADER ]]> </fx:Script> </s:WindowedApplication> The skin of the main WindowedApplication goes like this ... <?xml version="1.0" encoding="utf-8"?> <s:SparkSkin xmlns:fx="http://ns.adobe.com/mxml/2009" xmlns:s="library://ns.adobe.com/flex/sp
Hello,These day I'm trying to build a static library in XCode to build a Native Extension. The original project from which I'm creating a static library is runs well on device. But when I creates a static library project along with one XIB file within, and port it to the Adobe AIR, the expected XIB view never opens up. Somewhere some gentleman mentioned that static library can not include XIB, graphics file etc. Is that true (http://stackoverflow.com/questions/2797214/trouble-using-xib-files-in-libraries)? Can't I bundle an ANE with XIB support?Thanks. Santanu
I can't install adobe air on my tablet gives me erorr 24,whyyy
Hi,I'm new to iOS and built a small iPhone app with Adobe Air.I tried to install it through iTunes Sync but always running this error message after syncing:"com.test.name" failed to installHow can I get a detailed error message to figure out what went wrong?My config:WindowsiTunes 11.1.5.5iPhone 3GsiOS 6.1Adobe Air 3.4Flash CS 6
I am having trouble testing apps on my 3rd generation iPod touch. The very first app I tried to put on there worked, the app was called mynewapp. Then I tried to put another app on there using the same provisional profile and same app id, the app failed to install. It didn’t matter if mynewapp was on my iPod touch or not. No matter what app I tried to put on my iPod touch they all failed to install, the only one I could get on there was mynewapp. I even created an app with the exact same code as mynewapp and this new app failed to install. Then I created a new provisional profile using the same app id that my first profile was using. I tried putting an app using the new provisional profile this app failed to install for the second time. The first time it was using the old profile. Then I created a new provisional profile with a new app id and I took an app and tied it to this new profile and app id this app seemed to install on the iPod touch. Right now only two apps can be installed o
Hi, has anyone found a way to disable the Control Center's "menu arrow" in IOS 7 from accidentally showing up when swiping up from the bottom of an app (or down from the top)?I've seen this done in non-AIR apps (for instance the Dr. Panda apps).
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