Join a global community of Adobe Air users and developers.
Als letztes aktiv
Hi,In the last 2 projects I exported for iOS devices (iPad 2 and iPod 3rd gen) I noticed that a lot of the png images were being distorted slightly. What I mean by that is, it looks like half of the image has been shifted horizontally to the left or right (depending on the image) by a few pixels. Also, the distortions are the same if I re-export the app.This has only started happening recently but now happens on all projects I have with PNG files in them. It seems to happen independant of anything I do. I updated to AIR 3.1 about a month ago and haven't had this problem until about a week ago, could it be a bug with Adobe AIR?Is their anyway to fix this? Any help would be appriciated.
Hi all, I am developing an app that has approx 150 MB of assets ( hi-res images and video.)Is there a best practices for downloading assets when the user starts the app for the first time?Is that kind of soultion even allowed if I want to deploy on iOS?Or is the preffered solution to bundle them in the .apk?regards, /Lars
I understand how you can develop for retina, and then on the older phones the graphics are scalled down to fit the smaller 320x480 screen, what I don't understand though is how that applies to pixel distances. Let's say I want to move a sprite 60 pixels along the x axis, and I'm designing my game for retina, doesn't that mean my sprite is now moving double as far as it needs to on the older phones? so does that mean I have to scale my pixel distance values as well? and therefore check for the smaller screen size so I can know to scale values?
Hi All,We've successfully gotten background audio working in iOS with AIR 3.1 -- the question though, is how to get iOS to recognize that you are playing MUSIC and not just a sound? We'd like to be able to tap into the play/pause/back/next soft buttons that are available in the OS.
Hi, I'm facing some problems on font rendering on mobile platforms. I have a dynamic textfield inserted into a sprite that is constantly resized. The font becomes very blurry and nearly unreadable. It seems that the text is being replaced by a bitmap representation, even if the "cacheAsBitmap" is set to false. Is there a way to enhance this font display? The problem happens on both Android an iOS, but seems worse on Android.
I'm using the latest 4.5 Flash Builder and have been working on an Android app for the Motorola Xoom. It works great and the development environment is borderline flawless. I have noticed one thing that keeps happening. When running my app on the laptop OR the Xoom directly from FB it works great. When I debug the app on my laptop it also works great, but sometimes when I try and debug on the device itself I get about 5 seconds of runtime and then the app mysteriously crashes on the device (goes to home screen) and the last thing shown in the console is [Unload SWF].Any ideas? I have no doubt it is something I am doing but have been unable to find any solutions.Thank you!
I am trying to run an app in Fullscreen mode on IOS. (latest iPod touch) The app is running in GPU mode and is set to be portrait. For some reason though I alway see the iOS UI status bar. The app is being compiled with AIR 3.1 sdk, Is there anything I need to specifiy in the application descriptor other than the obvious? I am including the iPhone and initialWindow markup for reference. <iPhone> <InfoAdditions><![CDATA[ <key>UIStatusBarStyle</key> <string>UIStatusBarStyleBlackOpaque</string> <key>UIRequiresPersistentWiFi</key> <string>NO</string
I can't install AIR apps and uninstall AIR itself. Whenever I try to do it, it shows me this error:---------------------------Adobe AIR---------------------------Ta aplikacja wymaga wersji środowiska Adobe AIR, której nie można znaleźć.Pobierz najnowszą wersję środowiska uruchamiania dostępną pod adresemhttp://www.adobe.com/go/getair_pllub skontaktuj się z autorem aplikacji, aby uzyskać zaktualizowaną wersję aplikacji.---------------------------OK ---------------------------This is in Polish, but I can translate it:---------------------------This application needs Adobe AIR framework version, which can't be found.Download newest framework version herehttp://www.adobe.com/go/getair_plor contact with application author, to receive updated version of application.---------------------------The same error appears when I try to install Adobe AIR applications (one which come in .air package) and uninstall whole Adobe AIR with Add/Uninstall Programs in Control Panel.I've reinstalle
I'm trying to force garage collection in my iOS app, but am not convinced that System.gc() does anything. I've read all the posts about how to use it, have also tried calling it twice:System.gc();System.gc();However from testing it's not apparent that this has any effect.Can anyone confirm whether or not garbage collection works on iOS? If not, what are options for cleaning up? Are there any?
I have the latest version of Flash on a 32 and 64 bit version of IE 9 on Windows 7. Whenever I put the mouse over anything Flash, white blocks appear and make it unusable.
I wrote a simple Hello World AIR Native Extension and have implemented following context initializervoid helloWorldContextInitializer(void* extData, const uint8_t* ctxType, FREContext ctx, uint32_t* numFunctionsToTest, const FRENamedFunction** functionsToSet) { NSLog(@"Entering ContextInitializer"); *functionsToSet = _methods; NSLog(@"Method list initialized"); if(numFunctionsToTest != NULL) { NSLog(@"numFunctionToTest is not null"); *numFunctionsToTest = (uint32_t)2; } NSLog(@"Exiting ContextInitializer");}M
I just had a review of one of my apps from amazon on the kindle fire and the result came back saying:Upon completion of our compatibility test processes, your app was found to be unresponsive when subjected to testing. To be compatible with Kindle Fire, the app’s core features must be responsive to user commands, and its primary functionality accessible and compliant with device specifications. Currently, the background music of the app continues to play even when the app has been exited.to get my background music to loop I use this codeimport flash.media.SoundMixervar musicplayed:int = 0;var MusicPlayer:Sound = new Music();var songChannel:SoundChannel;songChannel = MusicPlayer.play();function loopMusic(event:Event){ songChannel = MusicPlayer.play(); songChannel.addEventListener(Event.SOUND_COMPLETE, loopMusic);}any idea whats wrong? It doesn't have this issue on iOS
Is it possible to get a User's contact list into an air app on an iPhone?Using the list to give the User an option to add people to the app's contact list.
Hi All,Does any one is having idea that how can I get the contact list of my android mobile? I have searched for the native extension for the same purpose but I did't found anything on internet for the same.Thanks in Advance.Shardul
hey all i am using the AIR 3 sdk overlayed Flash Pro 5.5 and i am having 2 sound issues:first of all, my iPhone 3g's physical mute/silent button does not affect my app, and it shouldsecondly, the app records sound from the microphone when the user presses a button, but on playback (with another button) you can hear that the sound is missing half a second or so from the beginningthis does not happen when testing on the desktopany ideas?thanx, Saar
Hi,I find that when I have sprites on the screen, the TOUCH_TAP event sometimes does not fire.In the following program I generate random squares. On each tap event, I place a circle on where the tap occured. When there are little or no squares, the tap event is always triggered and the circle is placed below the tap. However, as I increase the number of squares, the probability of the tap event not firing increases. Here I only have 5 squares, and the tap event is not fired 1 out of 50 taps. As I increase it to 100, the probablity increaes to 1 out of 10.package{ import flash.desktop.NativeApplication; import flash.events.Event; import flash.display.Sprite; import flash.display.StageAlign; import flash.display.StageScaleMode; import flash.events.TouchEvent; import flash.ui.Multitouch; import flash.ui.MultitouchInputMode; import flash.display.StageOrientation; /** * ... * @7
Hello,My question is related with ios application sound player icon located in top bar, near to battery icon. it appears when user listens music through some applications like ipod, soundCloud, youtube and etc. With the tests I have made, I have seen that AIR does not make this when you create a sound object and play it. Is it possible to make the air application as default player in ios? icon picture is here (blue arrow at the top bar)thank you.
Here is the scenario:All game data is saved in a Local Shared Object. This includes game un-locks and items that the user has purchased using in-app purchaes. Will the player be able to down load this shared object from the cloud if they play the game on another device? Does Apple require in-app purchased 'items' to be stored in a special way? I've read some people having issues with Shared Objects in the past, so I'm curious on what the current 'best practices' are.Thanks,-dis
Hello there,As far as I know there is no "scietific method" to find out how many megabytes will be added to an application after it was uploaded to the Apple Store.For example, my app in origin was 14.680.351 bytes and just when I've finished to upload it I got this email from the Apple Store:"Dear developer, The app binary listed below was 14 MB when you submitted it, but will be 21 MB once processed for the App Store. This exceeds the cellular network download size limit and would require your app to be downloaded over Wi-Fi".bla bla blaObviously seen that the limit is 20 MB I worked a bit on my app and I managed to lower his size to 11.236.336 bytes.Then I uploaded it again and this time I got no warning.So in details my app, the firt time was 14.680.351 byes and has a lot of assets (external images, about 700 for 9.1MB in size).The main swf was about 900K in size.I have also a database of 1MB in size.The air runtime I think is about 4MBThe second time the app was 11.236.336 bytes a
First, is it just me or is the snippet zoom function pretty poor in terms of being up to date; it seems like I can zoom and simultaneously move on a browser but I'm having problems getting my native app to do the same. I found 1 resource on this :http://www.flashandmath.com/howtos/zoom/So if you have quick tip on MatrixTransformation I'd be much obliged.And, when I add anything like a zoom or pan to the frame, the swipe function (which is mandatory pretty much) seems to disable. Not sure where to go here.
Recently I released my App in the AppStore. The problem is that the file size of the App is about 35 MB. This meens its to large for downloading. You need to download it with a WiFi connection.The uploaded IPA file was about 13 MB. When I opened the IPA file with ZIP I noticed that the binary file inside is about 35 MB.After uploading the IPA Apple will encrypt the binary and rezip it. The result is that compression on encrypted files is very bad.My SWF file is about 5 MB during the release build process.The assets are about 0.5 MB.Why is my binary file so large? Is it Flex AIR overhead?Any chance to reduce the size?Kind regardsBernd
I was creating my game at stage size of 320x480 and everything was fine, but then it's become obvious that I should probably develop it at a stage size of 640x960, the problem is the resulting swf, is longer than my screen (my res was 1280x800) so that's had me messing around with my resolutions, I can get it up to 1680x1050, but I was wondering what's the best monitor resolution for developing for the iphone/ipad?
I've searched the googles and can't find a straight answer. I have several applications I've developed as Flex 4.0 Projects and now want to convert them to Flex Mobile Projects. Can somebody please point me in the right direction? Thanks!Aaron
Hello,The menu button doesn't appear in the air application on Galaxy Nexus, the menu button is tactile now in Android 4.0 ICS, it appear if necessary but not with Adobe Air.thanks
I just noticed that you silently updated the AIR SDK 3.1 to 3.1.4880.Comparing the files you can see 23 files were updated in January 9th, 2012.The original 3.1 SDK was from November 7th, 2011.Why don't you include a "what's new" file inside the ZIP?I suppose this new build is just a bugfix release, but you could still tell what's been fixed.So, what's the difference between this newer 3.1 SDK (build 4880) and the older 3.1?Regards,OMA
Remix with Firefly Community Gallery
Thousands of free creations to fall in love with and remix in Firefly.
Sie haben bereits einen Account? Anmelden
Noch kein Konto? Konto erstellen
Enter your E-mail address. We'll send you an e-mail with instructions to reset your password.