Can all flash games be easily ported to adobe air for deployment on ios?

Can all flash games be easily ported to adobe air for deployment on ios? For example, if I am developing a 2D platform game in AS3, can I just repackage it for deployment on iOS using Adobe AIR without changing the codebase?

If possible, how do I do this? Just repacking with the AIR SDK ADT tool?

In my game, I use the mouse and keyboard to control the character ... the hero follows the mouse cursor and shoots with the left click ... how will this be broadcast to touch?

I'm new to AIR and haven't got an iPhone yet. But I'm interested in learning about the possibilities.

Any help / advice / advice would be greatly appreciated.

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2 answers

Any Flash content can be packaged using AIR for iOS, Android, and BlackBerry.

You can do this from Flash Professional by changing the publishing options:

publish-settings

Orientation AIR 3.3 is optimal, with higher performance for iOS. This AIR SDK can be applied to Flash Professional publishing settings; or you can use the ADT command line packer.

Download the AIR 3.0 SDK.
Provide a JRE or use one of Flash Builder.
Run ADT to pack your SWF into IPA:

adt -package -target [ipa-test | ipa-debug | ipa-app-store | ipa-ad-hoc] -keystore iosPrivateKey.p12 -storetype pkcs12 -storepass qwerty12 -provisioning-profile ios.mobileprovision HelloWorld.ipa HelloWorld-app.xml HelloWorld.swf icons Default.png 

It is important to note that all executable code must be in the same SWF to work on the iOS platform. SWFLoading or any dynamically loaded SWF that executes code is not supported. Thus, link your entire Flash with one SWF.

Performance is also a factor - heavy animation and vector graphics when entering a frame will require optimization for mobile platforms.

There are many aspects to design.

Applications work in full screen mode with different permissions on the device. You can use elegant dynamic resizing systems to adapt to these multiple screens or adjust a specific resolution for each application.

If your existing Flash project is not a compatible format, you need to update the layout.

The mouse translates decently to the touch, but there are subtle nuances that are not intuitive. For example, freezing is generally poor in use. In addition, the mouse cursor does not impede the idea of ​​how to hold your hand above the play area for touch.

Mobile touch devices increase interoperability with multi-touch and gestures that can be used.

On-screen keyboard can be activated; However, it will take part of your viewport and will be difficult to interact with for most games.

You want to translate keyboard and mouse events in such a way as to maintain parity in the game.

Literature:

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Although this is possible, depending on the game, you are likely to notice a difference in performance between the desktop and the mobile device, especially if there are many vector animations, filters, etc.

If you want excellent performance on mobile devices, you should rewrite your application using something like the Starling Framework .

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