Filed under Flash

Air on iOS vindicated by Machinarium

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If you haven’t heard, Machinarium has recently become a top selling iPad app in the iTunes store, and it was created using FlashBuilder 4.5 and Air for iOS. For now, let’s forget that it’s been a big success on multiple platforms including Steam for PC and Mac, well-recognized as a superlative indie game, and included in the Humble Indie Bundle; this game coming out on iPad is actually a really big deal.

Why?

I have always felt that it is our duty as technology experts to help our clients chose the best platforms for their products. And sometimes the best platform is the one that lets the developers do their work the fastest. Flash has always been great at adding a lot of character, subtlety, and interactive flair much faster than other platforms.

Unfortunately, due to recent high-profile skirmishes between Apple and Adobe, most clients currently think that “Flash is Bad.” They don’t understand that Job’s argument is full of half-truths and non-truths and most probably don’t realize that Flash code can now be run on an iDevice and more importantly sold for $$$. While Flash certainly ins’t the best in every situation, it’s actually a fantastic choice for a lot of applications and the programmers who have been using it for a long time who have honed their skills as interactive developers can add a lot intrinsically to their work. To say that it is “Bad” is to ignore much of the bigger picture.

Having a solid example to point to makes the case for using Air for iOS so much easier. And despite our cries, clients don’t really care about technical reasons… they DO care about top-selling apps that look beautiful! So next time you’re faced with a client who’s using some overhyped article from 2010 about Flash not performing well on mobile, you now have one more weapon in your arsenal. The more tools we have to deliver great experiences for our clients, the more everyone wins.

Also, it’s a pretty good game!

I finally got with git(hub)

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It’s probably been more than a year that people have been telling me to start using github. While, I’ve certainly followed a few cool projects on there, and I’ve wrestled to get git working on Dreamhost, and I’ve even done some command line work with the repository, I haven’t yet set up a new public repository… until today. I just put up a mini-library for doing Abstract-like classes and methods in AS3 (previously written about on this blog) called simply enough, AbstractAS3.
So please feel free to take a look. This time, instead of commenting on how you would improve the code, you can just fork it and do it yourself! Enjoy.

PS. I’m hoping with the next version release of KitchenSync to move it from google code to github (UPDATE: This is done! KS on Github) to encourage more collaboration.

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All about Flash Versions

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Here is a really great article by Senocular about the different versions of the Flash Player, authoring tool, ActionScript, Flex, SDK, compiler, etc. The whole thing has gotten so complex that we really need something like this to keep track.
http://www.senocular.com/flash/tutorials/versions/

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The New AS3 Bible

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Huge news, everyone! The long-awaited (by my editors) fully-updated, fully-revised, fully-correct, fully-awesome second edition of the ActionScript 3.0 Bible is finally here, after a year of hard work. Now, I don’t have a copy yet, but apparently some of my reviewers just got their copies, and I can’t wait to see what they have to say about it. More, more, more copies should be hitting shelves now or real-soon-now.

I’ve oh-so-hastily put up a rather revolting home for the book right here at http://www.actionscriptbible.com/. There are a few small parts missing right now, and it’s ugly, so bear with me.

In any case, whether you loved or hated the last edition of the Bible, I really urge you to at least give this edition a try. I’ve completely overhauled it, rewriting hundreds of pages, and adding onto it so that it’s bleeding-edge fresh for Flash Player 10.1. How fresh is this ish? This fresh, BOOM:

  • Vectors: COVERED
  • 3d: YES
  • Pixel Bender: YOU BET
  • Flash Text Engine: FER SURE
  • Text Layout Framework: IN THERE
  • Multitouch: SO MANY TOUCHES
  • Globalization: MAIS OUI!
  • Accelerometer: HELL YAH
  • Color Correction: SURE!

What else? I’ve toiled to give you the best way to play with example code ever! And by toiled I mean “stood on MASH’s back!” Because every example in the book (save a few that need HTML features or looser security) uses the amazing Wonderfl service! First off, it’s never been easier to run example code. This is what an example looks like:

See, every example has a URL right next to it. This, Example 36-5, links right to http://actionscriptbible.com/ch36/ex5. So if you have the book open, just type in the URL and boom! You’re looking at the code, the example, you can download it, edit it, and best of all participate with the whole world in forking the code! No FTP to hit, no ZIP to download (though that’s still provided if you want), no software to setup… I’m really happy about this part of the book.

Get this; I’ve even put in a UMLesque table of contents, so you can find the chapter for the right class in a glance.

I know most of you readers are advanced AS3 developers and don’t need an introductory text. But if you need to get up to date with the latest Flash Player 10.1 features, or you want a good reference; if you’re coming from JavaScript or PHP or C# or Java; I shamelessly and unsurprisingly recommend my own book. Get it now at Amazon.