Adobe Flash Professional for Ios Game Development a Feasible and Viable Alternative to Xcode?

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Adobe Flash Professional for Ios Game Development a Feasible and Viable Alternative to Xcode? IT 14 028 Examensarbete 15 hp Juni 2014 Adobe Flash Professional for iOS Game Development A Feasible and Viable Alternative to Xcode? Leila Svantro Institutionen för informationsteknologi Department of Information Technology Abstract Adobe Flash Professional for iOS Game Development - a Feasible and Viable Alternative to Xcode? Leila Svantro Teknisk- naturvetenskaplig fakultet UTH-enheten The smartphone operating system iOS is the second highest ranked after Android. The apps in App Store and Google Play combined consist of 70-80 % games, which Besöksadress: are the primary entertainment applications. Many developers are learning game Ångströmlaboratoriet Lägerhyddsvägen 1 development or refreshing their skills to profit on this trend. The problem statements Hus 4, Plan 0 are: is it viable and feasible to use Adobe Flash Professional (AFP) for the iOS game development compared to Xcode and could AFP be used exclusively for iOS game Postadress: development? Information on both IDEs has been analyzed. Furthermore, Box 536 751 21 Uppsala implementations and code comparisons have been made. The results and analysis shows differences regarding expenses while possibilities for developing the same kind Telefon: of games essentially are equivalent. The conclusions are that AFP is a viable IDE for 018 – 471 30 03 iOS game development in the aspect of possibilities. It is not feasible on a long-term Telefax: basis when considering the expenses however it could be feasible on a short-term 018 – 471 30 00 basis depending on the developer’s requirements of extension and Mac OS for App Store publishing. AFP is not able to be used exclusively for the iOS game development Hemsida: if publishing to the App Store is a requirement however it is if publishing is restricted http://www.teknat.uu.se/student to single devices. Handledare: Christopher Okhravi Ämnesgranskare: Anders Hast Examinator: Olle Gällmo IT 14 028 Tryckt av: Reprocentralen ITC TABLE OF CONTENTS Preface.............................................................................................................................................. i 1 Introduction ........................................................................................................................... 1 2 Background ............................................................................................................................ 1 2.1 Profitable iOS game development.................................................................................... 1 2.2 Tools for developing games for iOS ................................................................................ 2 2.3 Why Adobe Flash Professional? ...................................................................................... 2 2.4 Problem statements .......................................................................................................... 3 2.5 Aim and goal .................................................................................................................... 3 2.6 Previous scientific studies ................................................................................................ 3 3 Method .................................................................................................................................... 3 3.1 Criticism of the sources .................................................................................................... 4 3.2 Evaluation and documentation ......................................................................................... 5 3.3 Limitations ....................................................................................................................... 5 4 Results ..................................................................................................................................... 6 4.1 Phase 1: Availability ........................................................................................................ 6 4.1.1 User-friendliness: The Xcode tour ............................................................................ 6 4.1.2 User-friendliness: The AFP tour .............................................................................. 8 4.1.3 Getting started ........................................................................................................ 10 4.2 Phase 2: Development .................................................................................................... 11 4.2.1 A simple game implementation in AFP and Xcode ................................................. 11 4.2.2 General game development..................................................................................... 16 4.2.3 Game development aids .......................................................................................... 19 4.2.4 APIs ......................................................................................................................... 23 4.3 Phase 3: Publishing ........................................................................................................ 24 4.3.1 Approach and requirements .................................................................................... 24 4.3.2 Expenses .................................................................................................................. 25 5 Analysis ................................................................................................................................. 27 5.1 Availability ..................................................................................................................... 27 5.2 Development .................................................................................................................. 27 5.3 Publishing ....................................................................................................................... 28 6 Discussion ............................................................................................................................. 29 6.1 Method discussion .......................................................................................................... 29 6.1.1 Limitations .............................................................................................................. 29 6.1.2 Phases ..................................................................................................................... 30 6.1.3 Sources .................................................................................................................... 30 6.2 Analysis .......................................................................................................................... 30 7 Conclusions........................................................................................................................... 32 7.1 Further studies ................................................................................................................ 32 References ................................................................................................................................. I-IV PREFACE The list below containing terminology and abbreviations is intended as comfort for the reader. Few of the words or abbreviations in the list are not included in the report though could be confused with words or abbreviations that are and therefore are included. ActionScript An object-oriented Google Play Official store for Android apps programming language IDE Integrated Development Environment Adobe AIR Cross-operating-system infinite scrolling Scroll until the user loses runtime developed by Adobe iOS Mobile device operating system by AFP Adobe Flash Professional Apple Android Mobile device operating system viable Capable of success or continuing by Google effectiveness; practicable API Application Programming Interface parallax scrolling Scrolling to illusion depth App Mobile device application by fragmenting the background and letting them scroll in different paces App Store Official store for iOS apps Objective-C An object-oriented feasible Capable of being accomplished or programming language brought about OpenAL Open Audio Library, a cross- Flappy bird A very popular iOS and Android platform audio API game during the end of 2013 and beginning origo In a coordinate system origo is the of of 2014 currently unavailable since the where the axes are intersecting developer removed it from App Store and OS Operating system Google Play SDK Software Development Kit Flash Multimedia and software platform single-axis scrolling Horizontal or vertical used for creating vector graphics, scrolling animation, games, rich Internet symbol A symbol in flash consists of one or applications (RIAs) for various more layers of graphical information to platforms that can be viewed, played form an image. The symbol can be used to and executed in Adobe Flash Player create instances where if the symbol is Flash player Freeware software for manipulated all the instances are too viewing, executing and streaming thread or thread of execution: a program could content created with Flash be divided into threads running tasks Flash Professional A Flash IDE simultaneously. four-way scrolling Both horizontal and vertical scrolling ACKNOWLEDGEMENT I want to thank my supervisor Christopher Okravi, subject reader Anders Hast and examiner Olle Gällmo for their guidance and support. Thank you all. i For their support and encouragement I give special thanks and dedicate this thesis to my family. 1 INTRODUCTION Millions of people are using
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