Formation Flash Actionscript 3
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The Uses of Animation 1
The Uses of Animation 1 1 The Uses of Animation ANIMATION Animation is the process of making the illusion of motion and change by means of the rapid display of a sequence of static images that minimally differ from each other. The illusion—as in motion pictures in general—is thought to rely on the phi phenomenon. Animators are artists who specialize in the creation of animation. Animation can be recorded with either analogue media, a flip book, motion picture film, video tape,digital media, including formats with animated GIF, Flash animation and digital video. To display animation, a digital camera, computer, or projector are used along with new technologies that are produced. Animation creation methods include the traditional animation creation method and those involving stop motion animation of two and three-dimensional objects, paper cutouts, puppets and clay figures. Images are displayed in a rapid succession, usually 24, 25, 30, or 60 frames per second. THE MOST COMMON USES OF ANIMATION Cartoons The most common use of animation, and perhaps the origin of it, is cartoons. Cartoons appear all the time on television and the cinema and can be used for entertainment, advertising, 2 Aspects of Animation: Steps to Learn Animated Cartoons presentations and many more applications that are only limited by the imagination of the designer. The most important factor about making cartoons on a computer is reusability and flexibility. The system that will actually do the animation needs to be such that all the actions that are going to be performed can be repeated easily, without much fuss from the side of the animator. -
Escola Universitària D'enginyeria Tècnica De
ESCOLA UNIVERSITÀRIA D’ENGINYERIA TÈCNICA DE TELECOMUNICACIÓ LA SALLE TREBALL FINAL DE GRAU GRAU EN ENGINYERIA MULTIMÈDIA iOS App: Hi ha vida més enllà de Xcode ALUMNE PROFESSOR PONENT Albert Alvarez Castell Guillem Villa Fernandez ACTA DE L'EXAMEN DEL TREBALL FINAL DE GRAU Reunit el Tribunal qualificador en el dia de la data, l'alumne D. Albert Alvarez Castell va exposar el seu Treball de Final de Grau, el qual va tractar sobre el tema següent: iOS App: Hi ha vida més enllà de Xcode Acabada l'exposició i contestades per part de l'alumne les objeccions formulades pels Srs. membres del tribunal, aquest valorà l'esmentat Treball amb la qualificació de Barcelona, VOCAL DEL TRIBUNAL VOCAL DEL TRIBUNAL PRESIDENT DEL TRIBUNAL IOS APP : HI HA VIDA MÉS ENLLÀ DE XCODE Albert Alvarez Castell ABSTRACT El projecte està dirigit a comparar dues tecnologies diferents amb les que crearem una mateixa aplicació. Així podrem extreure, analitzant diferents aspectes del desenvolupament, quina tecnologia és més adient i eficient per a realitzar un projecte segons les seves necessitats. Com el projecte que buscàvem era una aplicació per iOS , lògicament una de les tecnologies és la nativa, per lo que hem utilitzat Objective-C amb Xcode i com a framework, Cocos2D . Per altre banda, hem escollit el llenguatge AS3 amb Flash i Starling com a framework com a tecnologia amb la que comparar a la nativa per a dispositius amb iOS . I IOS APP : HI HA VIDA MÉS ENLLÀ DE XCODE Albert Alvarez Castell El proyecto está dirigido a comparar dos tecnologías diferentes con las que crearemos una misma aplicación. -
V´Yvoj Hernıho Editoru Na Platformˇe Flash
MASARYKOVA UNIVERZITA F}w¡¢£¤¥¦§¨ AKULTA INFORMATIKY !"#$%&'()+,-./012345<yA| Vyvoj´ hern´ıhoeditoru na platformˇeFlash DIPLOMOVA´ PRACE´ Bc. Martin Jakubec Brno, jaro 2014 Prohl´aˇsen´ı Prohlasuji,ˇ zeˇ tato diplomova´ prace´ je mym´ puvodn˚ ´ım autorskym´ d´ılem, ktere´ jsem vypracoval samostatne.ˇ Vsechnyˇ zdroje, prameny a literaturu, ktere´ jsem priˇ vypracovan´ ´ı pouzˇ´ıval nebo z nich cerpal,ˇ v praci´ rˇadn´ eˇ cituji s uveden´ım upln´ eho´ odkazu na prˇ´ıslusnˇ y´ zdroj. Vedouc´ıpr´ace: RNDr. Barbora Kozl´ıkova,´ Ph.D. ii Podˇekov´an´ı Rad´ bych podekovalˇ Ba´reˇ Kozl´ıkove´ za skvelˇ e´ veden´ı diplomove´ prace´ a za vsechenˇ cas,ˇ ktery´ mi venovala.ˇ Dale´ chci podekovatˇ Michalu Gab- rielovi za konzultace a odborne´ rady a celemu´ tymu´ CUKETA, s.r.o. za po- skytnut´ı zazem´ ´ı priˇ vyvoji´ hern´ıho editoru. iii Shrnut´ı C´ılem diplomove´ prace´ je navrhnout a implementovat jadro´ hern´ıho en- ginu a editoru pro konfiguraci hern´ıch mechanismu˚ na platformeˇ Flash. Hern´ı engine bude modularn´ ´ı, aby jej bylo moznˇ e´ rozsiˇ rovatˇ a vyuzˇ´ıvat pro ruzn˚ e´ typy her. Soucˇast´ ´ı prace´ bude ukazka´ hry nakonfigurovane´ v tomto editoru. V neposledn´ı radˇ eˇ se budu snazitˇ prezentovat prakticke´ zkusenostiˇ z vyvoje´ realn´ e´ hry. iv Kl´ıˇcov´aslova hern´ı editor, level editor, hern´ı engine, vyvoj´ her, Adobe Flash, game en- gine, Flash Player, hern´ı prumysl,˚ hern´ı navrh,´ game design v Obsah 1 Uvod´ ................................... 3 2 Historie hern´ıhopr ˚umyslu ...................... 5 2.1 50.–60. leta´ ............................. 5 2.2 60.–70. -
The Starling Manual (Korean)
차례 Starling 매뉴얼 1.1 1. 시작하기 1.2 1.1. 소개 1.3 1.2. Adobe AIR는 무엇입니까? 1.4 1.3. Starling이 뭐죠? 1.5 1.4. IDE 선택하기 1.6 1.5. 리소스(Resources) 1.7 1.6. 헬로월드(Hello World) 1.8 1.7. 요약 1.9 2. 기본 개념 1.10 2.1. Starling 구성 1.11 2.2. 디스플레이 프로그래밍 1.12 2.3. 텍스쳐와 이미지(Textures & Images) 1.13 2.4. 다이나믹 텍스트(Dynamic Text) 1.14 2.5. 이벤트 핸들링 1.15 2.6. 애니메이션 1.16 2.7. 애셋 관리(Asset Management) 1.17 2.8. 조각 필터(Fragment Filters) 1.18 2.9. 메쉬(Meshes) 1.19 2.10. 마스크(Masks) 1.20 2.11. 스프라이트 3D(Sprite3D) 1.21 2.12. 유틸리티(Utilities) 1.22 2.13. 요약 1.23 3. 고급 주제 1.24 3.1. ATF 텍스쳐 1.25 3.2. 컨텍스트 손실(Context Loss) 1.26 3.3. 메모리 관리 1.27 3.4. 퍼포먼스 최적화 1.28 3.5. 커스텀 필터 1.29 3.6. 커스텀 스타일 1.30 1 3.7. 거리 필드 렌더링(Distance Field Rendering) 1.31 3.8. 요약 1.32 4. 모바일 개발 1.33 4.1. 다중 해상도 개발 1.34 4.2. 기기 회전(Device Rotation) 1.35 4.3. 요약 1.36 5. 마지막 드리는 말씀 1.37 2 Starling 매뉴얼 이 매뉴얼의 목적은 광범위한 Starling Framework에 대해 최대한 자세하게 소개하는 것입니다. Starling은 2D 게임에 중점을 둔, 모든 종류의 애플리케이션에 사용할 수 있는 ActionScript 3 용 크로스플랫폼 엔진입니다. -
Developer Guide Document
Developer Guide Document Introduction Aim of this document is constituting development standardization, teaching MVC logic and helping developers in their development process. This document is written for actionscript developers and every developer whichever junior to senior can take advantage of this. This document includes following issues below; A-) Code Standards v 0.1 B-) Common Terms v 0.3 C-) MVC (Model-View-Controller) Pattern v 0.5 D-) Multiplatform Development v 0.7 E-) Starting a New Project v 0.9 F-) Working with a Team v 1.0 Current Version 0.5 For any contribution you can send email to [email protected] Author Software Architect Suat SAHIN After this document following documents should be read; 1- Optimization Flash Platform http://help.adobe.com/en_US/as3/mobile/flashplatform_optimizing_content.pdf 2- Debugging with Scout http://www.adobe.com/devnet/scout/articles/adobe-scout-getting-started.html 3- Starling Framework http://www.adobe.com/devnet/flashplayer/articles/introducing_Starling.html Useful web sites you can follow for daily news; 1- http://www.bytearray.org/ 2- http://flashdaily.net/ 3- http://gaming.adobe.com/ Index A-) Code Standards 1- Naming Convention 2- Coding Convention 3- About Strong Typing B-) Common Terms 1- Flash Platform 2- Other C-) MVC (Model-View-Controller) Pattern 1- What is MVC? 2- Best Practices 3- About Feature Packaging Method D-) Multiplatform Development 1- What is Starling Framework? 2- Organizing Assets 3- Multi Resolution Support 4- Performance on Mobile E-) Starting a New Project 1- Analysing 2- Setup Working Enviroment 3- Designing Code Architecture 4- Developing Features 5- Optimization 6- Security 7- Test and Debug 8- Deployment 9- Maintenance F-) Working with a Team 1- Paralel Working 2- Communication 3- Code Comments & Reviews 4- Sharing Knowledge A-) Code Standards 1- Naming Convention - Give specific and meaninful names, dont give generic or hard to understand short names. -
Luis Rodrigo Guajardo Díaz Teléfono: +56 9 509 73 18 Email: [email protected] Website
Luis Rodrigo Guajardo Díaz Teléfono: +56 9 509 73 18 Email: [email protected] Website: www.theguaz.com Santiago de Chile Married, without kids, 37 years old. Creative Developer-Technologist with more than 10 years of work experience, thinker and currently teaching, working fulltime on an agency and also doing side projects as an independant contractor for Chilean and foreign clients. Excellent technical skills using software based and physical tools, client focussed, teamwork oriented, self- disciplined, proactive, able to work under pressure and able to meet thight deadlines and manage multiple tasks simultaneously, also I can lead teams of people that can be a mix of developers, designers, and also people that build the physical installations like contractors or handcraft teams. On my daily basis I use a lots of tools, software and many things together to complete ideas or projects. I do a lot of flash using actionscript to mockup things because I was a a former as3 developer when young, away3d, starling framework, video integration, arduino-air integration, AIR for iOS, scripted, animation, etc. These days I choosed to move away a little bit from the web and focus on experiments and real projects using tools related to interaction design scope like arduino, raspberry pi, adobe AIR, iBeacons, madmapper, processing, openframeworks, kinect, wowza and other tools; part of those jobs an demos can be seen on my vimeo channel http://vimeo.com/theguaz I can manage remote projects that require one or more of these tools/abilities. And also php/javacript knowledge, I have experience inherited form my as3 days using social API’s tha now was ported to my current works, until last year I used to teach a class on that topic twice a year on creating responsive facebook apps at Universidad del Pacífico, Santiago de Chile. -
Adobe® Flash® Professional CS6 What's
Adobe Flash Professional CS6 What’s New Adobe® Flash® Professional CS6 Create and deliver rich, engaging experiences across devices Generate sprite sheets for enhanced game development workflow and deliver apps with a prepackaged Adobe AIR® captive runtime for better user experience. Access device-specific capabilities with prebuilt native extensions, simulate common mobile application interactions, and reach devices that run on Android™ and iOS platforms. Target the latest Adobe Flash Player and AIR runtimes to take advantage of performance gains with Stage3D via the Starling framework. With a global video-gaming market valued at $65 billion*, there is high demand for compelling, engaging, and immersive games. As an interactive designer or game developer, you are challenged with creating rich experiences and delivering high-performance games to more platforms and devices than ever before. Adobe Flash Professional CS6 software helps you meet that challenge with new powerful and intuitive tools and integrated support for reaching audiences across devices that run on Android and iOS platforms by targeting the Adobe AIR 3.2 runtime. Everything you need, Building on a strong foundation of industry-leading pixel-precise drawing tools, professional typography everywhere you work support, and efficient coding features, Flash Professional CS6 enhances your game development Buy Flash Professional CS6 as a workflow with a new sprite sheet generation feature, helping you increase game performance and target standalone desktop application more runtimes and platforms. Access device-specific capabilities, such as vibration, gyroscope, and or as part of an Adobe Creative in-app payments with support for prebuilt native extensions. Render graphics through the GPU with Cloud™ membership. -
Dissertation / Doctoral Thesis
DISSERTATION / DOCTORAL THESIS Titel der Dissertation / Title of the Doctoral Thesis Developing computer games in secondary schools - The influence of Game Development on computer science competencies verfasst von / submitted by Mag. Oswald Comber angestrebter akademischer Grad / in partial fulfilment of the requirements for the degree of Doktor der technischen Wissenschaften (Dr. techn.) Wien, 2016 Studienkennzahl lt. Studienblatt / A 786 880 degree programme code as it appears on the student record sheet: Dissertationsgebiet lt. Studienblatt / Informatik field of study as it appears on the student record sheet: Betreut von / Supervisor: Ao.Univ.-Prof. Dipl.-Ing. Dr. Renate Motschnig Table of contents Table of contents 1 INTRODUCTION ....................................................................................................................... 13 2 MOTIVATION ............................................................................................................................ 14 3 RESEARCH QUESTIONS, AREAS OF RESEARCH, AND RELATED RESEARCH ........... 17 3.1 Research questions ................................................................................................................ 17 3.2 About games ......................................................................................................................... 17 3.2.1 What constitutes playing a game, and what is a game? ................................................... 18 3.3 Game development toolkits ................................................................................................. -
What's New in Adobe AIR 3
Quickstart Guide for Desktop and Mobile Development What’s New in Adobe AIR 3 Joseph Labrecque What's New in Adobe AIR 3 Joseph Labrecque Beijing • Cambridge • Farnham • Köln • Sebastopol • Tokyo What's New in Adobe AIR 3 by Joseph Labrecque Copyright © 2012 Fractured Vision Media, LLC. All rights reserved. Printed in the United States of America. Published by O’Reilly Media, Inc., 1005 Gravenstein Highway North, Sebastopol, CA 95472. O’Reilly books may be purchased for educational, business, or sales promotional use. Online editions are also available for most titles (http://my.safaribooksonline.com). For more information, contact our corporate/institutional sales department: (800) 998-9938 or [email protected]. Editor: Mary Treseler Cover Designer: Karen Montgomery Production Editor: Dan Fauxsmith Interior Designer: David Futato Proofreader: O'Reilly Publishing Services Illustrator: Robert Romano Revision History for the First Edition: See http://oreilly.com/catalog/errata.csp?isbn=9781449311087 for release details. Nutshell Handbook, the Nutshell Handbook logo, and the O’Reilly logo are registered trademarks of O’Reilly Media, Inc. The image of the Arched or Whistling Duck and related trade dress are trademarks of O’Reilly Media, Inc. Many of the designations used by manufacturers and sellers to distinguish their products are claimed as trademarks. Where those designations appear in this book, and O’Reilly Media, Inc. was aware of a trademark claim, the designations have been printed in caps or initial caps. While every precaution has been taken in the preparation of this book, the publisher and authors assume no responsibility for errors or omissions, or for damages resulting from the use of the information con- tained herein. -
Optimizing Adobe Flash for Performance
Optimizing Adobe Flash for Performance by Keith Gladstien In this article, you'll find strategies to optimize performance of applications made with Flash Professional. The process of optimization involves editing your FLA project files to ensure that the published application's realized (or actual) frame rate is sufficient to make animations play back fluidly. If you've ever run a Flash project and seen stuttering animation, that is the behavior you want to avoid. If you'd like to replicate a test with stuttering animation, create a project with a simple animation and assign a frame rate less than 10 (such as 5). When you test the movie by publishing the SWF file, you'll see an example of stuttering animation. There are two main components that determine Flash performance: CPU/GPU usage and memory usage. These components are not independent of each other. Some optimization adjustments applied to improve one aspect will have a negative impact on the other. In the sections below, I'll explain how that works and provide reasons why you might judiciously decide to, for example, increase memory use in order to decrease the CPU/GPU load. If you develop Flash games for mobile devices, it's likely you'll need to use some of the techniques discussed below to achieve acceptable frame rates. If you are creating non-game apps for the desktop, it's possible to achieve acceptable frame rates with little or no familiarity with the techniques described in this article. Judging and measuring game performance with Adobe Scout The only way to accurately judge the performance of your app is to run it on the target platform – your development platform can have very different performance characteristics, especially if you're developing for mobile devices. -
Introducing Starling – Bytearray.Org – Revision 1.0
Introducing Starling – bytearray.org – revision 1.0 Introducing Starling What is Starling? .......................................................................................................................................................................... 2 Why Starling? ................................................................................................................................................................................ 2 Philosophy ...................................................................................................................................................................................... 2 Intuitive ...................................................................................................................................................................................... 2 Lightweight ............................................................................................................................................................................... 2 Free ............................................................................................................................................................................................... 2 How ................................................................................................................................................................................................... 3 Layering restrictions .................................................................................................................................................................