Archive for the ‘Flash Lite (general)’ Category

Going to MAX?

Wednesday, September 23rd, 2009

If you’re planning to attend Adobe MAX this year: I’ll be getting in on Saturday afternoon, and was wondering if any other Flash Lite folks would be interested in getting together for drinks on Saturday night.

If you’re interested, email me directly (darren at ludicroussoftware dot com) and let me know when you get in and what hotel you’re staying in. I’ll figure out a decently central meeting point, let you all know the when and the where, and we can head out from there. And if you know of a good place in the area of the conference centre for drinks, let me know that too! Or we can make that part up as we go along.

When to save Shared Object data

Thursday, July 9th, 2009

(I ran up against this problem a couple of months ago, and when it happened again today I’d completely forgotten about how I’d fixed it, so this is more a note-to-self than anything else…)

My past practice has been to write data to the Shared Object right before the fscommand2("quit") call, on the assumption that this would ensure that it would capture the most recent data, and nothing would be lost. This has worked fine up until the Nokia 5800, which handles this kind of strangely.

In the process of testing a game, I transferred the swf to the phone via Bluetooth, so it was in my messaging inbox. When I launched the game from there, it would save the data as expected, and so the data would be waiting for me when I launched the game again. All’s well so far.

Next step was to package the game into a sis file. When it was installed from the sis and launched from the icon in the Apps folder, the game would not save data upon exit. Very odd. Even odder was that if I navigated directly to the installed swf and launched the game from there, it would save data.

My best guess as to the cause of the problem is that the manner in which a swf is started and stopped when it’s installed from a sis file somehow interrupts the normal manner in which this occurs. I’m not sure of the hows or the whys, but this seems to be what’s happening.

Luckily, the fix is pretty simple: just make sure that you’re saving your data a short period of time before the app quits. In my case, to exit the game you return to the main menu, press the ‘quit’ button, then press ‘yes’ on the confirm screen. I modified the code so that the save data function is called when you return to the main menu screen. Even if you press the required buttons fairly quickly, this still gives a second or two for the data to be saved. In my case, that’s plenty of time, but be sure to test your application to make sure it’s sufficient for your app.


Ovi Launches in Australia…

Monday, May 25th, 2009

…and I owe a certain Australian a beer at MAX! Dale Rankine of Moket was kind enough to use Poker Solitaire as his test app when reviewing the process of purchase content through Ovi. Hopefully next Dale will demonstrate the use of the ‘send to friend’ button to spread the word about Poker Solitaire to all his friends!


ADC Article on creating a List component

Tuesday, May 5th, 2009

A tutorial I wrote on creating a list component for use in Flash Lite applications is now available at the Adobe Developer Connection. I had initially created it because I’d been helping another FL developer who was using a list component from one of the component sets that are available for Flash Lite. Ultimately I realized that it would be quicker for me to replicate the behaviour in that component, but in a simplified form that would be much easier to modify. The list that I created is completely customizable, so you can really leverage Flash’s graphics and animation capabilities to make it completely fit the look and feel of your application. I hope you find it useful to your Flash Lite application development!


GDC Mobile Recap

Monday, March 30th, 2009

It’s been almost a week since GDC Mobile wrapped up, and just about as long since we got back to Winnipeg. Leaving San Francisco for the blizzard-like conditions we encountered when we landed was a bit of a bitter pill, let me tell you. Although we’re just glad that we could actually land – we’d been warned in Denver that the plane might have to land in Fargo, North Dakota if the conditions in Winnipeg wouldn’t permit a landing. Hmm, blizzard or flood zone? Anyway, it’s been a mad rush since we got back, which explains the lag between the end of the conference and this post. But my adoring public has been waiting for this, so here we go!

In the past couple of years, the main vibe at GDC Mobile has been a sense of frustration and disappointment with the state of mobile. If you’ve been in mobile for any length of time you’ll have a sense of the cause: mobile operators’ virtual stranglehold on access to consumers, porting, discoverability of games on the deck, etc. Of course, this year the shadow of the iPhone was cast over many of the sessions at GDC Mobile, and there was a greater sense of optimism because of how the App Store allows developers to go straight to the consumer and not have to worry about the mobile operators. However, I think the most striking thing for me was a sort of disconnect between developers who were new to mobile and targeting the iPhone exclusively, and people who have been around for a while and have perhaps a different perspective.

The opening keynote was from Neil Young, who left Electronic Arts to found ngmoco:), which is dedicated to developing iPhone games. He was obviously quite enthusiastic about the potential of the iPhone. It was kind of weird though: he announced during the keynote that the company closed its second round of funding ($10 million), and also relayed an anecdote about how “when we were in Apple headquarters to discuss our game”. As Jon Szeder from Mofactor pointed out in his talk later that day, they’re meeting with Apple; just how level is that playing field?

Other interesting moments:

  • In one session, one of the presenters said that their game is available through the App Store, and also on Verizon’s deck, and that they get as many sales in a week through Verizon as they get in a month on the App Store. He did note that they have been getting pretty good placement on Verizon’s deck.
  • In the session on social gaming, the presenter made reference to the idea of including some means of letting players recommend your game to their friends. He then pointed out the obvious problem of what to do if their friends don’t have a phone on which your game can be played. I swear this generated a few blank stares.
  • Jon Szeder’s presentation, entitled “Am I Dead Yet?”, was easily the most amusing session of the conference. As you might guess from the title, his perspective was not quite as sunny as Neil Young’s.

Flash Lite was pretty much non-existent at the conference. I caught one passing reference to Flash in one of the Nokia-sponsored presentations (about Ovi, I think; I came in near the end). Also, in the social gaming session, the presenter noted the success of DeNA‘s Mobage-town and its use of Flash Lite for its games. DeNA recently launched a mobile portal in, um, not-Japan called MobaMingle, but it doesn’t leverage Flash Lite, due to low penetration of the player outside of Japan (which is what the DeNA guys said at last year’s GDC when I met them – not sure at what point they might revisit that decision). Anyway, this was taken as an indication, accurate or not, that Flash Lite isn’t particularly viable as a platform for social gaming.

The other bit of weirdness was that the little ‘mobile pavilion’ was somehow even smaller this year. In past years, there have been about 8 to 10 companies – Adobe among them – set up on folding tables right outside the trade show floor (which isn’t open on Monday or Tuesday), talking up their products. This year, there were only two companies set up on a couple of tables, tucked away down one hallway (Adobe was absent, but I think they had a booth on the trade show floor to push the latest release of Director). It was pretty depressing. Granted, companies like Nokia have very swishy booths on the main trade show floor, which I missed because we left on Wednesday morning, but it would have been nice to have something a little bigger and more integrated with the actual conference.

Otherwise, had some good meetings with some definite potential! And finally, for those who know Evan, his and Mary’s wedding was lovely, and went off without a hitch (from our perspective, at least). Be sure to congratulate him the next time you see him!


Button problems on the 5800

Wednesday, March 11th, 2009

I’ve noticed a bit of weirdness when using button in Flash Lite projects on the Nokia 5800. These sample files illustrate the problem. Here’s how to reproduce the problem:

  1. Start ’5800ButtonTest.swf’ on your 5800;
  2. Press the ‘submenu’ button to go to the submenu;
  3. Press the ‘back’ button to go back to the main menu;
  4. When you get back to the main menu, you’ll notice that the ‘quit’ button is in the ‘over’ state, which shouldn’t be the case.

If you then perform the same test using ’5800ButtonTestFixed.swf’, the problem is fixed. If you check out the .fla file, you’ll notice that the fix involved moving the ‘quit’ button over by one frame, so that it is not on the frame targeted by the ‘back’ button. If you do this, the ‘quit’ button behaves the way you would expect it to.

With the ‘broken’ version, the quit button will still work, although in other situations I’ve found that the code attached to that button may not fire at all. (Note also that the problem exists whether you use buttons or movie clips.)


GDC Mobile just around the corner

Tuesday, March 10th, 2009

It’s been kind of sneaking up on me, but we’ll be leaving for San Francisco in one week. It’ll be a fun trip – the first time that the whole family will be travelling to SF, and we’re planning some actual tourist time as part of the trip. While it’ll be about my seventh trip to San Francisco in the last few years, it’ll be the first time that I’ll actually get to spend some time not in conference mode. And of course a couple of days will be busy with wedding fun.

And of course, after all that fun, there’s the business reason for attending: GDC Mobile. This year’s conference should be interesting – as you can tell from a quick glance at the schedule of sessions, it’ll be an iPhonerrific couple of days. Given the pervading sense of doom and gloom that hung over the conference in the last couple of years, it isn’t surprising that mobile developers are latching onto any possible way of getting out from under the mobile operators’ thumbs. As Dale’s recent post highlights, dealing with Apple isn’t necessarily all sunshine and puppy dogs, so it’ll be interesting to see if there are any critical voices in the audience. (But this reminds me of the old joke about running away from a bear: you don’t have to be faster than the bear, just faster than the other people running away from the bear.)

I’m guessing that outside of a few attendees, Flash Lite will get little to no visibility this year. At last year’s event, there was nary a mention of FL in the sessions, except in the preso from Dave Collier at Pikkle. A recent email from Adobe about upcoming events listed the GDC, but only made reference to Director, and no mention of Flash Lite (or even Flash).

In any event, if you’re in or around SF between March 19th and 24th, drop me a note! Would be good to organize a little get-together of Flash mobile folks (assuming I’m not the only one wandering around Moscone :)


Flash Lite Distributable Player Public Beta

Monday, February 16th, 2009

At long last, the Flash Lite Distributable Player is in public beta. Announced at MAX, the beta was only open to developers in countries where the Distributable Player solution is being rolled out (India, Italy, Spain, UK, and the U.S.). But now, developers outside of the target countries can install the player and the Adobe Mobile Packager software (Windows only) to develop and test content. Looking forward to installing it (at last!) and seeing how it all works!


What is 'legal content'?

Saturday, January 24th, 2009

(30 January: Update with response from Spil Games)

If you’ve ever posted a game to the Adobe Flash Lite Exchange, this article may be of interest to you: Spil Games boss: ‘Flash games will be bigger on mobile than on web’. It mentions that Spil runs a ‘dedicated Flash Lite mobile portal’, something I was not aware of. How does this tie into the Exchange? It looks like some of the games on Spil’s portal were pulled from the Exchange. This isn’t the first time this has happened.

In total, I counted over 15 games that I recognized from the Flash Lite Exchange on Spil’s portal. It’s possible that Spil obtained permission from the makers of some of those games. But if that’s true, then I wonder why they didn’t obtain permission from all of them. I know that in at least one case, Spil did not contact the company that made some of those games to seek their permission, and I’m reasonably confident that another company’s games are there without that company’s permission.

In another article, the CEO from Spil Games Asia says about the games on their sites: “It’s all legal content, which is important. There are a lot of companies in China especially that put everything on their platforms, including illegal content.” It’s been a long time since I posted anything to the Exchange, so I don’t remember the details of any license/agreement that I accepted when I did that, but I’m pretty sure that posting something to the Exchange does not automatically mean that the poster gives up any and all rights to their creation. My decision to make something freely available on site A does not give anybody else the right to make it available on site B. This is true for anybody, but seems especially true for a company that I assume intends to make some money off of these games at some point: the second article I linked to talks about in-game advertising; it’s not there on the Flash Lite games yet, but for how long will that be the case?

So is this ‘legal content’? I’d say no, but your opinion may differ. If any of your games are on Spil’s portal, and you’d rather they weren’t, you should try contacting Spil.

Update: Frank van Polanen from Spil Games contacted me about this article, and I’ve agreed to include a response from Spil:

I lead the development in the mobile sector for SPIL GAMES and would like to address your concerns directly. First of all, SPIL GAMES is a company which provides online casual game destinations, we have more than 50 localized online game portals all over the world. The games.mobi portal is our first mobile project and currently in beta development phase, we have not launched the portal and most importantly, are not monetizing and do not have advertising. In this part of the phase, we have included some of our own game content (we are also developers) and also reached out to numerous developers to request permission and licensing for their own Flash Lite games. We are still in the process of reaching out, some we have not heard back from, and others have difficult to find contact details. If you are the developer of a game currently on our development portal and have not heard from us, we would love to hear from you to discuss licensing and future partnership in the development of more games. Of course we will also remove your game if you would like. Rest assured that we would in no way launch and monetize on this portal without full licensing on all game content that is not developed in our own studio.

I asked Frank and he said he would be the contact person, so he’s the man at Spil to talk to if you have any questions about this matter.


SWF2JAR: I Can't Quit You

Wednesday, December 3rd, 2008

One of the most exciting parts of Project Capuchin is the ability to bundle up a SWF into a JAR package and be able to install Flash Lite content just as you would any JME content. Building content for mobile devices using Flash Lite is a piece of cake compared to actually distributing it, so this is a welcome step. An indication of how important this is, I think, can be found in the SWF2JAR tool that SE has made available.

The sole purpose of SWF2JAR is to take your SWF and create that JAR file. You can add a custom icon and set other parameters, click the button and you get a nice little installable file. You don’t have to install Eclipse or know anything about Java. You can’t use SWF2JAR if you’re transferring data between Flash Lite and Java (i.e., you’re using Capuchin to access data/features on the phone, like the accelerometer); if you’re doing that, you need to use Eclipse to package your content.

Given that, my assumption has been that the main target for SWF2JAR are the Flash Lite developers who have simply developed a piece of “stand-alone” content and want to bundle it for distribution. So I figured I’d take Poker Solitaire, run it through SWF2JAR, and have a nicely installable game on my hands.

Which I did, but only one problem: it seems that my in-game ‘quit’ button no longer works, so I have to force quit the game using the “Running apps” window. My guess is that by default fscommand2("Quit") isn’t transmitted to the Java wrapper. I wonder if this sort of thing would constitute “transferring data” (i.e. the request to quit) from Flash Lite to Java, which implies that you’d be required to use Eclipse for packaging.

Perhaps I’m just missing something obvious. But if I’m right, I think this significantly limits the usefulness of SWF2JAR, in my mind, which you’d think would account for Flash Lite’s method of quitting an application. Further research is required.

(Anybody had success with SWF2JAR? Anybody recommend a good JME book or two?)