Posts Tagged ‘AIR’

Tutorial: Command Line Parameters in an AIR Application

Wednesday, August 20th, 2014

In this tutorial you will learn how to pass command line arguments to your Adobe AIR applications and how to retrieve those values from within your program. In order to demonstrate this, I'll be sharing a small program I wrote recently to assist in screencasting. The program simply displays a webcam feed in a window that gets its size via command line arguments that are passed in when the program starts. This allows for a simple picture-in-picture effect, and thus, I've named the program PiP. Let's get started. (more…)

ANE Builder Batch File

Friday, January 10th, 2014

Here's a simple batch file I created which will save you some time (and typing) when building AIR native extensions. Just plug in the proper paths for all the variables and you'll be good to go. Two options: download the file or copy and paste from the second link.

Download aneBuild.bat

Click, Copy, Paste

AIRXBC No Longer Supported

Thursday, July 18th, 2013

With the arrival of the recent Adobe Gaming SDK update, it should come as no surprise that I will be discontinuing support for the AIRXBC extension. The new SDK allows for gamepad support in both Flash Player and AIR and now that we've got an official API to work with, it doesn't make much sense for me to continue with AIRXBC. I'll leave the current page up for a while yet, but don't expect any more updates.

Thanks to everyone who used and supported the extension; I had a lot of fun with it and the positive feedback from the community meant a lot. Now if you'll excuse me, I need to look into adding controller support into my current project!

Tutorial: Debugging Native Extensions

Sunday, April 7th, 2013

I've written before about how to create your own native extensions for Adobe AIR, but what if you need to debug your extension? If you're doing anything but the simplest of projects, you're going to want to be able to debug the code on the native side, in addition to your AS3 code. The ActionScript side is (hopefully!) already taken care of by your IDE so this tutorial will focus on the native code. It's a pretty short tutorial, but also incredibly useful! (more…)

Getting the Nook HD+ Recognized by ADB

Sunday, March 17th, 2013

I recently picked up a Nook HD+, primarily for app development. Typically, I use the excellent FlashDevelop for my projects, but after running through the set up on the Nook developer site, I was still unable to get the ADB (Android Debug Bridge) to recognize the device. As such, my Android project in FD wasn't able to deploy to the Nook. It's taken me several hours to figure this out so I thought I'd post some helpful links in case anyone else is having issues getting their Nook device recognized by ADB. I can't say that this will help in all situations, but this solved the issue for me with the Nook HD+ on Windows 8 (64 bit). (more…)

A Look Behind, A Look Ahead

Wednesday, January 2nd, 2013

Here we are: 2013. Happy new year, everyone! It's hard to believe another year has come and gone, but time marches on and so must we all. If you've got some time, join me as I take a look back at the year that was and ahead at the year that will be! (more…)

Airxbc 1.0 Release

Sunday, December 30th, 2012

Another Airxbc update has arrived and this time I've decided to give it its own home here on the site. Notice the top navigation menu now has a tab exclusively for Airxbc. That will be the place to go for all the information on the latest Airxbc updates. The page includes a link to the latest version, an example project and also full documentation so that you can look up all the functionality that the extension offers.

The biggest new addition to the 1.0 release is support for multiple controllers. You can have up to 4 players in your game, though be warned, I've only tested it with 2 as I don't have 4 controllers. After some feedback, I've also added support for checking if a button has just been pressed (thanks DeVNull). In addition to this, the left and right thumbstick buttons are now supported.

For more information please visit the new page! As always, feedback is appreciated; thanks!

Flash Player 11.4 and AIR 3.4 available now

Tuesday, July 17th, 2012

Both Flash Player 11.4 and the AIR 3.4 SDK are available now from the Adobe Labs site. The update brings some pretty big features to the Flash platform including multithreading and better support for iOS development.

I'm not a big proponent of threading and concurrency in programming, but the iOS additions sound pretty nice. You can now deploy your applications to your iOS device without going through iTunes and you can receive push notifications and utilize iOS SDK 5.1 features.

You can go here for more on AIR 3.4 and here for Flash Player 11.4.

Tutorial: Flash and C++ Native Extension

Monday, April 30th, 2012

Last week I decided to look into building a native extension for AIR and was very surprised by the lack of quality resources and tutorials for doing so. I was able to find examples for Android using Java and for iOS using Objective-C, but pretty much nothing for a standard Windows C++ project. I was eventually able to get things up and running by piecing together bits of information from various sources, but I thought I'd take the time to write a step-by-step tutorial on how to do this so that perhaps others will have an easier time. In this tutorial you will create a native extension that simply adds two numbers together and returns the sum. (more…)

The truth about the premium features for Flash

Wednesday, March 28th, 2012

Today was a pretty hectic day in the industry. After Adobe announced a new premium license for Flash Player; the internet, in typical internet fashion, went ballistic over pretty much nothing. If you want to see what all the ruckus is about, you can read the official announcement here. I'm really going to hope that when you're done reading that, you realize there's nothing to get riled up about.

The 9% fee from the premium license applies only to Flash Player-based games that utilize both Stage3D and Alchemy. Furthermore, it only comes into effect if said game manages to pull in $50,000 or more in revenue. Anything packaged with AIR is exempt. This means anything you do for mobile does not require a fee.

I've been developing with Flash for quite a while now and nothing I've ever built has met the requirements for paying the 9% fee. And perhaps more to the point, nothing I plan on building in the future would incur a fee either.

Unless you're a major game developer (think EA) it's pretty safe to assume this announcement does not apply to you or any Flash projects you're planning on building.

As Richard Davey said on Twitter: "All everyone will take-away is the '9%' headline and ignore the fact it applies to not one single game yet"

HTML5 and Apple zealots will likely continue to make a big scene about this, but hopefully now you understand that this is really not a big deal and perhaps cooler heads will prevail. For another voice on the matter, check out Lee Brimelow's recent post in which he explains the situation.

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