We'll do a proper meeting notice early next week, but just to give anyone who needs more notice a chance to decide to come, I suggested that we do Starling at the next meeting. I'm using it full time on a new game, and having quite an entertaining time using it! I should be able to give it a good showing at the meeting.
sweeeeeeeeeet! been watching these tutorials
http://www.hsharma.com/tutorials/ which have been super helpful for
anyone who wants to get up to speed.
This is a great step forward for all flash devs who want to get into
the mobile game.
On Fri, Aug 3, 2012 at 11:45 AM, Colin Holgate <co...@verizon.net> wrote:
> We'll do a proper meeting notice early next week, but just to give anyone who needs more notice a chance to decide to come, I suggested that we do Starling at the next meeting. I'm using it full time on a new game, and having quite an entertaining time using it! I should be able to give it a good showing at the meeting.
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Starling is fucking sick! I said it here before, I am building a mobile
game based on starling + robotlegs and it is just awesome.
On Fri, Aug 3, 2012 at 1:57 PM, Jad Mintun <jadmin...@gmail.com> wrote:
> Really looking forward to it, Colin.
> Been messing around with Starling and it seems great so far.
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Those look useful, but as with Lee's demos, and most other Starling resources out there, it's geared towards Flash Builder development, and on a stage that is set to NO_SCALE. That makes things harder in a couple of ways. Aside from whether you're familiar with Flash Builder or not (and I'm not), it can mean that you have to do everything in Starling, or at least fight with it a little in order to use regular Flash elements. The NO_SCALE part means having to lay everything out in code, or having to have a different FLA or source file for each screen size device you want it to work on.
I'm doing my stuff in Flash Pro, mixing and matching ordinary timeline elements (without any performance penalty), and I'm using NO_BORDER. Doing that means my single FLA can work on all devices out there.
On Aug 3, 2012, at 4:11 PM, Adam Spector <aspector...@gmail.com> wrote:
> sweeeeeeeeeet! been watching these tutorials
> http://www.hsharma.com/tutorials/ which have been super helpful for
> anyone who wants to get up to speed.
This is great. I also love Starling. I will be there for sure. I did some
tests with Starling and Box2d (Alchemy) for ipad and it works great.
Cant wait to see your results.
On Fri, Aug 3, 2012 at 5:14 PM, Colin Holgate <co...@verizon.net> wrote:
> Those look useful, but as with Lee's demos, and most other Starling
> resources out there, it's geared towards Flash Builder development, and on
> a stage that is set to NO_SCALE. That makes things harder in a couple of
> ways. Aside from whether you're familiar with Flash Builder or not (and I'm
> not), it can mean that you have to do everything in Starling, or at least
> fight with it a little in order to use regular Flash elements. The NO_SCALE
> part means having to lay everything out in code, or having to have a
> different FLA or source file for each screen size device you want it to
> work on.
> I'm doing my stuff in Flash Pro, mixing and matching ordinary timeline
> elements (without any performance penalty), and I'm using NO_BORDER. Doing
> that means my single FLA can work on all devices out there.
> On Aug 3, 2012, at 4:11 PM, Adam Spector <aspector...@gmail.com> wrote:
> sweeeeeeeeeet! been watching these tutorials
> http://www.hsharma.com/tutorials/ which have been super helpful for
> anyone who wants to get up to speed.
> --
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> To unsubscribe from this group, send email to
> flashcodersny+unsubscribe@googlegroups.com.
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I was thinking if adobe will release the workers to mobile (only available
to flash player and desktop now) before I launch this thing. But I was
wondering... The best way to use a worker would be in a separate swf, which
will give me problems when apple put their dirty hands to test my app.
Anyone has any clue about having more than one swf? Does flash compile all
the swfs into only one thing for mobile?
I should create a topic for that, maybe.
On Fri, Aug 3, 2012 at 4:10 PM, Ali Tan Ucer <alitanu...@gmail.com> wrote:
> This is great. I also love Starling. I will be there for sure. I did some
> tests with Starling and Box2d (Alchemy) for ipad and it works great.
> Cant wait to see your results.
> On Fri, Aug 3, 2012 at 5:14 PM, Colin Holgate <co...@verizon.net> wrote:
>> Those look useful, but as with Lee's demos, and most other Starling
>> resources out there, it's geared towards Flash Builder development, and on
>> a stage that is set to NO_SCALE. That makes things harder in a couple of
>> ways. Aside from whether you're familiar with Flash Builder or not (and I'm
>> not), it can mean that you have to do everything in Starling, or at least
>> fight with it a little in order to use regular Flash elements. The NO_SCALE
>> part means having to lay everything out in code, or having to have a
>> different FLA or source file for each screen size device you want it to
>> work on.
>> I'm doing my stuff in Flash Pro, mixing and matching ordinary timeline
>> elements (without any performance penalty), and I'm using NO_BORDER. Doing
>> that means my single FLA can work on all devices out there.
>> On Aug 3, 2012, at 4:11 PM, Adam Spector <aspector...@gmail.com> wrote:
>> sweeeeeeeeeet! been watching these tutorials
>> http://www.hsharma.com/tutorials/ which have been super helpful for
>> anyone who wants to get up to speed.
>> --
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Great point. Everyone is questioning that now. I guess they will have a
different model when you compile to ipa, since Apple is not allowing a
runtime or anything like that. It should be a compiled code.
On Fri, Aug 3, 2012 at 7:17 PM, Marcelo Duende <marcelo.due...@gmail.com>wrote:
> I was thinking if adobe will release the workers to mobile (only available
> to flash player and desktop now) before I launch this thing. But I was
> wondering... The best way to use a worker would be in a separate swf, which
> will give me problems when apple put their dirty hands to test my app.
> Anyone has any clue about having more than one swf? Does flash compile all
> the swfs into only one thing for mobile?
> I should create a topic for that, maybe.
> On Fri, Aug 3, 2012 at 4:10 PM, Ali Tan Ucer <alitanu...@gmail.com> wrote:
>> This is great. I also love Starling. I will be there for sure. I did some
>> tests with Starling and Box2d (Alchemy) for ipad and it works great.
>> Cant wait to see your results.
>> On Fri, Aug 3, 2012 at 5:14 PM, Colin Holgate <co...@verizon.net> wrote:
>>> Those look useful, but as with Lee's demos, and most other Starling
>>> resources out there, it's geared towards Flash Builder development, and on
>>> a stage that is set to NO_SCALE. That makes things harder in a couple of
>>> ways. Aside from whether you're familiar with Flash Builder or not (and I'm
>>> not), it can mean that you have to do everything in Starling, or at least
>>> fight with it a little in order to use regular Flash elements. The NO_SCALE
>>> part means having to lay everything out in code, or having to have a
>>> different FLA or source file for each screen size device you want it to
>>> work on.
>>> I'm doing my stuff in Flash Pro, mixing and matching ordinary timeline
>>> elements (without any performance penalty), and I'm using NO_BORDER. Doing
>>> that means my single FLA can work on all devices out there.
>>> On Aug 3, 2012, at 4:11 PM, Adam Spector <aspector...@gmail.com> wrote:
>>> sweeeeeeeeeet! been watching these tutorials
>>> http://www.hsharma.com/tutorials/ which have been super helpful for
>>> anyone who wants to get up to speed.
>>> --
>>> You received this message because you are subscribed to the Google
>>> Groups "FlashCodersNY" group.
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>>> To unsubscribe from this group, send email to
>>> flashcodersny+unsubscribe@googlegroups.com.
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> Great point. Everyone is questioning that now. I guess they will have a
> different model when you compile to ipa, since Apple is not allowing a
> runtime or anything like that. It should be a compiled code.
> On Fri, Aug 3, 2012 at 7:17 PM, Marcelo Duende <marcelo.due...@gmail.com>wrote:
>> I was thinking if adobe will release the workers to mobile (only
>> available to flash player and desktop now) before I launch this thing. But
>> I was wondering... The best way to use a worker would be in a separate swf,
>> which will give me problems when apple put their dirty hands to test my app.
>> Anyone has any clue about having more than one swf? Does flash compile
>> all the swfs into only one thing for mobile?
>> I should create a topic for that, maybe.
>> On Fri, Aug 3, 2012 at 4:10 PM, Ali Tan Ucer <alitanu...@gmail.com>wrote:
>>> This is great. I also love Starling. I will be there for sure. I did
>>> some tests with Starling and Box2d (Alchemy) for ipad and it works great.
>>> Cant wait to see your results.
>>> On Fri, Aug 3, 2012 at 5:14 PM, Colin Holgate <co...@verizon.net> wrote:
>>>> Those look useful, but as with Lee's demos, and most other Starling
>>>> resources out there, it's geared towards Flash Builder development, and on
>>>> a stage that is set to NO_SCALE. That makes things harder in a couple of
>>>> ways. Aside from whether you're familiar with Flash Builder or not (and I'm
>>>> not), it can mean that you have to do everything in Starling, or at least
>>>> fight with it a little in order to use regular Flash elements. The NO_SCALE
>>>> part means having to lay everything out in code, or having to have a
>>>> different FLA or source file for each screen size device you want it to
>>>> work on.
>>>> I'm doing my stuff in Flash Pro, mixing and matching ordinary timeline
>>>> elements (without any performance penalty), and I'm using NO_BORDER. Doing
>>>> that means my single FLA can work on all devices out there.
>>>> On Aug 3, 2012, at 4:11 PM, Adam Spector <aspector...@gmail.com> wrote:
>>>> sweeeeeeeeeet! been watching these tutorials
>>>> http://www.hsharma.com/tutorials/ which have been super helpful for
>>>> anyone who wants to get up to speed.
>>>> --
>>>> You received this message because you are subscribed to the Google
>>>> Groups "FlashCodersNY" group.
>>>> To post to this group, send email to flashcodersny@googlegroups.com.
>>>> To unsubscribe from this group, send email to
>>>> flashcodersny+unsubscribe@googlegroups.com.
>>>> For more options, visit this group at
>>>> http://groups.google.com/group/flashcodersny?hl=en.
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Colin, really enjoyed your presentation last night.
Your technique for getting Starling to show content fullscreen on devices
regardless of aspect ratio is clever.
What would you think about (after you get your app out the door), sending
around a little email tutorial with some more details on your solution to
that issue?
Also re: Starling, last month, Lee Brimelow came out with a training course
on lynda.com. In it, he goes over managing states, using TexturePacker for
creating your sprite sheets, various tools for particle effects, collision
detection, implementing the destroy method, sound effects, and other
things.
http://www.lynda.com/Flash-tutorials/Building-Flash-Games-Starling/98...
Yes.. Colin.. thank you for the presentation.
The fact that you were using Flash IDE as your level editor is impressive :)
It gave me an idea to develop/ extend flash with jsfl to automate some
things... great!!
On Thu, Aug 9, 2012 at 10:32 AM, Jad Mintun <jadmin...@gmail.com> wrote:
> Colin, really enjoyed your presentation last night.
> Your technique for getting Starling to show content fullscreen on devices
> regardless of aspect ratio is clever.
> What would you think about (after you get your app out the door), sending
> around a little email tutorial with some more details on your solution to
> that issue?
> Also re: Starling, last month, Lee Brimelow came out with a training
> course on lynda.com. In it, he goes over managing states, using
> TexturePacker for creating your sprite sheets, various tools for particle
> effects, collision detection, implementing the destroy method, sound
> effects, and other things.
> --
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Lee has switched over to using Flash Builder, so it takes a little bit of adapting to get his demo to work in Flash Pro. Not much though. Also, his recordings predate CS6, and the spritesheet features in CS6 are pretty good. I didn't show this last night, but you can select a bunch of movie clips on the stage and it can make a single spritesheet out of all of them at once.