This presentation by Steve Easley, lead developer for RedMinnow Interactive, LLC, explains how to become an iOS developer and take a Flash application and convert it to an iOS app to be sold on the Apple App Store.
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Galaxy grab
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2. About Me Lead Developer Red Minnow Interactive Co-own the company with Duane Andrews Flash developer for 13 years Flex developer for 3 years Have created marketing games for:
3. About Presentation 2 Parts Becoming iOS developer, retrieving files needed and publish a Flash app to iOS
4. About Presentation 2 Parts Becoming iOS developer, retrieving files needed and publish a Flash app to iOS Device Agnostic Optimizing apps for mobile Design/develop for multiple screen sizes and processor capabilities What you can and can’t do on devices
5. About Galaxy Grab Initially created for ActiveDen last summer Flash component
6. About Galaxy Grab Initially created for ActiveDen last summer Flash component Created for designers to modify and make own game
7. About Galaxy Grab Initially created for ActiveDen last summer Flash component Created for designers to modify and make own game Can be resized to designer’s needs This would be start for multiple screen sizes
8. About Galaxy Grab Initially created for ActiveDen last summer Flash component Created for designers to modify and make own game Can be resized to designer’s needs This would be start for multiple screen sizes Can change properties in Component Inspector
9. About Galaxy Grab Initially created for ActiveDen last summer Flash component Created for designers to modify and make own game Can be resized to designer’s needs This would be start for multiple screen sizes Can change properties in Component Inspector tiny.cc/activeDen
10. Galaxy Grab to iOS Goal Learn the process Take current game straight to iOS to see how it performs Have an app on Apple App store
53. Optimizing Apps for Mobile What works for web may not work for mobile Vector vs. Bitmap Processor intensive vs. file size Animation – Blitting over Tweening Animation only when needed and when little else is going on OOP vs. fast code Big MVC architectures slow down mobile apps Balance between reusable code and performance
54. Optimizing Apps for Mobile What works for web may not work for mobile Vector vs. Bitmap Processor intensive vs. file size Animation – Blitting over Tweening Animation only when needed and when little else is going on OOP vs. fast code Big MVC architectures slow down mobile apps Balance between reusable code and performance Gaming and Optimization Techniques 8bitrocket.com moock.org gskinner.com/blog tiny.cc/adobeMobileOptimization
55. Optimizing Apps for Mobile Some ideas will help any app - mobile or online Declaring variables before loops
56. Optimizing Apps for Mobile Some ideas will help any app - mobile or online Declaring variables before loops Data type variables – Double Advantage App runs faster and takes up less memory
57. Optimizing Apps for Mobile Some ideas will help any app - mobile or online Declaring variables before loops Data type variables – Double Advantage App runs faster and takes up less memory Vectors vs. Array
58. Optimizing Apps for Mobile Some ideas will help any app - mobile or online Declaring variables before loops Data type variables – Double Advantage App runs faster and takes up less memory Vectors vs. Array Object Pooling If it has been made. Don’t delete and recreate if needed Creating/Destroying objects is memory intensive and slows system down
59. Optimizing Apps for Mobile Some ideas will help any app - mobile or online Declaring variables before loops Data type variables – Double Advantage App runs faster and takes up less memory Vectors vs. Array Object Pooling If it has been made. Don’t delete and recreate if needed Creating/Destroying objects is memory intensive and slows system down Drawing API is slow – try not to use
60. Optimizing Apps for Mobile Some ideas will help any app - mobile or online Declaring variables before loops Data type variables – Double Advantage App runs faster and takes up less memory Vectors vs. Array Object Pooling If it has been made. Don’t delete and recreate if needed Creating/Destroying objects is memory intensive and slows system down Drawing API is slow – try not to use Avoid filters – create bitmaps for them instead