Flash to Corona SDK Porting Guide

Posted by & filed under Corona SDK, Flash, Lua, Tech, Training/Support, Tutorials, Tips and Demos.

CAUTION: This tutorial is outdated and the material cannot be confirmed as accurate. A new guide covering this topic is coming soon. This article is designed to get Flash developers quickly oriented within Corona. First, I’ll discuss how to take your existing Flash projects and turn them into Corona projects, followed by a more general introduction to Corona from a Flash perspective. (1) Exporting Assets from Flash A good first step is to export all your graphical assets. When porting from Flash Lite on older devices, I generally recreated higher-resolution assets for the larger iPhone and Android screens. However, web-based Flash games will likely have assets that are already a good size for today’s mobile devices. And of course, if the assets are vector-based, you

Why did Flash legend Ferry Halim decide to learn Corona?

Posted by & filed under Corona SDK, Flash, Game Development.

Ferry Halim is no stranger to game development. His web site Orisinal boasts an award-winning portfolio of  web games that he’s created with Flash over the past decade. Recently, Ferry started looking to make games for the mobile platform… And to do that, he chose Corona! Ferry has already created Flight of Fire and the newly-launched Winterbells games for iPhone, both using Corona. Below, we talk to Ferry about his journey to the mobile platform, and why Corona stood out to him as the “perfect SDK for a Flash Developer.” Background-wise, I noticed you’re primarily a Flash developer. Do you work with any additional programming languages or platforms? Currently I only work with Flash and Corona. And before Corona, I only made web games in

Thoughts on Apple and Adobe

Posted by & filed under Android, Corona SDK, Flash, iPhone.

Update: Fake Steve agrees with me that it was a bad romance. It dawned on me recently that the best way to understand the very public and continuing spat between Apple and Adobe is to think in terms of a marriage gone bad, one that’s been heading south for quite some time. In Good Times and in Bad During their honeymoon, Apple and Adobe did (insanely) great things together. SJ (Steve Jobs) calls this period their “golden years”, reminiscing how “the two companies worked closely together to pioneer desktop publishing and there were many good times.” But over the years, the relationship has gone through multiple ups (product launches on Apple products like Postscript, Photoshop, and Illustrator) and downs (product competition like postscript fonts vs

Does Flash CS5 for Windows Violate the iPhone Developer Agreement?

Posted by & filed under Flash, iPhone, Tech.

At this year’s Game Developer Conference, there was no official Adobe presence, but they definitely came up in conversations among iPhone tool developers: <i>”Are they REALLY going to build for the App Store in Windows?</i> As everybody presumably knows by now, one of the promised features in Flash CS5 is a “Flash packager”, which is a cross-compiler that takes Actionscript 3 code and runs it through the open-source LLVM to produce ARM machine code for the iPhone, while (presumably) doing some translation of assets and transitions. For example, a Flash sprite could be turned into bitmap texture data on the iPhone GPU, and then a position tween could be translated directly, but a shape tween probably can’t be handled in the same way, due to

Experience Matters: Flash, iPhone, and Beyond

Posted by & filed under Corona SDK, Flash, iPhone.

A lot of speculation, opinion, passion and even war mongering surrounds Flash’s conspicuous absence from the Apple iPhone, iPod Touch, and now the iPad. So much in fact that Adobe’s CTO felt compelled to defend Flash and discredit HTML5 video warning that “users and content creators would be thrown back to the dark ages of video on the Web with incompatibility issues.” Once Upon a Time Sitting on the sidelines, I can’t help but think back to my time on Flash. Before the iPhone arrived (a.k.a. the pre-smartphone era), several of us here at Ansca worked on mobile Flash. We worked on devices with as little as a megabyte or two of RAM, with computing power comparable to one of the original Power Macs, and with so little space for binaries that

Flash CS5 public beta cancelled

Posted by & filed under Flash, iPhone.

From the Adobe Flash Platform Blog, earlier today: There will not be a beta for Flash Professional CS5 Adobe is no longer planning to release a public beta of Adobe Flash Professional CS5. This is a change from the plan that we announced in October at Adobe MAX 2009…. We understand that some people will be disappointed. Many of us were looking forward to a beta. But in the end, we think that what is most important is to get the release version completed and in your hands as quickly as possible. There will not be a beta for Flash Professional CS5 Adobe is no longer planning to release a public beta of Adobe Flash Professional CS5. This is a change from the plan that we

“Are you guys at war with Adobe?”

Posted by & filed under Flash, iPhone.

A question I often hear, especially since Adobe announced the Flash CS5 cross-compiler for iPhone and we put a cheeky comparison chart on our site, is “are you guys at war with Adobe?” I can see where this comes from, but it’s funny in two ways. First of all, Ansca is heavily ex-Adobe — even I worked there for awhile in 2008-09 — and we’ve all still got friends inside that company that we see on a regular basis. In “creative/geek” circles around San Francisco, it’s pretty much impossible to toss a rock into a party and not hit a bunch of Adobe or ex-Adobe people (and the rest are Apple staff being annoyingly tight-lipped about the Tablet). And as a personal confession — hopefully

Slide deck: “From Flash Lite to Ansca Corona”

Posted by & filed under Corona SDK, Flash, Tech.

Before joining Ansca, I gave a presentation at the local iPhone Network Lounge Meetup group on our experiences at Comrade Software porting two of our mobile games from Flash to Corona; by popular request, here are the slides (PDF, 6MB). A summary: the code transition was really fast, but the assets took a bit longer, mostly because the iPhone screen is big and pretty and its users have different graphical expectations than on the Motorola RAZR, which was our lowest-common-denominator device when we originally did the games for Verizon in 2007. As you’ll see, I tend to think that the optimal number of words on a slide is “zero” (believe it or not, there’s an entire presentation methodology built around that idea), but I’ve added comments