doesn't look like there's a lot of graphics requirements for that game, but it's nice to see AIR working cross-platform, that can save a lot of time for a developer, rather than having to develop in 4 difference languages to target every mobile device.
@wiibart Thanks for your kind comments. I'm glad you thought the game looked nice.
While I'm not using box2d (in one test I did) it does use APE Physics engine. I'm not sure what point you're getting at with box2d? Could you elaborate? Perhaps I could custom make a demo that you would approve as good. :-D
@wovencharlie I think your game looks absolutely great and I'm thrilled that it's using a physics engine. I thought that Apple did not allow interpreters
@wiibart Yep, Apple now allows you to use interpreters. I think they got enough pressure to finally allow it, especially seeing how Unity3D was being allowed (as it should be). :)
A wonderful demonstration of how things should be. Not entirely representative though I - my experience with Air on iOS is that vector animations are a definite no-no. I see that you neatly avoid this scenario by forgoing vector based animation outright - practically everything in your app can be cached as bitmap, even.
I cannot wait for when things are as seamless in your portrayal however! The day will come I'm sure, Air for mobile just has a way more to go.
@TheStuntmanbob Can your native apps and middle-ware allow you to build your application with one single Object Oriented Programming and deploy it on Mac, PC, Linux desktops, on the web in any browser, on any operating systems including mobile Android, WebOS, and BlackBerry new OS and connected TVs?
Come on, yes, i want proper performance on mobile devices for flash/flex/air made content, too, but this is just about fooling people.
I mean have you seen what can be done in native apps or even other middleware like unity or udk made apps on those devices?
And then you want to show it as if it was impressive that you can get acceptable performance going in a 2D game with less than 20 sprites moving around?
@TheStuntmanbob talking about sprites, look "Frima Studio's Adobe Flash "Molehill" demo video" on Youtube and see what is coming up on mobile anytime now with Flash Player 11.
@wovencharlie Hey, have you guys done stuff apart from games? I'd love to see some apps. This is really inspiring for flash developers instead of going the native 'C' coding route. Wanna thank you so much for sharing this stuff! And keep 'em coming...
@Artofacks I ended up using APE. I tried box2D but didn't see any performance increase so I went for the simpler APE. No tween engine, just the physics engine setup with some dampening.
Yep, used ENTER_FRAME - frame rate was set to 40fps - @tecreegan Would have to look at your code / assets to help you figure out the best performance route for mobile.
Really really don't know how did you do to achiveve that FPS number, i made some simple e-books using AS3 to iPad and the FPS number is very low, i mean, turning pages effects, simple spaceship game, any tutorial or some guide you recommend me to optimize my code?
When you have a game and you need to constantly check everything, move objects, etc, which event are you using (listening)? because ENTER_FRAME event is useless, very negative FPS.
For the game I am really only adjusting x / y positions of elements to ensure the best experience going from 1024 x 768 to 960 x 640 (only about 100 pixels in either direction) then for 3GS I am using the same version that was setup for the iPhone 4 just scaled down to fit the screen size. The 3GS is the same aspect ratio so it will fit identically to the iPhone 4. I'll try to outline as much as possible in an upcoming blog post.
great vid, thanks! Any tips on where to go to find out how to best workflow setup for the three different iOS sizes? Do you detect the screen size from within the flash app and serve different graphics within that one app? or do you develop three totally separate apps, one for each iOS size?
This has been flagged as spam show
ipad3features.info ---I signed up to be an ipad tester here and just acquired it in the mail today free of cost!!!
Lynn9Moody1970 1 month ago
This has been flagged as spam show
ipad3features.info ---I signed up to end up being an ipad tablet tester here and just been sent it in the mail today without charge!!!
Lynn9Moody1970 1 month ago
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ipad3features.info ---I signed up to end up being an ipad tester there and just acquired it in the mail this morning cost-free!!!
Lynn9Moody1970 1 month ago
Nice!
Slightly OT: Do you happen to use PushButton Engine? The FPS stats look a lot like it ;) I think its a kick-ass engine (built my thesis around it)
hrZog 6 months ago
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@GoldenJoe Thank you for your kind words. Sincerely appreciated one developer to another. - Charlie
wovencharlie 7 months ago
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wovencharlie 7 months ago
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wovencharlie 7 months ago
Is this a plant? What's with the douchebaggy office setup for the joke game?
GoldenJoe 7 months ago
Now available on iOS. :-D
cs54com 8 months ago
Game is available for the Playbook now
flashstreamworks 8 months ago
i want them all !! :(
PoKerFaceN1 9 months ago
aaaaaaaaaaaaaaaaaaaaawww yeeeeeeeeeeeeeeah!
tomili1986 9 months ago
@vejko It will be as soon as apple finishes the changes to my account & then approves the app. Will keep you posted.
wovencharlie 9 months ago
Hi Charlie,
I wanted to buy it from the Apple AppStore but I didn't find it. Will you release it on the UK market as well?
Thanks, Vejko
vejko 9 months ago
doesn't look like there's a lot of graphics requirements for that game, but it's nice to see AIR working cross-platform, that can save a lot of time for a developer, rather than having to develop in 4 difference languages to target every mobile device.
SomeFunkyDude79 9 months ago
Comb Over Charlie HD is now available for XOOM / Galaxy Tabs. :)
wovencharlie 9 months ago
Anyone that wants to try out Comb Over Charlie can download the trial version (one level) on the Android Market
wovencharlie 10 months ago
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wovencharlie 10 months ago
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wovencharlie 10 months ago
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wiibart 10 months ago
@wiibart Thanks for your kind comments. I'm glad you thought the game looked nice.
While I'm not using box2d (in one test I did) it does use APE Physics engine. I'm not sure what point you're getting at with box2d? Could you elaborate? Perhaps I could custom make a demo that you would approve as good. :-D
Thanks again.
Charlie
wovencharlie 10 months ago
@wovencharlie I think your game looks absolutely great and I'm thrilled that it's using a physics engine. I thought that Apple did not allow interpreters
wiibart 10 months ago
@wiibart Yep, Apple now allows you to use interpreters. I think they got enough pressure to finally allow it, especially seeing how Unity3D was being allowed (as it should be). :)
wovencharlie 10 months ago
A wonderful demonstration of how things should be. Not entirely representative though I - my experience with Air on iOS is that vector animations are a definite no-no. I see that you neatly avoid this scenario by forgoing vector based animation outright - practically everything in your app can be cached as bitmap, even.
I cannot wait for when things are as seamless in your portrayal however! The day will come I'm sure, Air for mobile just has a way more to go.
inductible 10 months ago
@TheStuntmanbob Can your native apps and middle-ware allow you to build your application with one single Object Oriented Programming and deploy it on Mac, PC, Linux desktops, on the web in any browser, on any operating systems including mobile Android, WebOS, and BlackBerry new OS and connected TVs?
flexindesign 10 months ago
Come on, yes, i want proper performance on mobile devices for flash/flex/air made content, too, but this is just about fooling people.
I mean have you seen what can be done in native apps or even other middleware like unity or udk made apps on those devices?
And then you want to show it as if it was impressive that you can get acceptable performance going in a 2D game with less than 20 sprites moving around?
Seriously..
TheStuntmanbob 11 months ago
@TheStuntmanbob talking about sprites, look "Frima Studio's Adobe Flash "Molehill" demo video" on Youtube and see what is coming up on mobile anytime now with Flash Player 11.
flexindesign 10 months ago
@wovencharlie Hey, have you guys done stuff apart from games? I'd love to see some apps. This is really inspiring for flash developers instead of going the native 'C' coding route. Wanna thank you so much for sharing this stuff! And keep 'em coming...
nizamm 11 months ago
Great design and great performance. Simply fantastic. Congrats.
reactionplus 11 months ago
Well done.
dmkramerica 11 months ago
@Artofacks I ended up using APE. I tried box2D but didn't see any performance increase so I went for the simpler APE. No tween engine, just the physics engine setup with some dampening.
cs54com 11 months ago
Can you share the physics engine name you used?
Are you using a tween class? I tried tween lite and it seems to have some lag time. You stuff is smooth!
Artofacks1 11 months ago
Yep, used ENTER_FRAME - frame rate was set to 40fps - @tecreegan Would have to look at your code / assets to help you figure out the best performance route for mobile.
wovencharlie 11 months ago
@davidmawo i think he used ENTER_FRAME event at a minimum 60 frameRate. Looks good!
tecreegan 11 months ago
Really really don't know how did you do to achiveve that FPS number, i made some simple e-books using AS3 to iPad and the FPS number is very low, i mean, turning pages effects, simple spaceship game, any tutorial or some guide you recommend me to optimize my code?
When you have a game and you need to constantly check everything, move objects, etc, which event are you using (listening)? because ENTER_FRAME event is useless, very negative FPS.
davidmawo 11 months ago
Quick question, what physics engine did you use?
Artofacks1 11 months ago
Let us know when its available on android! I will definitely support a fellow AS3 dev!
Artofacks1 11 months ago
For the game I am really only adjusting x / y positions of elements to ensure the best experience going from 1024 x 768 to 960 x 640 (only about 100 pixels in either direction) then for 3GS I am using the same version that was setup for the iPhone 4 just scaled down to fit the screen size. The 3GS is the same aspect ratio so it will fit identically to the iPhone 4. I'll try to outline as much as possible in an upcoming blog post.
wovencharlie 11 months ago
@wovencharlie
great, thanks!
presstubecom 11 months ago
great vid, thanks! Any tips on where to go to find out how to best workflow setup for the three different iOS sizes? Do you detect the screen size from within the flash app and serve different graphics within that one app? or do you develop three totally separate apps, one for each iOS size?
presstubecom 11 months ago
good job buddy. love the view from your window. timesquare?
ayanoxmedia 11 months ago
Actually there was less optimizing needed for iOS than Android, since Apple has only 3 different screen sizes to support.
wovencharlie 11 months ago
This is very interesting. Thanks for posting. Did you have to do any optimising at all for the iOS deployment?
p00b3ard 11 months ago
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Is this really faster than the current packager?
This was done with the current packager
search for: lsprSZY-HEM
maulrudi 11 months ago
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maulrudi 11 months ago
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maulrudi 11 months ago
Its good to see some real world examples, rather than just a test application with a moving circle. Thanks for this :)
MJTnetau 11 months ago
Great work, I've been struggling with the old iOS publisher and had all but given up. Thanks for sharing your work ;)
terrypaton1 11 months ago
Looking this video I feel sexy like a 14 years old kid for the first time in front a naked girl.
Fiurboy 11 months ago