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Porting/dimensions question...

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Hero101
Hero101
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Porting/dimensions question... 2014-08-14 05:03:30

How does porting a flash game to from mobile to PC or PC to mobile work? I'm not talking about any code aspect (I code in AS3 btw). I am simply talking about the difference in the stage size.

If you create an iOS game using Flash the stage dimensions would be 640x960. Say your PC release was going to have different dimensions. How would you go about this?

Is it just a matter of creating a new project, setting the new stage dimensions, and having to resize ALL of the art assets (and any code that may have been disrupted due to the change in size)?

Or is there another way?

I was reading how this guy made a flash game that was both 1080p AND 720p AND also ported it to mobile devices. How is this done?


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MintPaw
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Response to Porting/dimensions question... 2014-08-14 13:58:03

At 8/14/14 05:03 AM, Hero101 wrote: How does porting a flash game to from mobile to PC or PC to mobile work? I'm not talking about any code aspect (I code in AS3 btw). I am simply talking about the difference in the stage size.

There are few differences, most Android phones run at 1080p at his point so you're not going to be doing too much scaling.

If you create an iOS game using Flash the stage dimensions would be 640x960. Say your PC release was going to have different dimensions. How would you go about this?

Make it at a higher 16:9 dimension and scale the screen to fit the screen dimensions.

Is it just a matter of creating a new project, setting the new stage dimensions, and having to resize ALL of the art assets (and any code that may have been disrupted due to the change in size)?

For mobile the stage will automatically attempt to scale everything to fit the screen you can tweak the behaviour with things like stage.scaleMode and stuff.

Or is there another way?

No really I don't think

I was reading how this guy made a flash game that was both 1080p AND 720p AND also ported it to mobile devices. How is this done?

You could, if you really wanted to, export all your graphics at different dpis then have the game grab a different asset based on the resolution.

I can see the future and the problems you're going to start having have to do with performance. For Android and AS3 you're going to export and apk file the relies on another app installed called Adobe AIR for Android. Which kinda suck, this means it may not run on Ouya. Although it likely still will.
And by using AIR for Android this basically means you're going to be running and swf on Android at a very high resolution, so prepare for lag if you're using the standard flash IDE and display list.
Now if you learn pure AS3, learn a blitting engine like Flixel or Starling so your game nice and efficient. It will probably run well enough on Android. But then you're going to realize that it's still laggy as hell in browsers because 1080p is just too much for Flash games, and scaling it down isn't going to help performance.

TL:DR Practice pure AS3 habbits, stop using the Flash IDE. Then when you feel comfortable with it switch to Haxe+OpenFL. This will resolve a lot of your problems.

Also don't post in this forum, it's beyond dead, this would be accepted in the Flash forum.


If ya have something to say, PM me. I have a lot of time to spare.
Also never PM egg82.

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