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Found 10 results

  1. Hi, I have built a mini games app in Adobe Air (in iOS and Android). It features lots of swf animations and lots of games. Now since the future of Adobe Air is circumspect. I want to hedge my bets by rebuilding the games in another platform which has a better future outlook. I had a few questions: 1) Which platform is better for building an app- OpenFL or Phaser ? I found OpenFL online which seems to be the best way to port flash games into html5. 2) Can I have a multi platform app in which suppose 100 games are there - 50 made in Phaser and 50 made in OpenFL? 3) I had read in one website that Phaser is not good for resolutions above 600x400 px. Is this true? 4) Since we want to support all resolutions in Android and iOS- we need vector graphics (the core strength of AIR). Do Phaser/CoreFL support Vector? Thanks, Nish
  2. Hello all, I'm brand new to this and I hope someone can help here. I'm a vector artist and working on doing phaser to help code interactivity on my apps. I work in adobe illustrator. Does anyone know what the proper export settings are for my images created in there? Phaser supports .png which is no problem for me, I just need to know what raster settings I should use when exporting to .png for phaser. I've looked and looked and cannot find the answer to this. Every time I see a tutorial, the assets have already been created and they don't talk about how to export them out of Illustrator. Any help at all is appreciated. If there is a topic on this already, please let me know and I'll go to it.
  3. Hi everyone, I'm extremely excited to share my latest side project with you. I call it aape. It is my version of an Adobe Animate PixiJS exporter. Here are two demos of exported animations: davidochmann.de/content/html/aape/aape.html davidochmann.de/content/html/aape/runner.html How it works: The project is split into two parts. A JSFL script to export your current Animate timeline and a few JS classes to download and display the animation. Your animation is build as usual. The only difference being that you have to explicitly tell aape which part of the animation should be exported as Bitmap. This is done by selecting the MovieClip in your Animate library and changing it to a Graphics object. MovieClip labels and comments are also exported and can be used by executing the familiar gotoAndStop / gotoAndPlay methods. After building your scene you execute aape form the toolbar. The export starts with the currently open MovieClip as root element. A simple export generates three files. A PNG Atlas + JSON file containing image locations and a JSON object that describes the exported timeline (the library). The files can than be loaded and added to the aape.Timeline object. It's prototype is the PIXI.DisplayObject. So you can easily add it to your existing display list. The exporter currently doesn't parse vector graphics. The tool is not yet finished. I'm still working on the Animate user interface and export options as well as a proper documentation. I also haven't decided how I'm going to publish aape yet. What du you think? Is this workflow still relevant to you? I'd love to get your feedback. Cheers, David
  4. When I export sprite sheets from Adobe Animate CC (and until today, Flash CC) they don't work. I can download other people's sprite sheets and they work fine. I also exported one from another machine's Flash CC program and *that* worked fine. Does anybody know if there's a common issue with Flash/Animate that makes sprite sheets not work? I'll attach my sprite that isn't working.
  5. The mass exodus seems to be taking place. http://venturebeat.com/2015/07/22/twitch-is-ditching-flash-for-html5-just-like-youtube/ http://venturebeat.com/2015/07/07/adobe-confirms-flash-vulnerability-found-via-hacking-team-leak-promises-patch-tomorrow/ So basically soon will be the day when traditional portals like Armor Games, Kongregate, Newgrounds along with massive behemoths like Big Fish and Facebook will have to cease serving flash-based games. And potentially we could see the second wave of gold rush in this space, now with social and casual games. What do you think?
  6. I have a game that uses pixijs as an engine. And when I try to load it trough adobe air web view the game doesn't show. In the logs it would appear like the javascript and everything is working. But the canvas is not displayed. Did anyone experience issue like this or tried to run games in webview. I tried running bunny example and it didn't work as well. Thank you all.
  7. Biggerplay

    Dreamweaver

    In the "Getting started with Phaser guide" for the editor it means lots of choices but not Adobe Dreamweaver CC, is there any reason for that? as I already have that and was going to use that unless there's some major issue with using it?
  8. With the new changes to Flash CC http://helpx.adobe.com/flash/using/creating-publishing-html5-canvas-document.html Is it not possible to use Flash to create HTML5 games? or is it still better to use something like GameMaker/Phaser etc?
  9. A couple of months ago we had a blog post about adding blending in Canvas. At the time, the feature was only in the nightly builds of Firefox and Webkit. We’re excited to see that version 22 of Firefox now has this feature enabled by default. http://blogs.adobe.com/webplatform/2013/04/22/canvas-blending-is-now-in-the-firefox-release-channel/
  10. Check out the video above to see why I think TypeScript can be a great technology for those coming from an object-oriented language like AS3 or Java. It can really help you to understand today’s JavaScript because it compiles down to human-readable code as opposed to other technologies like Dart. Basically TypeScript allows you to use the JavaScript of tomorrow (ECMAScript 6), today. http://www.leebrimelow.com/why-i-like-typescripts/