Few weeks ago, developers may to deal with the impossibility of sending their iOS apps in the AppStore.
After they upload IPA to AppStore they receiving error about that uploaded application is not unversal (not 64 bit). Currently we know that using Application Loader 3.1 and newer, OSX El Capitan 10.121 and manually installed latest LIPO tools we have successfully published IPA.
My suggestion is simple. Start from installing latest xcode (or update your old one). Lipo and Application Loader come with xcode.
And don’t forget that latest AIR SDK is 184.108.40.206
Doing some job for our client in Salesforce area I required to upload a lot of data. This process can be automated partially. But I can’t avoid physically-based mouse actions like clicking by specific buttons in exact order. Really I don’t know if similar software can be downloaded, but simple and own Adobe AIR app can guarantee that it will work as expected without and security issues like clicking somewhere when I don’t watch on my monitor
But now… I can! I have done small Adobe AIR Native Extension for Windows that can fire native mouse actions like: Continue reading →
Today I want to give a word to my friend. He prepared some proofs about Google Swiffy and he want to describe a problems that was not voiced by Mark Schmidt (Head of Firefox Support) from Firefox because Mark don’t know about games development process (I think so).
Disclaimer: Sorry for my English. It’s not my primary language.
For the last time we can see again that Flash Player attacked in the news. We will not go into politics with this issues. Partially this was deserved, because Flash Player have problems with safety, as any other software.
Working on a different projects that uses Adobe AIR and Starling - I often require stylized fonts, that I want to embed inside my applications. I use freeware BMFont by AngelCode for texture atlases generation with my fonts.
Some good man contacted to me today that doing the future game hit (I hope in this) and he use Adobe AIR for it. He was required the Game Center for iOS. Decision was taken to use free and official ANE by Adobe from updated in the March 2015 Gaming SDK, where was added support of iOS x64. Continue reading →
Hello to anyone! Just decided to write a small tutorial series about developing ANE for Adobe AIR for iOS. I’m not strong Objective-C developer so I can’t code by one hand, but my tries always awarded by working solutions.
Today a one good man tried to optimize Starling application. He had up to 10 texture atlases that generate really huge amount of draw calls. I’m gonna help not only to him but also for anyone know don’t know this tricks. Continue reading →