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16 results found on

"Starling"

Exporting Sprite Sheets
Exporting Sprite Sheets
Export animated sequences out as Sprite Sheets, compatibile with many popular gaming engines. Taken from Train Simple's Flash Tutorial.
  • Flash Professional
  • Product Version: CC
  • Views: 4,155
  • Added: Aug 07, 2013
  • Runtime: 00:05:29
  • Tags: Engine, Export, Starling, Train Simple, flash, gaming, sprite sheets
Zynga Multiplatform with Adobe AIR
Zynga Multiplatform with Adobe AIR
Learn how Zynga, the world's leading provider of social game services, is bringing its games to all platforms via Adobe Flash, AIR, Starling, and Stage 3D. Don't miss this session to understand how Zynga builds and optimizes its games to deliver native performance across all devices and platforms, and how the company is connecting millions of players via a common platform.In particular, we'll discuss:• Specific problems, solutions, and learnings from various production projects• How Zynga leverages its BRO high-performance render engine to move more complex games to other platforms• How the move toward multiplatform development is changing• How new mobile and web games are being designed and developed
  • Views: 1,482
  • Added: Jun 11, 2013
  • Runtime: 00:59:43
Exporting animation for mobile apps
Exporting animation for mobile apps
Learn how to export your Flash Professional animation as a sprite sheet, which you can use in a mobile app with many popular gaming engines and frameworks such as Starling, Cocos 2D, EaselJS, etc. Taken from Train Simple's Flash Training
  • Flash Professional
  • Product Version: CC
  • Views: 10,808
  • Added: May 06, 2013
  • Runtime: 00:05:26
  • Tags: Matthew Pizzi, Train Simple, animation, cc, flash pro, mobile, sprite sheets, trainsimple
Game Frameworks Panel
Game Frameworks Panel
Join us for a panel discussion with the developers of Starling, Away3D, and Feathers, all well-known ActionScript and Stage3D based frameworks frequently used in game development with Flash technologies. Hear their insight on the future of this field, and have an opportunity to get your own questions answered.During this session, our panelists will answer:• Where are these frameworks heading? • What other alternatives are out there? • How about collision, AI, physics, and other game engine–specific frameworks? There will also be time allotted for an audience Q&A session.
  • Views: 1,057
  • Added: May 06, 2013
  • Runtime: 01:03:26
iD Gum ArtCade: 1 Codebase, 18 Games, 3 Platforms, Thousands of Devices
iD Gum ArtCade: 1 Codebase, 18 Games, 3 Platforms, Thousands of Devices
Hear how rehabstudio, a leading digital agency, created ArtCade, a unique gaming platform that lets teens scan art on packs of iD Gum to unlock, play, and share games. We'll be joined by a diverse cast of characters to share with you the production story and tricks behind:• Creating a game platform and 18 games in less than 3 months• Using Adobe Flash technology and Adobe AIR to create native apps for iOS, Android, and Facebook• Using a single codebase for web, iOS, and Android across tablet and mobile• Creating a Facebook scoring and achievement engine• Using Starling for hardware acceleration, sprite sheets, and retina support for iOS and Android
  • Views: 473
  • Added: May 06, 2013
  • Runtime: 00:38:11
Episode 7: Obstacles
Episode 7: Obstacles
Create the obstacles, their artwork and Watch Out sign, and animate them randomly in the in-game screen. (Learn more about Adobe gaming technologies in the Game Development Center.)
  • Flash Professional
  • AIR
  • Flash Builder
  • Product Version: CC
  • Views: 1,631
  • Added: Aug 27, 2012
  • Runtime: 00:25:51
  • Tags: Stage3D, Starling, collision detection, game development
Episode 8: Collision Detection
Episode 8: Collision Detection
Animate the hero based on mouse and finger position, learn about ways of detecting collisions in games, and write the detecting logic for this game. (Learn more about Adobe gaming technologies in the Game Development Center.)
  • Flash Professional
  • AIR
  • Flash Builder
  • Product Version: CC
  • Views: 2,827
  • Added: Aug 27, 2012
  • Runtime: 00:18:42
  • Tags: Stage3D, Starling, collision detection, game development
Episode 9: Items
Episode 9: Items
Add food items to the in-game screen randomly and animate them, and detect collisions between the items and hero using similar techniques used for obstacles. (Learn more about Adobe gaming technologies in the Game Development Center.)
  • Flash Professional
  • AIR
  • Flash Builder
  • Product Version: CC
  • Views: 1,902
  • Added: Aug 27, 2012
  • Runtime: 00:07:20
  • Tags: Stage3D, Starling, game development
Episode 10: Text and Fonts
Episode 10: Text and Fonts
Learn how text rendering works in the Starling framework, and understand the two types of fonts you can use to display text in your games. (Learn more about Adobe gaming technologies in the Game Development Center.)
  • Flash Professional
  • AIR
  • Flash Builder
  • Product Version: CC
  • Views: 3,766
  • Added: Aug 27, 2012
  • Runtime: 00:17:16
  • Tags: font, text, Stage3D, Starling, game development
Episode 11: Particles
Episode 11: Particles
Learn to build particles in the Starling framework using the Particle Extension as well as a manual method. (Learn more about Adobe gaming technologies in the Game Development Center.)
  • Flash Professional
  • AIR
  • Flash Builder
  • Product Version: CC
  • Views: 12,786
  • Added: Aug 27, 2012
  • Runtime: 00:25:06
  • Tags: Stage3D, Starling, game development, particle system
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