Closed yeldarby closed 11 years ago
I am still filling in the information. Currently the only examples so far are in the forums. I aim to add an example soon which will appear on the page. For now search the forums to find GaslightGames Adobe Air examples.
Sounds good, thanks. I'd suggest noting that on the docs until the files actually exist in the repo.
I'm sorry to bring this up again, but are you still working on this @tgraupmann ? I have been experimenting with Flash and OUYA lately for a workshop and I would be very happy to share my code examples.
I could create a pull request to fill the Adobe Air examples, what do you think?
I still want to add Adobe air examples. I try to make all the samples have the same structure. If you could share your samples I can review.
I suppose first thing we should document your compiling process. Document what tools you use. And how you are wrapping a AS3 in a SWF in a SWC. Whether you use FlashBuilder or the Adobe Flash Air exporter etc. Document the pipeline. And if all possible make a pipeline that works without costing $$$.
Thanks for the guidance! I've noticed the structure you mentioned in all other examples, I can follow that, no problem.
About the pipeline, it is completely open-source and free (game engine + Flash Develop + AIR SDK). Are you planning to make this Adobe AIR examples "engine agnostic" (no game engine, only the Flash API itself)?
I ask because developers should use something that provides a GPU render, which can be the raw Stage3D API or a game engine as Starling, Genome2D, etc.
We probably would want an example for each renderer.
Similar to how there's MonoGame which is built on Xamarin. So I intend to have MonoGame and Xamarin examples. Or how libGDX is Java but I'll still have a Java and a libGDX version of the examples.
Ok, got it. I can create examples for two game engines: Flixel Community and Starling. If that sounds good, I can start working on a pull request so you can review everything and suggest changes/improvements.
Cool yeah that sounds good. And be sure to integrate OE-Input for MOJO and future controller support. https://github.com/ouya/docs/blob/master/ouya-everywhere.md
That's going to mean on the activity, there's input handlers that we'll pass the input either through a native plugin or directly to air in that voodoo that you'll do.
Awesome! I will work on the pull request then.
The first example I try to focus on is the virtual controller example using OUYA-Everywhere input.
Thanks! That's the one I was aiming to implement first. About the OUYA-Everywhere, I don't know if someone already wrote a Adobe Native Extension to provide that functionality. Is it a problem if I implement it later?
Of course, sounds good!
Cool, thanks!
This page on the OUYA developer docs website links here for the Adobe Air SDK Example which does not appear to exist.
Where is the Adobe Air example?