Professional Documents
Culture Documents
- To develop Flash for Verizon, we had to join the BREW developer program at $400/yr to
code-sign on test phones
- NSTL testing fees were $800 per application per device model (14 phones total) = $11,000,
paid by publisher
- Testing process much more finicky than Apple’s; some games from other developers failed
at least once and publisher had to pay test fees again
- Standard breakdown: carrier takes 50% of revenues, publisher takes 50% of remainder
Problem #2: Fragmentation
- Flash addresses the fragmentation problem with rescaling (much better than the 6-figure
porting costs for wide-released mobile Java games), but you still end up compromising
design to ship a unified binary, due to the range of target devices
- Apple avoids this problem by only making one device, more or less
iPhone users buy stuff.
(enough said)
When to use Corona?
‣ 2-D games
‣ Graphically-oriented utilities
‣ 2-D games
‣ Graphically-oriented utilities
‣ Rapid prototyping
Actionscript:
Lua:
- Will feel similar to Actionscript, but adds “do”, “then”, “end”, etc.
- Semicolons at ends of lines are optional
- Need to break the habit of using curly braces for code blocks
Tables are Fundamental
Bad: Good:
Corona:
- Corona example code includes a robust button object (handles rollout correctly, etc.)
Flash Lite Conversion #1:
Poker Arcade
We’re happy with how the game turned out, but I would organize the code much differently if
doing it again...
Poker Arcade: Lessons Learned
‣ 3-D support
developer.anscamobile.com
www.barebones.com/products/textwrangler
www.lua.org/pil