Author Archive: Bill Howard

New Version Numbering

flash_player_11_icon_rgb air_3_icon_rgbToday we are excited to announce the beta availability of our next Flash Player and AIR releases, code-named “Jones“. With this release, we introduce a new numbering scheme for our product versions. Adopting the pattern set by Google with Chrome and Mozilla with Firefox, we will simply update the major version number with each subsequent release, doing away with minor releases altogether. In other words, beginning with the release of “Jones“, Flash Player will become Flash Player 12. With each new release, roughly every 3 months, that number will increase by one.

This change will also apply to AIR and the AIR SDK, albeit not right away. Our “Jones” release will be numbered AIR 4 and AIR SDK 4; however, with our “King” release, the version number will be synchronized with the Flash Player version at 13.

We think unifying the numbering makes great sense, as Flash and AIR have always shared the same core and are in many ways the same product. No more referring to AIR 3.x and Flash Player 11.x; we will all be able to refer to Flash and AIR using the same numbering. Hooray!

Thoopid, a Garden Snail, and Adobe AIR

Snailboy!Updated 10/31/2013. We are always excited to see the fantastic examples of what can be accomplished by our Adobe Game Developer Tools customers.  The creative capacity of Adobe customers is always amazing, but the folks at Thoopid have really garnered my attention with Snailboy, a fun, physics based, puzzle platform game with rich graphics, killer sound and over 45 levels of intoxicating game play.  When I first saw this game, I thought I was watching a movie or a cut scene.  I was wrong; this game is just visually stunning!

RW Liebenberg, Managing Director and Lead Developer at Thoopid, took a few minutes to talk to me about their company, their unconventional hero, Snailboy (yep, he’s a garden snail!), and their experiences with Adobe products in building this breathtaking experience, which, incidentally, is their first iOS game.
 
 
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Independent game developer successfully ports Adobe AIR game from mobile and tablet to console

Mat Dickie, independent game developer known for his work in the wrestling niche, has taken his retro-style mobile and tablet game, Wrestling Revolution, to the console. Created using Adobe Game Developer Tools and downloaded more than one million times across Android and iOS, Wrestling Revolution offers players the biggest wrestling universe with more than 350 characters – and dozens of them in the ring at one time. Now available on the new OUYA console, Wresting Revolution can now be enjoyed by fans on their TV, the genre’s natural home.

Mat

OUYA provides an open development experience so that, like Dickie, any creator can publish a game for a console to be played on TVs.

“I was excited about bringing the gamepad-controlled, multi-player experience to consoles. Wrestling games have a proud history on consoles from the NES and SNES to the N64 and PlayStation. But those doors can be hard to open for an independent developer like me,” he says. “Consoles are the genre’s natural home, so on OUYA I’m reaching new audiences that don’t typically play PC or mobile games. What I like most about it is that I have a stable platform for the first time in my career, and I know that players will have the same experience as me.”

In taking Wrestling Revolution to the OUYA platform, Dickie made sure that it wasn’t just a mobile port to the console. The game fully supports controllers of all kinds—right down to analogue sticks for precise movement. The multi-player modes are also exclusive to consoles. There’s an option to play in either “Versus” or “Co-Op” mode, which will involve up to four human players.

Wrestling Revolution is just one of the first Adobe AIR games on OUYA,” he says. “Some perceptive AIR developers had everything in place ahead of OUYA’s launch which helped me get going quickly.”

Wrestling Revolution climbed over 200 places in OUYA’s O-Rank in its first week of release and jumped into the top 50 games in its second week. The game is being downloaded hundreds of times per day with 10% of players opting to purchase the full game.

“The OUYA audience is obviously a lot smaller than on established systems, where over a million people are playing my mobile apps. However, the conversion rate is higher. The OUYA audience likes to invest in games and support their evolution,” says Dickie. “That ensures that my first game won’t be my last.”

Bringing Console‐Quality Multiplayer games to Web and Mobile Platforms

San Francisco‐based nWay is a developer and publisher of free‐to‐play online multiplayer games. Founded in 2011 by gaming and startup veterans Tony Harman, Taehoon Kim, and Dave Jones, the nWay team is comprised of leading developers and executives from the gaming industry that have collectively contributed to more than a dozen hit console and online games including: Killer Instinct, StarCraft, Diablo II, Dead Space 2, FIFA Online, Battlefield Online, Dante’s Inferno, Grand Theft Auto, Crackdown, and Lineage II.

chronoblade_logo

nWay’s new action‐packed Flash browser game, ChronoBlade, combines the explosive skillbased combat of a hack‐and‐slash brawler game with the open‐ended character progression of an RPG. Showcasing fully 3D‐rendered characters that can execute dozens of brutal combo moves, ChronoBlade lets players customize their characters by creating a variety of attacks and upgrading their equipment with various enchants to suit multiple types of playing styles. In keeping with today’s web and mobile platform consumption habits, play sessions were designed to last five‐to‐ten minutes so that players don’t need to set aside significant chunks of time to play.

“ChronoBlade is a free‐to‐play game and is hyper accessible as a Flash browser game,” said Alex Pan, marketing director, nWay. “With the heavy user adoption rate of Adobe Flash Player, we knew that our game would be available to a wider audience.”

To develop ChronoBlade, nWay developers wanted a solution that had high accessibility, modern 3D hardware rendering, web deployment, and a no‐client‐install solution. “We selected Adobe Game Developer Tools because of the cross‐platform development capabilities and hardware accelerated rendering. Adobe Scout also gave us great insight into our game client performance—helping us optimize our code and detect problems early,” said Dave Jones, cofounder, nWay. “Another game development must‐have for us was the need for console quality graphics and gameplay and Adobe Stage3D helped us achieve that.”

ChronoBlade_Inventory_Aurok

ChronoBlade is in Single Player Open Beta now on the browser and multiplayer PvP and Co‐op is launching at the end of Summer. The iOS and Android versions are expected to be available later this year.

ChronoBlade links:

Game Webpage: http://www.chronoblade.com

Facebook App Page: http://www.facebook.com/chronoblade

Facebook App: http://apps.facebook.com/chronoblade

Mobile: Coming soon!

Adobe Gaming SDK Updated

We are pleased to announce the availability of Adobe Gaming SDK version 1.2, part of the Adobe Creative Cloud. This latest update to the Adobe Gaming SDK enhances this essential collection of frameworks, code samples, and learning resources that work together to help game developers create and deliver ActionScript games across multiple Devices.

Some of the latest editions to version 1.2 include:

  • Away Builder Workflow Tool – Streamline and simplify the creation of 3D scenes with this open source visual workflow tool created for both designers and developers. Away Builder is a companion application for the Away3D framework. Import and stage 3D assets like models, materials, effects, and more.
  • Game controller input APIs – In addition to the OUYA game controller support, we’ve added Flash Player and AIR Gamepad support for desktop and XBOX 360 controller library for ActionScript developers.

Learn more about these new features as well as ActionScript concurrency (workers), LZMA SWF support, 4096×4096 and rectangle texture support plus more in the Flash Player 11.8 and AIR 3.8 release notes.

Download the Adobe Gaming SDK

Open Source Flash C++ Compiler, CrossBridge

We are excited to announce that the Flash C++ Compiler (FlasCC) has been contributed to open source as CrossBridge and will be delivered through GitHub.  FlasCC has become the standard technology to bring C/C++ content to the unparalleled reach of the web.  As CrossBridge, it will enjoy the speed of innovation and improvement that the open source community can bring.

FlasCC was previously delivered as part of the Adobe Creative Cloud.  As CrossBridge, it is available to everyone and we invite you to join with us to improve it.  Adobe will continue to invest in CrossBridge, contributing to and managing the project.  CrossBridge has been released as 1.0.1, containing all the original source of FlasCC 1.0 plus several improvements to the product.  In addition, we have contributed all current, on-going development work of CrossBridge 1.1, which includes an upgrade to LLVM and the front end, Clang to enable advanced C++ syntax support.  We look forward to collaborating with the community to complete this exciting release.

To get started with CrossBridge, please visit adobe-flash.github.io/crossbridge and, to find out more about our Game Developer Tools and the Adobe Creative Cloud, visit gaming.adobe.com/getstarted.

Flash – Chrome for Android Beta

Today Google introduced Chrome for Android Beta. As we announced last November, Adobe is no longer developing Flash Player for mobile browsers, and thus Chrome for Android Beta does not support Flash content. Flash Player continues to be supported within the current Android browser.

Adobe is committed to innovating with Flash. We’ll continue enabling content developers to produce rich and immersive applications on mobile devices and PCs via Adobe AIR, and through PC browsers via Flash Player. Flash is uniquely positioned for creating and publishing advanced gaming and premium video content, and that is where we’re focusing our future investment. We recently released hardware accelerated support for 2D and 3D graphics for Flash Player on the desktop and will soon bring these same capabilities to mobile apps via AIR. Together with recent advancements in hardware accelerated video decoding, compositing and content protection, these capabilities provide the richest platform for game developers and video publishers to reach over a billion users across PCs and major mobile app stores, including the iTunes App Store and Android Market.

At the same time, we’re actively working to move HTML5 forward via our ongoing collaboration with Google and other members of the Web community. Adobe’s proposal for CSS Regions, which allows sophisticated, magazine-like page layouts on the web, is now shipping in the Chrome browser. We’re collaborating with Google and other members of the Web community on a proposal for CSS Shaders to enable cinematic, visual effects via HTML5 and we’re exploring the potential of its Shadow DOM proposal, which would enable the integration of rich user interface components in web pages.

We continue to work on ways to make the Web more expressive, drawing on our experience with Flash. Adobe has always been about enabling content developers to produce the richest content possible and we remain committed to that end across platforms and technologies.

Bill Howard, Flash Platform, Product Management