Author Archive: Chris Campbell

Flash Runtime 15 now available for download!

It’s time for our next quarterly, feature bearing, update of the Flash Runtime!  We’re at version 15 for both Flash Player and AIR and we’ve got some great new features and important bug fixes in store for you.  We recommend everyone checks out the official release notes but feel free to read past the break for the high level description of our new features.  We’ve also added some detailed guides to some of these new features in the blog posts further below.

Flash Runtime Version 15 Release Notes

Flash Player Download

AIR Runtime Download

AIR SDK Download

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Guide for Supporting Screen Orientation with Full-Screen Flash Player Content

Authored by David Kim

Prior to version 15, Flash Player (FP) did not provide notification of change in screen orientation.  Starting with FP version 15 (FP 15), notification of screen orientation will be provided through triggering of a resize event if the FP content is playing in full-screen.  Also, FP 15 will allow the Stage.fullScreenSourceRect property to be set even while in full-screen and have the setting take effect without a display state change.  FP contents that support full screen playback should be modified to react to the resize events that are triggered when the screen orientation changes.

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Stage3D “standard” profile

 

Authored by Cheng Liao

The Stage3D “standard” profile is a high-level function set that contains a lot of advanced graphics features. We introduced it in Flash/AIR14 for desktop platforms, and extended its support to mobile platforms in Flash/AIR15. This is a huge leap for Stage3D and it keeps Flash gaming moving forward.

What’s new in “standard” profile

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Relaxing Render Target Clear operation in Stage3D

Authored by Jing Chen

Prior to Flash Player 15.0 and AIR 15.0, there was a strict restriction that the clear function must be called on a render target before drawing, so that the content in a render texture does not get preserved after invoking the clear function. In Flash Player 15.0 and AIR 15.0, we have optimized the old internal rendering system and have removed this requirement.

In this blog post, we’ll show the benefits of this feature.

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An outline of Flash Runtime installation options

flash_installer

From time to time, we receive questions and concerns from our customers regarding their options for installing and deploying the Flash Runtime components.  This blog post will provide a high level overview of the options available.  For additional information, please see the links below.

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Flash Runtime 14 is now available!

flash_player_11_icon_rgbair_3_icon_rgb

Today we’re releasing Flash Player 14 and the AIR 14 Runtime and SDK.  This a major quarterly releases that includes new functionality, bug fixes, and security updates.  We recommend taking a look at our release notes or visiting the Flash Player announcement or AIR announcement page for download links and additional details.

 

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ActionScript rises to #14 on the Tiobe Index

 

ActionScript History on the Tiobe Index

 

Thank you to Jonathan Hart (@jonathanhartsf) and others for the heads up on the recent resurgence of ActionScript on the Tiobe Index.  Last month ActionScript broke into the top 20.  The June numbers are now out and it’s moved up to the 14th spot!  None of this would be possible without the awesome support of our AS developer community, creating and inspiring us with their applications and games for both mobile and desktop platforms!  Thank you!

Source: www.tiobe.com

Flash Player and AIR 13 Released

flash_player_11_icon_rgbair_3_icon_rgb

Yesterday we released Flash Player 13 and the AIR 13 Runtime and SDK.  This was one of our major quarterly releases that includes new functionality, bug fixes, and security updates.  We recommend reviewing our release notes or visiting the Flash Player announcement or AIR announcement page for download links and additional details.

AIR developers and users will notice that the AIR version jumped from 4 to 13.  This was done specifically to bring AIR and Flash Player in sync with their version number.  The two share common code and we believe this should help unify perception of both products under the Flash Runtime umbrella.

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Feathers updates to 1.3.0

Feathers Framework UI

Congratulations to Josh Tynjala and the Feathers project which was updated last week to version 1.3.0!  Feathers is a key framework included in the Adobe Gaming SDK and is a light weight, skinnable and extensible UI framework for both mobile and desktop applications and games.  Feathers leverages the devices GPU to create a smooth and responsive experience.

With the 1.3.0 release, Josh was able to add the much anticipated support for percent dimensions in layouts.

percent-layout

In addition, Feathers has added a TextBlockTextRenderer built on the Flash Text Engine (FTL), support for Mac HiDPI, improved support for multiple Starling instances, and the example themes are now built as easy drop-in SWCs instead of source code.

The full release notes are available on the project’s Github page and developers can also download the latest version directly from the Feathers website.

Latest Updates on the Flash Runtime

There’s been talk recently on different forums regarding Adobe’s position on the Flash Runtime.  Hopefully some of the work we’re doing and items outlined below will help answer these questions.

First, let me introduce myself.  My name is Chris Campbell and I’m the product manager and customer advocate for the Flash Runtime product team.  I’ve been part of the Flash and AIR teams for the last 4 years and prior to that I worked for 14 years as a developer in our digital imaging group.  Some of you might know me from the forums, where I’ve spent a lot of time working with customers to bring issues to the engineering team.  I’m on Twitter @liquidate but you can also reach me via email at ccampbel@adobe.com.

What have we been up to lately?

Improved Packaging Engine – We’ve made massive improvements to our iOS packaging engine (Halfmoon AOT), with reduced packaging times up to 10x.  This work lays the foundation for future features like iOS workers.  This has been in our beta builds for a while (we try to make these publicly available on a regular basis) and was out in our public AIR 4.0 release.

ActionScript concurrency for Android – We knew this would be a hit with the feedback we received with ActionScript Workers on the desktop so getting this over to mobile was a priority for us.  We had an extended beta for this feature and it made its public appearance in AIR 3.9 with additional fixes based on feedback received in our 4.0 release.

Support for new versions of OSX, Windows, iOS and Android – We know that our developers and users want to use the latest OS’s and browsers.  We have made sure that the Runtime supports these targets and we’re committed to making sure that continues in the future.

Here are just a few of the new features that we’re working on this year –

ActionScript concurrency for iOS – Now that we’re finishing up with the Halfmoon packaging work, the next step is to add support for ActionScript Workers on iOS.  We know this is an important feature and we’re looking forward to starting an extended beta for this later this year.

Improvements to Stage3D – Stage3D was a massive game changer for Flash.  We want to add to this with significant efficiency improvements by supporting multiple render targets.  If you’ve been around for a while, you might remember a previous beta for AGAL2.  We’re picking this up again now that we’ve got support for all supported platforms and we should have something to share later this summer.

PPAPI debugging – A long time request has been the ability to debug Flash content on Google Chrome.  We’ve been working to bring our debugger to the PPAPI platform and we’re almost ready for a beta release.  This required a lot of work under the hood and while we’re there we’re also tackling a nagging Stage3D performance problem.  Progress has been going well and we’re optimistic that we’ll have a solution for our customers.

Game discovery – We know that there are a huge number of games available on the market and it’s hard to get the user’s attention.  We believe we can help.  One of our greatest strengths is the reach of our platform.  Flash Player is installed on over a billion computers!  The AIR shared runtime is installed on 50+ million Android devices!  We’re working to figure out how we can leverage these strengths to improve your app’s success.  Look for details on Adobe GameSpace, Playpanel, GamePreviews, and more in the very near future.

It’s certainly true that we have increased our investments on HTML technologies, but Adobe and the Flash product team are dedicated to pushing the Flash runtime platform forward.  We believe that AIR and Flash Player are excellent solutions for both the video and gaming markets.

While most of Adobe’s marketing and PR activities are focused on the Creative Cloud and Marketing Cloud initiatives, we are working on the following items to help improve our messaging around the Flash Runtime.

  • Redesign, refresh and make regular content updates to our game development web site.  We’ll be retiring the gaming.adobe.com microsite and instead updates will be made to our Adobe Developer Connection page found here – http://www.adobe.com/devnet/games.html
  • Create a new Flash Runtime showcase website that allows for easy showcase project submissions by our development community.
  • Reach out to the community and promote their games and usage of Adobe tools through guest blog posts and case studies that we feature on adobe.com.   If you’re interested, please contact me via email.
  • Find additional and creative ways to allow our passionate development community to evangelize the use of Flash Runtime

Finally, in a recent Adobe post there was some confusion regarding PhoneGap and if this product was supplanting or replacing AIR.  This is not the case.  We believe both of these technologies have merit and we recommend developers pick a solution that best suits their project.  For gaming and video related applications, on either the desktop or mobile platforms, we believe the Flash Runtime continues to be a great choice.