As you already know, Flash Professional now supports native authoring for HTML5 Canvas. Join Colin Holgate from Funny Garbage as he goes through his personal experience in creating a game for this platform.
About Colin Holgate: In the late ‘80s Colin was the multimedia specialist in Apple Computer UK’s technical support department, and through that he became friends with the founders of The Voyager Company. In 1992 he moved to the US to work for Voyager, and went on to program many of the Voyager CD-ROM titles, including A Hard Day’s Night, This Is Spinal Tap, and numerous edutainment titles. For the last 17 years Colin has worked with Funny Garbage, initially on CD-ROMs and museum kiosks, then on shockwave games, and more recently on Flash based web activities and mobile apps. He has used several different authoring tools, but all 16 mobiles apps that he helped to create were all developed in Flash Professional.
Users typically spend a lot of time on optimizing performance of the exported CreateJS content. The key step in the performance optimization process is identifying the bottlenecks in the process that result in poor performance. Matt Karl from CloudKid was kind enough to share the following utilities and instructions to help you tune your content for better performance.
The HTML5 Canvas Size Report.jsfl utility script helps you list down all the library items required for the final rendering and their actual and percentage contribution to the overall package size, as shown in the following screen:
It is well known that symbol filters adversely impact performance (drop shadow, blur, color transforms, and so on). However, for a given FLA, especially if it is a complex animation with nested library items, it is hard to track down the usage details of such filters at a layer or frame number level. The utility script Filter Finder.jsfl does this and displays all the filter usage in the current document as shown in the following image.
Flash Professional CC team is proud to announce our February 2015 update (126.96.36.199) which includes critical bug fixes and support for the following features –
Support for AIR 16/Flash Player 16 – This update will add the ability to publish 64 bit AIR apps for iOS 8.x in addition to support for Flash Player 16
HTML5 Canvas Optimizations – We’ve made significant updates to optimize the published content. The published content will no longer have unused library items, assets on guide layers, hidden layers (based on publish settings) and unused frames in graphic symbols. This should improve the size of your published content dramatically.
Audio Splitting – This feature will allow you to split your streaming sound on the timeline itself.
Masking support for Custom Platform SDK.
WebGL runtime support for the latest Chrome browser update.
Thanks for the overwhelming presence at this first webinar. We had a full house way before the session started. My sincere apologies for those who were not able to join as the room was full. We will arrange for larger rooms in the future. Yes, we are going to have these webinars on a regular basis.
Below, please find the raw video from the webinar.