Game Development Reference
In-Depth Information
Title 356
Leaderboard 357
GameClip 361
Marble 364
HazardPit and StandardWall
Results 368
Design Considerations
Level Design 369
Risk and Reward Scenarios
Where to Take It
Scoring 370
Pickups 370
Scrolling Levels
Up to this point in this topic, almost all the examples I
ve shown
are geared toward Flash running in a browser on a desktop PC.
Shortly after the release of the first edition of this topic, Adobe
announced that Flash CS5 would be able to export native iOS
applications and, later, Android applications using a forthcoming
version of AIR (Adobe
s runtime for desktop deployment). Although
between that announcement and the present, there has been a
great deal of drama surrounding Flash on mobile devices, as of this
(and CS5.5), you can now deploy mobile applications for iOS
(iPhone, iPod Touch, and iPad) and Android devices. In this chap-
ter and in Chapter 16, I
ll explore building games for both plat-
forms, including best practices, resource management, and
deployment. If you need a primer on how to set up the necessary
developer accounts and SDKs associated with these platforms,
check out the online bonus chapter
Introduction to Mobile Devel-
on .
This chapter will be split into two parts. In the first part, we
look at creating a simple demo application and some of the best
practices associated with mobile development for iOS. In the sec-
ond part, we
ll build our first mobile game for the iPhone based
around the accelerometer. In Chapter 16, we
ll explore Android
development and the differences in development for that platform,
which is far less restrictive.
Part 1: Best Practices for iOS Games
Mobile development has and will probably always require a differ-
ent approach from desktop development. In addition, to have a
smaller screen, the computing resources are simply much more
limited. In the case of iPhone or iPod Touch, you can expect it to
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