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Flash MX 2004 Games : Art to ActionScript

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6 Creating<br />

artwork for mobile<br />

devices<br />

At the time of writing, December 2003, mobile devices are finally reaching the processing and<br />

display capabilities that make a <strong>Flash</strong> player viable. Despite this, designers still need <strong>to</strong> be aware of<br />

huge limitations when creating artwork for these little computers. Things that you may take for<br />

granted on a desk<strong>to</strong>p machine are simply not possible on most mobile devices. In this chapter we<br />

will look first at the types of devices that your animation may be seen on. We will look at the<br />

problems of different colour spaces <strong>to</strong> the familiar full colour space you are probably used <strong>to</strong> when<br />

developing content for a desk<strong>to</strong>p. While we are looking at mobile devices we will also consider<br />

the user input options and how these vary from device <strong>to</strong> device. Mobile devices are definitely<br />

here <strong>to</strong> stay and it is going <strong>to</strong> be many years before they match the capabilities of <strong>to</strong>day’s desk<strong>to</strong>p<br />

so it is important <strong>to</strong> know how <strong>to</strong> milk the best from them.<br />

<strong>Flash</strong> enabled devices<br />

Figure 6.1 <strong>Flash</strong> enabled devices<br />

<strong>Flash</strong> is now available on PocketPCs, Sony CLIÉs, many mobile phones and set-<strong>to</strong>p boxes. The list<br />

of devices that will run <strong>Flash</strong> grows almost daily. Macromedia keep updating the device area of their<br />

73

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