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Flash MX 2004 Games : Art to ActionScript

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<strong>Flash</strong> <strong>MX</strong> <strong>2004</strong> <strong>Games</strong><br />

User input on mobile devices<br />

User input is handled very differently on mobile devices.<br />

PocketPC<br />

A PocketPC has a pointing device but no cursor. So for<br />

this reason the rollover event is meaningless when creating<br />

but<strong>to</strong>ns, you only need <strong>to</strong> consider the default image and the<br />

image <strong>to</strong> use if the but<strong>to</strong>n is pressed. Just as with a desk<strong>to</strong>p<br />

machine you can have Input text boxes and embedded fonts.<br />

Mobile phones<br />

Mobile phones have generally less screen space, no pointing<br />

device and no such thing as an Input text box. <strong>Flash</strong> Lite for<br />

i-mode, DoCoMo mobile phones, uses three keys for navigation:<br />

Up, Down and Select. The Left and Right keys are<br />

reserved for the i-mode browser. These three keys correspond<br />

<strong>to</strong> the Shift+Tab, Tab, and Enter keys on the desk<strong>to</strong>p<br />

versions of the <strong>Flash</strong> Player. The keys 0,1,2,3,4,5,6,7,8,9,*,<br />

and # are also available. These correspond <strong>to</strong> the same keys<br />

on the desk<strong>to</strong>p versions of the <strong>Flash</strong> Player.<br />

Figure 6.6 Gradients and mobile<br />

devices<br />

Ten <strong>to</strong>p tips for migrating content from<br />

desk<strong>to</strong>p <strong>to</strong> mobile<br />

Not all content that you have created for a desk<strong>to</strong>p will port <strong>to</strong> a mobile device but there are some<br />

golden rules <strong>to</strong> follow when creating artwork:<br />

1 Use bitmaps for complex artwork.<br />

2 Convert bitmaps <strong>to</strong> the correct colour depth for the device.<br />

3 Don’t use gradients.<br />

4 Don’t use alpha transparency.<br />

5 Avoid full screen redraws, such as occur when fading up a scene or doing a full screen<br />

tween.<br />

6 Set the quality <strong>to</strong> medium.<br />

7 Use ‘Modify/Shape/Optimize...’ <strong>to</strong> reduce the number of curves in a scene <strong>to</strong> the<br />

minimum.<br />

8 Don’t have an outline around a fill unless absolutely necessary.<br />

9 Simplify detail where possible.<br />

10 Use a thick line instead of a fill if possible.<br />

You should also limit the number of simultaneous tweens. Don’t tween symbols that have alpha<br />

levels that are not fully opaque (less than 100 per cent). Avoid large masks, extensive motion, alpha<br />

78

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