A look at some tips for submitting Apps to the App Store, investigating performance bottlenecks, recommendations on what APIs to use and how to structure them, a look a some frameworks to leverage and a list of interesting ANEs to use in your games.
12. Problems with Built in functions
Array.sort()
Array.sortOn()
Matrix3D.decompose()
Sergey Gonchar’s implementation
Vector.splice()
Adobe’s update with insertAt() & removeAt() in AIRSDK
19
13. Memory Saving Tips
Stay away from “new” in your game update
loop or places that get called every frame
18. Memory Saving tips
Using out params
Shows library cares about memory usage
Prevents unnecessary allocations
If you’re writing an API, keep this in mind
19. Memory Saving tips
Sprite sheets
Good for custom move sets
Good for low resolution devices
Great for performance, UV updates only
Does not scale well with hundreds of animations
29. Can take a few minutes
to compile
Building to device
Need to compile ad-hoc
builds (from FlashDevelop)
Depending on AIR SDK, no
automatic installation on
device -> Need additional
tools
30. idb.exe
Can be found at:
AIRSDKlibaotbiniOSBin
You can upload builds directly to your iOS device using this
(and other useful things)
31. Interpreter, Ad-Hoc & App Store builds
Interpreter : Very fast to build, runs slow on device
Ad-hoc : Slow to build, for development only (with device
UUIDs registered on Apple Developer account)
App Store Build : Final build submitted to Apple via
Application Loader
Pro tip: Build to Android first, much faster iteration times!
32. Provisioning Profiles
What they do:
Ad Hoc: Install on registered devices
Debug profile: Allows you to use Test Flight
Generating that p12 key
App Store: Profile which app is built to be submitted to
App Store
33. Get an iPad AIR
Runs interpreter builds at an acceptable rate
Bonus: interpreter-debug builds can be
debugged if on same Local Area Network!
Great for finding exceptions!
37. 64 bit iOS builds
Your app’s code is duplicated
Found at 0x00DF19D0 and at 0x020CAF80
About 19MB apart in this case.
38. 64 bit iOS builds
Need to be careful with embedded assets,
since they will be duplicated in your code
39. ANEs and what you need to know
What does this mean for developers?
Additional libraries needed
Backwards compatibility makes your IPA grow in size (possibly
double)
Need to keep up with the platform requirements (Android & iOS)
Highly recommend AIRNativeExtensions by Distriqt
46. Application XML
Test Flight on iTunesConnect
No longer need device UUIDs
Can potentially test on hundreds of
Beta testers
Additional application.xml parameters needed
More info here