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Multiplatform Game Design & Development

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Designing and developing games for multiple devices, multiple platforms and form factors has been the most common challenge today. In this session, learn the different aspects of game design & development that need to be considered. Understand the challenges from the right perspective and overcome them with one of the best tools and platforms. Learn how Adobe Flash Builder enables you to write code intelligently for all the platforms, including Web, Windows, Macintosh, Linux, Android, BlackBerry PlayBook and iOS. Understand how easy the porting and packaging is for these platforms. Understand how Adobe Flash Builder can be used to develop and deploy multi-device games and also how to use third party gaming engines. The session also would briefly cover various methods of creating multiplayer/multi-device games, the new 3D capabilities of Adobe Flash Player to bring out the best user experiences on desktops, tablets and phones.

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Multiplatform Game Design & Development

  1. 1. Multi-platform Game Design & Development Adobe Flash Platform Hemanth Sharma Platform Evangelist, Adobe Systems http://www.hsharma.com @hemanthsharma http://www.facebook.com/hemanthsharmaFriday 4 November 11
  2. 2. Multi-platformFriday 4 November 11
  3. 3. Multi-platform Google Android BlackBerry PlayBook Apple iOS Windows Macintosh LinuxFriday 4 November 11
  4. 4. Multi-platform Across devices Richer experience Visibility WHY? More customers RevenueFriday 4 November 11
  5. 5. Multi-platform Technology Display Resolution Screen Density (DPI) Physical Size Developer Challenges Input Processor & MemoryFriday 4 November 11
  6. 6. The ProcessFriday 4 November 11
  7. 7. The Process Concept Prototype Concept Art Development Testing & Optimization DeploymentFriday 4 November 11
  8. 8. Screen ResolutionFriday 4 November 11
  9. 9. Screen Resolution 320 px Phone 480 pxFriday 4 November 11
  10. 10. Screen Resolution 480 px Phone 800 pxFriday 4 November 11
  11. 11. Screen Resolution 640 px Phone 960 pxFriday 4 November 11
  12. 12. Screen Resolution 768 px Tablet 1024 pxFriday 4 November 11
  13. 13. Screen Resolution 800 px Tablet 1280 pxFriday 4 November 11
  14. 14. Screen Resolution 1. Different Resolution 2. Scaling 3. CropFriday 4 November 11
  15. 15. Screen ResolutionFriday 4 November 11
  16. 16. Screen Resolution Different Resolution 350 x 350 logo_350.png 600 x 600 logo_600.pngFriday 4 November 11
  17. 17. Screen Resolution Different Resolution 1024 x 768 bg_1024.png 640 x 960 bg_640.pngFriday 4 November 11
  18. 18. Screen Resolution ScalingFriday 4 November 11
  19. 19. Screen Resolution ScalingFriday 4 November 11
  20. 20. Screen Resolution Scale Down Scale UpFriday 4 November 11
  21. 21. Screen Resolution CropFriday 4 November 11
  22. 22. Screen Resolution CropFriday 4 November 11
  23. 23. Graphics Vector Graphics Raster (Bitmap) GraphicsFriday 4 November 11
  24. 24. Screen DPIFriday 4 November 11
  25. 25. Screen DPI Virtually Desire HD iPhone 4 640 px 480 px 960 px 800 pxFriday 4 November 11
  26. 26. Screen DPI Physically Desire HD iPhone 4 640 px 480 px 960 px 800 pxFriday 4 November 11
  27. 27. Screen DPI Physically Desire HD iPhone 4 480 px 640 px 800 px 960 pxFriday 4 November 11
  28. 28. Screen DPI Physically Desire HD iPhone 4 480 px 640 px 1 inch 240 px 1 inch 326 px 240 px 326 px 800 px 960 pxFriday 4 November 11
  29. 29. Screen DPI Device Resolution DPI Apple iPhone 4S 640 x 960 326 HTC Desire HD 480 x 800 240 Apple iPad 768 x 1024 132 Samsung Galaxy 10.1 Tab 800 x 1280 149 BlackBerry PlayBook 600 x 1024 192Friday 4 November 11
  30. 30. Screen DPI Content Scaling for Virtual Size object.width = n;Friday 4 November 11
  31. 31. Screen DPI Content Scaling for Physical Size object.width = flash.Capabilities.screenDPI * physicalSize;Friday 4 November 11
  32. 32. InputFriday 4 November 11
  33. 33. Input Keyboard Mouse Multi-touch Gestures Accelerometer Microphone CameraFriday 4 November 11
  34. 34. Keyboard import flash.events.KeyboardEvent; stage.addEventListener(KeyboardEvent.KEY_DOWN, keyDown_handler); protected function keyDown_handler(event:KeyboardEvent):void { trace(event.keyCode); }Friday 4 November 11
  35. 35. Mouse import flash.events.MouseEvent; stage.addEventListener(MouseEvent.MOUSE_DOWN, mouseDown_handler);Friday 4 November 11
  36. 36. Multitouch import flash.ui.Multitouch; import flash.ui.MultitouchInputMode; import flash.events.TouchEvent; if (Multitouch.supportsTouchEvents) { Multitouch.inputMode = MultitouchInputMode.TOUCH_POINT; stage.addEventListener(TouchEvent.TOUCH_BEGIN, onTouchBegin); stage.addEventListener(TouchEvent.TOUCH_END, onTouchEnd); } protected function onTouchBegin(event:TouchEvent):void { trace(event.touchPointID); }Friday 4 November 11
  37. 37. Multitouch Gestures import flash.ui.Multitouch; import flash.ui.MultitouchInputMode; import flash.events.TransformGestureEvent; if (Multitouch.supportsGestureEvents) { Multitouch.inputMode = MultitouchInputMode.GESTURE; stage.addEventListener(TransformGestureEvent.GESTURE_ZOOM, onRotate); stage.addEventListener(TransformGestureEvent.GESTURE_ROTATE, onZoom); } protected function onRotate(event:TransformGestureEvent):void { trace(event.rotation); } protected function onZoom(event:TransformGestureEvent):void { trace(event.scaleX + ", " + event.scaleY); }Friday 4 November 11
  38. 38. Accelerometer import flash.sensors.Accelerometer; import flash.events.AccelerometerEvent; var acc_obj:Accelerometer; if (Accelerometer.isSupported) { acc_obj = new Accelerometer(); acc_obj.addEventListener(AccelerometerEvent.UPDATE, onAccUpdate); } private function onAccUpdate(event:AccelerometerEvent):void { trace(event.accelerationX); trace(event.accelerationY); trace(event.accelerationZ); }Friday 4 November 11
  39. 39. Input Accelerometer Check or Multitouch/Gestures Check Keyboard Fallback or Mouse FallbackFriday 4 November 11
  40. 40. TechnologyFriday 4 November 11
  41. 41. Technology Java Objective-C C or othersFriday 4 November 11
  42. 42. Technology .apk .bar .ipaFriday 4 November 11
  43. 43. Technology Adobe Flash Platform .apk .bar .ipaFriday 4 November 11
  44. 44. Technology DEMOFriday 4 November 11
  45. 45. Game Engines - 2D • Flixel (http://flixel.org/) • FlashPunk (http://flashpunk.net/) • PushButton (http://pushbuttonengine.com/)Friday 4 November 11
  46. 46. Game Engines - Isometric • AS3 ISO Lib (http://code.google.com/p/as3isolib/) • TheoWorlds (http://www.theoworlds.com/)Friday 4 November 11
  47. 47. Game Engines - Physics • JigLib (http://www.jiglibflash.com/blog/) • Box2D (http://box2dflash.sourceforge.net/) • APE (http://www.cove.org/ape/) • WOW (http://code.google.com/p/wow-engine/)Friday 4 November 11
  48. 48. Multiplayer / Multiuser P2P Socket & SocketServerFriday 4 November 11
  49. 49. 3D & GPU Stage 3D (Molehill) http://alternativaplatform.com/en/demos/maxracer/ Starling Framework http://www.starling-framework.orgFriday 4 November 11
  50. 50. Questions? http://www.adobe.com/gaming http://labs.adobe.com http://www.hsharma.com @hemanthsharma http://www.facebook.com/hemanthsharmaFriday 4 November 11

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