Adobe Flash Lite for Mobile Devices
Mobile Challenges: screen (size, pixel, depth), memory, CPU, fragmentation, bandwidth, security, connectivity, data input, distribution & deployment. Despite theses challenges, the number of mobile devices is growing at a staggering rate. By the end of 2007, there will be 2713 million mobile devices and over 300 different models in use worldwide, compared to 755 million PC’s. (Gartner Dataquest). Along with the number of mobile devices offering Flash support, there is also a direct correlation to the growth of application users. Mobile application matters to those wanting to get out their brand recognition in a more personal method, beyond television and desktop computers.
The mechanics for mobile device design is different from normal design. There isn’t a mouse pointer, usually, or a touch-pad. There might be a touch-screen interface or a more common directional pad. The use of a zoom allows the user to instantly recognize focus to an object. You’ll also want to omit labels and headers to obtain every pixel of available screen real estate. You can use this code: fscommand2("fullscreen", true); to display your content in full screen mode. The "fscommand2" has access to specific device features like the signal strength and vibrate. You can make use of these in your project design for interesting affects.
Flash Lite couples rich presentation with solid programming, anything that the object oriented library facilitates. The following steps are an example of the ease at which one might create the code for navigating a mobile device menu:
Using the scroll pad on the mobile device to control our phone games is likely how you will create player control and movement. The up, down, left, right and enter key are the usual keys available. For each menu item, you will create one layer. Create a movie clip and make sure to have a stop action on the first frame. Create the text for your menu items; new game, instructions, exit. You will now make a layer for the background environment or image. (This will likely be the bottom most layer.) You may also want to build a square, oval or rectangle and fit it behind your menu item. On the next frame, move your shape to fit behind the next menu item, and so on. The “up” and “down” events will allow you to navigate through your menu structure. Here is sample code:
on(keyevent “<Up>”){
// go to previous frame or stop at frame 1
tellTarget(”target path to mc”){ prevFrame(); }
}
on(keyevent “<Down>”){
// go to next frame or stop at last frame
tellTarget(”target path to mc”) {nextFrame();}
}
References:
Link: Flash Lite Supported Devices:
http://www.adobe.com/mobile/supported_devices/
http://www.adobe.com/devnet/devices/articles/getting_started_flashlite_b.pdf
http://board.flashkit.com/board/archive/index.php/
http://www.adobe.com/devnet/devices/articles/ten_tips_flash_lite_games.html
http://www.adobe.com/devnet/devices/flashlite.html
http://www.adobe.com/devnet/devices/articles/packing_lite_09.html
Josh Ulm’s excellent whitepaper on the subject articulates other important considerations.
http://www.adobe.com/devnet/devices/flashlite.html
Packing Lite: A Mobile Media Interface Design Primer
http://www.adobe.com/devnet/devices/articles/packing_lite.html
Introducing Adobe Device Central CS3
http://www.adobe.com/devnet/devices/articles/introducing_device_central.html
Add comment July 16th, 2008