Back from vacations in Québec (lovely country & people), it’s time for a quick blog post for sharing a good trick!
On iOS when you want to share a build with others, you mostly use a third party service (like TestFlight), or you provide the IPA and they have to install it via iTunes or even better iFunbox. Unlike Android (with an APK file), on iOS we’re not able to install an app directly from its binary (IPA). Unless you point your URL to a plist file!
Continue reading Install an IPA on iOS directly from a URL
Promoting your application, and making it easy to be accessible to everyone is one of the key of its success. Custom url schemes, are one of the best way to do it! On a previous blog post, I explained how you could use them with AIR.
I also presented a service, rdrct.it, which allows thanks to a unique link to direct you on the mobile store corresponding to your mobile operating system and even launch the app if it’s already installed!
Branch Metrics goes way further (and for free). You have all the options of rdrct.it and you can give parameters to links. In other words, for instance, you can invite your friend to a game you’re playing (via a link generated inside the app) and for example giving him some of your items so he won’t start from scratch! This open the door to many opportunities.
Give a try to the Branch Metrics ANE, it has been crafted with love by your humble servant!
Next week, I go to Annecy (one of the most beautiful city) at Gobelins‘ school. It’s with a great pride that I’ll come back to my latest school during one week for teaching an introduction to Unity!
During those days, I will present C#, Unity2D, Unity3D and the new Unity UI system. You can find the course online (french only).
I can’t wait to see the talented developers in this promotion! That will be really fun.
We’re glad to introduce our first commercial product: an ANE for Google+!
We’re big fan of Milkman Games’ ANEs, especially the GoViral one. It enables to share a post on Facebook, Twitter, mail… everywhere? Not really. It’s missing Google+! Thanks to our ANE, you will be able to target the Google+ platform for iOS and Android.
Continue reading Google+ ANE, our first commercial product
Update: The project has been FWA mobile of the day! Note that this blog post was written 3 months before its publication.
This new project was kind of special for me, I made an iPad application, Geophysic® with one of the best French agency Soleil Noir for the famous luxary watches Jaeger-LeCoultre. No less!
When I was a student, Soleil Noir was the best French agency and we all dreamed to work there! So you could imagine how fun it was to work with them! As a luxury brand, Jaeger-LeCoultre, has a very high expectation of the final product. Combined with Soleil Noir’s graphic designers, it results in a top quality iPad application.
Continue reading Geophysic, making AIR shine thanks to Feathers
RE-Edit : Scaleform mobile SDK 4.4 is out!
Edit, official answer from Autodesk: “Initial Indie friendly efforts have focused on MayaLT, as the most widely used Autodesk game tool. Autodesk is considering a similar option for their Game Middleware tools (such as Scaleform, Navigation and HIK) which will make them more affordable and accessible to Indies. An Indie friendly pricing model, hopefully coming soon, would allow them to offer the latest version of Scaleform to Indies and not bother maintaining a separate (and older) consumer Scaleform Mobile download. That should solve the problem for Indie devs that want the latest Metal, XCode and 64 bit support.”
We’re in 2015 and Flash is still there. It might be a dying technology but it couldn’t die right now because there isn’t any other tool which is able to replace it. The strength of Flash is obviously its vector animations. However since several years many of the flash developers don’t use the Flash Pro software in their daily job. Now we’re mostly using Starling and sometimes we grab animations from a fla and turn them into a SpriteSheets, or using DragonBones or mostly a SWC file to turn it into textures at runtime. Also there is the fact that we’re not able to reload SWF file using AS3 code on iOS.
Those facts highlight that something is broken in our production line: graphic/animation designers are increasingly dependent on developers. We are not able to take their SWF to make it running on our mobile device, so we must recreate everything ourselves via code and optimized framework (Starling). And hell, I hate doing animations jobs.
I think AAA studios were laughing when Flash was announced dead, because they use it daily. Mass Effect, Tomb Raider, The Witcher, Crysis… all of them use SWF file for their UI stuff. Have you thought a moment that even EA was using SpriteSheets with several resolutions for its menu!? Obviously not, with SWF file they are able to target all resolutions needed with just scaling/stretching their SWF without any loss, from a crappy 640 x 480 resolution to a 4k. However they are not doing it via AIR (it even doesn’t exist on console), but via Scaleform. Let’s have a look on this amazing tool!
Continue reading Scaleform, for the love of Flash
Hey there, happy holidays!
This last month I worked for Fontevraud, the largest abbey in Europe! I updated their iBar program. Inside the main chapel, they have several touch screens displaying Fontevraud’s informations about Eleanor of Aquitaine, a Quiz, a Pacman retracing the story of a prisoner (the abbey was a prison after the French Revolution)…
The iBar program (PC only) works exactly like an iPad, a main screen launching applications. That was the first time that I worked for a museum, and so there were new kinds of problematics: how to know if a touch screen crashed and notify someone? How to get the errors for fixing them later? How to update the application on each touchscreen without human intervention on each machine?
Continue reading Update an application on several PCs with one click
I enjoy playing with Flambe. It’s the only tech (except OpenFL) which enable you to have a SWF, Canvas & WebGL browser game with one code base made in Haxe (like OpenFL).
Having those three targets, you’re sure to reach your audience at 100%. However one feature, taking an in-game screenshot, may ruin your multi-platforms adventure.
Continue reading Taking screenshots with Flambe, fighting multi-platforms
Hey guys, after more than one year working with Unity, I thought it was time to give some feedbacks. With Thomas (aka Gsynuh) we worked on a 3D game which has been canceled unfortunately. Anyway we were really happy to use Unity3D for this project instead of using Away3D (we’re mostly AS3 developers).
Now Thomas is working full time on A Blind Legend (we will provide you soon a blog report on this exciting project!), built with Unity3D. On my side I will help him on specific tasks, I’ve also several AS3 projects, and one game in progress using Unity2D.
For those of you who don’t know me, I worked on the Citrus Engine and so I’m very familiar with Starling framework (a 2D API). This background precision is important to understand my approach of Unity2D.
Continue reading Unity2D the Good, the Bad and the Ugly.