I am creating a HTML5 application with complex animations exported from Flash. When trying to use big textures/skeletons exported via DragonBones (as png+JSON) and using DragonBones.js and the createJS bridge for display, animations look great on Windows/Android but on iOS (iPhone 4S/iPad 2) they display the wrong sprites and generally mess up the animation.
Here is an example - click the 'play' button to make the animation run along with the sound once it's loaded. It's wrapped with a lot of framework code (sorry)
Thanks, Oded
On the iPad2 the maximum texture size is 2048x2048px (this is a hardware/OS-limitation and not CreateJS-related) - on iPad3 it's 4096px
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In Apple's Pages app it allows you to add an image or text box or shape layer to the page then resize it by tapping on it and the handles appear. A similar thing also happens in the Pixelmator app and a few others. Is this something made by Apple that I can use in my app or would I have to build it in myself?
As far as I know there is no system support for resize handles and you will need to build it yourself. That's what I've done when I needed them. I added views on top of the thing that I wanted to resize, with pan gesture recognizers attached.
I have an app called CIFilterTest on Github (written in Objective-C, unfortunately) that uses resize handles to let the user move around points and rects when they are needed for the various Core Image filters. Even though it's written in Objective-C it should give you the idea.
Note that most Core Image filters run VERY slowly on the simulator, making the app seem extremely laggy. That's an artifact of running Core Image filters on the simulator. It runs much faster on an actual iOS device.
I would like to animate using Adobe Edge (html5). I would then like to proceed to import my animation in Xcode for an iPad app (IOS 8). I will be using Objective-C for this project. Is there any way to do so?
If not what are my alternatives? Keep in mind I want to animate using some sort of GUI application.
I think it depends on what sort of animations you want to create and how they will be used in your app. One possible way is to integrate the SpriteKit library into your UI, which can be useful for making animations or interactive artwork in your UI.
If you go this route, you can create an animation as a movie clip symbol in Adobe Animate. (Adobe Edge Animate has been discontinued and effectively replaced by what is currently called Adobe Animate). Then right-click your symbol in Animate and select Export PNG Sequence. This will produce the frames of your animation as PNG images, which you can then animate in your app using SpriteKit. Animate can also export art assets as a sprite sheet or texture atlas.
You would need to get familiar with the SpriteKit library to go this route. As other users pointed out, there are alternate approaches you could take.
The only way I know this would work would be to use a webview in your ObjectiveC code. Then you would point your web view to the local HTML/JS files generated by Edge Animate. Basically this is how Cordova does things.
You could user alternatives like Phonegap, or create your own UIWebView and charge the www folder.
There is a problem with the sprite animation on the homepage of one of my clients, but it only appears when the site is viewed on an iOS device, namely an iPhone or iPad. I can't replicate the problem on any other device or emulator, so I'm having an issue troubleshooting it (don't own an iPhone or iPad). The problem is: what looks to be a 1px line is appearing on the right edge of the animation frame pretty much all the time, and a similar line flickers occasionally at the top of the frame as the animation runs. The animation itself is a simple javascript sprite sheet animation. I'm operating under the assumption that I have the sprite animation programmed correctly since it appears correctly on every other device, platform and browser I've checked. It even works in IE.
Two questions:
What would cause a simple sprite animation to display differently when rendered by iOS?
As a small business consultant, I don't have the time and my clients don't have the budget for me to physically test on every single device, so I have to rely on emulators. What other options do I have if the emulators don't properly demonstrate what the device will display?
I'm not entirely sure of the protocol regarding posting a link to my client's production website, but happy to send a link to anyone willing to help that responds and/or messages me.
welcome to SO.
I spend a lot of time working specifically with iOS on the web and have run into similar situations. Without tweaking an example you post I won't be able to prove it exactly, but this should at least give you direction.
Flickering or semi opaque lines are often caused by the scaling set to the asset. In the world of high DPI displays and fluid layouts, there are differences in rounding that result in fine lines, shimmers, et al. Is there any scaling set on the assets, e.g. background-size, downsampling?
The emulators are displaying the software correctly - these issues are a result of hardware. Best thing you can do is buy a flagship for all of the platforms you test on, or look into local resources like Clearleft's Device Testing Lab
i wanna to embed an animated logo in the application startup screen, this logo is already done in 2 formats of files SWF and Flash, my question is about how to embed these files directly in the application startup screen, such that the animated logo appears directly on the startup screen.
Appreciate your concern,
Thanks in advance
This is not possible. iOS does not support Flash.
Update: to follow up with a possible solution, since your Flash is just an animation, perhaps you can just render it to a video and use that instead?
First off, your start-up screen is a static image ("Default.png")... so you can't do animated stuff there.
Once your app fully starts up and the static image disappears, then you could have something animated.
In a practical sense, it can not be Flash or a SWF though (Flash files are SWF files, by the way). One can build Flash-based apps for iOS using Adobe AIR, but that's a full blown environment and IDE separate from Xcode.
It'd be smarter to do your start-up animation using CoreAnimation, HTML5 or some other fine animating framework (Unity, Cocos2d or whatever).
Or a separate video file (in which case the user has minimal interaction possibilities). But +1 to Darren for suggesting this answer faster than I could think of it.
If you are planning to publish your app on the AppStore, then what you are trying to do is Impossible !
Your best option is to create the animation you want using Core animation or you can simply convert that animation to a video and play it once your app is loaded.
I'm working on a native Objective-C iOS app and I'm wondering if it is possible to embed an animation created in Flash into my app. The animation doesn't have to be interactive, all I need is a couple of animated screens (intro screen, loading screen). Is this posible?
Maybe the long way around since it doesn't sound like you need a Flash-heavy type app but I have seen a few Flash-toCocoa2D exporters around. I haven't got around to trying them yet but they look useful. Of course you probably have to be using the Cocoa2D frame work to use them - unless there is an easy way to extract + repurpose that relevant code from the Cocoa2D source.
Anyway, probably overkill for what you need but here are some links:
http://dl.dropbox.com/u/514219/FlashToCocos2dAnimation.zip
VID of it in action:
http://www.youtube.com/watch?v=8ZyqGrdkTtM
Another tool:
http://marshgames.com/swftoxml-and-importing-flash-scenes-into-cocos2d-on-iphone/
Nope...Apple will reject any app that uses flash
you could use video player for intro screen (i've seen it on a few apps) or simple picture animation using UIView animation methods
here is a tutorial