how to embed flash/SWF animation in startup screen in IOS app? - ios

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.

Related

Can I animate with Adobe Edge Animate and import to Xcode using Objective-C?

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.

Changing old UI on Xcode to new UI

This is a newbie question. But I would like to change my old UI (pngs) on my current project to some new updated ones that are of similar size. Is there anyway to drag and drop the UI directly without affecting the actions so the buttons still work the same on the app. Or do you have to recode everything when you change UI? I'm not really sure the steps I need to do, but I have all the new UI ready to go. Can anybody guide me through these steps?
Another question is, I have a video editor and want to test out a video player in the simulator at run time, but right now I can see my music or video files because I don't have any in the simulator. How do I import these files into a project to test it out (on the computer), I know the camera roll on a phone would work.
If anybody can give me some guidance, I would greatly appreciate it. I know these are newbie questions.
Thanks,
If the new images are the same size of the old images, just rename the new images exactly like the old images and then overwrite the old images at the project's path.
And for the video files, drag the video files directly to the iOS simulator. The video will open in the Safari, click the share button in the tab bar of the safari and hit "Save Video".

DragonBones/createJS show wrong sprites on iOS when using big textures

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

Using flash inside a native iOS app

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

Website for iPad Mobile Safari

While creating a website for iPad Mobile Safari, I have a few questions;
Does the orientation happen automatically or do we have to write code for that ?
What is the best approach in terms of CSS/JS..I mean create separate copy of the web CSS for iPad and just update for iPad specific. Also what about JS?
What is the best way to detect for iPad (CSS/JS) and how?
Any online references which specifically covers iPad Mobile Safari development will also be great.
Thank you.
The orientation happens automatically, but you can write code to intercept the event and do things.
I highly recommend using an existing JS library such as Sencha Touch to handle the UI for you; they automatically detect the client and will display the appropriate scale of the app.
I just added a few meta tags to my current project, based on this page - http://www.nczonline.net/blog/2010/04/06/ipad-web-development-tips/
It made a huge difference. The orientation media queries work great. I madea simple example by setting the body background colour different based on orientation.

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