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Developing in Flash Lite for Mobile Devices

Flash lite is often used to create games for phones with keyboards or joysticks, such as featured phones created by companies like Nokia. When developing for these phones, it is important to consider many different issues. Some things developers need to consider are the fact that there are thousands of different mobile devices that use Flash lite technology with different screen resolutions and may even only run older versions of Flash lite, like Flash lite 1.1. Here are some tips to think of when developing Flash lite programs.

Base build, then port

In order to make your program fit on the different sized screens of mobile devices, it is a good idea to start with a base build. This is a standard, used by the industry, as a starting platform or set of specifications. This will make porting your program much easier. Porting the program changes its specifications to fit other devices not intended when the program was originally built. By doing this, you are retaining the integrity of the graphics when viewed on different devices.

Consideration for navigation

Mobile devices that use Flash lite often have a joystick or keypad. With that said, users are expecting the standard navigation used by the other programs on their mobile devices when using your program. For example, the return button should return the user to the previous screen. If the mobile device has a four-way keypad, consider that first when deciding functions.

ActionScript and Flash lite

It is recommended to use ActionScript 2.o whenever possible and to keep your ActionScript as organized as possible. By using ActionScript 2.0, you make your program easier to update and debug. One way of keeping your ActionScript organized is making a decision of using time-based or frame-based actions and staying consistent throughout the entire ActionScript. If possible, it is a good idea to avoid using time-based ActionScript to help keep the speed of the file running quickly. If the devices you are developing for use Flash lite 1.1, it is a good idea to use strings instead of arrays in its ActionScript. By using strings instead of arrays, the runtime data is maintained and it makes development easier.

Fonts

Your program may be used on many different devices with several different screen resolutions. Earlier I had mentioned the importance of maintaining the integrity of your program’s graphics when porting the program. Fonts also fall into this category. Fonts may be pixel fonts or decorative fonts. Decorative fonts can easily become distorted, quickly increase file size, and should only be used on title screens. Pixel fonts can be used throughout the program, but there are also guidelines to follow when using this type of font. Pixel fonts should be placed on the stage in placements using whole numbers, such as x=50. They also should be sized in intervals of 8, such as 8, 16,36. To get the best rendering, it is important to use bold fonts at little as possible and to render the fonts as Bitmaps.

Testing

LIke with other Flash development, it is important to test your program on the device it was developed for. Technical bugs can easily be noticed by testing the .swf file through Flash, but performance bugs are easily found when testing your program on the device.  Performance problems may not become evident until used on a device that is receiving SMS, browsing the internet, or running low on battery power, among other issues. Only after you’ve tested your program on several difference devices used by your target audience should you publish it on the market.

Published by Jason Kistler

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