Adobe AIR GameInput pitfalls

Adobe AIR’s new GameInput APIs are great. They provide seamless, powerful input from game pads for Android, desktop and web applications created in Flash. However, it has two important problems right now. Since those warrant some explanation, I figured I’d make a post about it hopes it’ll help other people working with those APIs. The […]

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Using GameLooper with Box2DFlash (and Nape)

For my latest game prototype, aside from KeyActionBinder, I’m also using my new GameLooper class to control the main game loop. Because of the way the class has been built, it is particularly easy to integrate it with something like Box2DFlash, which is what I’m using in my prototype for physics simulation. Integration works by […]

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Known OUYA GameInput controls on Adobe AIR

As part of my messing around the OUYA and the new GameInput API on AIR 3.7, I started creating a class to abstract controller/key input binding for AS3 projects. I’ll post more about that in the future, but for now, here’s a spreadsheet that’s part of my research. It lists all the game controllers I’ve […]

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Using Adobe AIR to create OUYA games

I’ve been toying around with creating OUYA content with Adobe AIR, and I’m happy to say it’s a pretty easy and straightforward development workflow. Information on it is hard to come by, though, and the official Adobe AIR support samples doesn’t seem to exist anymore, so here’s a few high-level notes on how to get […]

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