Multiscreen gaming with the Flash Platform – Desktop, Web and Devices

As you might know by now, at Powerflasher, we like to play! Plus, we think Flash and Gaming are a good match !

We are very excited to host together with Adobe our first Flash On Games (FoG) meeting, scheduled the 7th of Sept 2010

This is a flash gaming group located and hosted in San Francisco, focused and aim to involve audience and speakers at the national level. All sessions will be broadcasted live and recorded. A link to the webcast will be sent in a follow up email once registered. I hope you can join us.

Register here flashongames.eventbrite.com

In our first meeting we’ll have the following two session:

1. Flash Sizing Zen: Android Devices

Getting Android to Respect Your Intent

by Allen Ellison Solutions Architect @ Adobe

When you bring Flash games and content to the multi-screen web using Flash Player 10.1, it can be a challenge to get your content to displayed consistently across devices as you intended; in terms of size, orientation, alignment, interactivity and full-screen behavior. This becomes even more complex when you start taking web tablets into consideration.

There are a number of obstacles to creating a consistent and usable experience including mobile content transcoders, mobile devices that behave in certain ways to make a web experience really intended for desktop systems accessible to mobile users, an inconsistent use of HTML tags and meta-tags across device families, and user-configurable browser or device settings.

So, in order to create an experience that scales gracefully between desktop browsers and mobile browsers, this session will walk you through the steps necessary to eliminate the various potential points of variation.

2. Particle Systems 101

by Alec McEachran, Senior Software Engineer @ Gaia Interactive

If you have ever wanted fire, waterfalls, clouds, snow or myriad other effects in your Flash games, then you have needed to create particle systems. There are loads of particle effect systems out there that might suit your needs, but if you want your games to remain fast, you have to roll your own.

In pure AS3, this session will look at one way to build a fast particle system from the ground up, and survey some of the techniques for moulding your particles into the effects you’re looking to achieve.

About Flash On Games (FoG)

FlashOnGames covers all aspects of a flash gaming development phases, design best practices and technical challenges. Covering the entire gaming lifecycle, from the initial concept game idea, the designer and developer workflows, testing aspects and customers feedback and delivery.

It explores the gaming ecosystem, social platforms, frameworks, distribution, marketplace for the multiscreen gaming.

Follow us on Twitter @FlashOnGames or visit our website flashongames.com


Cheers,

Bruno Fonzi