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	<title>Comments on: Adobe Eases Transition for Flash Games to iPhone</title>
	<atom:link href="http://toucharcade.com/2009/10/05/adobe-eases-transition-for-flash-games-to-iphone/feed/" rel="self" type="application/rss+xml" />
	<link>http://toucharcade.com/2009/10/05/adobe-eases-transition-for-flash-games-to-iphone/</link>
	<description>... keeping in touch with the latest in iPhone gaming</description>
	<lastBuildDate>Fri, 10 Feb 2012 12:35:00 +0000</lastBuildDate>
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	<item>
		<title>By: heh</title>
		<link>http://toucharcade.com/2009/10/05/adobe-eases-transition-for-flash-games-to-iphone/#comment-363544</link>
		<dc:creator>heh</dc:creator>
		<pubDate>Wed, 03 Nov 2010 22:42:00 +0000</pubDate>
		<guid isPermaLink="false">http://toucharcade.com/?p=21637#comment-363544</guid>
		<description>lol, I wouldn&#039;t go as far as calling it greatest, infact nearly the worst, but I wouldn&#039;t put the other anywhere near a dev-tool category</description>
		<content:encoded><![CDATA[<p>lol, I wouldn't go as far as calling it greatest, infact nearly the worst, but I wouldn't put the other anywhere near a dev-tool category</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Scott</title>
		<link>http://toucharcade.com/2009/10/05/adobe-eases-transition-for-flash-games-to-iphone/#comment-53057</link>
		<dc:creator>Scott</dc:creator>
		<pubDate>Mon, 01 Feb 2010 15:54:03 +0000</pubDate>
		<guid isPermaLink="false">http://toucharcade.com/?p=21637#comment-53057</guid>
		<description>The reason we can&#039;t play flash games on the iphone browser is because they make their money from advertising and apple can&#039;t get their cut that way. Watching a show on tv isn&#039;t free! We pay a monthly subscription fee and are forced to watch 20 minutes of comercials every hour.</description>
		<content:encoded><![CDATA[<p>The reason we can't play flash games on the iphone browser is because they make their money from advertising and apple can't get their cut that way. Watching a show on tv isn't free! We pay a monthly subscription fee and are forced to watch 20 minutes of comercials every hour.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Scott</title>
		<link>http://toucharcade.com/2009/10/05/adobe-eases-transition-for-flash-games-to-iphone/#comment-318915</link>
		<dc:creator>Scott</dc:creator>
		<pubDate>Mon, 01 Feb 2010 15:54:00 +0000</pubDate>
		<guid isPermaLink="false">http://toucharcade.com/?p=21637#comment-318915</guid>
		<description>The reason we can&#039;t play flash games on the iphone browser is because they make their money from advertising and apple can&#039;t get their cut that way. Watching a show on tv isn&#039;t free! We pay a monthly subscription fee and are forced to watch 20 minutes of comercials every hour.</description>
		<content:encoded><![CDATA[<p>The reason we can't play flash games on the iphone browser is because they make their money from advertising and apple can't get their cut that way. Watching a show on tv isn't free! We pay a monthly subscription fee and are forced to watch 20 minutes of comercials every hour.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: malc@flash games master</title>
		<link>http://toucharcade.com/2009/10/05/adobe-eases-transition-for-flash-games-to-iphone/#comment-41425</link>
		<dc:creator>malc@flash games master</dc:creator>
		<pubDate>Sun, 01 Nov 2009 19:57:25 +0000</pubDate>
		<guid isPermaLink="false">http://toucharcade.com/?p=21637#comment-41425</guid>
		<description>why should anyone pay for something that free online, it cant work can it</description>
		<content:encoded><![CDATA[<p>why should anyone pay for something that free online, it cant work can it</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: malc@flash games master</title>
		<link>http://toucharcade.com/2009/10/05/adobe-eases-transition-for-flash-games-to-iphone/#comment-318914</link>
		<dc:creator>malc@flash games master</dc:creator>
		<pubDate>Sun, 01 Nov 2009 19:57:00 +0000</pubDate>
		<guid isPermaLink="false">http://toucharcade.com/?p=21637#comment-318914</guid>
		<description>why should anyone pay for something that free online, it cant work can it</description>
		<content:encoded><![CDATA[<p>why should anyone pay for something that free online, it cant work can it</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: TKO</title>
		<link>http://toucharcade.com/2009/10/05/adobe-eases-transition-for-flash-games-to-iphone/#comment-38282</link>
		<dc:creator>TKO</dc:creator>
		<pubDate>Wed, 07 Oct 2009 21:03:22 +0000</pubDate>
		<guid isPermaLink="false">http://toucharcade.com/?p=21637#comment-38282</guid>
		<description>At first I&#039;d been thinking this lowers the barrier to entry into the store and we&#039;d, naturally, as a result get a whole new wave of crap apps.  But maybe this isn&#039;t so..  For outfits who want to simultaneously develop for more than one platform, or who want to hire (or already have) flash developers, they only need to have one developers license, Mac, and the tools to submit to the store.  

But for your independent developer, they still need the same outlay on the Mac and dev membership (and all the paperwork and hassle that goes along with that) *and* they need to purchase the Adobe Flash suite too.  (Well, purchase/obtain/whatever.) ;) 

Maybe things will stay much the same.  Maybe it will convert more people to Objective C, once they discover how much less they can throw at the screen in flash, how they have none of the UI widgets, and how the battery is quickly sucked dry. ;)</description>
		<content:encoded><![CDATA[<p>At first I'd been thinking this lowers the barrier to entry into the store and we'd, naturally, as a result get a whole new wave of crap apps.  But maybe this isn't so..  For outfits who want to simultaneously develop for more than one platform, or who want to hire (or already have) flash developers, they only need to have one developers license, Mac, and the tools to submit to the store.  </p>
<p>But for your independent developer, they still need the same outlay on the Mac and dev membership (and all the paperwork and hassle that goes along with that) *and* they need to purchase the Adobe Flash suite too.  (Well, purchase/obtain/whatever.) <img src='http://toucharcade.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' />  </p>
<p>Maybe things will stay much the same.  Maybe it will convert more people to Objective C, once they discover how much less they can throw at the screen in flash, how they have none of the UI widgets, and how the battery is quickly sucked dry. <img src='http://toucharcade.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
]]></content:encoded>
	</item>
	<item>
		<title>By: TKO</title>
		<link>http://toucharcade.com/2009/10/05/adobe-eases-transition-for-flash-games-to-iphone/#comment-318913</link>
		<dc:creator>TKO</dc:creator>
		<pubDate>Wed, 07 Oct 2009 21:03:00 +0000</pubDate>
		<guid isPermaLink="false">http://toucharcade.com/?p=21637#comment-318913</guid>
		<description>At first I&#039;d been thinking this lowers the barrier to entry into the store and we&#039;d, naturally, as a result get a whole new wave of crap apps.  But maybe this isn&#039;t so..  For outfits who want to simultaneously develop for more than one platform, or who want to hire (or already have) flash developers, they only need to have one developers license, Mac, and the tools to submit to the store.  

But for your independent developer, they still need the same outlay on the Mac and dev membership (and all the paperwork and hassle that goes along with that) *and* they need to purchase the Adobe Flash suite too.  (Well, purchase/obtain/whatever.) ;) 

Maybe things will stay much the same.  Maybe it will convert more people to Objective C, once they discover how much less they can throw at the screen in flash, how they have none of the UI widgets, and how the battery is quickly sucked dry. ;)</description>
		<content:encoded><![CDATA[<p>At first I'd been thinking this lowers the barrier to entry into the store and we'd, naturally, as a result get a whole new wave of crap apps.  But maybe this isn't so..  For outfits who want to simultaneously develop for more than one platform, or who want to hire (or already have) flash developers, they only need to have one developers license, Mac, and the tools to submit to the store.  </p>
<p>But for your independent developer, they still need the same outlay on the Mac and dev membership (and all the paperwork and hassle that goes along with that) *and* they need to purchase the Adobe Flash suite too.  (Well, purchase/obtain/whatever.) <img src='http://toucharcade.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' />  </p>
<p>Maybe things will stay much the same.  Maybe it will convert more people to Objective C, once they discover how much less they can throw at the screen in flash, how they have none of the UI widgets, and how the battery is quickly sucked dry. <img src='http://toucharcade.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Kam</title>
		<link>http://toucharcade.com/2009/10/05/adobe-eases-transition-for-flash-games-to-iphone/#comment-38171</link>
		<dc:creator>Kam</dc:creator>
		<pubDate>Tue, 06 Oct 2009 23:35:36 +0000</pubDate>
		<guid isPermaLink="false">http://toucharcade.com/?p=21637#comment-38171</guid>
		<description>&quot;begin allowing Flash developers to export applications directly in &quot;ipa&quot; format to run directly on the iPhone&quot;

so could you not just test the ipa&#039;s on your iphone??</description>
		<content:encoded><![CDATA[<p>"begin allowing Flash developers to export applications directly in "ipa" format to run directly on the iPhone"</p>
<p>so could you not just test the ipa's on your iphone??</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Kam</title>
		<link>http://toucharcade.com/2009/10/05/adobe-eases-transition-for-flash-games-to-iphone/#comment-318912</link>
		<dc:creator>Kam</dc:creator>
		<pubDate>Tue, 06 Oct 2009 23:35:00 +0000</pubDate>
		<guid isPermaLink="false">http://toucharcade.com/?p=21637#comment-318912</guid>
		<description>&quot;begin allowing Flash developers to export applications directly in &quot;ipa&quot; format to run directly on the iPhone&quot;

so could you not just test the ipa&#039;s on your iphone??</description>
		<content:encoded><![CDATA[<p>"begin allowing Flash developers to export applications directly in "ipa" format to run directly on the iPhone"</p>
<p>so could you not just test the ipa's on your iphone??</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: drunknbass</title>
		<link>http://toucharcade.com/2009/10/05/adobe-eases-transition-for-flash-games-to-iphone/#comment-38158</link>
		<dc:creator>drunknbass</dc:creator>
		<pubDate>Tue, 06 Oct 2009 21:42:46 +0000</pubDate>
		<guid isPermaLink="false">http://toucharcade.com/?p=21637#comment-38158</guid>
		<description>this is not flash on the iphone, this is adobe making an iphone compiler for .fla-&gt;.ipa
it is the same as how unity works. Im not sure what the end result is but ill guess it converts it down to assembly(hopefully) the same way as unity.

Flash is resource heavy for a few reasons, 1 not being gpu accelerated, 2. having an action script interpreter, etc.
nonne of this is relevant to the iphone flash exporter.

And this isnt going to be a magic button for people to make apps. its just another tool to help create an app/game. You&#039;ll still need skill, knowledge and understanding of what is actually happening along the process to get anything decent out of it.
Im going to bet optimizing your .fla is going to be a decent amount of work till people create 3rd party addon components for the trivial things.</description>
		<content:encoded><![CDATA[<p>this is not flash on the iphone, this is adobe making an iphone compiler for .fla-&gt;.ipa<br />
it is the same as how unity works. Im not sure what the end result is but ill guess it converts it down to assembly(hopefully) the same way as unity.</p>
<p>Flash is resource heavy for a few reasons, 1 not being gpu accelerated, 2. having an action script interpreter, etc.<br />
nonne of this is relevant to the iphone flash exporter.</p>
<p>And this isnt going to be a magic button for people to make apps. its just another tool to help create an app/game. You'll still need skill, knowledge and understanding of what is actually happening along the process to get anything decent out of it.<br />
Im going to bet optimizing your .fla is going to be a decent amount of work till people create 3rd party addon components for the trivial things.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: drunknbass</title>
		<link>http://toucharcade.com/2009/10/05/adobe-eases-transition-for-flash-games-to-iphone/#comment-318911</link>
		<dc:creator>drunknbass</dc:creator>
		<pubDate>Tue, 06 Oct 2009 21:42:00 +0000</pubDate>
		<guid isPermaLink="false">http://toucharcade.com/?p=21637#comment-318911</guid>
		<description>this is not flash on the iphone, this is adobe making an iphone compiler for .fla-&gt;.ipa
it is the same as how unity works. Im not sure what the end result is but ill guess it converts it down to assembly(hopefully) the same way as unity.

Flash is resource heavy for a few reasons, 1 not being gpu accelerated, 2. having an action script interpreter, etc.
nonne of this is relevant to the iphone flash exporter.

And this isnt going to be a magic button for people to make apps. its just another tool to help create an app/game. You&#039;ll still need skill, knowledge and understanding of what is actually happening along the process to get anything decent out of it.
Im going to bet optimizing your .fla is going to be a decent amount of work till people create 3rd party addon components for the trivial things.</description>
		<content:encoded><![CDATA[<p>this is not flash on the iphone, this is adobe making an iphone compiler for .fla-&gt;.ipa<br />
it is the same as how unity works. Im not sure what the end result is but ill guess it converts it down to assembly(hopefully) the same way as unity.</p>
<p>Flash is resource heavy for a few reasons, 1 not being gpu accelerated, 2. having an action script interpreter, etc.<br />
nonne of this is relevant to the iphone flash exporter.</p>
<p>And this isnt going to be a magic button for people to make apps. its just another tool to help create an app/game. You'll still need skill, knowledge and understanding of what is actually happening along the process to get anything decent out of it.<br />
Im going to bet optimizing your .fla is going to be a decent amount of work till people create 3rd party addon components for the trivial things.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Random</title>
		<link>http://toucharcade.com/2009/10/05/adobe-eases-transition-for-flash-games-to-iphone/#comment-38156</link>
		<dc:creator>Random</dc:creator>
		<pubDate>Tue, 06 Oct 2009 21:13:30 +0000</pubDate>
		<guid isPermaLink="false">http://toucharcade.com/?p=21637#comment-38156</guid>
		<description>I&#039;m actually surprised that no-one&#039;s bringing up the question of performance.  Flash is notoriously resource heavy, taxing less-powerful CPU&#039;s quite heavily, and if you combine this with the iPhone&#039;s rather poor 2D performance, I think you&#039;ll find that directly porting a Flash game to iPhone will result in a barely-playable mess.

You can even see in the video that, while the game is certainly responsive, the frame-rate is quite poor, and there&#039;s only a handful of sprites on the screen - something even a poorly written native app could easily run at 60fps.  If games this simple run so jerkily, imagine what any of the &#039;good&#039; Flash games will come out like...</description>
		<content:encoded><![CDATA[<p>I'm actually surprised that no-one's bringing up the question of performance.  Flash is notoriously resource heavy, taxing less-powerful CPU's quite heavily, and if you combine this with the iPhone's rather poor 2D performance, I think you'll find that directly porting a Flash game to iPhone will result in a barely-playable mess.</p>
<p>You can even see in the video that, while the game is certainly responsive, the frame-rate is quite poor, and there's only a handful of sprites on the screen - something even a poorly written native app could easily run at 60fps.  If games this simple run so jerkily, imagine what any of the 'good' Flash games will come out like...</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Random</title>
		<link>http://toucharcade.com/2009/10/05/adobe-eases-transition-for-flash-games-to-iphone/#comment-318910</link>
		<dc:creator>Random</dc:creator>
		<pubDate>Tue, 06 Oct 2009 21:13:00 +0000</pubDate>
		<guid isPermaLink="false">http://toucharcade.com/?p=21637#comment-318910</guid>
		<description>I&#039;m actually surprised that no-one&#039;s bringing up the question of performance.  Flash is notoriously resource heavy, taxing less-powerful CPU&#039;s quite heavily, and if you combine this with the iPhone&#039;s rather poor 2D performance, I think you&#039;ll find that directly porting a Flash game to iPhone will result in a barely-playable mess.

You can even see in the video that, while the game is certainly responsive, the frame-rate is quite poor, and there&#039;s only a handful of sprites on the screen - something even a poorly written native app could easily run at 60fps.  If games this simple run so jerkily, imagine what any of the &#039;good&#039; Flash games will come out like...</description>
		<content:encoded><![CDATA[<p>I'm actually surprised that no-one's bringing up the question of performance.  Flash is notoriously resource heavy, taxing less-powerful CPU's quite heavily, and if you combine this with the iPhone's rather poor 2D performance, I think you'll find that directly porting a Flash game to iPhone will result in a barely-playable mess.</p>
<p>You can even see in the video that, while the game is certainly responsive, the frame-rate is quite poor, and there's only a handful of sprites on the screen - something even a poorly written native app could easily run at 60fps.  If games this simple run so jerkily, imagine what any of the 'good' Flash games will come out like...</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Jeremy</title>
		<link>http://toucharcade.com/2009/10/05/adobe-eases-transition-for-flash-games-to-iphone/#comment-38150</link>
		<dc:creator>Jeremy</dc:creator>
		<pubDate>Tue, 06 Oct 2009 20:19:02 +0000</pubDate>
		<guid isPermaLink="false">http://toucharcade.com/?p=21637#comment-38150</guid>
		<description>Given the shoddy app approval process and generally poor design of the App Store, Flash is going to make the store more brutal than ever... and Apple better double or triple their number of app reviewers or that 14 day avg approval time is going to slip away real fast.</description>
		<content:encoded><![CDATA[<p>Given the shoddy app approval process and generally poor design of the App Store, Flash is going to make the store more brutal than ever... and Apple better double or triple their number of app reviewers or that 14 day avg approval time is going to slip away real fast.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Jeremy</title>
		<link>http://toucharcade.com/2009/10/05/adobe-eases-transition-for-flash-games-to-iphone/#comment-318909</link>
		<dc:creator>Jeremy</dc:creator>
		<pubDate>Tue, 06 Oct 2009 20:19:00 +0000</pubDate>
		<guid isPermaLink="false">http://toucharcade.com/?p=21637#comment-318909</guid>
		<description>Given the shoddy app approval process and generally poor design of the App Store, Flash is going to make the store more brutal than ever... and Apple better double or triple their number of app reviewers or that 14 day avg approval time is going to slip away real fast.</description>
		<content:encoded><![CDATA[<p>Given the shoddy app approval process and generally poor design of the App Store, Flash is going to make the store more brutal than ever... and Apple better double or triple their number of app reviewers or that 14 day avg approval time is going to slip away real fast.</p>
]]></content:encoded>
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