- Effect editor with live preview.
- Loader/playback library, that makes simulation integration easy.
- Super fast Starling renderer: 1100+ particles on an iPhone 4S/iPad 2 @60FPS, 15000+ particles @60FPS on a good PC.
- Flash DisplayObject renderer for the ones who don’t use Stage3D/Starling.
- You can define an arbitrary emitter area and the emitter movement can be animated.
- Simulations can be started from a saved state.
- 15+ different forces/actions that can affect the particles during their lifetime.
- Particles can be animated.
- Blend modes, bursting emitters, multiple emitters…
- Very easy to extend: Just extend a class to define a new action.
- Particles can be modified via code dynamically when the simulation is running.
- Open source and free (Apache license).
Current binaries are compiled against Starling 1.6.0. I have tested it with 1.5.1 and it works fine; should work with earlier versions too since it uses one class to interact with Starling.
Someone has forked my particle engine, Stardust, and made an extension for Starling. Sweet :) http://t.co/UtlbWlOIM0— Allen Chou (@TheAllenChou)January 20, 2015
Meet clumsy Santa who lost all gifts while speeding on a highway just before the Christmas Eve. Help him collect all the missing stuff, but be careful, the power of his magic sleigh is runnig low. Refuel and get points by picking the right presents and avoid collecting twigs.
Stick and Play is a first intuitive creator of branded Facebook games that you can play in News Feed. Your own games, fully customised and adjusted to your and your client’s needs, engage audience in a new, unheard-of way. The technology applied by Stick and Play will enable sharing your branded games everywhere on Facebook, from News feed and comments section, through personal and friend’s timeline, to wide-range media in the Web. Maintain full control over the running campaign, keep track of your game, players’ scores and the amounts of shares your brand is getting, thanks to our intuitive and user-friendly panel.
Native Camera Tutorials
In this 8-part tutorial you’ll see how to connect to the iOS camera in Objective-C, capture frames from it and display live feed in your AIR app.
- Camera Tutorial: introduction
- Part 1: Create a test app - 15-20 minutes
- Part 2: Set up the Xcode project - 8-10 minutes
- Part 3: Set up the AIR Library - 8-10 minutes
- Part 4: Connect to the camera in Objective-C - 15-20 minutes
- Part 5: Start the camera from ActionScript - 5-6 minutes
- Part 6: Grab frames from iOS camera - 15-20 minutes
- Part 6A: Fake triple buffering - 5-7 minutes, optional
- Part 7: Pass video frames to ActionScript - 15-20 minutes
- Part 8: Stop the camera - 6-7 minutes
Adobe AIR apps: AutoMinify
This application allow you to join and minify multiples JS and CSS files on the fly. Also is possible activate the auto minify option that allow you don’t worry about realize this task each time, the application will detect when you update a file and will regenerate the minify files automatically.
Adobe AIR Native Extensions round-up:
It’s hard to believe, but it’s July already! So far, 2015 has been an extremely busy year for our little bird, so it’s high time to release a new stable version. After all, you ought to be able to make use of all the features and improvements that found their way into the repository since the last release!
I’m proud to report that version 1.7 is ready to download — and, in all modesty, I think it turned out pretty well. But that’s for you to decide!
As a long time Starling user, you know the drill: below you’ll find an in-detail look at the major changes & additions that come with this release. I hope you like the new tricks Starling has learned!
— Gamua (@gamua)July 2, 2015
— Cosmin Dolha (@CosminDolha)July 3, 2015