Starling?

Does anyone have the demos Starling or apps working?

By experiencing the problems alpha device running.

Unfortunately, RIM has decided to delay support Stage3D and other new technologies AS3 (for example workers/threads) at a later, unspecified date, but after lance BB10. That's why Starling and other managers who rely on Stage3D not usable at the moment. More info in the road map under "Update running"

Tags: BlackBerry Developers

Similar Questions

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  • src\starling\textures\ConcreteRectangleTexture.as, line 49 1046: Type was not found or is not a compilation constant: RectangleTexture.

    Framework of Starling showing this error in flash professional cs6

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    {

    import flash.display.Sprite;

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  • Flash website using the conversion (Greensock/Starling/Away3D libraries) to HTML5. Is there an efficient workflow for this kind of mass conversion?

    Hello!

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  • Starling and Flash Professional

    Hello

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  • Starling feathers Lee Brimelow tut

    Hi guys

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    tut.gif

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    See you soon

    I have not watched the tutorial so I don't know if this has already been mentioned in it, but take a look at the warning in red at the bottom of this page, what could the problem you see:

    http://wiki.Starling-framework.org/feathers/Flash-Pro

    Ability to Flash Professional to properly simulate devices on AIR is limited compared to other development environments. Simulator AIR of Flash Professional provides not only the good screen DPI/PPP for the mobile device that simulates it. The value of Capabilities.screenDPI is used by themes of feathers to the skins of scale to a physical size appropriate for each device. In order to use the features of themes of feathers DPI scaling, you'll need start ADL in the AIR SDK on the command-line or test on a real device. For more details, see why feathers component skins and sizes of fonts appear very small? in the FAQ of feathers.

  • Starling and Flash CS5.5

    This question weighs more on the side flash that I try that it works with Flash CS 5.5. and installed the extension update for flash may publish in the reader to version 11. I have all the libraries and files referenced properly, however when I play in the browser, Internet explorer 8 with flash player 11.6, nothing appears. I did some research which highlights the fact that it should work. Also, I get a compilation error:

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    You will have a better chance to find a solution on the forums of the Starling

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  • Black background in native elements to display list bunk with Starling

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    Hello, I just find the culprit of this annoying bug.

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  • Starling - start several times, workflow?

    Hey all,.

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    Edit:

    I graduated there with a problem of github and it was found that a bug and fixed:

    https://github.com/PrimaryFeather/Starling-framework/issues/195

    Hope that helps someone.

  • Help with Starling for flash cs6

    Hey guys, I posted here a bit lately, sorry.

    I am at a loss for the tutorials of the Starling for Flash CS6 framework.

    There are a lot of tutorials out there for Flash Builder, but not for CS. (Hsharma was interesting and helped me to understand, but I'm having a lot of bad transfer these turorials for Flash CS6..)

    My main problem, I really want to do with Starling is use a sprite sheet to create the animation of a small loop and move it around the screen.

    I think if I understood that in Flash CS6, everything else would be put in place. In fact, I do not understand how to access assets such as sprite sheets in my library of flash games and turn them into sprites on stage with as3/starling. (I understand how to export the actual sprite sheet / data simply do not set-up accompaniment)

    Thank you very much

    Mark D

    Hello

    Here's the blog you were looking for, http://blogs.adobe.com/flashpro/2012/07/12/spritesheet-flashpro-starling/

    Let me know if you have any other questions.

    Kind regards

    Suhas Yan

  • Starling work Flash CS6 framework

    Hey guys I have recently updated for flash cs6 to improve the performance of my IOS game.

    Basically, I have a problem, I don't know how to set up a project with the framework of Starling.

    The only tutorials I've met are for Flash Builder 4.6 and other. (I don't want to use anything other than Flash CS6)

    I basically just want to take advantage of sprite sheets to improve the performance of my game.

    Thank you guys!

    Edit: Sorry all too, don't know if it's important, but it's for an IOS app.

    Hello

    Here's how set you the framework for Flash Professional CS6 Starling:

    1. If you haven't already done so, download and unzip Starling (at a location that is accessible on your system) of http://gamua.com/starling/.
    2. Launch Flash Professional CS6.
    3. In Flash Professional CS6, go to file > Settings ActionScript... > click the Library Path tab in the Advanced ActionScript 3.0 settings dialog box.
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    Please let me know if you have any other questions.

    Kind regards

    Suhas Yan

  • Starling of null object reference

    This function is called in a loop for to create 4 buttons... Select the right image and display it.

    Problem is I get a null object reference in addChild line...

    I use Starling and I don't know how to get rid of this error. Can you help me?

    private void newButton(i:int):void

    {

    var newBtn:_menuButton = new _menuButton();

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    menuGroup [i] = newBtn;

    addChild (newBtn as DisplayObject); starling.display.DisplayObject

    newBtn.addEventListener (TouchEvent.TOUCH, Notecard, false, 0, true);

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    Also the code Starling:

    public void addChild(child:DisplayObject):void

    {

    addChildAt (child, numChildren);

    }

    / * Adds a child to the container at a certain index. */

    public void addChildAt(child:DisplayObject,_index:int):void

    {

    If (index > = 0 & & index < = numChildren)

    {

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    mChildren.splice (index, 0, children);

    child.setParent (this);

    child.dispatchEvent (new Event (Event.ADDED, true));

    If child.dispatchEventOnChildren (stage) (new Event (Event.ADDED_TO_STAGE));

    }

    on the other

    {

    throw new RangeError ("invalid child index");

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    }

    Nevermind, this question makes no sense...

  • Stage3d/Starling/ND2D FLA hybrid framescript possible?

    LS,

    I need a few questions answered here before that I dare not consider porting/integration stage3d with nd2d or Starling or something else in my application.
    I'm between a rock and a hard place and any help will be greatly appreciated.

    I have an application with 2 images containing a quantity of code humungus.
    I fear having to redo all the style of OBJECT-oriented programming and/but I'm looking for some recent performance enhancements.
    All the gfx to stage3d the porting seems a good plan.

    Q: can I add a mainclass name to my .fla and incorporate all of the stage3d code in this main class so it will become generally available in my framescript.

    CPU will do so only gfx AI movement and control.

    Q: or is anyway to do this with stage3d. But still access the native displaystuff to my hud, menus and more.


    Q: it works like a window under the native stage? I can always create an ol'skool hud with the text of the partition and other things?

    Reason:
    Lines of code now exceed 6000. terrible yes I know, but its extremely optimized for speed.
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    As soon as a large number of NPCS to appear in view at the same time start displaylistgfx compete with the AImodule for CPU-cycles it slows down just too.

    I've tweaked to try to balance it.
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    -Player and scroll are smooth but NPC is doubtful and HAVE low

    -All scrolls smoothly, NPC is smart and quick, but they take so much time my touch interface is so bad its almost a game turn.

    Outsource all the gfx on the GPU seems to be my only option now for the last tweak to speed I need.

    Please advice,

    Concerning the highest

    Mac

    If you place the code in an .as file, it is substantially similar to simply put javascript in a .js file, etc.. It's just put the code in another file, and then import it.

    for example SomeClass.as:

    package {}

    import flash.display.Sprite;

    extend any DisplayObject instance to access the scene

    SerializableAttribute public class test extends Sprite {}

    public void SomeClass()}

    any initialization code here, if necessary

    }

    make a service more accessible to your script in frame

    public void SomeFunction (): String {}

    return "Hello World!";

    }

    }

    }

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    var someReference:SomeClass = new SomeClass();

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    trace (someReference.someFunction ()); traces of Hello World!

    Nothing much to it. Separating the code can help a lot, especially for debugging. Heck, I wouldn't even dare want to see what scrolling is in this framework script haha.

    As long as you extend a DisplayObject class (as I extended the Sprite, but you also have to extend MovieClip) then it will have access to the scene. So, you have access to Stage3D.

    As your optimizations, I am sure that you are using a sprite technique with your game. Which means not real 3d 'real '. If yes then Starling (the frame 2d that uses Stage3D for speed) is your best option. However, it is extremely simple. It strives to be a little similar to the concept of display list, but you will have to learn the differences.

    In the end, the CPU is considerably limited compared to the GPU when it comes to this kind of work. Unloading to the GPU is a good idea. But the road in front of you is a little long, full to learn about sprite sheets and a GPU framework.

    A simple trick that can increase performance from the start is to ensure that all items in your library extend the Sprite class. This means that when you open the properties for one of your display objects (enemies and all the graphics on the screen), if they have not a timeline to animate , then in the entry where it is said what class they should extend, change of flash.display.MovieClip at flash.display. Sprite and you can see a performance bump. Once again, only for elements that do not have the chronology, as dynamic elements of hud, upgrade only via code, etc.

  • spritesheet 2d stage3d/starling control, how? or conversion to apply 2d to use stage3d

    LS,

    Look in my environment stage3d porting 2d game.

    The ol' ' approach works fine until a lot of things begins to appear on the screen at the same time.

    At this point, I think it is the displaylist that starts to block them or seriously to attract resources.

    So... stage3d then.

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    I can't find "Advanced" sprite control methods

    In my old im App using MC "gotoandplay s and use to direct them to the current position of the market and/or a deathsequence and others.

    In Starling I can spritesheet em, then juggle em, em of start and stop 'em. But not specifically target any image that I want it to be.

    shaks!

    If I could strip 'em apart to void sequence spritesheets i.e: walking, running, taking, die, throw.

    then add and remove/replace em from the scene as soon as a change occurs.

    What is the way to do it?

    IM, fearing that this will cancel the stage3d speed improvements.

    All this beeing seriously disconcerting if it leads to nothing, I seriously hope someone can enlighten me on this.

    Who is extreme

    Mac

    For all with the same question.

    I think that it will be explained here

    http://www.Adobe.com/devnet/flashplayer/articles/creating-whack-with-Starling.html

  • Starling for mobile content framework

    Hi guys.

    Just been checking the new framwwork to harness the power of the GPU via stage3D.

    I was wondering if anyone of you guys know of any great tutorials or are still free "comp" a few things.

    Seem to be a few people out there. I want to say wise NOT only your run of the mill programmer games that don't really know how to make games.

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