Summary of iOS game development by air

Source: Internet
Author: User

1. Use bitmap as much as possible. If it is a solid block, you can use a vector.
2. It is best to load resources and materials externally, especially the skin, so as to dynamically update the skin.
3. The mask is not efficient. If you need to use it, you 'd better load the image first. In mobile devices, loading of external resources consumes a lot and can load most of the resources at the beginning of the game.
4. font is the key. It is best to select the font of the device instead of embedding the font. Embedded fonts may cause problems and are very inefficient, especially on ipad3 and Low-definition devices. If you do not know the font, you can use the 91 software on the IOS host of "yuyue Prison" to complete the font.
5. The game only uses things once, which can be loaded when used, and then unloaded after use. You can do this if you are rewarded every day.
6. After packaging with air3.2, the device crash will appear. No problem with air3.1 and 3.3. However, there is a small problem with 3.1, and the ipad3 loading image will be skewed, but the problem is not big.
7. If the requirements on the image are not very high, you can only make two sets of UIS. One set is the iPhone size and the other is the ipad2 size. If it is a low-definition device, you can double the ihpone size, if ipad3 is used, the size of ipad2 is doubled.
8. It is best to control the game process and UI animation with two different enterframes. In this way, you can pause the game process in some large UI pop-up windows.
9. for iOS games, try to test the game with itouch. If you can run well on the itouch, the problems with the iPhone and iPad are not serious.
10. If you do not need a mouse operation, set mouseenabled to false. If its sub-objects do not need a mouse event, set mousechildren to false.
11. If the requirement on the accuracy of finger touch is not very high, only the mouseevent event can be used. One is convenient for testing, and the other is less CPU consumption.
13. If you want to store local files and data, you need to store the data under file. applicationstoragedirectory. For device compatibility purposes, and for software updates like this, the data is still there.
14. If you develop a game, you must use the native as project. The pure as project is much more efficient than the flex project.
15. perform real-machine tests as early as possible to detect problems faster.

16. Now flash builder4.6 and later versions can easily package IPA without the need for ADT command lines.

From: http://bbs.9ria.com/thread-131882-1-1.html

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