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Creating a file in Device Central

From: Flash Professional CS5: Creating a Simple Game for Android Devices

Video: Creating a file in Device Central

Let's start off by creating our very first Flash file. Now, I am going to be going to be using Adobe Flash CS5 throughout this course, but I'm actually not going to start there. I'm actually going to create a file using Adobe Device Central CS5. Okay, so with Device Central CS5, it allows me to sort of create my very first file, add content to it, and then I can test that content to see how it looks and interacts back in Device Central.

Creating a file in Device Central

Let's start off by creating our very first Flash file. Now, I am going to be going to be using Adobe Flash CS5 throughout this course, but I'm actually not going to start there. I'm actually going to create a file using Adobe Device Central CS5. Okay, so with Device Central CS5, it allows me to sort of create my very first file, add content to it, and then I can test that content to see how it looks and interacts back in Device Central.

But again, I am going to use this as my starting point, so I am just going to go ahead and launch Device Central. Now, the first thing I am going to do is I am going to browse the various devices. So, as you'll notice, this is a great place to kind of peruse all the various devices out there. You can see the different display sizes, the creator, Flash content. This is Flash in the browser. Or you can just view by name. But what I want to do is I want to search for all the Droid devices, so I am just going to go ahead and type in Droid and that brings up all of these Droid devices.

So I am going to just select by holding down the Command key, or Ctrl key if you're on a PC. I'm selecting these three, because really these three devices--the Droid Incredible, the Droid 2 and the Droid X-- are the three devices that I want to test on. So I am going to take those three and just click and drag them over into the Test Devices folder off to the side. Okay, just like that. Notice I can check out any of the specifics of each device just by selecting it, and it gives me the color depth, all sorts of things, right in here, or I can select it on the side as well.

So if I go to the Droid 2, I can see that its display size is 854 x 480, and I'm given all the other details. But as you'll notice, the display size is pretty similar across these devices. So I am just going to start by selecting the Droid 2 and from this profile, I am going to go ahead and create--that's in the upper right-hand corner--a Flash file based on the Droid 2 specs.

Before I click Create, I need to make sure I set to full screen, okay, so that's going to make sure my document is the full screen of the device as well. It's the same size, which is going to be 854 x 480. I'll click Create. So that ensures that your document is the correct size. As I look in the Properties panel, 854 x 480, I can see the stage color as well. Okay, so I am just going to ahead and draw a quick rectangle with the Rectangle tool, and this is basically just a throwaway file, so don't worry about the color or anything else, because all I want to do is just draw a quick graphic, go to Control, and then test it back in Device Central.

So, again, the creation of your graphics, everything you need to do, and then you can test it back in Device Central, just like that. You will get this gray bar sometimes, and in order to get rid of that, go to the Display panel and make sure this is set to Fullscreen, because what's going on here is Device Central thinks you want to see this in a browser, so it's accounting for the browser bar. So it's set to Fullscreen. There is my content. I can see how that looks, and I actually can do more interaction, which we'll cover later.

So that's a quick preview of how to make a profile, as well as--based on that profile--make a quick Flash file and then test out your graphics. Now if I go back into Flash, here's a file that I already have created. So if you could imagine I've created all of these graphics, I want to test these actual graphics out on the device. I can go to Control > Test Movie, again in Device Central. That's what I've been using. I can go to Test, and there's the graphics.

So again, this one has some animation. I can see the graphics. Everything looks pretty good. I can make sure this is set to Fullscreen, but let's take this a step farther because using the Display panel, I want to change the Reflections to, say for instance, Indoor to see how the graphics hold up. Okay. So, so far so good. We get a little bit of a reflection. Outdoor. You can start to stimulate these different environments. And then what you want to do is adjust your graphics accordingly, okay.

Same thing for, say for instance, Screen mode; I can change it from landscape to portrait and see what that looks like there. Notice how the content shifts, but this simulates how the content would look if they change the Screen mode, basically the orientation. Not only that, I did say I wanted to see how this looks on other devices. Well, I can always select this Motorola Droid X. I double-click on that. I can see that, and I can also change it to landscape and there's the Droid X with the graphics, and I can change the Reflections back to None.

So again, Device Central gives you the ability to not only create your first file, but it enables you to view those graphics not only on the, say for instance, the profile that you've created the file on originally, but on different devices as well. So this is a great starting point for making your first Flash file.

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This video is part of

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  1. 1m 48s
    1. Welcome
      1m 0s
    2. Using the exercise files
      48s
  2. 7m 16s
    1. Understanding the user
      4m 2s
    2. Flash content on Android devices
      3m 14s
  3. 17m 28s
    1. Reviewing the game
      1m 50s
    2. Creating a file in Device Central
      5m 39s
    3. Reviewing the game structure
      8m 23s
    4. Adding code snippets
      1m 36s
  4. 36m 13s
    1. Animating the intro screen
      8m 13s
    2. Moving the player
      8m 13s
    3. Adding enemies
      6m 49s
    4. Adding movement
      4m 16s
    5. Adding chance and randomness
      8m 42s
  5. 34m 30s
    1. Adding lasers
      8m 14s
    2. Detecting collisions
      7m 57s
    3. Adding explosions
      6m 26s
    4. Removing assets from the stage
      8m 50s
    5. Adding audio
      3m 3s
  6. 33m 12s
    1. Adding scoring and levels
      7m 41s
    2. Subtracting lives and ending the game
      4m 26s
    3. Creating a results screen
      5m 8s
    4. Displaying the score
      6m 57s
    5. Saving and loading game results
      9m 0s
  7. 17m 14s
    1. Detecting movement with the Accelerometer
      6m 39s
    2. Using the swipe gesture
      4m 42s
    3. Using hardware keys
      5m 53s
  8. 23m 18s
    1. Handling exits and idle mode
      3m 31s
    2. Handling activation and deactivation
      6m 14s
    3. Optimizing graphics
      7m 14s
    4. Optimizing ActionScript
      6m 19s
  9. 34m 41s
    1. Creating the application files
      8m 23s
    2. Creating the app (Mac)
      5m 5s
    3. Creating the app (PC)
      7m 19s
    4. Publishing to an Android device (Mac)
      7m 7s
    5. Publishing to an Android device (PC)
      6m 47s
  10. 8m 56s
    1. Uploading to the Android market
      7m 7s
    2. Downloading from the Android market
      1m 49s
  11. 1m 22s
    1. Next steps
      1m 22s

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