is there any way to connect flashdevelop to genymotion or bluestack - actionscript-3

I use native overlay to load swf on starling but touch didnt work in emulator i want to connect flashdevelop to genymotion or bluestack. how can I do?

Make sure yours PATH environment includes path to /SDK/platforms-tools (or wherever your adb program is)
Then open commandline (terminal or cmd.exe), and run following command
adb install YourAppName.APK
This install flash APK to android virtual machine (as any other APK application package)

Related

Cocos - How to create a Mac specific game (not iOS)

I am new to Cocos2d and followed the guide for creating a new game on GameFromScratch.com.
What terminal command do I use to create a system specific game such as for Mac or iOS? I'd rather do this so that I don't create a bloated game folder.
Thanks
To run on mac machine, use
cocos run -p mac. And
to create build for mac, first run command cocos compile -p mac and then go to the directory cocos2d-x/build and open and run the xcode project.
The detailed process is provided here
cocos2d-x readme

how to make executable for mac and ubuntu in libgdx

I've never made a program into an executable for mac or ubuntu , and I've been looking into how to do this for some time now but didn`t got any results. I have been able to build my game for android, ios, windows(.exe) but dont have any idea about mac osx(.app file) or ubuntu (.deb file ).
If you're using eclipse, you could just export as a cross-platform jar (which would then work for mac, linux and windows)
Eclipse makes that really easy: File -> Export ... -> Java -> Runnable Jar File. There may be additional steps required to include assets like your app's images and sounds into this .jar file.
Btw, how did you turn it into a windows exe anyway?

Package Adobe Air to Exe

Using Flash Builder 4.6, I exported an Adobe Air file from my mobile project.
I'm trying to get it packaged into an EXE (that would include the Adobe Air Runtime)
The project was compiled with Air 3.1. I looked online and there are some ADT commands that people recommend using but the problem is that the command throws errors in Air 3.1
If i use air 3.0 ADT:
AIR file at [app path]/app.air could not be converted.
The error was ""
If I use air 3.1 or air 3.2 sdk
SDK is missing file [my path to air]\lib\nai\bin\naip.exe
I'm running
java -jar [path to air]\lib\adt.jar" -package -target native app.dmg app.air
I've also tried
java -jar [path to air]\lib\adt.jar" -package -target native app.exe app.air
I've also looked into projects like this one: http://bishoponvsto.wordpress.com/2010/02/23/adobe-air-2beta-2-to-exe-packaging-air-app-in-windows-executable/ , but it is for Air 2.0.
Any ideas? Apparently there is an integrated Flash Builder 4.6 tool, but for some reason the option under export release doesn't exist for mobile projects - strange...
Why do you want to do this? Air files -- when exported for a specific platform -- are executables.
If you are looking for an "installer" that will create directories, run the Air installation, and move auxiliary files to specific locations (docs, icons, etc.), then try Inno Setup.
EDIT:
The code you provided works for me to create a Windows EXE. But it seems a bit unecessary . . . why not just export the EXE file from Flash Builder ("Export Release Build" button in the top toolbar)? If you can't or won't, then here are some suggestions:
I am using Java version 1.6.0_29. Make sure your Java is not only up to date, but that you are actually calling the correct version (java -version).
Check the JAR directory text carefully .
Check that you are actually calling to the right Air version.
Make sure that the quotation marks are on both sides of the JAR path.
You should be able to do a "Export Release Build" (though I am using FB 4.5). Instead of selecting "Export as: Signed packages for each target platform", select "Export as: Signed AIR packages for installation on the desktop". (You may have to create a certificate, but you can create one through this export feature, too.)
(If you happen to be able to use the Flash IDE, the exported Air file has to support both "Desktop" and "Extended Desktop".)
Hopefully, this will allow you to both produce an Air program that can be converted to EXE, and actually convert it using the command line.
I know this question is a little old, but a co-worker just ran into the same error message using the command line tools and FlashDevelop. It turns out that he was accidentally packaging some source files into the .air package, an extra copy of the app descriptor and one of the swc's was getting packaged in the .air file. I removed those and repackaged the .air file, then used this command:
adt.bat -package -target bundle kiosk kiosk.air
This successfully created a captive runtime exe. Of course there's no need to create a .air file first, you can package right to native or captive runtime, but since my co-worker was creating .air files I did it that way too just to be sure it would work.

Adbe Air run time detection

I have created an adobe air application. When I copy the release build (.air application) to a pc that is not installed AIR, it shows the application with "Open With" command. Is there anyway that I can show users to install air run time if they haven't installed it before installing myapplication?
If you distribute your app via websie, you can add a badge there, if a user don't have AIR on his computer, he will be promted to install it. Take a closer look here

Run AIR app without AIR runtime files

I've made an AIR app with Flash Builder 4. Works great but I want to run the app without installing it. So..... when I install the app, I copy the files from program files and paste it on a CD and give it to somebody. He runs it on another computer without AIR runtime with as result that it doesn't work.
How can I bypass this? Like some launcher/setup that installs AIR runtime for the client if it aint installed. If it is installed, run the AIR app.
Thanks.
Creating an AIR Badge would be a good option.
The idea is you pass a link to the client, the AIR Badge check if
AIR is installed. If it is, installs your app, otherwise installs AIR
first.
There's a pretty good AIR Badger tutorial on the Adobe Developer Connection site. AIR Badger is an AIR App Grant Skinner wrote to make the setup easier.
Also check out the new AIR Launchpad, which is another AIR app that helps you get started with all sort of AIR related functions, including install badge.
Unfortunately the AIR Badger works online.
You cannot bypass AIR install. Maybe have a third party utility(batch script/etc.) that looks for air related files/.air filetype associations and based on that launches an AIR installer you supply on CD or the app itself.
On osx you have the mdls command that displays information about a file. You could check for kMDItemKind:
mdls -name kMDItemKind /path/to/yourApp.air
If it prints "com.adobe.air.InstallerPackage", then air should be installed, otherwise it will just print "Document".
There should be something similar for windows command prompt that checks registry file type associations.
After you've done that check, install AIR first or just the app, depending on the result.
HTH