Creating a cross platform runtime AIR app - actionscript-3

I am compiling an AIR application from Animate CC (mac version) with runtime embedded. No issues on the mac, but when i transfer the app file to a PC (running windows obviously), the app icon displays as a folder instead, and there is nothing within this folder that I can click on to run the app.
I was under the impression that Adobe AIR is cross platform compatible, so am I doing something wrong when compiling, or do I have to compile on a PC to create a runtime embedded app that will run on Windows?

It's impossible to launch Mac app on Windows. Because embed runtimes are different for Win/Mac. Here you can get some more info https://superuser.com/questions/56739/executable-files-in-mac-os-x-vs-windows.
So you either build 'Mac projector' and run it on Mac or 'Windows projector' to run on Windows (you can change this option in File -> Publish Settings). Tick both options and you'll be able to run it on Win and Mac.
One more option is to build AIR app - but it will require AIR runtime installed.

You're correct that Adobe AIR is cross platform compatible, but publishing from a Mac doesn't give you a Windows-runnable app, nor does publishing from Windows give you a Mac-runnable app.
You'll need to compile on a PC to get a Windows-runnable .exe

Related

Is there any modern way to do games with ActionScript?

I know it is possible to develop games with ActionScript. My question is:
Is there any way to generate a game like "Unity" does, with Adobe tools, without ask the user to install 3rd party plugins (Flash Player, Adobe Air)?
I would like to do a game with ActionScript, for mobile platforms, without the inconvenience of installing third party plugins. Is it possible?
How are made games like Clash Royale?
Appreciate.
You can export your Adobe AIR projects as standalone executable files, for example:
For Android you can export your app with the Captive Runtime, it will generate an APK ready to install. This APK won't require Adobe AIR installed on the user's device.
For iOS, AIR always exports the IPA with Captive Runtime, you don't have to worry about this platform.
For Windows, you can export an .exe file (only when you are using the AIR SDK for Windows).
For OSX, you can export an .app file or a .dmg file (only when you are using the AIR SDK for OSX).
If you want to export for all 4 platforms I recommend to code and design on a Mac, so you can export the .app/.dmg, .apk and .ipa binaries, and use a VM or a cheap Windows computer for compiling your .exe file.

Publish AIR app including NativeProcess to .exe through Flash Pro

I'm trying to publish an AIR app to an .exe file from Flash Pro. My app includes the use of NativeProcess which means that my manifest file cannot include Desktop as a supported device and must include ExtendedDesktop. In the AIR settings I'm publishing as Windows installer.
I've tried publishing with Extended Desktop and Desktop selected, vice versa and both combinations but it seems to give me an error with NativeProcess which I don't get during testing, only when running the .exe file.
Any ideas?
I've managed to fix this issue myself. It seems that I needed to add ffmpeg.exe to the included files to be packaged with the app itself.

AIR SDK: want to move flash cs6 app to RCT6378W2 RCA tablet

I'm trying to move an app created in flash professional cs6 to my 7" RCA tablet (serial number:RCT6378W2), but when I try to publish it, flash doesn't register the device as connected at all. The device is connected to my PC running windows 7 64 bit via USB to mini-USB. The device shows up in the computer panel as if it is connected. I have USB debugging activated on the device, I have the android SDK as well just to be sure I'm running the appropriate drivers to make up for the lack of drivers built into the RCA tablets for USB. The device runs android version 4.2.2 with jelly bean. I've already created the APK file through FLASH from the SWF. So, after all that I've been trying to bypass publishing and simply use the AIR SDK to download the app to the device using ADT commands and arguments.
adt -installApp -platform android -device RCT6378W2 -package C:\users\me\Desktop\FILE.apk
the command line returns either one of the following errors:
invalid argument
invalid device
To be clear, flash won't recognize the device when publishing. I've entered all of the appropriate info in the publishing settings, created a certificate, I even have the APK file ready to go saved on my desktop.
Does anyone have any experience with this situation, is the tablet simply not able to handle what I'm asking? Am I approaching this the wrong way? Any thoughts at all are appreciated.
Running adb with the 'devices' keyword and NOT getting any devices listed should tell you that you DON'T have a suitable USB driver installed.
Try the 'universal' driver found here:
http://download.clockworkmod.com/test/UniversalAdbDriverSetup6.msi
Restart your computer for good luck and then run adb again. Make sure that your tablet is connected to your PC and tat your cable is good. When your device is finally recognized by adb you can then see if you still have a publishing problem.

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