Flash CS6 How Do You Edit A Scene In Landscape Mode? - actionscript-3

I want my game to be played in landscape mode.
However, my app in CS6 is annoying to set down objects because when I'm adding stuff I see everything in Portrait mode, my quesiton is how can I change this so I'm editing/adding in landscape for Flash Professional CS6.

I found a solution. Create a new file, and have it set at the 800x480 landscape template, rather than the default.
There is probably a better way to do it, but this is the one I found.

Related

Adobe Air aspect ratio not working on iPad

So we're using Adobe Air to develop iPad games from Flash for an educational kiosk that we're building. The issue is that some of the games are in portrait mode, and some of them look best in landscape mode. To account for this, we've ordered a swiveling kiosk that users can turn to either orientation depending on the game. All of the games are opened from a central app that we've developed as a "launcher" for them, so they're opened from within that other app instead of from the iOS home screen.
I'm using the "Aspect Ratio" command when publishing the game and setting to portrait or landscape depending on which game it is. I'm also setting the "Auto-Orientation" to false (though I've tried it on true as well and had similar issues). However, the two landscape games are showing up incorrectly as you can see in the image below. How can I force those games to show up properly on the iPad?
Keep auto orientation = false. Create your 'portrait' games on a portrait-oriented stage. Now create your 'landscape' games on that same portrait-oriented stage. Make them at their proper scale, so that they run off the stage. You can use a temporary landscape-stage-sized rectangle, on the lowest layer, to represent a proper landscape-oriented stage that you can compose on top of. When your game is all laid out select all layers and rotate the whole magilla 90-degrees. Presto! You just rotate the Pad to play the landscape games.
You may have to switch 'width' and 'height' references in your code for those games, and also 'x' and 'y' references. If you have many of those some simple matrix math will help with the transposition.

Can CreateJS handle device orientation changes and preserve state?

I'm trying to use CreateJS to export a Flash game to HTML5 and then package the result with PhoneGap for mobile devices. This works fine.
But now I'm trying to handle orientation changes, and I'm not sure how to do this. The Flash scene has a fixed landscape orientation, and CreateJS preserves this. But if I rotate the device, I would either need to re-layout the screen objects or switch to a different screen layout.
Redoing the layout would be hard, because the original scene doesn't do this, and so the emitted CreateJS code doesn't either, and I can't see how to override the massive machine generated code base.
But switching to a different layout seems like it would lose the state of the original screen, and that's no good.
Or is this issue why a lot of games seem to pick a single orientation and don't allow rotation at all?

HTML5 camera input strange behaviour in fullscreen

I´m writing a webapp for an iPad with HTML5, JavaScript and jQuery. My users need to take pictures with the build-in camera. For that reason I am using input type="file". This works great in different browsers (Chrome/Safari Mobile) but the problem is that when I add my app to the homescreen and take a photo in lanscape fullscreen mode- iOS brings up the camera from the wrong side. To be clearer iPad in landscape mode camera slides in from the left side(should be from the bottom). It behaves like it was called from portrait mode and the picture has a dark part on the left side. The camera window automatically changes the orientation - I debugged it - twice (0°/-90°). When I finish taking the picture and return to the app it is displayed in portrait mode, even though holding it on landscape mode. And additionally the screen is somehow locked. Thsi behaviour doesen't occure holding the iPad in portrait mode. Anyone an idea how to solve this strange behaviour? I found that question but no answers...

How to apply landscape mode for Game Center View Controller in iOS6

I am working with COCOS2D game. Now i have updated my game to iOS6. I have seen that Apple has changed Game Center login(authentication) process. So for that i have used handler authenticateWithCompletionHandler and nw my game is crashing.
I have also solved this issue via adding method.
- (NSUInteger)application:(UIApplication*)application supportedInterfaceOrientationsForWindow:(UIWindow*)window
{
return UIInterfaceOrientationMaskAllButUpsideDown;
}
That fixed my crash. But now issue is Game-Center authentication view comes only in portrait mode. As my whole game is in Landscape mode. i want that authentication view in Landscape.
Does anyone provide me any solution for this issue.
Thanks in advance!!!
Currently there is no landscape view for the authentication screen in Game Center for iOS6.
Whether this was an oversight by Apple or deliberate we don't know. Many people are expecting a fix to come with the next release but it is just hearsay at the moment.
All you can do is what you have already done. It is possible to only allow portrait for iOS6 small screen devices as a workaround. Any device running iOS5 and iPads don't have to be in portrait and should function correctly.

Starling game resolution in multiplataform

We're building a game in starling, and we want it to be multiplataform, but we found some problems with resolutions,
we have designed the game for iPad, and we want it to run in samsung galaxy tab 10.1 and iPhone,
The problem we have in SGT 10.1 is that we want to center the content and add an extra background to fix the black tires in the sides, and in iPhone 4, the content is bigger that the screen...
do you know a way to solve it?
Thanks
Here is a link that explains how to develop for multiple resolutions in starling:
http://wiki.starling-framework.org/manual/multi-resolution_development
If your assets were created from vector graphics, and don't want to stretch the result bitmap. or you don't want to include several texture atlases.
There's an open source library that should do the trick: https://github.com/XTDStudios/DMT
This library renders the vector assets according to what you give it, and cache it on the device.
online tutorial: http://goo.gl/6NhQk