[Flashcoders] Publishing / Packaging for Mobile - Command Line Workflow

2012-03-16 Thread Jeremy Hicks
Hello,

I am working in Flash CS5.5 and have been publishing to Android and iPhone 
using the IDE. I have recently ventured into using the command line adt to make 
use of the latest Air SDK.

My question is, when you use adt to compile you have to pass in the name of the 
SWF file that has already been published. What is the best way to publish that 
swf that will ultimately be compiled into Air 3.1 (or 3.2) using the latest 
APIs? When I publish to Flash 11 with anything that has NativeApplication or 
other specific Air or device libraries it will not compile.

I am no stranger to the technique of modifying the xml files and overlaying new 
Air SDK within the Flash application's folder structure. I am just unsure of 
the exact workflow to put in place.


Thanks for any input,

Jeremy Hicks
Slaphost Games
___
Flashcoders mailing list
Flashcoders@chattyfig.figleaf.com
http://chattyfig.figleaf.com/mailman/listinfo/flashcoders


Re: [Flashcoders] Publishing / Packaging for Mobile - Command Line Workflow

2012-03-16 Thread Kevin Newman
You can add Android SDKs in such a way that you can compile and test - 
the full monty from Flash CS5.5:


http://swfhead.com/blog/?p=1378

The same trick doesn't work for iOS unfortunately, you'll have to 
overwrite your main AIR SDK to update iOS.


Once you have that done, a regular test movie or publish will get you a 
swf you can build with the command line tools. You may need to add the 
-swf-version=15 switch though - AIR 3.1 is swf version 13 or 15 I think.


http://blogs.adobe.com/cantrell/archives/2011/08/how-to-use-the-air-3-beta-sdk.html

Kevin N.


___
Flashcoders mailing list
Flashcoders@chattyfig.figleaf.com
http://chattyfig.figleaf.com/mailman/listinfo/flashcoders