Tweet Just thought I’d let you guys know that we released an update to Match Mee with a bundle of new features and bug fixes. The major addition was a treasure room allowing the player to see their collected Idols. It’s something people had been asking for so we were more than happy to oblige. [...]
Tweet At WeeWorld we just released our latest iOS game, Match Mee, and I’m delighted to announce it’s our first app written using Adobe AIR. This is quite a departure for us as previously we’ve exclusively written native apps. However, given the continual improvements to the AIR SDK and the fact that Match Mee required [...]
Tweet If you’ve been working your way through my book then you may find the content in the following video familiar. As part of a series of articles I’m writing for Flash & Flex Developer’s Magazine, I decided to revisit the underwater bubbles scene from my Flash iOS Apps Cookbook. However, whereas the cookbook focusses [...]
Tweet I thought I’d follow-up my original post about Doppelgänger, and take some time to detail its implementation from a rendering perspective. There’s a lot that can be done to ensure your AIR for iOS apps hit their target frame rate, but these optimizations aren’t always obvious. I’ll also mention a few common pitfalls that [...]
Tweet While we primarily develop our iOS apps at WeeWorld using Objective-C, we are open to alternative technologies. Here’s a little iPad game we put together as part of our evaluation of Adobe AIR. Doppelgänger is a port of a Flash-based browser game we released on WeeWorld last year and seemed like a natural fit [...]
Tweet Here’s by far the most beautiful AIR for iOS game to date. Machinarium, the award-winning, point-and-click adventure is now available for iPad 2 and managed to grab the #1 spot for all paid categories in the US after just one day! Many of you will recognised Machinarium as it started life as a Flash [...]
Tweet We recently released, Cweeture Jump, our first in-house iPhone game. Although we rely heavily on Flash at WeeWorld, Cweeture Jump was actually written natively using Objective C for a number of reasons. Interestingly though this didn’t mean that Flash was entirely removed from the equation as our art team opted to continue using it [...]
Tweet I popped into my local newsagents and noticed a rather interesting issue of Computer Arts Projects. Almost a third of the magazine has been given over to an extended project detailing how the all-new Computer Arts app for iPhone and iPad, called Visualator, was built using Flash Professional CS5. The magazine takes you through [...]
Tweet No this isn’t another newspaper ad by the guys at Motorola. Apple has just done a complete U-Turn and are now allowing Flash apps back onto the App Store after having relaxed their app-developer restrictions. I suspect Adobe are running around right now trying to get the iPhone Packager team back together again. I [...]
Tweet Just thought I’d share a video of an iPhone app that I considered developing using Flash Professional CS5′s iPhone Packager. Of course I won’t be able to publish it to the App Store due to changes in Apple’s developer agreement but I still thought it would be interested to throw together a very rough [...]



