Match Mee Treasure Room Update

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. From […]

Match Mee for iOS Released

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 the […]

Starling Bubbles

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 on […]

AIR for iOS Optimizations

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 leave […]

Doppelgänger iPad Experiment

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 for […]

Machinarium for iPad 2

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 in-browser […]

Building iOS Apps with Flash’s Help

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 to […]

Building an iPhone App Using Flash

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 all […]

Flash Apps? There’s a Phone for That.

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 believe […]

iPhone Packager: Smooth Scrolling

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 prototype […]