Adobe promises console quality games on iOS with new Air 3

Adobe has announced version 3 of its Air cross-platform development runtime is out now, and the company says it will allow developers to use Flash, Actionscript, JavaScript, and other technologies to create what are essentially console-quality 2D and 3D games for the web, and even iOS. While Flash doesn't yet work on iOS, Adobe Air works on iOS, Mac, Windows, and a few other compatible platforms.
The new version of the development kit, in addition with Flash 11, will be able to build out some pretty good-looking games, and run rather powerful applications. I use TweetDeck on my Mac, which is built with Adobe Air, and even the popular iPad game Machinarium was created with the Air technology.
Traditionalists may scoff (and, of course, the reason Flash isn't on the iPad or iPhone is because performance still isn't where it needs to be), but truthfully, the more options developers have for making great apps on Apple's platform, the better for us users.
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Adobe has announced version 3 of its Air cross-platform development runtime is out now, and the company says it will allow developers...
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This is what Adobe has to nail if they want to stay relevant, a successful cross-platform development system that can ignore the Flash Player plug-in if needed. If they can do it better then various start ups then they may yet survive in the long terms.
September 22 2011 at 3:10 PM Report abuse Permalink +1 rate up rate down ReplySo Adobe creates a way for more developers to create IOS apps, and people complain about the speed. Valid complaint, so Adobe announces that the next version will be dramatically faster, and people complain about.. the existing version being slow. I respectfully submit that if you just are going to hate everything Flash, you may want to stop chiming in on specific issues like this.
Enabling more developers to create apps is a good thing. Will some bad developers make bad apps with this? Of course, just like bad developers make bad Objective C Apps. Simply working in a native environment does not help people make content beautiful, engaging, or fun to play.
If you really think that Flash cannot be used to create a great game, please take a look at http://www.zombietycoon.com/MolehillTechDemo.html, which is made for the next version of Flash. You'll need to install a beta Flash player, but this demo shows Flash done right.
"The more options developers have for making great apps on Apple's platform, the better for us users."
First off, my experience with applications developed with Air makes me pretty suspicious of the claim that it is an option for developing great apps. Seems like it is an option for developing lowest common denominator, write-once, run-nowhere-well applications. I worked at a place were we had to use an Air application. If Air hadn't been around, I wouldn't have had to use that inferior application, so even if great applications can be developed on Air, crap ones can too, and having crappy apps doesn't improve my life as a user.
Secondly, I'm doubt your claim that having more options (even if you can produce great apps with them) is better for users. That's one of those things that people say just because they sound good or conform to their preconceived biases. It's thrown out here at the end of the article as if it were true, but there isn't any evidence for it and plenty against it.
If more options were always better, then Apple would need to reconsider their product strategy, which is distinctly based around the notion that fewer options are better. Maybe more options dilutes the effort and expertise available on the platform, making for overall worse games. Maybe the paradox of choice causes some developers who could produce great app, to get stuck and never do anything. Maybe the presence of choice dilutes the quality of the training available to developers. Maybe the great apps developed with these options differ in their user interface is ways that leave users perpetually confused about how to perform basic actions. Maybe great applications can developed on Air but most are total dreck. The presence of so much dreck in the marketplace lowers consumer expectations making for lesser quality overall.
I'm glad lookitsron thinks this is a compelling argument that he loves. I'm dubious.
Well said. Consider this - I believe the makers of Machinarium previously created Flash games for the browser. Then they see an opportunity with the iPad as a platform they'd like to target for their games. They already have a lot of experience with ActionScript and Flash so they use that as their means to making it to the iPad. Mind you, I don't exactly know what hurdles they faced developing, but seems that they would save time by going with tech they already know. Who knows if we users would have had the chance to play Machinarium on iOS if the developers hadn't found the port easier due to AIR. In the end, I see a happy developer and happy users... users who mostly wouldn't be able to tell the game was made with AIR. Mike, the author, is simply pointing out that a quality product can be successful no matter how it was made. Just as a work of art can be made with watercolors or oil based paint.
September 22 2011 at 1:42 AM Report abuse Permalink rate up rate down ReplyI love your point of view here, "the more options developers have for making great apps on Apple's platform, the better for us users."
September 21 2011 at 6:35 PM Report abuse Permalink rate up rate down Replyif Machnarium is any indication then I am worried.
Somehow flash requires iPad2 in order to run a simple 2D game.
Machinarium was put out before AIR 3. The developers didn't have access to the new features being talked about in this article.
September 21 2011 at 6:35 PM Report abuse Permalink rate up rate down ReplyStill It doesn't excuse of requiring a iPad 2 to run, it doesn't make users happy. Flash always being a shortcut for unqualified developers.
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