Flash Daily Animate CC (formerly Adobe Flash Pro) & Adobe AIR resources
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Watch_Dogs WeAreData

Built with Stage3D / Away3D

Basically, the website lets you look at data—tweets, facebook likes, emails, Instagram posts, Flickr photos, you name it—constantly being shared and traded, real-time, in three cities around the world; London, Berlin and Paris. It also gives you comprehensive information on various urban infrastructural elements, such as CCTVs and traffic lights. The point is to show that the hyper-connected reality Watch Dogs takes place in is already here, in the real world.(via Kotaku)

Using OpenData sources, WatchDogs new website WeareData shows how our cities are hyperconnected. Impressive (@Steven Aïm)

Flash Website Award of the century: wearedata.watchdogs.com for Ubisoft’s new game. Congrats BETCParis Amazing work. (@Michael Chaize)

This Ubisoft’s Watch dogs “we are data” project is absolutely amazing (@David Deraedt)



Material design spinner extension for Feathers

A simple animated display object for apps powered byStarling and Feathers.


Epic Game Ads is happy to announce WhipFlash, their new game funding and distribution partner! To celebrate this, Epic Game Ads LLC and WhipFlash, in cooperation with PlayerScale and Adobe, are happy to announce the first Epic Flash Game Contest.

In addition to the prizes, winners will receive a lifetime 50% Net Revenue from the game. Epic Game Ads will utilize their extensive network of portals and relationships with top game sites, to make sure your game is seen by millions of players around the world!

You must submit your game by Febuary 18th 2013, our beta testers will then have one month to play and rate all games. Finally, our expert judges will choose the winners from the top 20 best rated games by March 27th 2013 during GDC.

To get you started, PlayerScale will give you a free Player.IO Plus account you can use to develop your game!

[ Register ]


Fluid Dynamics

(for source code please ping Miha Lunar)


Stardust Engine extension for Starling

Stardust is a particle engine originally developed by Allen Chou. We have extended its functionality and made an effect editor for it.



  • Effect editor with live preview.
  • Loader/playback library, that makes simulation integration easy.
  • Super fast Starling renderer: 1100+ particles on an iPhone 4S/iPad 2 @60FPS, 15000+ particles @60FPS on a good PC.
  • Flash DisplayObject renderer for the ones who don’t use Stage3D/Starling.
  • You can define an arbitrary emitter area and the emitter movement can be animated.
  • Simulations can be started from a saved state.
  • 15+ different forces/actions that can affect the particles during their lifetime.
  • Particles can be animated.
  • Blend modes, bursting emitters, multiple emitters…
  • Very easy to extend: Just extend a class to define a new action.
  • Particles can be modified via code dynamically when the simulation is running.
  • Open source and free (Apache license).

Current binaries are compiled against Starling 1.6.0. I have tested it with 1.5.1 and it works fine; should work with earlier versions too since it uses one class to interact with Starling.


Flash GAMM Kyiv 2012 presentations:

  • Adobe: Changing the game

    [ Video ]
    [ Slideshare ]

    From Stage3D development on the desktop with Flash Player, to cross-platform mobile development with Adobe AIR, Adobe is shaping Flash to be the console of the web. Do you know about Stage3D (for GPU acceleration) and the frameworks supported by Adobe for game development? Have you heard about Project Monocle? Which will revolutionize the way developers profile Flash content. Have you seen the Epic Unreal engine run in Flash? Join Thibault in this session to learn more about the projects the Gaming team at Adobe is working on.
  • Away3D: A million little triangles

    [ Video ]
    [ Slideshare ]

    3D computer graphics have existed for decades, and these days are almost an accepted ability of any digital platform – from phone to tablet, laptop to desktop pc. Even with the vast amount of power in today’s generation of devices, there has always been some upper limit to work around, made all the more complex by the breadth of GPU processors in circulation. In the multi-platform world of today, consistency is the new holy grail – the ability to maintain a quality of performance across many different devices. In this session, Rob explores some of the tricks of the trade that can help release the 3D developer from their never-ending battle between performance and quality.
  • Rovio: Angry Birds: Behind The Scenes

    [ Video ]
    [ Slideshare ]

    Anastasios Katopodis is Senior Producer at Rovio:
    How many times do you need to fail before you hit a successful title? What was the design focus behind the original Angry Birds title? What are the production ingredients for successfully crossing the finish line? In this presentation we talk about the challenges of realising a great idea and taking it from the prototyping phase to the AppStores and the web. The success story of Rovio from the original Angry Birds title all the way to Angry Birds Star Wars.

[ FlashGAMM ]


Flash / AdobeAIR games on mobile round-up:

  1. Shape Slash

    From Jean-Bernard Filion: “We just launched our first game developed with Air 3.9 on both iOS and Android. The game was entirely developed with the Flash display list and GPU acceleration, I think we can fairly say that we optimized and pushed the performances of the display list as much as we can”

  2. Barry Woods

    From X-COM: “We made the game in the Starling Framework with Air 3.9 Beta, and integrated Box2D physics. The fluent scroll menus are thanks to Feathers. Levels were built with the Rube Box2D editor.”

  3. Cosmoplan

    iOS, Android, Video trailer, Blog post

  4. Cyborg Chicks vs Space Sandwiches

Preview: The Starling Handbook

The goal of the Starling Handbook: to provide you with a one-stop-shop that contains every bit of information a Starling developer needs. Whether you are a raw recruit or you have been around since the very first beta — The Starling Handbook should have you covered.