yes, in your publish settings you should be able select settings to publish for android and ios.
there were significant performance and capability improvements in flash cs5.5 pro and even more performance and capability improvements in flash cs6 pro.
Thanks for the quick reply. I couldn't find any publish settings for android or ios in my Flash CS5 program,
but it looks like I will have to use an upgraded version if I really want to have a quality display on mobile
devices. If I publish from CS6, would the file created retain it's interactive functions on all mobile devices?
Are there other limitations that I should know about?
Oh? Has CS5 been updated with AIR for Android? I remember it could compile down to arm for iOS but not even use AIR (thus no Android). That's why I bought CS5.5, to get AIR for mobile.
I don't see any publish options for Android or ios on Flash CS5 so it looks like the answer is to upgrade to CS5.5 or CS6.
How are you doing with CS5.5? Can you publish to a file that can scale properly on all mobile devices and retain the
interactivity of Flash? I have lots of buttons on my file that need to be operable. I don't know the difference between
Android or ios, what is the difference?
you could tweak cs5 to publish for android: http://www.adobe.com/inspire-archive/august2010/articles/article1/index.html?trackingid=HR TDI
(but, to be honest, i forgot android wasn't a publish target when cs5 was released.)
you should see iOS publish settings with cs5. no updates/tweaking was needed.
click file>publish settings>target and select air for iOS.
check the link in my previous message to setup cs5 to publish for android.
there is no magic sizing. you need to code your app/game to play and perform well on a mobile and that wasn't easy with cs5. it's easier with cs5.5 and even easier with cs6.
I have some experiences with publishing for android devices with the PC version of Flash CS6 Pro. (Can`t say anything how that might correspond to a Mac/ios environment).
To test your application you first have to hook up your tablet/phone with your test device via USB, you might have to get special drivers for your device if it doesn`t work.
Here is a very good tutorial that shows the details.
Testing and publishing directly on your android device once this connection is established is very comfortable.
1. The native mobile control classes don`t support TOUCH and GESTURE, but only TOUCH or GESTURE (so you are restricted to one or the other if you want to stick to the Adobe Way, but there are alternaive frameworks like GESTOUCH that get you around that limitation)
2.Performance on android devices can be sometimes disappointing. Especially things that would work really well on desktop (filters, tweens) can drag your framerate down to 5 fps really quickly. So expect some serious performance polishing coming in.
Here's a couple articles, one older but useful and one more updated:
They will prime you on the persuit of a fluid mobile interface. The general idea is as kglad mentioned, you have to code your app to move things around intelligently based on your environment.
You never want to code "for a specific device". Rather just learn the rules to being truely fluid and resolution agnostic. This may mean parts of your interface are shown or hidden based upon circumstances. It's not easy.
Android is a very fragmented experience. The varying resolutions, DPI and capabilities means there is no magic bullet for you to develop something once and deploy it everywhere without calculating anything. The market is growing so large for Android it's too large to ignore (meaning US, Android is already vastly dominant over iOS where device prices aren't subsidized by carriers, which is mostly outside the US). Learning to think of building projects fluidly is a necessary evil.