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by christoph
1955 days ago
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We used this for a client game project - a Candy Crush clone, about 4 or 5 years ago successfully. The client wanted the game to run on browsers (HTML & Flash for older browsers), iOS and Android, with a fairly tight budget. Having done a lot of AS3, the learning curve was pretty low. There were a reasonable number of specific things to learn about compilation, packaging and handling things like device rotation, viewport sizes, etc. along the way. But we had a cleanish single codebase for all targets. Documentation and real world examples were fairly slim on the ground at that point, but it certainly worked and ran well to very well across all devices. It certainly offered a pretty consistent experience across all the targets and ran at a decent framerate on everything we tested against. We couldn't really find much to fault it on once we had everything up and running. I seem to remember compilation times being incredibly fast. I'm kind of surprised it's still a thing - it brings back some good memories & makes me want to have a go with it again as it was an enjoyable way of working for that type of 2D game project. |
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