Sep 20, 2011 Author: rblank
As I posted last week, Almer/Blank was representing as Team Adobe at the Los Angeles Mobile HackDays.
Team Adobe did not win. The prize was time with a VC panel, and was given to a team who could actually use that (congratulations, InstaPol!).
But Team Adobe did kick butt. How so?
There were six teams. The other five teams each built an experience for one device (either the iPhone or the iPad).
What did Team Adobe do? Well, in one day of coding, Team Adobe made a game, 'Warships' (styled after Battleship). This is a real-time, P2P multiplayer game that runs on:
- iPad
- iPhone
- Android
- Blackberry Playbook
- Win, Mac + Linux Desktops (as desktop apps and in desktop browsers)
Of course, after 18 hours of work, the game isn't complete or refined. But it is playable on all of these devices. And it was published from one single code-base.
And really that was the entire point of our participation — to show the mobile world the real advantages of working with Adobe's Flash Platform for creating and distributing content on devices. In one day, one five-person team built a game, from scratch, that runs on every major device in the world! (And this is before you consider the other, well-known advantages of Flash, such as the ease for incorporating audio, video and animation in your apps.)
(If you are interested in seeing Warships in action, you can check out this quick demo on YouTube. Also, if you catch me, Omar or Hasan around Adobe MAX next month, stop us and we'll be able to show you the game.)
This was the essential message of my presentation last May, "The Truth About Flash & Devices" (which I've visually summarized in the attached image, which is a slide from my upcoming Featured Talk at Adobe MAX 2011, "Delivering the Best Video Experiences with Flash", which I'll be previewing at tomorrow night's LA Flash). And it was really exciting to see this play out in real-life, with such stunning and clear results.
At a business level, the decision is clear-cut and couldn't be simpler. With Adobe Flash technology, you can support every device in the world, using the same team, the same talent, the same workflows — even the same software licenses you already possess. So, you can either use Flash and hit all devices with your existing team, or you can use native technologies and maintain separate teams and technologies for each and every device you want to support.
It's that simple.
Once again, big thanks to Omar Gonzalez, Hasan Otuome, Nolan Butcher, Tim Dawbarn and Michael Dela Cruz for representing Adobe and Almer/Blank at the contest. Great work, guys. And more than that — great team work. It was fantastic to watch you in action. Some shots of the weekend's heroics are included below, at the end of this post.
And, as usual, huge thanks are due to the ultra-hep cats at Influxis, who provided us with an FMES account to run the peer-to-peer functionality in Warships.
Category: Code & Samples, Events, General Posts, Portfolio
Tagged: Actionscript 3.0, Flash, Mobile
7 Responses
[...] Read all about it on A/B Labs. [...]
Good job boys!
Looks great
[...] Team Adobe @ Mobile HackDays- Warships – Almer-Blank Labs [...]
[...] With these assets, Almer/Blank can bring outstandingly crafted and solidly engineered digital experiences to every major connected device in the world — as we demonstrated in last weekend's LA Mobile HackDays, where Almer/Blank's engineers, pa…! [...]
[...] Angeles representing Adobe as Team Adobe. You can see read and see some video of the game we built, WarShips. I thought I would write a little bit about how we accomplished building a P2P multiplayer [...]
[...] Los Angeles representing Adobe as Team Adobe. You can read and see some video of the game we built, WarShips. I thought I would write a little bit about how we accomplished building a P2P multiplayer [...]
[...] Los Angeles representing Adobe as Team Adobe. You can read and see some video of the game we built, WarShips. I thought I would write a little bit about how we accomplished building a P2P multiplayer [...]