I love FlashDevelop, I do.
I love it so much that I even installed a Windows virtual machine just to be able to use it on my macbook pro. It seems insane, but none of the other IDEs that I tried (free or commercial, though there are great ones out there) made me feel as comfortable at coding as FlashDevelop does.
So when I started using it for mobile development, I found out that by using project templates I could save a lot of time setting up new projects, testing and publishing. All you need to do is copy a project template into your FlashDevelop installation folder and then you are almost ready to start coding.
The coolest thing is that you can modify those templates to fit your needs. For instance, I took a template for AIR 2.7 for iPhone and adapted it for AIR 3.0. Later I created a new template that enables you to publish your mobile App to both iOS and Android.
I created a gitHub repository for all my FlashDevelop templates (created or modified by myself), so not only you can download or fork them but also suggest modifications or improvements.
What you will need
In order to have this templates running, you’ll need to have the following:
- FlashDevelop 4 installed (you can download it for free here)
- The latest Flex SDK and the latest AIR SDK merged together in one folder.
- The FlashDevelop templates
If you need some guidance on how to install the SDKs and to understand how the templates work, I highly recommend this series of tutorials by codeandvisual.com. Everything there points to AIR 2.7, but almost everything applies for AIR 3. In fact, I adapted my templates from the one that I found there, so thank you codeandvisual
Happy publishing!



Emibap
How are you finding flash applications run on iOS through air 3? The only example I’m aware of is Machanarium which could only be tweaked to run on the Ipad 2 due to it being flash and the hardware limitations on the other devices.
I’m wondering with all the updates if it’s actually worthwhile developing flash on an apple device?
Hi Ed,
I’m not aware of the existence of a way to list every iOS App made with AIR, but I’m sure that there is a good number already running.
In terms of performance AIR 3 offers a great deal of improvements over the prior versions, and I think that any good developer is now able to publish decent flash games and apps if he knows one or two things about performance optimization.
I really don’t know why Machinarium is only available for iPad 2, maybe because it’s a game made a couple of years ago and the developers didn’t want to rewrite the core in order to optimize more.
My first game, Finger Slice, was made using AIR 2.5 and it runs well even on 1st gen iPhones. When I tested it using AIR 2.7 the performance boost was huge.
On top of that, AIR 3.2 will add Stage3D for mobile devices, allowing us to use the GPU for complex 3D or 2D (2.5D) visualization without using the CPU.
Of course that a game built for a web page 3 years ago won’t run as smoothly on an iPhone. I agree. But we’re talking about different technology, different hardware, etc.
Take a look at Terry Paton’s games. He’s been publishing on several devices.
http://pixelpaton.com/
Cheers.
[...] compile to iOs. I downloaded the new Flex SDK and the latest AIR SDK (4.6 and 3.1) and used those templates for FlashDevelop and it worked like a charm. Funny thing, my game was already compiled using the Flex 4.5.1 SDK; not [...]
[...] compile to iOs. I downloaded the new Flex SDK and the latest AIR SDK (4.6 and 3.1) and used those templates for FlashDevelop and it worked mighty fine. Funny thing, my game was already compiled using the Flex 4.5.1 SDK; not [...]