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<rss xmlns:atom="http://www.w3.org/2005/Atom" version="2.0"><channel><title>Renaun Erickson's Blog - Latest Comments</title><link>http://renaun.disqus.com/</link><description></description><atom:link href="https://renaun.disqus.com/comments.rss" rel="self"></atom:link><language>en</language><lastBuildDate>Fri, 26 Jun 2015 22:02:00 -0000</lastBuildDate><item><title>Re: Cross Compiling your ActionScript Starling Games to WebGL and JavaScript</title><link>http://renaun.com/blog/2013/09/cross-compiling-your-actionscript-starling-games-to-webgl-and-javascript/#comment-2102813472</link><description>&lt;p&gt;Great work....I try compile action-script to JavaScript by downloading hungryhero zip, but it didn't work for me ..However it is not showing any error, but when i am trying to run index.html file, it didn't show anything..&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Gaurang Patel</dc:creator><pubDate>Fri, 26 Jun 2015 22:02:00 -0000</pubDate></item><item><title>Re: Cross Compiling your ActionScript Starling Games to WebGL and JavaScript</title><link>http://renaun.com/blog/2013/09/cross-compiling-your-actionscript-starling-games-to-webgl-and-javascript/#comment-1940106149</link><description>&lt;p&gt;So I was able to compile your example from the zip file. I did have to update the output .js files to properly locate the /media directory on my web server.&lt;/p&gt;&lt;p&gt;I tried a few experiments of my own and ran into some AS3 APIs not yet implemented (as you noted in the KontikiJS readme), including Graphics.draw* and &lt;a href="http://ByteArray.read/write" rel="nofollow noopener" target="_blank" title="ByteArray.read/write"&gt;ByteArray.read/write&lt;/a&gt; (amf serialization stuff.)&lt;/p&gt;&lt;p&gt;So I don't think it'll work for my project, but I'm really impressed with how much is supported, and others will surely still find it useful.&lt;/p&gt;&lt;p&gt;Thanks again!&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">jjjefff</dc:creator><pubDate>Wed, 01 Apr 2015 11:33:21 -0000</pubDate></item><item><title>Re: Cross Compiling your ActionScript Starling Games to WebGL and JavaScript</title><link>http://renaun.com/blog/2013/09/cross-compiling-your-actionscript-starling-games-to-webgl-and-javascript/#comment-1938324916</link><description>&lt;p&gt;It is still workable, but i don't think its actively worked on so you would be having to work on both the compiler and the ported framework.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">renaun</dc:creator><pubDate>Tue, 31 Mar 2015 13:30:30 -0000</pubDate></item><item><title>Re: Cross Compiling your ActionScript Starling Games to WebGL and JavaScript</title><link>http://renaun.com/blog/2013/09/cross-compiling-your-actionscript-starling-games-to-webgl-and-javascript/#comment-1938298538</link><description>&lt;p&gt;Renaun, this is really pretty cool, and with webgl support growing seems really interesting for porting starling games/apps to html5 (though the above demo still doesn't work on iPad for some reason).&lt;/p&gt;&lt;p&gt;I notice that the randori framework website is now gone, but the github repos are all still in place. Is this tech still workable?&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">jjjefff</dc:creator><pubDate>Tue, 31 Mar 2015 13:16:43 -0000</pubDate></item><item><title>Re: Debug AIR apps on Android with Flash Builder 4</title><link>http://renaun.com/blog/2010/06/debug-air-apps-on-android-with-flash-builder-4/#comment-1693495293</link><description>&lt;p&gt;No as the connection happens when the runtime loads up&lt;/p&gt;&lt;p&gt;Sent from a device&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">renaun</dc:creator><pubDate>Fri, 14 Nov 2014 14:48:08 -0000</pubDate></item><item><title>Re: Debug AIR apps on Android with Flash Builder 4</title><link>http://renaun.com/blog/2010/06/debug-air-apps-on-android-with-flash-builder-4/#comment-1693490511</link><description>&lt;p&gt;Any idea how to *reconnect* an app to the debugger (or vice versa) after a connection has been lost?&lt;/p&gt;&lt;p&gt;The most typical scenario I can think of (occurs in my game):&lt;br&gt;1. User opens the game.&lt;br&gt;2. User clicks a button to log in via Facebook.&lt;br&gt;3. The Facebook app is switched to momentarily so the user can enter their Facebook login and authenticate with the Facebook server.&lt;br&gt;3a. When the Facebook app appears, connection to the debugger is lost!&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Phil Knoll</dc:creator><pubDate>Fri, 14 Nov 2014 14:45:03 -0000</pubDate></item><item><title>Re: Adobe Creative SDK</title><link>http://renaun.com/blog/2014/10/adobe-creative-sdk/#comment-1656978879</link><description>&lt;p&gt;No dates at the moment but it's on the roadmap&lt;/p&gt;&lt;p&gt;Sent from a device&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">renaun</dc:creator><pubDate>Mon, 27 Oct 2014 23:17:30 -0000</pubDate></item><item><title>Re: Adobe Creative SDK</title><link>http://renaun.com/blog/2014/10/adobe-creative-sdk/#comment-1656917407</link><description>&lt;p&gt;Awesome! Do you know what kind of time frame to expect for the desktop SDK?&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Daniel McQuillen</dc:creator><pubDate>Mon, 27 Oct 2014 22:13:42 -0000</pubDate></item><item><title>Re: Adobe Creative SDK</title><link>http://renaun.com/blog/2014/10/adobe-creative-sdk/#comment-1656860687</link><description>&lt;p&gt;The SDK will come to Desktop and Web, someone will have to write and ANE around the SDK to get it to work with AIR.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">renaun</dc:creator><pubDate>Mon, 27 Oct 2014 21:21:52 -0000</pubDate></item><item><title>Re: Adobe Creative SDK</title><link>http://renaun.com/blog/2014/10/adobe-creative-sdk/#comment-1656852946</link><description>&lt;p&gt;Hi Renaun,&lt;/p&gt;&lt;p&gt;Do you know if the SDK will at some point be made available to AIR developers publishing desktop apps for OSX and Windows?&lt;/p&gt;&lt;p&gt;Thanks!&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Daniel McQuillen</dc:creator><pubDate>Mon, 27 Oct 2014 21:14:46 -0000</pubDate></item><item><title>Re: Adobe Creative SDK</title><link>http://renaun.com/blog/2014/10/adobe-creative-sdk/#comment-1625115594</link><description>&lt;p&gt;We loved working with you, Renaun! The SDK enables an incredible jump in productivity and workflow, and we're grateful to have been a part of the launch team. Great work!!!&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Concepts: Smarter Sketching</dc:creator><pubDate>Wed, 08 Oct 2014 08:48:40 -0000</pubDate></item><item><title>Re: Code Three.js in ActionScript with Randori Compiler</title><link>http://renaun.com/blog/2013/05/code-three-js-in-actionscript-with-randori-compiler/#comment-1387705825</link><description>&lt;p&gt;Thank you for clarifying renaun!&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Tommy Johns</dc:creator><pubDate>Thu, 15 May 2014 15:27:11 -0000</pubDate></item><item><title>Re: Code Three.js in ActionScript with Randori Compiler</title><link>http://renaun.com/blog/2013/05/code-three-js-in-actionscript-with-randori-compiler/#comment-1387697327</link><description>&lt;p&gt;No it will not, is converting source code&lt;/p&gt;&lt;p&gt;Sent from a device&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">renaun</dc:creator><pubDate>Thu, 15 May 2014 15:21:34 -0000</pubDate></item><item><title>Re: Code Three.js in ActionScript with Randori Compiler</title><link>http://renaun.com/blog/2013/05/code-three-js-in-actionscript-with-randori-compiler/#comment-1387682625</link><description>&lt;p&gt;Hmmm, sorry for the elementary question, but will this project allow me to render a webGL file from within a Flex application?&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Tommy Johns</dc:creator><pubDate>Thu, 15 May 2014 15:11:49 -0000</pubDate></item><item><title>Re: Live Texture Updater Plugin for Photoshop CC</title><link>http://renaun.com/blog/2013/09/live-texture-updater-plugin-for-photoshop-cc/#comment-1271787789</link><description>&lt;p&gt;You wont need to restart photoshop each time, just the node plugin app.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">renaun</dc:creator><pubDate>Wed, 05 Mar 2014 15:25:20 -0000</pubDate></item><item><title>Re: Live Texture Updater Plugin for Photoshop CC</title><link>http://renaun.com/blog/2013/09/live-texture-updater-plugin-for-photoshop-cc/#comment-1267175015</link><description>&lt;p&gt;I followed your instructions, but the plugin never shows up in the photoshop generate menu.  Restarted many times.  I also ran npm install.&lt;/p&gt;&lt;p&gt;Also, how do you go about developing generator plugins... as you make code changes, do you have to keep restarting photoshop?&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Steve Krichten</dc:creator><pubDate>Sun, 02 Mar 2014 10:16:38 -0000</pubDate></item><item><title>Re: Using Fullscreen Interactive and Mouse Lock in Flash Player 11.3</title><link>http://renaun.com/blog/2012/04/using-fullscreen-interactive-and-mouse-lock-in-flash-player-11-3/#comment-1200420562</link><description>&lt;p&gt;hi. i am running an external sandisk cruizer glide with snowlinux 4 due to my hard drive being funky. it works fine. i use chromium browser. my issue is also with interactive flash player not allowing hotkeys. when i enter fullscreen on chromium in my MMO browser based game, it does not show an allow function.&lt;br&gt;any tips on how to make the fullscreen interactive work with my setup?&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">aerian</dc:creator><pubDate>Tue, 14 Jan 2014 13:57:24 -0000</pubDate></item><item><title>Re: QTIndexSwapper 2</title><link>http://renaun.com/blog/2010/06/qtindexswapper-2/#comment-1184181704</link><description>&lt;p&gt;Thank you.  Saved me hours and hours of work.  Much appreciated. x&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">Victoria Whitehead</dc:creator><pubDate>Thu, 02 Jan 2014 09:09:47 -0000</pubDate></item><item><title>Re: AIR Capabilities.screenDPI on Devices</title><link>http://renaun.com/blog/2011/01/air-capabilities-screendpi-on-devices/#comment-1151991804</link><description>&lt;p&gt;Yes still is really dumb all around.&lt;/p&gt;&lt;p&gt;Usually you have to check the dpi, then the screen resolution X/Y and check if the dpi is close. But in the end you are really only can go for general ranges of dpi's (phone, tablet, etc)&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">renaun</dc:creator><pubDate>Thu, 05 Dec 2013 14:45:19 -0000</pubDate></item><item><title>Re: AIR Capabilities.screenDPI on Devices</title><link>http://renaun.com/blog/2011/01/air-capabilities-screendpi-on-devices/#comment-1151958039</link><description>&lt;p&gt;Yeah, I read you said is the same in native (Java). Still sucks :)&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">nuthinking</dc:creator><pubDate>Thu, 05 Dec 2013 14:17:26 -0000</pubDate></item><item><title>Re: AIR Capabilities.screenDPI on Devices</title><link>http://renaun.com/blog/2011/01/air-capabilities-screendpi-on-devices/#comment-1151937288</link><description>&lt;p&gt;The OS doesn't report it correctly.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">renaun</dc:creator><pubDate>Thu, 05 Dec 2013 14:00:04 -0000</pubDate></item><item><title>Re: AIR Capabilities.screenDPI on Devices</title><link>http://renaun.com/blog/2011/01/air-capabilities-screendpi-on-devices/#comment-1151865214</link><description>&lt;p&gt;After 3 years... on Nexus 5 while the real DPI is 445, AIR returns 480.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">nuthinking</dc:creator><pubDate>Thu, 05 Dec 2013 13:03:13 -0000</pubDate></item><item><title>Re: Using Flash Builder&amp;#8217;s Mobile Workflow with Flash Professional Projects</title><link>http://renaun.com/blog/2011/09/using-flash-builders-mobile-workflow-with-flash-professional-projects/#comment-1130368676</link><description>&lt;p&gt;The target file's parent folder cannot also be a parent of the project location or the workspace location.&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">marius</dc:creator><pubDate>Tue, 19 Nov 2013 19:22:34 -0000</pubDate></item><item><title>Re: Using Flash Builder&amp;#8217;s Mobile Workflow with Flash Professional Projects</title><link>http://renaun.com/blog/2011/09/using-flash-builders-mobile-workflow-with-flash-professional-projects/#comment-1130350517</link><description>&lt;p&gt;Spent hours trying to make a Flash Professional Project from a FLA file and set the document class and debug it in Flash Builder 4.7. (from CC) There is no way I can make it work like in your video! Please help&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">marius</dc:creator><pubDate>Tue, 19 Nov 2013 19:03:29 -0000</pubDate></item><item><title>Re: Cross Compiling your ActionScript Starling Games to WebGL and JavaScript</title><link>http://renaun.com/blog/2013/09/cross-compiling-your-actionscript-starling-games-to-webgl-and-javascript/#comment-1120627918</link><description>&lt;p&gt;Agree it's more of a fun project that I did on my own to see if it was possible. If anything it's meant to allow choice. &lt;br&gt;Sent from a device&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">renaun</dc:creator><pubDate>Tue, 12 Nov 2013 23:01:33 -0000</pubDate></item></channel></rss>