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		<title>Starling Forum &#187; User Favorites: ekeeper</title>
		<link><a href='http://forum.starling-framework.org/profile/ekeeper'>ekeeper</a></link>
		<description>The Starling Framework Community</description>
		<language>en-US</language>
		<pubDate>Thu, 23 May 2013 06:56:24 +0000</pubDate>
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			<name>q</name>
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		<item>
			<title>frisk on "[SOLVED]: Updating in App Store UDID issue"</title>
			<link>http://forum.starling-framework.org/topic/updating-in-app-store-udid-issue#post-33586</link>
			<pubDate>Thu, 23 May 2013 08:50:54 +0000</pubDate>
			<dc:creator>frisk</dc:creator>
			<guid isPermaLink="false">33586@http://forum.starling-framework.org/</guid>
			<description>&#60;p&#62;The same goes for some versions of the Flurry Analytics ANE.&#60;br /&#62;
Flurry has UDID-independent versions of its SDK but most of the ANE aren't updated though.&#60;/p&#62;
&#60;p&#62;It's a good thing we have Flox as an alternative  &#38;lt;img src=&#38;quot;http://forum.starling-framework.org/my-plugins/bb-smilies/default/icon_biggrin.gif&#38;quot; title=&#38;quot;:D&#38;quot; class=&#38;quot;bb_smilies&#38;quot; /&#38;gt; 
&#60;/p&#62;</description>
		</item>
		<item>
			<title>tsangwailam on "[SOLVED]: Updating in App Store UDID issue"</title>
			<link>http://forum.starling-framework.org/topic/updating-in-app-store-udid-issue#post-33585</link>
			<pubDate>Thu, 23 May 2013 08:35:32 +0000</pubDate>
			<dc:creator>tsangwailam</dc:creator>
			<guid isPermaLink="false">33585@http://forum.starling-framework.org/</guid>
			<description>&#60;p&#62;@ekeeper&#60;/p&#62;
&#60;p&#62;Could you tell me which version are you using? I am using the official one in play havean website. And going to submit the apps, so want to check if any problem.
&#60;/p&#62;</description>
		</item>
		<item>
			<title>ekeeper on "[SOLVED]: Updating in App Store UDID issue"</title>
			<link>http://forum.starling-framework.org/topic/updating-in-app-store-udid-issue#post-33564</link>
			<pubDate>Thu, 23 May 2013 00:34:44 +0000</pubDate>
			<dc:creator>ekeeper</dc:creator>
			<guid isPermaLink="false">33564@http://forum.starling-framework.org/</guid>
			<description>&#60;p&#62;Jeff, sorry, but problem was in PlayHaven ANE...
&#60;/p&#62;</description>
		</item>
		<item>
			<title>Jeff on "[SOLVED]: Updating in App Store UDID issue"</title>
			<link>http://forum.starling-framework.org/topic/updating-in-app-store-udid-issue#post-33561</link>
			<pubDate>Thu, 23 May 2013 00:13:00 +0000</pubDate>
			<dc:creator>Jeff</dc:creator>
			<guid isPermaLink="false">33561@http://forum.starling-framework.org/</guid>
			<description>&#60;p&#62;what AIR SDK version are you using? Is it the same SDK version you used on your orignal app version or newer? Maybe Adobe added something to the captive runtime in a newer SDK that broke the non-public API rules. (or maybe testing with a new AIR SDK version than you are using, like 3.8 beta, resolves the issue).
&#60;/p&#62;</description>
		</item>
		<item>
			<title>ekeeper on "[SOLVED]: Updating in App Store UDID issue"</title>
			<link>http://forum.starling-framework.org/topic/updating-in-app-store-udid-issue#post-33557</link>
			<pubDate>Wed, 22 May 2013 23:25:51 +0000</pubDate>
			<dc:creator>ekeeper</dc:creator>
			<guid isPermaLink="false">33557@http://forum.starling-framework.org/</guid>
			<description>&#60;p&#62;Hi! I'm updating my game on the App Store but always get this errors:&#60;/p&#62;
&#60;p&#62;&#60;img src=&#34;https://api.monosnap.com/image/download?id=65FFHNZIlBEoMdMk7z6enTz4Q&#34; /&#62;&#60;/p&#62;
&#60;p&#62;My game doesn't use UDID, I comment all code about push-notifications and etc.&#60;br /&#62;
How can I solve this issue?&#60;/p&#62;
&#60;p&#62;SOLVED: PlayHaven ANE is too old and still using UDID...  &#38;lt;img src=&#38;quot;http://forum.starling-framework.org/my-plugins/bb-smilies/default/icon_sad.gif&#38;quot; title=&#38;quot;:(&#38;quot; class=&#38;quot;bb_smilies&#38;quot; /&#38;gt; 
&#60;/p&#62;</description>
		</item>
		<item>
			<title>Josh Tynjala on "Listening to KeyboardEvent.KEY_DOWN on a TextInput"</title>
			<link>http://forum.starling-framework.org/topic/listening-to-keyboardeventkey_down-on-a-textinput#post-33450</link>
			<pubDate>Tue, 21 May 2013 20:53:31 +0000</pubDate>
			<dc:creator>Josh Tynjala</dc:creator>
			<guid isPermaLink="false">33450@http://forum.starling-framework.org/</guid>
			<description>&#60;blockquote&#62;&#60;p&#62;the StageText object never seems to be added to the native stage&#60;/p&#62;&#60;/blockquote&#62;
&#60;p&#62;It happens in refreshViewPort().&#60;/p&#62;
&#60;blockquote&#62;&#60;p&#62;I could perhaps see two reasons that could explain why Keyboard Events don't seem to be fired.&#60;/p&#62;&#60;/blockquote&#62;
&#60;p&#62;As I said above, StageText seems to completely swallow keyboard events. That means that when it has focus, keyboard events aren't passed to the native stage at all.
&#60;/p&#62;</description>
		</item>
		<item>
			<title>dorenthas on "Listening to KeyboardEvent.KEY_DOWN on a TextInput"</title>
			<link>http://forum.starling-framework.org/topic/listening-to-keyboardeventkey_down-on-a-textinput#post-33438</link>
			<pubDate>Tue, 21 May 2013 17:43:54 +0000</pubDate>
			<dc:creator>dorenthas</dc:creator>
			<guid isPermaLink="false">33438@http://forum.starling-framework.org/</guid>
			<description>&#60;p&#62;Anyways, since I'm only interested in figuring when the user has pressed the Enter key on the softkeyboard (same as the OP), I listen to the feathers.events.ENTER event instead of starling.events.Keyboard.KEY_DOWN/KEY_UP as a workaround (as suggested in &#60;a href=&#34;http://wiki.starling-framework.org/feathers/text-input)&#34; rel=&#34;nofollow&#34;&#62;http://wiki.starling-framework.org/feathers/text-input)&#60;/a&#62;.
&#60;/p&#62;</description>
		</item>
		<item>
			<title>dorenthas on "Listening to KeyboardEvent.KEY_DOWN on a TextInput"</title>
			<link>http://forum.starling-framework.org/topic/listening-to-keyboardeventkey_down-on-a-textinput#post-33437</link>
			<pubDate>Tue, 21 May 2013 17:42:06 +0000</pubDate>
			<dc:creator>dorenthas</dc:creator>
			<guid isPermaLink="false">33437@http://forum.starling-framework.org/</guid>
			<description>&#60;p&#62;Maybe I'm a n00b, but looking at the implementation of the StageTextTextEditor (from the Feathers 1.1 BETA source), I could perhaps see two reasons that could explain why Keyboard Events don't seem to be fired.&#60;/p&#62;
&#60;p&#62;1) The StageTextTextEditor listens on the StageText it creates for the KEY_DOWN event  (which IS dispatched, since I successfully received feathers.events.ENTER events from the TextInput using a StageTextTextEditor), but does not dispatch a Starling-equivalent KeyboardEvent. Granted, that's probably not its place to do so...&#60;/p&#62;
&#60;p&#62;2) ... but then, the StageText object never seems to be added to the native stage (see the function createStageText()), so I'm guessing Starling never receives the native flash.events.KeyboardEvents.
&#60;/p&#62;</description>
		</item>
		<item>
			<title>Rik on "Listening to KeyboardEvent.KEY_DOWN on a TextInput"</title>
			<link>http://forum.starling-framework.org/topic/listening-to-keyboardeventkey_down-on-a-textinput#post-33104</link>
			<pubDate>Fri, 17 May 2013 15:30:48 +0000</pubDate>
			<dc:creator>Rik</dc:creator>
			<guid isPermaLink="false">33104@http://forum.starling-framework.org/</guid>
			<description>&#60;p&#62;Hi guys! Thank you very much for this library. Im use feathers lib and rewrite my mobile application which was written on Flex. Result is awesome =)&#60;br /&#62;
I also needed to use enter key on textinput to show and fill next text textinput.&#60;br /&#62;
I find some solution like this:&#60;/p&#62;
&#60;p&#62;var textInput0:TextInput = new TextInput;&#60;br /&#62;
textInput0.textEditorProperties.returnKeyLabel = ReturnKeyLabel.GO&#60;br /&#62;
textInput0.addEventListener(FeathersEventType.ENTER,onEnter)&#60;br /&#62;
var textInput1:TextInput = new TextInput;&#60;/p&#62;
&#60;p&#62;private function onEnter(e:FeathersEventType):void{&#60;br /&#62;
       setTimeout(textInput1.setFocus,200);&#60;br /&#62;
}&#60;/p&#62;
&#60;p&#62;im use StageTextTextEditor instead.&#60;/p&#62;
&#60;p&#62;now i have problem with scrollContayner, which contains this 12 text inputs, so i go and try solved this =)
&#60;/p&#62;</description>
		</item>
		<item>
			<title>JaimeDominguez on "My ScreenTouch class, for you!"</title>
			<link>http://forum.starling-framework.org/topic/my-screentouch-class-for-you#post-33095</link>
			<pubDate>Fri, 17 May 2013 12:35:51 +0000</pubDate>
			<dc:creator>JaimeDominguez</dc:creator>
			<guid isPermaLink="false">33095@http://forum.starling-framework.org/</guid>
			<description>&#60;p&#62;Ok I have updated the class!&#60;/p&#62;
&#60;p&#62;&#60;a href=&#34;http://salsadepixeles.blogspot.com.es/2013/05/touchpad-class-for-as3-starling-rev2.html&#34; rel=&#34;nofollow&#34;&#62;http://salsadepixeles.blogspot.com.es/2013/05/touchpad-class-for-as3-starling-rev2.html&#60;/a&#62;
&#60;/p&#62;</description>
		</item>
		<item>
			<title>Over00 on "[work in progress] Starling extension for lighting and dynamic shadows"</title>
			<link>http://forum.starling-framework.org/topic/work-in-progress-starling-extension-for-lighting-and-dynamic-shadows/page/2#post-32476</link>
			<pubDate>Fri, 10 May 2013 18:01:51 +0000</pubDate>
			<dc:creator>Over00</dc:creator>
			<guid isPermaLink="false">32476@http://forum.starling-framework.org/</guid>
			<description>&#60;p&#62;I found a way to get around the bug illustrated in &#60;a href=&#34;http://www.machine22.com/test1.png&#34; rel=&#34;nofollow&#34;&#62;http://www.machine22.com/test1.png&#60;/a&#62; and I just thought I'd share it.&#60;/p&#62;
&#60;p&#62;It's only a way to cheat if you're using a tiled map though but that should do for me.&#60;/p&#62;
&#60;p&#62;Refer to this: &#60;a href=&#34;http://www.machine22.com/workaround.png&#34; rel=&#34;nofollow&#34;&#62;http://www.machine22.com/workaround.png&#60;/a&#62;&#60;/p&#62;
&#60;p&#62;So what I do is when adding QuadShadowGeometry to the LightLayer I check for walls and only push the edges that are next to the floor (green line) to prevent creating edges between each wall tiles.&#60;/p&#62;
&#60;p&#62;It still has the negative effect of not hiding walls that shouldn't be visible (pink squares) but that's as close to the real deal I can get until I can figure how to fix the actual bug. Still not that bad though.
&#60;/p&#62;</description>
		</item>
		<item>
			<title>Over00 on "[work in progress] Starling extension for lighting and dynamic shadows"</title>
			<link>http://forum.starling-framework.org/topic/work-in-progress-starling-extension-for-lighting-and-dynamic-shadows/page/2#post-32418</link>
			<pubDate>Thu, 09 May 2013 22:30:36 +0000</pubDate>
			<dc:creator>Over00</dc:creator>
			<guid isPermaLink="false">32418@http://forum.starling-framework.org/</guid>
			<description>&#60;p&#62;I managed to handle scrolling by passing the position of the container of the LayerLight in an EnterFrame event and doing the following in projectGeometry:&#60;/p&#62;
&#60;p&#62;vertices[verticesCount++] = edge.startX + cameraOffsetX;&#60;br /&#62;
vertices[verticesCount++] = edge.startY + cameraOffsetY;&#60;br /&#62;
vertices[verticesCount++] = 0;&#60;br /&#62;
vertices[verticesCount++] = edge.endX + cameraOffsetX;&#60;br /&#62;
vertices[verticesCount++] = edge.endY + cameraOffsetY;&#60;br /&#62;
vertices[verticesCount++] = 0;&#60;br /&#62;
vertices[verticesCount++] = edge.endX + cameraOffsetX;&#60;br /&#62;
vertices[verticesCount++] = edge.endY + cameraOffsetY;&#60;br /&#62;
vertices[verticesCount++] = 1;&#60;br /&#62;
vertices[verticesCount++] = edge.startX + cameraOffsetX;&#60;br /&#62;
vertices[verticesCount++] = edge.startY + cameraOffsetY;&#60;/p&#62;
&#60;p&#62;No idea if it's the proper way to do this but it works just fine. To achieve nice FPS I did the exact same thing as Ossi by scaling the light layer and the results are fine. However ...&#60;/p&#62;
&#60;p&#62;Current result: &#60;a href=&#34;http://www.machine22.com/test1.png&#34; rel=&#34;nofollow&#34;&#62;http://www.machine22.com/test1.png&#60;/a&#62;&#60;/p&#62;
&#60;p&#62;As you can see I'm still having the same issue rejwan described and I must admit that I have no idea how to fix that sadly.&#60;/p&#62;
&#60;p&#62;I did try to cheat by smoothing the shadows: &#60;a href=&#34;http://www.machine22.com/testSmoothing.png&#34; rel=&#34;nofollow&#34;&#62;http://www.machine22.com/testSmoothing.png&#60;/a&#62;&#60;/p&#62;
&#60;p&#62;If you're not picky I guess but I'd like to get a better result.&#60;/p&#62;
&#60;p&#62;Another cheat I tried was to caculate tiles merging to create bigger quads: &#60;a href=&#34;http://www.machine22.com/testMerged.png&#34; rel=&#34;nofollow&#34;&#62;http://www.machine22.com/testMerged.png&#60;/a&#62;&#60;/p&#62;
&#60;p&#62;Adding smoothing to this last cheat still isn't great.&#60;/p&#62;
&#60;p&#62;Anyone can help with this issue?
&#60;/p&#62;</description>
		</item>
		<item>
			<title>7ujian on "dragon bones for starling!"</title>
			<link>http://forum.starling-framework.org/topic/dragon-bones-for-starling#post-32285</link>
			<pubDate>Wed, 08 May 2013 13:51:36 +0000</pubDate>
			<dc:creator>7ujian</dc:creator>
			<guid isPermaLink="false">32285@http://forum.starling-framework.org/</guid>
			<description>&#60;p&#62;@Superlancelot,&#60;/p&#62;
&#60;p&#62;The following line of code in Bone.update could be optimized. It seems &#34;transformPoint&#34; create a new Point in every call. Starling's &#34;starling.utils.transformCoords&#34; function is better.&#60;/p&#62;
&#60;p&#62;     _helpPoint = _parent._globalTransformMatrix.transformPoint(_helpPoint);
&#60;/p&#62;</description>
		</item>
		<item>
			<title>en_en_tan on "dragon bones for starling!"</title>
			<link>http://forum.starling-framework.org/topic/dragon-bones-for-starling#post-32282</link>
			<pubDate>Wed, 08 May 2013 12:29:10 +0000</pubDate>
			<dc:creator>en_en_tan</dc:creator>
			<guid isPermaLink="false">32282@http://forum.starling-framework.org/</guid>
			<description>&#60;p&#62;you are welcome...long live dragon bones  &#38;lt;img src=&#38;quot;http://forum.starling-framework.org/my-plugins/bb-smilies/default/icon_biggrin.gif&#38;quot; title=&#38;quot;:D&#38;quot; class=&#38;quot;bb_smilies&#38;quot; /&#38;gt; 
&#60;/p&#62;</description>
		</item>
		<item>
			<title>superlancelot on "dragon bones for starling!"</title>
			<link>http://forum.starling-framework.org/topic/dragon-bones-for-starling#post-32265</link>
			<pubDate>Wed, 08 May 2013 09:09:59 +0000</pubDate>
			<dc:creator>superlancelot</dc:creator>
			<guid isPermaLink="false">32265@http://forum.starling-framework.org/</guid>
			<description>&#60;p&#62;Thanks 7ujian and en_en_tan, these tips and suggestions are very very useful!&#60;br /&#62;
I think I can &#34;steal&#34; them to DragonBones wiki  &#38;lt;img src=&#38;quot;http://forum.starling-framework.org/my-plugins/bb-smilies/default/icon_smile.gif&#38;quot; title=&#38;quot;:-)&#38;quot; class=&#38;quot;bb_smilies&#38;quot; /&#38;gt; 
&#60;/p&#62;</description>
		</item>
		<item>
			<title>en_en_tan on "dragon bones for starling!"</title>
			<link>http://forum.starling-framework.org/topic/dragon-bones-for-starling#post-32136</link>
			<pubDate>Tue, 07 May 2013 04:21:09 +0000</pubDate>
			<dc:creator>en_en_tan</dc:creator>
			<guid isPermaLink="false">32136@http://forum.starling-framework.org/</guid>
			<description>&#60;p&#62;And make sure remove the armature from the WorldClock when you don't need to animate the armature anymore  &#38;lt;img src=&#38;quot;http://forum.starling-framework.org/my-plugins/bb-smilies/default/icon_biggrin.gif&#38;quot; title=&#38;quot;:D&#38;quot; class=&#38;quot;bb_smilies&#38;quot; /&#38;gt; &#60;/p&#62;
&#60;p&#62;Cheers!
&#60;/p&#62;</description>
		</item>
		<item>
			<title>7ujian on "dragon bones for starling!"</title>
			<link>http://forum.starling-framework.org/topic/dragon-bones-for-starling#post-32052</link>
			<pubDate>Mon, 06 May 2013 11:49:17 +0000</pubDate>
			<dc:creator>7ujian</dc:creator>
			<guid isPermaLink="false">32052@http://forum.starling-framework.org/</guid>
			<description>&#60;p&#62;Hi, Andrew. It's bizarre that the fps drops with only one armature. The reason could be&#60;br /&#62;
1. You are using DB 2.0 and you have colormatrix filters/blendmodes on the bones.&#60;br /&#62;
2. Or your armature has tens of bones.&#60;br /&#62;
3. Or something else costs the cpu time.&#60;/p&#62;
&#60;p&#62;Try to use Adobe Scout to find out the performance killer. &#60;/p&#62;
&#60;p&#62;I'm using DB in my project and it's ok to animate 10 armatures at 60fps on itouch4. (with bone numbers varying from 1 to 15). The fps drops when I have 20+ armatures and 60+ bones in total. I hope the DB team can go on improve the performance.&#60;/p&#62;
&#60;p&#62;Here are my suggestions:&#60;br /&#62;
1. Put armature textures, UI assets and bitmap font in the same texture atlas to reduce the draw call.&#60;br /&#62;
2. Avoid using filters or blend mode.&#60;br /&#62;
3. If you use color attribute (tinting), set alpha of the root container to 0.999. (A friend told me this, I'm not pretty sure).&#60;br /&#62;
4. Reduce the number of bones of your armature, if bones have same movement, put them into same layer in Flash.&#60;br /&#62;
5. Don't let DB animate things that doesn't belong to the armature. Ex. in my case, there is explosion effect to play when an enemy &#34;die&#34;. At the beginning, I simply put the effect as bones of the enemy and let DB animate it. But soon I noticed DB will check them when the enemy is &#34;moving&#34; or &#34;shooting&#34;. A better way is making the explosion as a separate armature.&#60;/p&#62;
&#60;p&#62;Hope it helps in your case. &#60;/p&#62;
&#60;p&#62;Jian
&#60;/p&#62;</description>
		</item>
		<item>
			<title>Andrew Pellerano on "dragon bones for starling!"</title>
			<link>http://forum.starling-framework.org/topic/dragon-bones-for-starling#post-32043</link>
			<pubDate>Mon, 06 May 2013 08:35:58 +0000</pubDate>
			<dc:creator>Andrew Pellerano</dc:creator>
			<guid isPermaLink="false">32043@http://forum.starling-framework.org/</guid>
			<description>&#60;p&#62;I tried out dragonbones in an existing xplatform project this weekend and the performance was just not there on mobile.  I tested on an ipod 4gen and with just one dragonbones armature my performance already dropped from 60fps to 40fps.&#60;/p&#62;
&#60;p&#62;The texture atlas savings are incredible but the cost is too high on performance.  Has anyone started work on a true port of dragonbones to starling?
&#60;/p&#62;</description>
		</item>
		<item>
			<title>Ossi on "[work in progress] Starling extension for lighting and dynamic shadows"</title>
			<link>http://forum.starling-framework.org/topic/work-in-progress-starling-extension-for-lighting-and-dynamic-shadows/page/2#post-30818</link>
			<pubDate>Mon, 22 Apr 2013 10:54:42 +0000</pubDate>
			<dc:creator>Ossi</dc:creator>
			<guid isPermaLink="false">30818@http://forum.starling-framework.org/</guid>
			<description>&#60;p&#62;At the moment I'm only using PointLights and with those I don't even notice the difference. Well maybe if you look really really closely I can see that it's not that smooth.
&#60;/p&#62;</description>
		</item>
		<item>
			<title>ekeeper on "[work in progress] Starling extension for lighting and dynamic shadows"</title>
			<link>http://forum.starling-framework.org/topic/work-in-progress-starling-extension-for-lighting-and-dynamic-shadows/page/2#post-30811</link>
			<pubDate>Mon, 22 Apr 2013 08:59:32 +0000</pubDate>
			<dc:creator>ekeeper</dc:creator>
			<guid isPermaLink="false">30811@http://forum.starling-framework.org/</guid>
			<description>&#60;p&#62;Hm, but how it's look like?
&#60;/p&#62;</description>
		</item>
		<item>
			<title>MacShrike on "dragon bones for starling!"</title>
			<link>http://forum.starling-framework.org/topic/dragon-bones-for-starling#post-30787</link>
			<pubDate>Sun, 21 Apr 2013 18:44:59 +0000</pubDate>
			<dc:creator>MacShrike</dc:creator>
			<guid isPermaLink="false">30787@http://forum.starling-framework.org/</guid>
			<description>&#60;p&#62; &#38;lt;img src=&#38;quot;http://forum.starling-framework.org/my-plugins/bb-smilies/default/icon_rolleyes.gif&#38;quot; title=&#38;quot;:roll:&#38;quot; class=&#38;quot;bb_smilies&#38;quot; /&#38;gt;  Dear sir,&#60;/p&#62;
&#60;p&#62;on the contrary, thank &#60;strong&#62;YOU&#60;/strong&#62; for sharing.&#60;/p&#62;
&#60;p&#62;I still havent found time to read your code due to flash builder/eclepise totally chrashing and failing to reinstall properly   &#38;lt;img src=&#38;quot;http://forum.starling-framework.org/my-plugins/bb-smilies/default/icon_mad.gif&#38;quot; title=&#38;quot;:x&#38;quot; class=&#38;quot;bb_smilies&#38;quot; /&#38;gt; &#60;/p&#62;
&#60;p&#62;On the part of the event listener i can imagine that would require a major overhaul.&#60;br /&#62;
Something with a registry module with 1 listener that checks all required callbacks.&#60;/p&#62;
&#60;p&#62;On the gfx part; i dont know yet how you add it to the display.&#60;br /&#62;
The stats show only 2 draws on all objects wich seems exellent.&#60;br /&#62;
But I dont know what that really means.&#60;/p&#62;
&#60;p&#62;I do know that a quadbatch and addquadbatch might significantly upgrade your performance.&#60;/p&#62;
&#60;p&#62;You could, and im not suggesting that this is a simple task nor do I have to do it myself (although I might if need for my game)), perhaps, add all armature bones to a quadbatch, then add all armature quadbatches to a main display sprite.&#60;br /&#62;
This way on a bone update you would only have to reset and fill the changed armatures/quadbatches and the reset the main sprite quadbatch and refill it with all the armatures.&#60;br /&#62;
That might work really fast.&#60;br /&#62;
Then again, perhaps you are already using quadbatches.&#60;br /&#62;
Just my mind rambling while i reinstall my flash products   &#38;lt;img src=&#38;quot;http://forum.starling-framework.org/my-plugins/bb-smilies/default/icon_rolleyes.gif&#38;quot; title=&#38;quot;:roll:&#38;quot; class=&#38;quot;bb_smilies&#38;quot; /&#38;gt; &#60;/p&#62;
&#60;p&#62;Whatever you do, the designpanel is already great.&#60;br /&#62;
So is the as code, come to think about it, thats already a heap of bones you are processing.&#60;/p&#62;
&#60;p&#62;Highest regards,&#60;/p&#62;
&#60;p&#62;Mac
&#60;/p&#62;</description>
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		<item>
			<title>superlancelot on "dragon bones for starling!"</title>
			<link>http://forum.starling-framework.org/topic/dragon-bones-for-starling#post-30777</link>
			<pubDate>Sun, 21 Apr 2013 17:19:56 +0000</pubDate>
			<dc:creator>superlancelot</dc:creator>
			<guid isPermaLink="false">30777@http://forum.starling-framework.org/</guid>
			<description>&#60;p&#62;Thanks MacShrike, I think performance is indeed a hard rock block DB to be more Starling essential. Some unnecessary CPU consumption slow down its running in mobile device. I'm also thinking about how to optimize it.&#60;br /&#62;
To be honest, our core developers have not so much performance optimization experience. Thank you for the suggestion. Maybe reducing event listener is a good start. Meanwhile, I'm thinking about leveraging&#60;br /&#62;
community resource to do the optimization because it is code refine, kind of independent.&#60;/p&#62;
&#60;p&#62;Again, thanks for the suggesting and the data sharing.
&#60;/p&#62;</description>
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		<item>
			<title>Ossi on "[work in progress] Starling extension for lighting and dynamic shadows"</title>
			<link>http://forum.starling-framework.org/topic/work-in-progress-starling-extension-for-lighting-and-dynamic-shadows/page/2#post-30762</link>
			<pubDate>Sun, 21 Apr 2013 15:00:24 +0000</pubDate>
			<dc:creator>Ossi</dc:creator>
			<guid isPermaLink="false">30762@http://forum.starling-framework.org/</guid>
			<description>&#60;p&#62;Ok, my solution was that I create a six times smaller LightLayer than the actual fullscreen resolution is.&#60;/p&#62;
&#60;p&#62;Example 1920 x 1080 and light layer 320 x 180&#60;/p&#62;
&#60;p&#62;And then I just scale the light layer to the fullscreen resolution.&#60;br /&#62;
This way the FPS does not drop down anymore  &#38;lt;img src=&#38;quot;http://forum.starling-framework.org/my-plugins/bb-smilies/default/icon_biggrin.gif&#38;quot; title=&#38;quot;:D&#38;quot; class=&#38;quot;bb_smilies&#38;quot; /&#38;gt; 
&#60;/p&#62;</description>
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		<item>
			<title>MacShrike on "dragon bones for starling!"</title>
			<link>http://forum.starling-framework.org/topic/dragon-bones-for-starling#post-30740</link>
			<pubDate>Sun, 21 Apr 2013 00:26:43 +0000</pubDate>
			<dc:creator>MacShrike</dc:creator>
			<guid isPermaLink="false">30740@http://forum.starling-framework.org/</guid>
			<description>&#60;p&#62;OK just tested it on my Samsung 7&#34; p1000 and an ipad2 with releasebuild.&#60;/p&#62;
&#60;p&#62;First standard performance test from downloaded demo.&#60;br /&#62;
Then lowering the falloff frame rate.&#60;br /&#62;
Then pre down-scaling the gfx by the export from the flash cs5 designpanel.&#60;/p&#62;
&#60;p&#62;It shows that having smaller gfx lightens the load, but only to a point where after it hardly improves performance.&#60;br /&#62;
Im thinking its the event handlers. &#60;/p&#62;
&#60;p&#62;Data below:&#60;/p&#62;
&#60;p&#62;Samsung : avg 9 armatures 162 bones.&#60;br /&#62;
Ipad2 :  24 armatures 432 bones.&#60;/p&#62;
&#60;p&#62;Lowering the bottom framerate constraint to 25 fps;&#60;/p&#62;
&#60;p&#62;Samsung : avg 42 armatures 810 bones.&#60;br /&#62;
Ipad2 :  62 armatures 1116 bones.&#60;/p&#62;
&#60;p&#62;-----&#60;br /&#62;
gfx prescaled to .25 by flash dragonbones tool stil at 25 fps releasebuild&#60;/p&#62;
&#60;p&#62;Samsung : avg 60 armatures 1080 bones.&#60;br /&#62;
Ipad2 :  64 armatures 1152 bones.&#60;/p&#62;
&#60;p&#62;-----&#60;br /&#62;
gfx prescaled to .1 by flash dragonbones tool stil at 25 fps releasebuild&#60;/p&#62;
&#60;p&#62;Samsung : avg 67 armatures 1206 bones.&#60;br /&#62;
Ipad2 :  63 armatures 1134 bones.
&#60;/p&#62;</description>
		</item>
		<item>
			<title>MacShrike on "dragon bones for starling!"</title>
			<link>http://forum.starling-framework.org/topic/dragon-bones-for-starling#post-30736</link>
			<pubDate>Sat, 20 Apr 2013 21:22:37 +0000</pubDate>
			<dc:creator>MacShrike</dc:creator>
			<guid isPermaLink="false">30736@http://forum.starling-framework.org/</guid>
			<description>&#60;p&#62;@Superlancelot,&#60;/p&#62;
&#60;p&#62;Been trying this. Its great.&#60;br /&#62;
I mailed you a short while ago witha rotation problem;&#60;br /&#62;
Solved the skew/rotate Flash CS bug with top/down animations by adding an extra keyframe on every movement at the minimum skewpoint.&#60;br /&#62;
This way, it still rotates but the gfx are square for a millisecond and you dont see it that dramatically.&#60;/p&#62;
&#60;p&#62;But this post is about performance:&#60;/p&#62;
&#60;p&#62;After browsing through the code, and performance wise using starling and mobile apps, I am wondering if the it obeys the basic performance options.&#60;br /&#62;
In other words i think its too heavy.&#60;/p&#62;
&#60;p&#62;Setting touchable = false and blendmode=normal/none on all gfx would help.&#60;br /&#62;
That I could do on the sprite level that gets added to stage, im guessing atm will try in a sec.&#60;/p&#62;
&#60;p&#62;But all the event listeners on the armatures, dont they overload the mobile device capacity?&#60;br /&#62;
Not even daring to consider adapting your excellent programming by tweeking that myself.&#60;br /&#62;
I do know, the less listeners the faster.&#60;/p&#62;
&#60;p&#62;Is there perhaps a change you will be optimizing the routines for mobile devices in the future?&#60;br /&#62;
Im thinking a single event listener for all the animation callbacks and/or such.&#60;/p&#62;
&#60;p&#62;Dont know what Daniel thinks about this, perhaps, Daniel if you read this, what do you think would improve the performance of these functions the most?&#60;/p&#62;
&#60;p&#62;Its a great, no GREAT! extention but it does seem a bit too heavy for mobile devices at the moment. Depending on usage and application type afcourse.&#60;/p&#62;
&#60;p&#62;I do know that if it could be less of a performance burner, it will be a starling essential tool. &#60;/p&#62;
&#60;p&#62;Anybody any ideas on this?&#60;/p&#62;
&#60;p&#62;Again, I love it. Its simple and effective. But Im afraid that using it for my animations I will hit a performance ceiling after doing a lot of work and then going to have to redesign.&#60;/p&#62;
&#60;p&#62;Highest Regards,&#60;/p&#62;
&#60;p&#62;Mac
&#60;/p&#62;</description>
		</item>
		<item>
			<title>JaimeDominguez on "My ScreenTouch class, for you!"</title>
			<link>http://forum.starling-framework.org/topic/my-screentouch-class-for-you#post-30663</link>
			<pubDate>Fri, 19 Apr 2013 19:42:38 +0000</pubDate>
			<dc:creator>JaimeDominguez</dc:creator>
			<guid isPermaLink="false">30663@http://forum.starling-framework.org/</guid>
			<description>&#60;p&#62;Did it work then ?&#60;br /&#62;
I'm always happy to help!
&#60;/p&#62;</description>
		</item>
		<item>
			<title>leonardozimbres on "My ScreenTouch class, for you!"</title>
			<link>http://forum.starling-framework.org/topic/my-screentouch-class-for-you#post-30662</link>
			<pubDate>Fri, 19 Apr 2013 19:40:23 +0000</pubDate>
			<dc:creator>leonardozimbres</dc:creator>
			<guid isPermaLink="false">30662@http://forum.starling-framework.org/</guid>
			<description>&#60;p&#62;Used some of your sugestions on my code. Did not knew about the touch.phase.
&#60;/p&#62;</description>
		</item>
		<item>
			<title>Daniel on "My ScreenTouch class, for you!"</title>
			<link>http://forum.starling-framework.org/topic/my-screentouch-class-for-you#post-30589</link>
			<pubDate>Fri, 19 Apr 2013 08:07:59 +0000</pubDate>
			<dc:creator>Daniel</dc:creator>
			<guid isPermaLink="false">30589@http://forum.starling-framework.org/</guid>
			<description>&#60;p&#62;Thanks for sharing! =)
&#60;/p&#62;</description>
		</item>
		<item>
			<title>leonardozimbres on "My ScreenTouch class, for you!"</title>
			<link>http://forum.starling-framework.org/topic/my-screentouch-class-for-you#post-30576</link>
			<pubDate>Fri, 19 Apr 2013 02:48:53 +0000</pubDate>
			<dc:creator>leonardozimbres</dc:creator>
			<guid isPermaLink="false">30576@http://forum.starling-framework.org/</guid>
			<description>&#60;p&#62;Hum... I will take a look, maybe there`s a solution for my crazy multitouch problem.
&#60;/p&#62;</description>
		</item>
		<item>
			<title>JaimeDominguez on "My ScreenTouch class, for you!"</title>
			<link>http://forum.starling-framework.org/topic/my-screentouch-class-for-you#post-30344</link>
			<pubDate>Wed, 17 Apr 2013 16:56:45 +0000</pubDate>
			<dc:creator>JaimeDominguez</dc:creator>
			<guid isPermaLink="false">30344@http://forum.starling-framework.org/</guid>
			<description>&#60;p&#62;I want to share this super useful class for you guys. &#60;/p&#62;
&#60;p&#62;&#60;a href=&#34;http://salsadepixeles.blogspot.com.es/2013/04/touchpad-class-for-as3starling.html&#34; rel=&#34;nofollow&#34;&#62;http://salsadepixeles.blogspot.com.es/2013/04/touchpad-class-for-as3starling.html&#60;/a&#62;&#60;/p&#62;
&#60;p&#62;Enjoy!
&#60;/p&#62;</description>
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