Flash Animation to Iphone - iphone

My designer has made a few animations for a flash game and I want to put them in my Iphone game. Is there any way to do that?
I thought of exporting all the pngs as frames. And then looping them in UIIMageview. Is there any better method to do this.

I am doing what Walter above has suggested.
Exporting the frames as pngs and then making them loop is probably your best bet then. – Walter Dec 24 '10 at 22:34

Not really. In the future you might be able to export Flash to iPhone binaries, but I think that project got put on hold when Apple changed the AppStore guidelines. Even then I don't think it would allow it to be emmended in another App.

Have you heard of Hirameki? It is a flash animation only parser that lets you drop SWF animations directly into Xcode projects for iPhone. A demonstration and beta sign up is here http://www.flash-on-iphone.com

Related

iOS iPhone finger paint-like app, is there a built-in canvas or open source projects to help me get started?

I need to implement on-screen drawing feature within one of my apps. I would imagine it would be an on-screen transparent overlay. I'm looking to be able to trace the finger path and leave a line, select colors and have erase/undo feature.
I did some research of what's currently on the app store, and a lot of those apps look similar and use similar brushes.
Something tells me that they look too much alike for this to be a coincidence. Does apple provide any built-in finger painting canvas, or are there some widely-known open source projects for on-screen drawing?
Thank you!
I ran into the same thing while looking for examples when I got started with drawing, so I released my efforts as a sample project called SimpleDrawing. I tried to keep things basic while supporting most/all of the standard drawing tools and operations.
There is the GLPaint project, which you can get here.
Other than that, you could use CoreGraphics & -touchesBegan:withEvent: if you wanted.

'Embed' cocos2D in UIKit app

I've already created an iPhone app using UIKit. However, for one part of my app i will need to perform relatively heavy graphica (particles, lots of moving images). I can't rewrite the entire app in cocos2D due to my deadline. It's just for graphical purposes and i won't need user input via cocos2D. Another option i was considering was using plain openGL, but i'm quite sure cocos2D will be easier to learn.
In short: How can i use cocos2D in a small part (say one UIView) of my app without rewriting it? (User interaction is not necessary).
Edit: I found out, after a while more searching. For the record if someone else will need it in the future:
http://www.cocos2d-iphone.org/forum/topic/4708
http://www.cocos2d-iphone.org/forum/topic/9239
First, integrate cocos2d into your project.
Copy cocos2d directory into your project from downloaded cocos2d-iphone.
Modify cocos2d/ccConfig.h, #define CC_FONT_LABEL_SUPPORT 0
Copy fps_images.png into your project from downloaded cocos2d-iphone/Resources/Fonts if you want to show FPS that is implemented in cocos2d.
Next, implement to use cocos2d as cocos2d-iphone/tests/attachDemo/attachDemo.m.

Iphone App Similar to the Talking Larry Application

I am developing iphone application similar to the Talking Larry Application. I am facing an issue of Low Memory when i pre-load the animations into an NSMutable Array. If i do not pre-load the animations and load it into the Animation Images when the user touch the button then it takes Time and it play back the animation very Slow. And during video making it does not play the complete animations. How can i resolve this issue. I want to play back the animations similar to the Talking Larry app and do not want to get Low Memory Issue.
You have to “juggle” the images, freeing those that are not needed and preload those that will be needed soon. The trick is probably preloading a decent number of images beforehand, so that the animation does not slow down when started. You have to experiment to get the right numbers.
And of course, it also depends on the image resolution. I don’t know Talking Larry, but if you are trying to animate full-resolution retina images, it might be too much for the machine.

Timeline based animations on the iPhone/iPad

How would you go about creating a timeline animation for an iPhone or iPad application? I'm looking for something like a timeline animation in Flash. I don't need a technical explanation on how to program it, though.
So here are some general questions:
- I read something about UIView for PNG sequences, but aren't these kind of animations resource intensive? And what about filesize? PNG can't be compressed like jpeg.
- What about vector-like animations? These would save a lot of kb's.
- Are there animation frameworks like TweenLite/TweenMax/Tweener/... (some well known frameworks for animations in ActionScript) ?
- Any good references on how to make animations (like Text animations, ...)
Thanks in advance.
Bart
Apple pretty much spells it out in Getting Started with Graphics and animation.
In general just stick with the highest possible API, and test to see if it's going to meet your needs or not. Moving around a UIView or UILabel (text) as in a Timeline Animation not only takes just a couple of lines of code but it will probably perform just fine.
This only just came out, but have you heard of Hirameki?
It's a flash animation parser that lets you drop SWF animations directly into Xcode projects for iPhone. A demonstration and beta sign up is here http://www.flash-on-iphone.com

Can i use pickerview in my iphone application using cocos2d?

Duplicate:
How can i use picker view in iphone application using cocos2d ?
Hello everyone i am working on iphone gaming project.In this game i want spin some image (like reel spin).But i can not do this.Can i use picker view in this application using cocos2d.If can then give some instruction how can i do that or any different solution for this project.
You can use anything your want. I am constantly amused by the number of people who think that Cocos2d is some sort of world that you enter where you cannot bring any of your old friends. Cocos2d is just a library that makes OpenGL easy for games, and that is all it is. All it is.
I think you might benefit from trying a few easier projects first. I have made the mistake of trying to jump into something beyond my understanding, and while in the end it may have been beneficial, I sometimes wish I had learned in a more systematic manner.