CS5.5 iOS App Graphics Quality

Hello Adobe community,
Thanks for helping me out today. Here's my issue: I am designing my whole app in photoshop and currently in the process of moving all of the images to flash to add interactivity. The promblem is, when we put the app on the iphone the quality of the graphic is lowered for some reason.
When I am building in photoshop my settings:
640px by 960px
72 ppi
Saving out as a .jpg
When I send the jpg as a picture to my iphone 4 and view it in my "Photos" app, it looks great, but on the test app it loses quality.
Does anyone have anyone have any idea whats going on here?
Thanks,
If I left something out that could help please tell me so I can add it!
Joe Solito
StudioVictus

kglad wrote:
in flash, right click the bitmaps in the library, click properties and tick "allow smoothing".
This only worked when we tested it in flash, but when we put it out to the iphone, it didn't look any different it still had the same unsmoothed edges. So could there be a setting when publishing as an IPA file.

Similar Messages

  • How do I localize Flash CS5.5 iOS app to one language

    What method or process do I use to set an iOS app to only one language?
    I recently had an iPad app written in Flash CS5.5 approved at the iTunes app store. I noticed at the iTunes store, it indicates that my app is localized in 14 different languages. I never set this up; it seems that there is a process that automatically adds several default language localizations to the ipa binary when the file is published. I tried the strings panel, used a var to set the localID, went into the SDK for flex and flash builder and deleted the locales (could not find anything similar for Flash itself), but none of this seems to prevent Flash from adding the language defaults. I have found many examples on how to localize my app for several languages, but nothing on how to set it to only one.
    Thanks much, Jon

    Well, I followed the iOS language list in iTunes thread   in this forum and was able to get rid of them all. I have to say that not any single reply in the thread was exactly right. It took a combination of Saumitra Bhave's and spinlight's replies and mass of trial and error to get it all to work. Even the App loader utility came up as obsolete! I have uploaded the updated binary to Apple and am awaiting their approval. The biggest issue is the placement of and actual coding in the entitlements plist; spinlight had the right idea, but, at least in my case, was coded out a bit different. Also, it was not exactly apparent that you had to use the teminal untility to recodesign the app after tearing it apart. Thank the heavens I have a least a basic understanding of how things work on the Mac and was able to puzzle it out. If Apple approves the app and all things look good, I will follow up here with what I did. Of course, if Adobe would kill this bug with a giant can of bug spray, this crazy work around wouldn't be needed...
    Thanks much,  Jon

  • Need Help testing iOS app created in Flash Pro Cs5.5

    I've followed several instructions on how to develop a simple iOS app. I've managed to go all the way through and Publish + create the .ipa. I'm able to then add the file to my iTunes library, but when I then try to add it to my iPod Touch (2nd Generation) I get the following error:
    The app "XXXXXX" was not installed on the iPod "XXXXX's Ipod" because it is not compatible with this iPod.
    I've even tried it with a simple "Hello World!" app but I get the same error.
    I'm using Flash Pro Cs5.5 on a Windows PC.
    Any suggestions?

    I'm having the exact same problem with my iphone 3G. I tried publishing the exact same simple flash app to my iphone, which I already previously tested succesfully, after having downloaded flash 5.5, and now I get the following message (which, I believe, is identical to yours kinant87) :
    "The app "Main" was not installed on the iPhone "Norgaard" because it is not compatible with this iPhone."
    I was trying to make another small app, when I got this problem, which is why I went back to re-test the app I knew was working!
    I've reinstalled all my apple certificates, and also tried using flash builder 4.5, with the same result.
    I also have not jail broken my phone, and was starting to think perhaps the iPhone 3G was no longer supported?

  • Need help with languages issue in iOS app created in Flash Pro CS5.5

    Hello all,
    I'm using Flash Pro CS5.5 on a Mac running Snow Leopard to create an iOS app by publishing with 'AIR for iOS' from inside Flash Pro. Everything works great except after I submit my app to the Apple App Store and it is approved, the App Store listing claims that the app is available in a ton of different languages including English, German, Chinese, Italian, Spanish, etc. Since this app is a word game and all the words are in English, this is a pretty significant issue.
    If I view the binary details for the app in iTunes Connect, it shows that localizations are active for all of the different languages. This information is read from the .ipa file that is submitted.
    If I unzip the .ipa file, I can see that folders have been created for all of the localizations (i.e. en.lproj, es.lproj, fr.lproj, etc.). If I delete any of those folders, the .ipa will give me a 'resources modified' error at install.
    I have also tried setting the plist attribute 'CFBundleLocalizations' to 'English' by editing the 'app.xml'. I have verified that the attribute has been changed correctly but it does not solve the issue. All of the localizations are still active.
    Any help would be greatly appreciated.

    Can you try workaround given at http://forums.adobe.com/message/3976641 and post back your findings.

  • Upgrade an iOS app made in Flash CS5 to Flash CS5.5

    Hi, I developed an App and I published it on the Apple App Store about a month ago, when I was still using Adobe Flash CS5.
    Now I bought the latest version of Adobe Flash, the CS5.5 and I want to upgrade my exiting app with the Retina Display support.
    The problem is that when I try to upload my IPA into Application Loader, it gives me a strange error... it says that I can't upgrade my app because I'm using an higher mininumOSVersion......in fact Flash CS5 has got a 3.0/3.2 minum and the CS5.5 4.0/4.2........How can I change them and upgrade my app???
    Please, help me it's for an important company... 
    bye and thanks
    Brandon

    Here is my understanding of the updating rules for iOS apps. Once you publish an app targeting a specific OS, any further update to that app must target that OS. Since Flash CS5.5 only targets 2.6 and later, which has a dependency on iOS 4 or later, you are as you discovered stuck. I think you solution is to create a new version, "My Awesome App HD" and then publish via CS5.5 to get the performance and Retina support you want.
    Chris Griffith

  • Can Flash CS5.5 create ios app with in game purchase function?

    Can I use flash CS5.5 to create ios app with in game purchase function and other ios specific functions? Is there any limitation compare to using ios native development environment? Same questions for Android OS.
    Thank you very much.

    First disable autoplay. It gave errors for me. Try to make the movie play with the play() command.
    to embed the movie in your air bundle, just go to publish settings for your flash project. Then in that screen go to the player settings.
    In the first GENERAL tab you'll see a the bottom that you can add files to your project
    Propably there is allready your .swf and an .xml file in there.
    Using the + icon you can add your video.
    Make sure that your video is in the same directory as your . FLA file and you can use it as is (by name)
    If for example your flashfile is in c:\mytest\mytest.fla and the video in c:\mytest\videos\myvideo.flv , then you will have to load your video as "videos/myvideo.flv" with a FORWARD slash, never use \
    Good luck

  • Google Analytics in my Flash CS5.5 iOS app?

    I searched the forums but found nothing.
    I was wondering if it's possible to have tracking inside of my flash built iPhone app. I've done it many times in my flash web content, so I'm just wondering if anybody has implemented any sort of advanced tracking into their iOS apps built in Flash.
    Thanks in advance!

    Hi Colin,
    Just an update...  It looks like we finally got this up and running.  Two important notes for anyone following in our footsteps...
    1)  It appears that the Analytics for Flash does not work with a "Mobile App" account, it only seems to work with a "Web site" account.  When creating the new account to track your AIR app created in Flash, create the standard "Web site" account.  When asked for a URL, even though a mobile app isn't a web page, you need to put something in that field, so enter a URL that links to something you've created.  It doesn't seem to need to actually be related to the app you're trying to track, I think they just need to confirm that a URL exists.
    2) It appears that it takes several hours (24 hours perhaps?) after creating the analytics account for data to start showing up.  When I came back to this after the weekend, none of the tests I did within the first few hours of the account's existance ever showed up, not in Real-Time, nor in any of the other views.  But, to my delight, Real-Time data began appearing on Monday, so it must take some time to propegate before the account starts showing activity.
    Colin, I can't thank you enough for your patience and willingness to see me through trying to get this up and running.  It really is a very simple process if you take note of the two points above, but short of knowing that, it was very frustrating.  So thank you ever so much for being such a valuable resource to this community!

  • Poor iTunes subscription graphic quality

    Hi,
    We just created an multi issue iOS app with a free subscription. In the Viewer Builder Version 2.1.130 you are asked for the graphics for SD and HD. We created those in the exact measurements, but we saw that especially the SD landscape subscription banner turned out in poor quality, in comparison to the other banners.
    We took a screenshot from the app and found out, that the SD 468x135 banner gets resized to 463x135. Which explains the artefacts.
    And you can't upload a 463x135 px graphic. So the resampling to the lower width causes the reduction in image quality.
    Is this a known bug?
    // Norbert

    Hi,
    First let me say that I encountered this problem back in Feb
    2008 and mentioned it here.
    http://www.adobe.com/cfusion/webforums/forum/messageview.cfm?catid=680&threadid=1339003
    At that time, I thought it was an artifact of using tiff
    files and CHM compression - too many other things were wrong with
    that acquired project for me to be certain that RoboHelp had a
    problem. Using PNG seemed to cure the problem.
    Several months later and a couple of new projects and I'm
    fairly certain that Robohelp is munging the graphics when it
    imports FM8 books.
    The images in my books (almost a hundred screenshots in one
    300-page volume and about 100 in another 200-page volume) are all
    imported by reference.
    The application is a Web-based Java app with way too much
    text in small fonts. I generate each screenshot at a high 300ppi
    resolution and carefully crop/size them for the 7x9 page format
    using Photoshop. I'm under no illusions here - downsizing bitmap
    Web screenshots to fit on a printed page is going to cause loss of
    resolution. However, I get crisp hi-res images in the Frame-to-PDF
    output and the source images are sized so that they should work
    well for both print and Webhelp output.
    Now, when I first encounterd this problem in February,
    converting all the images to PNG seemed to work well for CHM
    output. It appears that PNG is not well supported in Webhelp, so
    the images are all converted to JPEG at max qualiity, which also
    adds many MB to the size of a PDF. This is documented in the RH
    help at:
    Home > Images and multimedia > Use images in topics
    Note: If you are generating WebHelp Pro or WebHelp output,
    use .GIF or .JPG image files.
    So I believe that I am following all the RH import
    requirements. However, when I run the FM-to-RH import, it's clear
    that the images in the help folders have been resized by the import
    process.

  • AIR iOS app fails uploading to Apple (iTunes Connect)

    I've been trying to upload my iOS app to iTunes Connect via Application Loader but it fails every single time. I'm getting the following error(s);
    'Unable to run the lipo command: ... Can't map input file ...' and 'Application failed codesign verification'
    I believe the second error is due to the first, but I'm not sure. I've been looking around the web for solutions and only found this thread on here, I've tried everything said there but nothing helps.
    Replacing my game with an empty FLA doesn't seem to work either.

    I'm on the latter side, usually it's a codesigning issue. How did you develop your certs and did you follow the order specifically in my list in that post? Often people use old certs but create a new app ID and expect the old certs to work.
    There's been other discussions about extra "files" that Flash Pro inserts into IPAs (.zips in disguise). Because Flash Pro publishes to a folder that's not built specifically for that build, people sometimes copy extra files into that path. Those files can "automatically" and accidentally be added to the IPA without the author desiring that. You should check what files are being packaged with your IPA to verify there's no extra junk.
    Are you using flash CS5.5 or CS6 and what version of AIR are you overlayed to?

  • Creating an iOS App with File Sharing Activated

    From what I can decipher, the only way for a user to retrieve a document created by an iOS app is through iTunes, but only if the app has file sharing activated.
    Is there a way to create an iOS app in Flash CS5.5 and make it a file sharing app?

    I used the following code for sharing files to documents directory, and it works just fine. I am able to access the files copied by the app.
    I made this app using Flash Builder. I will share another one using Flash Pro, soon.
    <?xml version="1.0" encoding="utf-8"?>
    <s:View xmlns:fx="http://ns.adobe.com/mxml/2009"
              xmlns:s="library://ns.adobe.com/flex/spark" title="Share File">
         <fx:Declarations>
              <!-- Place non-visual elements (e.g., services, value objects) here -->
         </fx:Declarations>
         <fx:Script>
              <![CDATA[
                   public function shareFile():void
                                  var file:File = File.applicationDirectory.resolvePath("original.swf");
                        var dest:File = File.documentsDirectory.resolvePath("copy.swf");
                        file.copyTo(dest, true);
                        input.text = "File Written";
              ]]>
         </fx:Script>
         <s:TextArea id="input" x="216" y="89" width="336" height="59"/>
         <s:Button id="button" x="292" y="220" width="184" height="50" label="Share Data" click="shareFile()"/>
    </s:View>
    Can you please share the app/more details about the issue in the meanwhile?

  • IOS 5 Sound Quality and Sound Check issues

    So since upgrading my iPod to iOS 5 the sound quality of my music has deteriorated massively and sound check no longer works as it should.
    Tracks sound crackly and audio volume will remain balanced for a few tracks when sound check is on, then all of a sudden become completely unbalanced and all over the place. My iPod is only just about useable, it's a bit of a disaster that its main feature doesn't work as it should.
    Everything else in my iOS5 works as it should.
    Any help would be greatly appreciated.
    Richard.

    Since I bought iPhone4 and listened my songs with "Ipod app" and external speakears I was amazed how brilliant, sharp, intense, clear, perfect bass, perfect trebble the sound was, there was no distortions or saturations ever... The sound quality was just PERFECT with the equalization OFF!!!  Not remember if I had SoundCheck ON before but now it doesn't make any difference. I installed iOS 5 over 4.3.1 or so and now sound is just more like noise compared to iOS 4,  I have selected all presets or equalizations but ALL are poor, maybe some presets work better with some songs but still they are poor.... Songs did not have clarity!! The volume force was like degraded, now I have to set higher volume to produce same force than before with less volume... iOS 5 max volume (100%) is like iOS 4.2.1 85-90% of volume. Difference is that iOS 5 maximum volume starts slightly to distort or saturate audio quality... before with iOS 4 sound quality was Crystal Clear even with max volume!!! In short SOUND QUALITY is DEGRADED... or perhaps I'm a very critical and nonconformist guy in terms of audio quality... this kind of degradation is quite notorious when one loves music!! or is there some other configuration I'm missing here??
    Totally agree with Richard!!
    At first I thought it was a problem with my phone... I used to believe iOS 5 was engineered for new iPhone 4S hardware and since it is shipped with dual-core processor, I thought my phone was short in resources!!!
    Why max volume is lower in intensity???
    Why equalization with the EQ Off changed?? All my songs were stored on iTunes, they must have same sound quality properties as they were when first ripped..
    I hope Apple enginneers did not sacrifice volume output force in favor of saving some battery, because normally we charge battery when listening music at home with our personal speakers equipment.
    I would like to understand the reasons why the new "Music App" was "changed", and why these changes have to go backwards!! That is sad... because for iPhone or iPod lovers music was always important.
    thanks

  • Reduce publishing time for Air iOS apps?

    Hi,
    Currently it's taking my machine up to  4 minutes to publish an Air iOS app.
    Are there any settings or hacks I could try to reduce the time?
    I'm using Flash CS 6 + AIR SDK 16 on a Windows 8.1 laptop.
    Stats:
    - Intel Pentium Prozessor (1,5 GHz, Intel HD Graphics, Microsoft Windows 8, 64-bit)
    - 4 GB DDR3-RAM
    - 500 GB Hybrid-SSHD-Festplatte with 8 GB SSD
    Thanks for any tips.

    Hi,
    I'm really interested in this feature as well. Have spent a bit of time attempting to get one running through a native extension but it doesn't appear to work. I believe something in the AIR build process is blocking the components required. I've tried several methods so far:
    packaging the appex with an ANE
    packaging the appex with the AIR container app
    using a class instead of a storyboard
    But nothing seems to be working. This is even before the app extension is doing anything. My guess is that the plist file specifying the app extension isn't correctly being included in the application but I have no idea how to update it to test.

  • Director 12 IOS app quits on iPod, but runs fine on iPad.  Any way to get it works on both?

    Director 12 IOS app quits on iPod after a second after loaded, but runs fine on iPad.  Any way to get it works on both?
    ipod - generation 3 - 2010 Spring (the last one before it got a camera)
    ipad - generation 3 - 2012 summer

    "what does it take to get final apps working on an iOS 7 iPad"
    Well most of the school made tutorials that i've seen over years, didn't really have too much code, so it may not take much at all to get it working - it might even work straight away.
    There's always some work required - but the pay off will be worth the effort.
    Problems to look out for :-
    can't use 3rd party xtras,
    can't use embedded fonts,
    can't have easy keyboard entry (you'll need to redesign everything for touch),
    scroll text fields need a bit of reworking,
    11khz sounds files need to be set higher,
    some 8 bit graphics bomb out,
    there are some lingo commands that just seem to bomb out the app (work around these with other lingo commands!)
    embedded Flash objects need a little bit of work to get them working right,
    videos need to be in swf format.
    If you're only running them on (in school) iPads - i'd say go with the side loading option.
    best not to bother with the app store - if you can.
    There are a few other enterprise options that might also suit.

  • IOS apps continue to use CPU after iPad sleeps

    I've created several AIR -iOS apps for iPad and have noticed that after the iPad sets itself to sleep, these apps continue to use a % of CPU indefinately, (around 2%).
    I'm seeing this by using XCode Instruments Activity Monitor whilst the iPad is connected.
    The apps have been created with:
    Flash Pro CS5.5
    AIR 3.2
    Tested on iPad1 and iPad2.
    Would anyone know if there is there a reason for this, what could be causing it and is there a fix?
    Thanks,
    Mark
    UPDATE:
    Allowing the iPad to sleep does maintain a CPU usage of around 2% for the AIR apps, whereas closing the app with the home button sets the CPU usage to 0, even with the app not exiting on suspend.
    When a native app is running when the iPad sleeps its CPU usage does return to 0%.
    I wonder what the AIR app is doing?????

    Hi Peter, 
    Thanks for your reply. 
    If Ask to Buy is turned on, the organizer should have to approve new purchases, including free apps, before they are billed--either to the organizer's card or to the family member's gift card balance. 
    The organizer must use a credit or debit card to pay for family member purchases. 
    You can find more detail at these links:
    Request and make purchases with Ask to Buy - Apple Support
    When a family member initiates a new purchase or free download, a request is sent to the organizer if Ask to Buy is on.
    How iTunes Store purchases are billed - Apple Support
     iTunes Store credit on your account isn't shared with other family members. So if the family organizer has a $50 credit on their account and another family member initiates a purchase, it won't deduct from the organizer's iTunes Store credit, but will bill the organizer's credit or debit card.
    For additional clarification on Family Sharing, you may want to reach out to Apple Support using this link: 
    https://getsupport.apple.com/GetproductgroupList.action. 
    All the best,
    Jeremy

  • Lower graphics quality after updating 2.2.1.

    Is it just me, or any body else has notice that some of the buttons and transparencies on the iPhone are lower in quality than the early 2.2. version of the firmware? I just update to 2.2.1 yesterday but ever since I've notice this, for example, *look closely on the keyboard of the phone app, check the green button to place the call, it looks blur!* I don't remember if this looks the same on the previous 2.2. version, but I don't remember notice it before. Is like if they use a lower render bitmap here.
    Am I becoming very demanding with the graphics or just been paranoid?
    By the way, have no trouble with battery or dropped calls. Everything seems to work fine, except for the lack of quality in some graphics and some minor bug when I wake the phone, the click sound does not sound louder all the times, sometimes it sound very low.

    I hope I'm just been paranoid, I'll hate to see the quality of the graphics on the iPhone dropped, because the interface is just so beautiful and well care in every detail. And well after all, Apple has always been in the market of graphics ever since they came up with the first graphic interface for the Mac back in 1984. I'll always think that mac os graphics look better that other OS, and now the iPhone looks like nothing before, so, that's what I'm been so demanding on the graphic quality issue. Right now, my iPhone is what keeps me close to Apple Computer, because right now, I'm stuck with a windows pc computer for the moment, and the iPhone is my Mac right now, so I don't want to lose high quality graphics, imagine how will you feel, if all of the sudden your mac os X desktop looks like Windows desktop? That's a nightmare! Right?

Maybe you are looking for