David J McClelland

Experiences at the Intersection of Programming & Design

Archive for the ‘Tools’ Category

Captive AIR: Flex is Finally a Legit App Solution

Getting a Flash project to compile and run on Android devices is pretty well covered on gotoandlearn.com – I recommend starting there. Some of the instructions are out of date but I was able to make it work.

I spent way too much time getting my Motorola Triumph to come up. If you have one, there is some good reference here. Amazon Fire was also a challenge to connect with, and is stuck on AIR 2.7. This required changing SDK to 4.0 and hacking the AIR Application Descriptor file which had already been generated to call for 3.1.  This aspect of mobile dev is counterproductive once you get over the thrill of testing an app a couple of times. It does underscore the incredible advantage Flex/Flash present for rapid development of mobile apps though, since you can develop a lot before testing on a device or emulator.

My experience targeting the Fire made it clear to me why AIR captive runtime is really not a nice-to-have option:  it is the only way to guarantee your AIR-based app will run on a wide range of phone and tablet form factors. Compare the incremental download time/space savings of AIR to the installation user experience, developer effort and Flash-taint-avoidance. It finally establishes Flex mobile as a legitimate cross-platform approach. No-one knows/cares what tooling I used to develop a free-standing app, and they certainly don’t want to hear that their device won’t run my app because it isn’t certified to run the latest version of AIR. As a developer I can’t afford to guess how many devices I am abandoning when I move from 4.5 to 4.5.1 SDK.

  • 0 Comments
  • Filed under: Practice, Tools
  • Navigating Cross-Platform The Adobe Way

    I am circling back to the Adobe multi-platform development approach now that I am using ActionScript 3 and MXML all day. I just don’t have the bandwidth now to be productive in Haxe, HTML5 or other language variants with my new full-time Flex responsibilities.

    Meanwhile I hear questions about what alternative to Flex should be pursued, so that keeps the alternative pressure on.

    So I am focusing on what is required to build to Desktop, browsers, iOS and Android from Adobe tooling, and incorporating any other required.

    So far that meant installing Android SDK and attempting to get a phone to show up for ADB. I have a Motorola Triumph, Droid 3 and Kindle fire to try. So far the Triumph does not show up, but I may have installed the USB storage drivers that came with the phone on dev machine. I have to admit, I have never once gotten a phone to work with ADB.

    I downloaded Motorola’s eclipse-based development environment - maybe it has some magic.

    iOS will be an interesting challenge as I have to justify buying a dev license and possible set up a Hackintosh to get something on the only iOS device in my house – an iPad2. I finished off the iPod we had trying to fix the cracked screen with a replacement kit.

    One note on the Moto Triumph – this is a prepay Android 2.2.2 smartphone through Virgin – I own the phone outright for $300 and can use it on Virgin or Sprint. Virgin is $25/month for “unlimited” data and text plus some voice (which I don’t use anyway) and it is almost as good as the Droid. When you look at total cost of ownership, it is about $1400 less than a less-well equipped iPhone or Droid on Verizon with a similar plan over 2 years – less than half.

    Enterprise Flex Tools: IntelliJ IDEA

    I had never heard of this IDE until very recently. I assumed Enterprise meant you installed the Flash Builder plugin in your existing Eclipse instead of getting Flash Builder standalone.

    Everyone calls Idea IntelliJ because, let’s face it- they probably think they made a clever play on “IDE” but no-one knows what you’re talking about if you refer to it by the product name. “What version of Idea are you using?”

    So why use IntelliJ instead of Builder, FDT, FlashDevelop or Eclipse? The short answer is that it kicks Eclipse’s butt in performance, usability and actual capability. Builder’s too, If you aren’t concerned about editing MXML layouts visually and Adobe product integration. It is a very nice, well-thought-out tool that has all the hooks needed to fit into almost any enterprise setting that uses typical Java/OSS middleware and almost any version control system.

    If you want to try before you buy you can download a trial of the Ultimate Edition. The free Community Edition does not have the MXML/Actionscript plug-in. I might post more on this as I learn more about it.

     

    Here’s a cool feature I found recently: IntelliJ can make panels semi-opaque when they lose focus so you can still monitor them while coding:

     

     

  • 0 Comments
  • Filed under: Practice, Tools
  • Use Your ActionScript Experience to create Native Apps

    If you are looking for way to create content for many relevant platforms from a single codebase on a Windows PC, I recommend HaXeNME and FlashDevelop plus the Actuate tween/animation library.

    I have yet to find a tutorial that covers the complete process of installing everything you will need to deploy to all the supported platforms using FlashDevelop, but that is the preferred -but not required- method. I don’t have a Mac on which to follow the XCode build path to iOS, so you won’t find that here either, at least not right away.

    If you are interested in following along, or just want to try out HaXeNME, here is a fairly comprehensive walkthrough to get started:

    Install FlashDevelop


    Install FlashDevelop and dependencies, such as .net and Java. The version I installed provided options to automatically include Flex libraries and Flash Player Debugger and prompted me to install any dependencies it did not include itself or find on the system already, such as Java.

    Version

    Download

    Download FlashDevelop before clicking the helpful, important links above it. FlashDevelop can install these for you.

    Options

    Installation Options

    Progress

    Installer Progress

    Even though FlashDevelop comes with HaXe pre-installed, I recommend installing HaXe separately. If you decide otherwise be advised that the rest of the what is outlined will probably require path changes and may not work at all.

    First Run

    First Run Fails Sometimes

     

    Second

    Success!

    Projects

    Select New Projects from Projects Menu (Not File Menu)

    HaXe

    HaXe is already there, but...

    NME

    Installing NME will also install Motion-Twin HaXe and NEKO to the default location for your version of Windows as a convenience. This will vary from Windows XP and Vista/7, but neither is where FlashDevelop put it.

    Be advised that the HaXe site indicated their installer may trigger a virus alert. I saw one for the NME install on Vista, but not from the HaXe on Vista or NME on XP, using the same virus program on each. In spite of declining to take action, Windows Defender reported that it had “cleaned” my infected file. This notification appeared a few minutes after I had completed the NME installation.


    Before Installation



    Before HaXe Installation, Vista

    After



    NME installation

    Targets



    Refer to the site instructions for how to install the target operating systems currently supported by HaXe NME.
    NME has install scripts for each target, similar to how Linux installs packages. Some of the installers will prompt for paths and options.

    Android SDK Manager prompt during install
    When prompted for installation directory

    C:\Development|Android SDK

    enter

    C:\Development\Android_SDK.

    Android API 7 Required

    Make sure you select Android 2.1 (APK 7) as instructed by the instructions that appear in the terminal. Then install NDK to

    C:\Development\Android_NDK

    What packages you should install for Android is up to you and outside the scope of this post. If the SDK manager indicates it is done loading packages and you close the window it is possible that the NME process will not detect this. If this happens simply close the terminal window and restart in another one. It will skip through progress already made on the install as long as you enter the correct responses and enter the underscored path names. Do the same process for Apache Ant.

    When prompted to install Java JDK, I recommend installing the developer JDK. Install to an existing Java directory if you have one – probably

    C:\Program files\Java

    You must manually install Java from Oracle’s web page. I recommend installing Jave EE 6 SDK. The ME version did not compile correctly because the compiler is no longer included in that package. It took a bit of research to figure this out, but as of this writing NME still presents you with the ORacle page for the ME version.

    Update Environmental Variables

    Content

    Install libraries to use with HaXe/NME

    Libraries are one area where the underlying complexity of HaXe is exposed. While there are some libraries that have been specifically created for use with Haxe to compile to all targets, there are more that are partial ports from a single platform that use HaXe as a bridge to support a subset of other targets and only features the developer needed, or that the targets could support. Use HaxeLib to determine what is available. Check you project use-case and do some research before committing to a specific library. I have a strong bias toward using only libraries that support all targets and are actively used and developed in case new targets are introduced that become strategic. One such library that will be necessary to use in the next step is Actuate. Open a command line and enter
    haxelib install actuate

    to install it.

    Can Sencha Touch/Animator/EXT Do eLearning?

    Sencha sells a suite of products for developing HTML5-based rich media that work on all browsers and platforms without using Flash or other plugins.

    Can combine some of the products to create a robust eLearning content solution/production flow that compares well to Articulate/Captivate?

    To start with, I installed Sencha EXT JS version 4. This is a Rich Internet Application framework that must run on a web server to work.

    Examples and Training on EXT JS 4

    A build tool SDK is available as a beta for automating the rinse-wash-repeat sometimes required for multi-browser support. Once installed, you can do builds from the command line. More on the SDK.

    Next, let’s assume that if we can build a HTML5 site with EXT JS, we can build some templates to display basic Knowledge-Needed content and a course menu with it, possibly with the aid of a database backend.

    If that is the case, we will need some more interactive content to plug into the templates. That’s where Sencha Animator appears to fit in. Unlike EXT JS, Animator installs like a regular application in Windows. You can run it as a trial for 30 days. It looks similar to Adobe Edge but has Actions you can use to build interactivity. There are some tutorials provided to get started. The output is also HTML5. Can it tie in with the EXT JS framework?

     

     

    Here is a sample of an HTML5 animation running in EXT JS framework. On Android OS Phone. On iOS.

    I recreated the animation in Flash and embedded it in Adobe Captivate. I was able to convert the output to HTML5 using a conversion tool in beta release from Adobe. The output plays well, but the conversion results in a file size that mushrooms from 400K SWF to a folder complex weighing in at 2.65MB. Most of this is because the animation is baked into an MP4 movie. And it’s beta. Still, this does not compare favorably to Sencha Animator, which produces an identical animation that loops (Captivate can’t loop swfs) at 126K. More on this, and a try at Wallaby and some other Sencha tools soon.

  • 0 Comments
  • Filed under: Tools
  • eLearning Without Flash

     

    For highly interactive content I recommend Unity3D. It outputs highly efficient, accelerated native apps for IOS, Windows, Android, and soon will support Flash Player.

    For more basic content equivalent to that created using Captivate, Articulate and other rapid tools, I recommend HTML5 Video as a preferred target for screen captures, and Sencha Animator or Corona for information display and simple interactivity.

    Adobe’s announcement that they are no longer going to build a mobile Flash player brought me back to when I learned they bought Macromedia. I wondered how long it would take them to ruin the culture that nurtured Flash into something more than an cartoony animation tool.

    Why was I so pessimistic? Because I knew Adobe wouldn’t treat Flash like their life depends on it (it doesn’t). Flash will probably go the way of Director – another authoring tool they acquired from Macromedia that became the “3D console game” development platform.

    Why is dropping Flash Mobile Player such a big deal when no-one really developed for that target (or at least ever monetized it)?

    • Flash is no longer publish-once distribute everywhere
    • AIR doesn’t generate efficient runtime bytecode
    • In Adobe’s vision of the future, mobile users will download and install an AIR app for every Flex and Flash RIA?
    • Flash Player 11 Mobile was supposed to be all about hardware video acceleration and be a game-change according to Adobe
    • I no longer trust Adobe, and resent the ding to my credibility as a (soon to be former) Flash eLearning/content developer.
    • I know a lot of developers feel the same way, further eroding Flash as a platform/ecosystem
    • There are better alternatives if I take a best-of-breed alternative route to developing content.

    Technical Training as Game

    The Monster Debugger Game

    The Monster Debugger Game

    I wish I had looked at this game before I had made the assertion that it contradicts: “learning games aren’t for technical training”. Learning is embarrassing sometimes.

    There are caveats behind my assertion that still stand, but lets ignore those and look at what makes the example I found work so well. For one thing the game supports the company identity. It also forwards their marketing agenda – it showcases their custom development capabilities and gets passed around as training for their debugging tool, which is their virtual calling card. Very smart people.

    roar

    Scare the block!

    De Monsters knows coders don’t want to waste their time when they are on a mission. They know their competition isn’t another game or debugger – it is the present challenge the coder is working on defeating in their own very important project. In more detail: Persuade me to drop my “coder agenda” of “assimilate, use and move on” and pick up my “gamer agenda” of “enter as hopeful newbie, invest time cycling through levels to get to the good part, have fun and learn something deeper about this debugger in the process.” What does De Monster get in exchange from me? Loyalty.

    Level Beat

    Level Beat

    What persuaded me? I saw that De Monsters loves their product so much that they poured a lot of that love and attention into their game through the aesthetics – this led me to trust them. I have to trust before I will let my self be a vulnerable newbie – I will not be insulted or made a fool of, even sitting alone in my Eagle’s Nest of Fort Awesome.

    Monster Debugger Help About Panel

    About Panel

    All well and good – does the game do a credible job teaching how to use De Monster’s Monster Debugger? In my opinion it does this exceptionally well. Progression through simple MathBlaster-like side scroll cave levels requires the use of the debugger and exposes the best features of the product along the way. There are surprises and the learner supplies part of the content, in terms of variable values that change level outcomes.

    Level Tip

    Level Tip

    Level Instructions

    Level Instructions

    Fun Trace

    Fun Trace

    Fun Method

    Fun Method

     

    The game is also a very effective functional demo. After completing a couple of levels I can already see how I can use Monster Debugger in ways I hadn’t previously considered, such as creating a reusable developer control panel outside of a game to play test in real-time. It is more than a debugger. The story neatly mimics the experience of the apprentice coder being led on a journey through obstacles without going too far. We all know what a blocker is, so why not have a block block your path?

    Was it worth it?
    In compensation for the investment of my time I received training, a new tool, some process change ideas and a really fun experience. This is how it’s done folks.

    Using ChatMapper to develop eLearning

    Why Use Chat Mapper?

    • It is faster and easier to tell someone what to do than why.
    • It is faster and easier to tell someone how than when.
    • It is faster and easier to write, plan and deliver to an outline of a linear process than to cultivate an emergent experience.

    If most eLearning is designed with primary consideration for the limitations of the designer, author, publisher and purchaser, the learning needs and the effectiveness of the product are being compromised. Rapid eLearning is the epitome of this (when misapplied).

    So I am willing to assume that anything that can make a wider palette of instructional approaches to learning viable will include ways to ease the limitations of the designer, author, publisher and purchaser. A tool that promises this is called Chat Mapper.

    What is Chat Mapper?

    This tool was conceived as a framework for writing, testing and previewing dialog trees for adventure games. The developers realized that it can also be used for branching simulations. It is free to use for noncommercial work, and otherwise sells for a very reasonable price.

    It’s  use of Lua script and the provision of a developer API opens up additional workflow options. Notably, iDirect offers a couple of plug-ins that use the script information from Chat Mapper to block out non-player characters, sets, objects and dialog in Unity 3D. Integration with game middleware that uses Lua (Unity doesn’t) such as Unreal Development Kit could be an even more powerful way to generate 3D pre-visualizations and iterate very quickly.

    Chat Mapper stores projects in individual files. You can reuse any media among multiple projects, but there is no aggregate database in which to store reusable characters, sets or keep track of what has been used where. If you want to keep track of assets at that level I will cover a solution I created for this in another post.

    How I use Chat Mapper


    There are 4 YouTube demos that will get you started on how to define assets, build a tree, branch it, test it, and add some conditions. I started there, and then started thinking about how I could make Chat Mapper conform more closely to my eLearning agenda.

    Custom Field Manager

    Custom Field Manager

    For instance, I removed optional fields that stored character email address and phone numbers, since I would not use this. I added some fields to include motivation and goal of each character as a constant reminder for consistency while adjusting writing. But I decided not to duplicate all of the character bible data that is already stored in a separate, searchable aggregate database.

    There is an implied logic built into Chat Mapper: there is a user agent, such as an avatar, who is walking around asking people questions. The answers to the questions drive the branch navigation, but they aren’t right or wrong answers. Typically you have to keep asking until you click on something that has the answer.

    But this isn’t the only I implement branching: it would be more useful if the eLearning setup of Chat Mapper was configured with an option to present multiple-choice questions to manage the branches. These are difficult to display in the preview system Chat Mapper provides, which is built to display sequences of brief dialog.

    Node Properties Kludgey

    Node Properties Get Kludgey

    There is a somewhat kludgey way to manage conditional requirements for certain branches by entering shortcodes in branch . This is primarily to ensure that a game player finds everything they need before moving to the next branch.

    Condition Setting

    Condition Setting

    It can be extended to make certain branches prerequisite to others. Anything more complex than that will probably require custom Lua scripting.

    More Thoughts

    Chat Mapper appears to be a work-in-progress where elements of the underlying scripting are gradually worked into the user interface. Better to have kludgey shortcodes than wait for UI implementation I guess. It’s far enough along that the remaining implementation gaps are “nice to haves”. And you can’t argue with the price and flexibility offered.

  • 0 Comments
  • Filed under: Tools
  • Hansoft Game Development PM Tool

     

    What would happen if Google added a MS Project clone to its apps suite and added agile methods to its linear Gantt focus? I think it would look a lot like Hansoft, a PM package from a Swedish software company of the same name.

    I read about it in a press release announcing the Id software had decided to use it for Game PM. Crytek, Ubisoft and Bioware are also listed as current clients. My initial assumption was that it must be super expensive if the big guys are using it.

    I was delighted to find that Hansoft has a fully-featured free download version of their product to allow a deep evaluation. Subscriptions are similar to Basecamp’s. The free version is limited to 2 user accounts, but you can add a free QA account (they are free to add to a paid subscription too) and press the admin role into service if you want to see how a project works. 4 fully-worked project examples are included in the install.

    Because the data is hosted, everyone sees updates, and views and access can be tailored to roles. Users can switch between agile, lean and kanban views of a projects.

    I was able to grok the essentials of creating a project in a couple of hours, and now I am wondering when I will get to actually use it on a project and try out the reporting.

  • 0 Comments
  • Filed under: Tools
  • eLearning Mechanics #8: Chaining

    The emphasis on reusable learning objects in instructional design never led to the free-form chaining of these objects into custom curricula. I was involved in a failed attempt to do this once: it was realized that objects mapped to a single objective did not function as standalone units. They were really learning fragments.

    Chaining requires that each contingency or challenge be part of an over-arching context relevant to the learner. Perhaps including this requirement would help redefine what a learning object is and does.

  • 0 Comments
  • Filed under: Tools
  • Categories





    Finger Lakes, NY

    United States of America

    Enter your email address to subscribe to this blog and receive notifications of new posts by email.