In this chapter we explored the three different flavors of the Flash Player on the Sony PlayStation 2. We hope to see the public release or license of the Internet and Strobe version of the player soon and we anticipate that the Internet version of the player will be powerful as a user interface element to web applications.

We have shown that Flash on the PlayStation 2 is viable technically, aesthetically, and is financially advantageous over the traditional design process.

As more developers begin to use the Strobe player, we hope that they find the section on middleware and Sony hardware code requirements useful. In particular, we want to emphasize the need to brush up on these topics and to avoid underestimating the time it takes to handle Sony hardware, especially the memory card requirements.

We've found that although there are several issues with the Flash Player in regards to frame rate, we were able to surmount these with several design solutions, using bitmaps when possible, using bitmap rendered text, and avoiding the normal culprits like multiple alpha effects.

The memory issues we ran into were improved greatly with the Strobe player's loadMovie functionality; however, we still needed to reduce bitmap size on many screens using compression outside of Flash.

We want to re-emphasize the importance of planning for localization early and being cautious about double-byte character limitations in regards to dynamic text fields.

In the end, we hope you find this chapter useful, whether you are planning on using the Strobe player or the Internet player for Sony PlayStation 2. We are excited about the possibilities and we hope we have shed some light onto this new market for Flash developers.

Macromedia Flash Enabled. Flash Design and Development for Devices
Macromedia Flash Enabled. Flash Design and Development for Devices
ISBN: 735711771
Year: 2002
Pages: 178 © 2008-2017.
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