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rammibm21 said
I do have a Liquid 2 – AS3 XML Template with DeepLinking and its not loading properly.. if i cilck on index.html and open in a browser it shows up blank page. Do i have to change any parameters so i can view output in a browser…??.. just now starting with it..
Hi,
Yes you need to change the “hasBoughtTheFile” parameter from false to true in the ImAThief.xml
Cheers 
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LGLab said
FlashTang saidDid you look up “Flash builder overlay Air SDK ”? Has anyone managed to test on Android so far? I’m getting a “wrong window mode” error using Starling framework. I overlayed Air sdk in Flash CS5 .5 and the runtime on my Galaxy S2, which seems to be fine, I can test fine on desktop as I can set wmode to direct in the embed code of the html, but all I can see in Flash is a “Hardware acceleration” setting which can be set to direct but still doesn’t work, so how to set wmode direct when exporting apk?
Great , I downloaded the air3-2_p6_sdk_mac_022712.zip , But I ‘m confused , how to install this sdk ? I copied air3-2_p6_sdk_mac_022712 folder to Applications\Adobe Flash Builder 4.6\sdks\ , but nothing happened![]()
Got it working, you need to manually set the renderMode to direct in the app.xml, then set that xml to read-only and republish the apk. 
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FlashTang saidDid you look up “Flash builder overlay Air SDK ”?
Great , I downloaded the air3-2_p6_sdk_mac_022712.zip , But I ‘m confused , how to install this sdk ? I copied air3-2_p6_sdk_mac_022712 folder to Applications\Adobe Flash Builder 4.6\sdks\ , but nothing happened![]()
Has anyone managed to test on Android so far? I’m getting a “wrong window mode” error using Starling framework. I overlayed Air sdk in Flash CS5 .5 and the runtime on my Galaxy S2, which seems to be fine, I can test fine on desktop as I can set wmode to direct in the embed code of the html, but all I can see in Flash is a “Hardware acceleration” setting which can be set to direct but still doesn’t work, so how to set wmode direct when exporting apk?
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RimV said
Notice that Stage3D is coming soon on AIR 3 .2 mobile so it is not impossible to develop 3D mobile game with Flash in recent future: http://blogs.aerys.in/jeanmarc-leroux/2012/02/02/air-3-2-stage3d-and-minko/ Still, it’ll take sometime to become mature enough, don’t expect any mobile game framework like Unity anytime soon.
But stage3D is not just for 3D, I’ve been testing the Starling framework on desktop with particle emitters and the performance is way better. I just hope it performs as well on mobile as my game depends on it 
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revaxarts said
LGLab saidI guess they do it right now, just wait two or three minutes!
I became elite author yesterday and still haven’t got my badge, I’d appreciate if you looked at this first thing in the morning as other minor issues such as no being able to deposit can obviously wait until later![]()
Done! Thanks John 
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I became elite author yesterday and still haven’t got my badge, I’d appreciate if you looked at this first thing in the morning as other minor issues such as no being able to deposit can obviously wait until later 
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Something like this, import a small transparent grid pattern png in library and give it a class name of Grid then:
var sp:Sprite = new Sprite(); sp.graphics.beginBitmapFill(new Grid(0, 0)); sp.graphics.drawRect(0, 0, 2000, 2000); sp.graphics.endFill(); addChild(sp);
I prefer to just draw it once and quite large to cover all screen res. instead of redrawing it on every stage resize but there could be a better way.
I think it’s just to reduce the “impact” of the background image especially with bright images so it’s easier to see the content.
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Congrats man, well deserved 
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