Swift 3 – Press and LongPress

Here you have an example with a simple Tap and a long Tap.

    override func viewWillAppear(_ animated: Bool)

      let tapGestureRecognizer = UITapGestureRecognizer(target: self, action: #selector(tapped(_:) ))
      buttonTakeShare.addGestureRecognizer(tapGestureRecognizer)let longPressRecognizer = UILongPressGestureRecognizer(target: self, action: #selector(longPressed(_:)))


    func tapped(_ sender: UITapGestureRecognizer)

      print(“That is a simple tap”)


    func longPressed(_ sender: UITapGestureRecognizer)

      switch sender.state
      case UIGestureRecognizerState.ended:
      print(“Long Press Finished”)
      default: break



Skeletoraxe. Animations with Haxe

Over 2 years ago I  was confronted head-on by the problem of Flash-Smartphones / Tablets transition: how to export Flash animations and make them work in our devices ?

After several searches on the web I learned that there were two types of methods to export animations: Spritesheet or Skeletal. The most commonly method used at that time was Spritesheet which create/export a complete image for each frame of the animation.
In my case I realized quickly that this method wasn’t ideal for my game GhostSplash which had more than 100 animations. Animations which had to be exported as big as possible because I had to make them work with the best possible resolution at any devices. TOO MUCH !

The Skeletal method was indeed the fittest, but back then there wasn’t Haxe  libraries to export my animations. Spine and GAF was the only alternatives but either were expensive or simply had not been implemented the Haxe version . Dragon Bones was one of the few wich proposed a free version but it only existed for AS3 and Flash.
It is for that reason that I decided to create Skeletoraxe.
I hope this library will be useful

Enjoy it !

You can download Skeletoraxe right here.

And here you are a little tutorial to learn how it works

Molotov TV ya llegó

Avant tout, désolé, mais j’avais envie d’écrire ce post en espagnol pour le fan 🙂

Tras varios años de trabajo ( más o menos 3 ), Molotov TV, proyecto llevado a cabo por Pierre Lescure y el cofundador de Allociné Jean-David Blanc, ya está aqui entre nosotros para volverle a dar otro sentido a la televisión.

Por el momento solo está disponible para ordenador ( Mac y PC ), iPad y Apple TV, pero pronto lo veremos también para Android.

Es un servicio que nos propone 35 canales gratuitos y también una serie de canales ( 37 en total ) de pago por el modesto precio de 9.99 euros/mes.

Ya no digo más, os dejo descubrirlo a vosotros mismos. Aquí tenéis el enlance:




Adobe Flash is becoming Adobe Animate CC


As we all know FLASH was condemned the moment Apple does not support it on the iPhone.

Over the last 4 years we have seen how Flash has been gradually disappearing from the market and even perceived as a toxic brand. It is for these reasons that Adobe has decided take the big step and kill definitely FLASH for giving way to Animate CC.

Already Flash features HTML5 Canvas and WebGL support, and Animate CC will continue to support and AIR SWF formats; so no changes there. However, there will be a series of new features added before the release date in early 2016, Which include:

+ 4k video support;

vector art brushes;

SVG animation for export;

colored onion skinning;

rotatable canvas;

Deep Integration with Adobe Stock;

integration with shared libraries.

However, i have not found any specification on how to export animations. Adobe opt for exportation in spritesheet? a exportation in skeletal animation (as GAF, Skeletoraxe or Spine)? or both?

Support for 100MB APKs on Google Play

Smartphones are powerful devices that can support diverse tasks from graphically intensive games to helping people get work done from anywhere. We understand that developers are challenged with delivering a delightful user experience that maximizes the hardware of the device, while also ensuring that their users can download, install, and open the app as quickly as possible. It’s a tough balance to strike, especially when you’re targeting diverse global audiences.

To support the growing number of developers who are building richer apps and games on Google Play, we are increasing the APK file size limit to 100MB from 50MB. This means developers can publish APKs up to 100MB in size, and users will see a warning only when the app exceeds the 100MB quota and makes use of Expansion Files. The default update setting for users will continue to be to auto-updating apps over Wi-Fi only, enabling users to access higher quality apps and games while conserving their data usage.

Even though you can make your app bigger, it doesn’t always mean you should. Remember to keep in mind the following factors:

Mobile data connectivity: Users around the world have varying mobile data connectivity speeds. Particularly in developing countries, many people are coming online with connections slower than those of users in countries like the U.S. and Japan. Users on a slow connection are less likely to install an app or game that is going to take a long time to download.
Mobile data caps: Many mobile networks around the world give users a limited number of MB that they can download each month without incurring additional charges. Users are often wary of downloading large files for fear of exceeding their limits.
App performance: Mobile devices have limited RAM and storage space. The larger your app or game, the slower it may run, particularly on older devices.
Install time: People want to start using your app or game as quickly as possible after tapping the install button. Longer wait times increase the risk they’ll give up.
We hope that, in certain circumstances, this file size increase is useful and enables you to build higher quality apps and games that users love.

Original source: http://android-developers.blogspot.co.uk/2015/09/support-for-100mb-apks-on-google-play.html