Frequently Asked QuestionsQ: How much of ActionScript 3 is currently supported by Spaceport? A: Check out our API reference to see which classes / methods are available. Q: Do you support In-App-Purchases? A: Yes! In App Purchase support is available on iOS and Android. Q: Do you support push notifications? A: Yes! Local and server push notifications are available for both iOS and Android. Q: How do I convert my Flash game into a Spaceport game? A: It's a partly automatic and partly manual process:
Q: I've built a cool new service (e.g., cross-promotion, social networking, etc.) that I'd like to make available to Spaceport developers. How can I integrate with your product? A: Spaceport version 3.2 will contain our new Plugin Architecture. It's currently planned for the end of January 2012. Q: What integrated development environments (IDEs) do you support? A:
Q: What does it cost to use Spaceport? A: Spaceport is free to try and free to publish, with no licensing fees. We make our money via a simple net revshare agreement where we take a small percentage of any revenue you generate using our platform. Even better, you don't even need to send us a check until your game makes real money (over $10K)! Q: The SDK requires connectivity to a web server. Does Spaceport support offline play? A: Yes, offline play is supported. The development SDK has offline play disabled so that people cannot publish applications without first signing a publishing agreement. However, the publishing SDK supports offline play. Basically, when files are downloaded, they are
cached locally on the device hard-drive. In subsequent plays, when a
file is loaded, if there is no internet connectivity, the local cached
version of the file is used. If there is internet connectivity, the
device first asks the server if a newer version is available using
standard header information which compares the timestamp of when the
file was downloaded to the last updated time of the file on the server.
If the cached version is up to date, the server simply replies with a
"304 - unchanged header" response.
In the publishing SDK, it is also possible to
"bundle" assets. This means that assets are downloaded along with the
application when a user downloads the app from either the Apple App
Store, or the Android Marketplace. These bundled assets simply
pre-populate the cache. In that way, even if a user immediately enters
airplane mode after downloading your app from the app store, all the
necessary files can be available in the local cache.
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