I've started work on the mobile version of EBF4. Going from 4:3 aspect ratio to 20:9 feels weird. But at least updating the graphics a bit is fairly straightforward and relaxing work.
There's a lot of code that I can copy from EBF5 to make it easier, but making the user interface wider and bigger for mobile screens is still gonna take a lot of tedious work. UI stuff is definitely the worst part of doing a port like this. Well, that, and optimizing a lot of lazy coding that I fixed in EBF5 but left in EBF4.
Hopefully all of the mobile features like in-app purchases, adverts, and cloud saving, will be trivial to implement now that they work in EBF5 - but they gave me a lot of trouble the first time!
Btw, I'm still using standard Flash display list and vector graphics, if anyone's wondering.
It works fairly well on Android, and great on iOS!
Gimmick
Vector graphics works great on mobile devices? I'm shocked! Is that with the newer versions of AIR? Is it because AIR performance has improved or because mobile phones have gotten way faster than they used to be?
matt-likes-swords
Not sure, but mobile AIR does a lot of stuff on GPU that the desktop version does on CPU.
Probably depends on the type of game, but EBF5 runs well enough on everything other than very cheap Android devices. The biggest issue turned out to be stutters from the garbage collection, rather than the vector graphics. There are some limitations though - filters don't work, and you have to make good use of cacheAsBitmap on your backgrounds.