Hey j,
“First off, I would probably be interested in WinPhone but don’t care so much about Flash.”
That’s fine, I’m in favor of a WP7 target also. But there are a lot more people who can play your game on Flash than on a WP7 device, and that won’t change for quite a while. 57 million people per month play Farmville in FB. Even more play CityVille now. I don’t think even Angry Birds can put up those kind of numbers.
“Speaking as a developer who’s dealt with plenty of requests…”
Wait now…I never said “easy”, I said “quickly”.
And I was speaking as a professional console game developer (since PlayStation 1 through N64, PS2, DreamCast, Xbox, Gamecube/etc.) and someone who has written cross-platform rendering engines. I wasn’t trying to be presumptuous or dismissive, I was speaking as someone who has done this sort of thing. (I wrote a cross-platform 2D rendering engine for PC, PlayStation 1, N64, and DreamCast circa 2000.)
The point I was trying to make (that you misinterpreted) was that there are no technical impediments to getting a core of functionality up and running in a relatively short amount of time. That’s all.
The Lua 5.0 virtual machine has a total of 35 instructions. While that does not necessarily make it “easy” to port, as each platform has their own set of issues to contend with. But it should be a straightforward bit of work.
(In thinking about it, cross-compiling to AS3 probably makes more sense than writing an interpreter in AS3.)
After all, seamlessly supporting multiple targets is really the primary benefit of this kind of abstraction. I was simply suggesting that Flash/AS3 is a natural target platform for the technology.
Not trying to pick a fight j…just wanted to correct the record. 
-John [import]uid: 29170 topic_id: 6050 reply_id: 22575[/import]