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Home/ Questions/Q 6477481
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Editorial Team
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Editorial Team
Asked: May 25, 20262026-05-25T06:57:11+00:00 2026-05-25T06:57:11+00:00

Probably this is a newbie question :) But I have some Flash games built

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Probably this is a newbie question 🙂
But I have some Flash games built in AS3.
And I want to import it to Flash Builder 4.5 to create Andorid, iOS version of these games.

Is it possible to import this games to Flash Builder and just run something like “compile for Android”?

If is possible, how can I do that?

Best, Flavio

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1 Answer

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  1. Editorial Team
    Editorial Team
    2026-05-25T06:57:12+00:00Added an answer on May 25, 2026 at 6:57 am
    1. Using Flash Builder 4.5 to package applications for Apple iOS devices.
    2. Using Flash Builder 4.5 to package applications for Google Android devices.
    3. Using Flash Builder 4.5 to package applications for BlackBerry Tablet OS.

    if most or all of your .swf was created on the timeline instead of portable code, you can simply create a wrapper and/or preloader to load that .swf and add it to the display list. something like this:

    package
    {
        //Imports
        import flash.display.Loader;
        import flash.display.Sprite;
        import flash.display.StageAlign;
        import flash.display.StageScaleMode;
        import flash.events.Event;
        import flash.events.ProgressEvent;
        import flash.net.URLRequest;
    
        //Class
        [SWF(backgroundColor = "0x444444")]
        public class SwfAirWrapper extends Sprite
        {
            //Constructor
            public function SwfAirWrapper()
            {
                stage.scaleMode = StageScaleMode.NO_SCALE;
                stage.align = StageAlign.TOP_LEFT;
                stage.frameRate = 60;
    
                init();
            }
    
            //Initialize
            private function init():void
            {
                var swfLoader:Loader = new Loader();
                swfLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, loaderCompleteEventHandler);
                swfLoader.contentLoaderInfo.addEventListener(ProgressEvent.PROGRESS, loaderProgressEventHandler);
                swfLoader.load(new URLRequest("MyGame.swf");
            }
    
            //Loader Progress Event Handler
            private function loaderProgressEventHandler(evt:ProgressEvent):void
            {
                //preloader stuff goes here
                //IE: evt.bytesTotal / evt.bytesLoaded * 100)
            }
    
            //Loader Complete Event Handler
            private function loaderCompleteEventHandler(evt:Event):void
            {
                //Load complete stuff goes here
                //IE: addChild(evt.currentTarget.content);
            }
        }
    }
    

    or if you don’t want a preloader you could simply embed your swf. something like this:

    package
    {
        //Imports
        import flash.display.DisplayObject;
        import flash.display.Sprite;
        import flash.display.StageAlign;
        import flash.display.StageScaleMode;
    
        //Class
        [SWF(backgroundColor = "0x444444")]
        public class SwfAirWrapper extends Sprite
        {
            //Variables
            [Embed(source = "mySwf.swf")]
            private var EmbeddedSwf:Class;
    
            //Constructor
            public function SwfAirWrapper()
            {
                stage.scaleMode = StageScaleMode.NO_SCALE;
                stage.align = StageAlign.TOP_LEFT;
                stage.frameRate = 60;
    
                init();
            }
    
            //Initialize
            private function init():void
            {
                var mySwf:DisplayObject = new EmbeddedSwf();
                addChild(mySwf);
            }
        }
    }
    
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