Flash Player (Firefox)

最新版本 GameMaker Studio 2.2.4 Build 458

GameMaker Studio 2.2.4 Build 458

GameMaker Studio 2.2.4 Build 458
用於 Firefox 的 Adobe Flash Player 是提供高影響力,豐富的 Web 內容的標準。設計,動畫和應用程序用戶界面可以直接部署在所有瀏覽器和平台上,吸引和吸引用戶的豐富 Web 體驗.

Adobe Flash Player 支持多種數據格式,包括 AMF,SWF,XML 和 JSON。 Flash Player 支持的多媒體格式包括 MP3,FLV,JPEG,GIF,PNG 和 RTMP。支持的其他功能包括加速圖形渲染,多線程視頻解碼和攝像頭支持 StageVideo。 Adobe Flash Player 還可以利用受保護的 HTTP 動態數據流(HDS)實現更大的隱私控制。 Flash Player 安裝在 13 億多個系統上,是提供高影響力,豐富 Web 內容的標準。下載 Flash Player 脫機安裝程序安裝程序!

Adob​​e Flash Player 功能:

停止安裝
確保您的 Flash Player 安裝是安全且最新的。只需在安裝過程中選擇“允許 Adobe 安裝更新”,或隨時在 Flash Player 控制面板中選擇此選項即可.

Gaming
使用 Flash Player 的令人難以置信的 Stage 3D 圖形讓您的遊戲更上一層樓。順暢,響應和令人難以置信的詳細遊戲是一個點擊即可。 Adobe 增加了對遊戲控制器的支持,所以來把你的遊戲!

高性能
體驗硬件加速高清視頻完美播放使用 Flash Player。最近的改進允許受支持的 Flash 內容和遊戲繼續提供響應式反饋,即使在您的 CPU 最大時也是如此。下載 Flash Player 脫機安裝程序設置!

注意:此下載是 Firefox 的獨立安裝程序,如果您正在尋找舊版本,可以從 Adobe 網站下載.

ScreenShot

軟體資訊
檔案版本 GameMaker Studio 2.2.4 Build 458

檔案名稱 GameMakerStudio-Installer-2.2.4.458.exe
檔案大小 183 MB
系統 Windows XP / Vista / Windows 7 / Windows 8 / Windows 10
軟體類型 免費軟體
作者 Adobe Systems Inc
官網 http://get.adobe.com/flashplayer/
更新日期 2019-10-08
更新日誌

What's new in this version:

Updated Licensing to Remove GPU Checks:
- Some customers had issues where dual-GPUs in their machines meant moving the IDE between displays or toggling power-saving modes could cause their licence to be invalidated
- This GPU check has been removed, but now everyone needs to refresh their licence the first time they run 2.2.4 - please remember you will need an internet connection to achieve this
- Note, if you're using 2.2.4 on the same machine as 2.2.3 or older (e.g., you have a Steam install and a standalone), then be aware you will be asked to log-in again each time you start the IDE
- Changed the "clean" button to confirm if you need elevated permissions in order to clean files in your build folder (e.g., Apple Sign-In information) and then prompt you on the Mac if required
- Changed behaviour around saving empty code files
- Code files are now only created on disk if there is actually something to save when the editor is closed the first time after creating the resource
Now, if you create a new Script/Event/Shader/Instance Creation Code/Room Creation Code/Timeline moment/Note and then close the Code Editor without typing anything, no empty file will be created
- Stops redundant file watcher notifications that your project has changed on disk
- Extra Name Verification For Included Files;
- Building for Apple platforms and Android/Amazon, you will now get an error if you try to export an Included File which has a name starting with a number
- These device OSes do not allow filenames starting with a number, so this stops you wondering why the file can't be found in-game later on
- Until you fix the incorrect filename or disable the Included File from being exported into your package, you will see this error each time
- Removed redundant in-game analytics checkbox in Game Options
- The runner no longer requests analytics information when players run games, following the previous de-activation of the server, so this redundant checkbox has now been removed
- Extended HTML5 Browser Launch Settings
- Added Preferences for you to specify the default webserver URLs and port
- Added Device Manager support to pass command line arguments to the browser (e.g., start with the dev tools open)

Misc:
- General: Changed GPU memory allocation for editor windows, which should result in better performance when moving between workspaces and/or running GMS2 for a while
- General: Fixed Help > Release Notes / Runtime Release notes link to be https versions, not http, to avoid issues where some users could not see the contents of the notes
- General: Fixed those above two links to send you to the correct versions of the notes if you're currently using a beta release without actually having opted-in
- Build Windows: Fixed Windows VM Steam builds to use the correct Steamworks dll version from your Steamworks install folder (YYC was fine)
- Code Editor: Fixed that custom snippets were only appended to the defaults, they couldn't replace a default - snippets will now override if a duplicate keybinding is found
- Compiling: Fixed on some platforms the build timer didn't stop at the end of the build, instead it kept going until the game was also closed
- Compiling: Fixed an issue where changing the creation order of instances in the Room Editor could make double-clicking compiler errors open the wrong instance's code
- Compiling: Added a Compiler Error for the "Missing or corrupt build tools" message to better highlight this installation issue - some users were missing this in their compiler log because they only read the last line
- Device Manager: iOS/tvOS "Detect Devices" now returns all physical devices of that type currently connected to the Mac, rather than just the first one found
- Extension Editor: Fixed an issue with newline characters in Gradle injection text boxes could cause Android builds to fail in the Mac IDE
- Game Options: Added support for specifying a game description value for UWP packages
- Game Options: Added support for specifying an Amazon TV banner image and have this packaged correctly in-game
- Game Options: Added support for injecting text into the Android "application tag" during builds (this allows you to set android:usesCleartextTraffic="true", which some extensions need for allowing http traffic in Android API 28+)
- Game Options: Removed checkboxes to enable Google Play Services and Google Play Licensing on Android. These have worked for a few releases simply via the extension being in the project or not, and so the checkbox was misleading
- Importing Projects (1.x): Fixed an issue where the "type" of instance creation code wasn't being set automatically, leading code to be missing in the IDE unless you fixed the .yy manually
- Room Editor: Fixed an issue where two room's Layer Properties windows could be drawn at the same time if both rooms were open and had layers of the same name selected
- Room Editor: Fixed a couple of issues where the visibility of layers in a group was not being passed correctly to the game if the group folder/parent was set as invisible
- Note: In the room editor you need the parent/folder set as visible in order to have any child set as visible, and you then turn off visibility for any child layers you don't want to show
- Sound Editor: Fixed that imports of 1.4 projects were not setting the new sound to the correct bitrate value
- Source Control: Double clicking on a file will now start the diff tool defined in

Preferences:
- UI: Fixed a 2.2.3 issue with Mac IDE keybindings when there were multiple bindings for the one action, so all keybindings now work again (e.g., Cmd+Y and Cmd+Shift+Z to redo actions)

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