Looks like finally it's possible, thanks to Flash CS5, it will be possible to create Apps for IPhone and IPod Touch with firmware 3.0 or higher.

Great news actually, I was getting tired of all that people telling me: "
Hey why don't you learn some Unity, so you can make Apps for IPhone and be a millionaire in few days!!!".
The difference with Unity will be anyway visible, Flash requires more memory to run... but I guess for most of Apps and 2D games, Flash will do great.
For 3D stuff there is still a lot of work to do...
One important thing that many people didn't understand is that, it's not that IPhone will build another firmware that will be able to read Flash files; Flash CS5 will support a new kind of Output that will work on IPhone.
So the firmware of the Iphone is alwasy the same, Flash changes, infact this thing will be possibile only with Flash CS5.
That is why the Safari Browser will not support Flash anyway...
The beta should be released by the end of 2009, you can subscribe
here to be notified when it will be ready.
While waiting, please read this interesting this
Developer FAQ about Flash CS5 and Iphone.
Sonoflash in amazing, you can basically add sounds to your flash games just writing some code, and the sounds will be distorted and changed however you want.
You can choose from a list they provide on theire site and download, for free, the sound that you need.

Check this video by Ryan Stewart.
As many of you know it,
Mochiads as improved a lot in the past 2 years.
One of its competitors, GameJacket, failed last week.
Many developers are doing good money with the Mochi Advertising right now.
Are you doing it? Probably you should give it a try!

Mochiads Version Control not only works as advertising but also protect the code of your game.
Here I am going to explain you how to add it to one of your games in ActionScript 3.
First important thing to do is, if you don't have an account,
click here to Sign-Up MochiAds Developers Program.
Login in the dashboard and click on the yellow button Setup New Game.
Now it will ask you:
- The Title of your game.
- The dimensions of you game, write it how big it is, like 640x480 for example (The game must be not smaller than 300x300).
- Version Controll click Yes.
- Create Game.
In the Version Controll version you dont need to download the Include files from MochiAds.
Now it will ask you to Authenticate your game, write that string of code on the first frame of the time line, or in the document class. The string will be something like this:
var _mochiads_game_id:String = "your code";
If you are using a Document Class remember to clear everything from the Main Function.
For example let's pretend your Document Class is named MyGame.As inside you need to be sure it will look something like this:
package {
//...imports
public dynamic class MyGame extends MovieClip{
//...declarations of variables
public function MyGame () {
//Here nothing!
}
//... other functions.
}
}Now select the colors of you preloader, you can even upload a custom image if you want, make a custom JPG the same size of your game and upload it to make it appear under the preloader line. It will look more fancy!
Then upload your SWF, give it a version number, like "1.0" or" 0.5alpha"... as you want...

And eneter a little description only for you, like "
First upload".
OK, now continue, download the file they just created for you, it contains the SWF you will have to distribute.
It's almost over

.
You need to fill out the game profile.
In Game URL write the Link of a page where people will be able to see your game and then upload the swf you just got there.
Add Description, an icon of 100x100 (I suggest you to make a very cute icon becouse it is the first thing people will see), Catoegories, Keywords and Save.
Great, now you are DONE!
Last thing to do if you want is to enable your game for distribution so that Mochiads will help you to spread it on internet.
This tutorial will teach you the basics to add bones to an object and move them using ActionScript 3.
It is quite simple, those are the steps to do:
- Design something ( to test i designed something like a snake
). - Click on the button Bone Tool (X).
- Draw a bunch of bones on the object making sure they are attached.
OK, now you should have something like this:
Make sure the last bone on the head is called: ikBoneName6As you can see in the TimeLine now you have a new layer called Armature_(Number), rename it to Armature_1 if it has another number.
Now click on the Armature_1 layer and you should see in the properties something like this:
Make sure to change the Type in Runtime.Now create an empty layer where to place the ActionScript on the TimeLine (to keep the tutorial short i placed everithing on the timeline).
import fl.ik.*;
var tree:IKArmature = IKManager.getArmatureByName("Armature_1");
var bone:IKBone = tree.getBoneByName("ikBoneName6");
// tailJoint will manage the point of your bone, if you want to manage the head of your bone you need to use headJoint
var tJ:IKJoint = bone.tailJoint;
var posT<img src='http://www.lorenzgames.com/smiles/P.gif' alt='Emoticon' width='14' height='14' />oint=tJ.position;
var ikMover:IKMover = new IKMover(tJ, posT);
addEventListener(Event.ENTER_FRAME, onFrame);
function onFrame(event:Event){
posT.x=mouseX;
posT.y=mouseY;
ikMover.moveTo(posT);
}Now you are set, Test the movie and you should get something like this: