ActionScript 1/2 :: Gold Particle Falling Effect In Flash?
Apr 8, 2009create falling gold particle effect in flash.
View 8 Repliescreate falling gold particle effect in flash.
View 8 RepliesI have plenty of ways of creating falling snow like effects, but a client has just comitted me to an effect as a test of my ability without talking to me first, that I am a little stumped by.I need to have a top down falling snow effect (its actually supposed to be flour falling from a sieve but hey...). All the snow effects I know, fall down sideways on, from top to bottom, and then they disappear off the page (the flakes).I need the particles (movieclips) to fall downwards from a birds eye view, and 90% of them to disappear, but the remaining 10% to gradually (over about 5 seconds) build up a white logo (shape) in the middle of the screen.So I am guessing that I am going to have to be clever with dynamic masks to get the shape appearing a little bit at a time, and then I also need some random motion, and scaling as the particles fall downwards (and away) from the eye.
Before I jump in at the deep end, has anyone got any ideas on this, even just part of it (the falling particles or the revealing dynamic mask part) would be a great help.Please let me know if you can help with ideas and input in anyway, and I'll give you credit on the final project when complete, as well as much help as I can with game related scripting and deisgn/URL...
I want to make the falling snow effect, but i need leaves instead of snow....
View 1 Repliesso I am requesting a little help to connect a few pieces of code I have; the end result being a particle effect that propels 9 different movieclips (pulled from the library) off 'into space'.
Here is the code to call a single movieclp, which I was able to create myself :
Code:
var i:Number=0;
function createMusic() {
origin.attachMovie('music', "music"+i, i);
[Code]...
I'm trying to kill a particle effect I've made for this animation upon a button event. Here's my script as it appears at the keyframe before the animation moves on:[code]When either of the buttons are pressed and the animation moves on, I want to remove the smoke children I've created at the top.
View 2 RepliesI plan to use Social Gold for payment in my application. SG site has instructions for using the service and sale of virtual currency [URL]- it using signatures and server requests.However, on the same site is an example of the [URL]In this example, the game absolutely does not use a server method, and sends the secret parameters not safe. I understand that this is done for testing.
Each user my app gets a unique id when registering. Each time the application start accesses the database and gets information about the user: settings, value of virtual currency, etc. After performing certain actions (click on the button, buying patterns) is debit the currency. If the user wants to purchase with the help of Social gold virtual currency, then I need to get from SG service callback that payment by the user with id = '12345' was successful. Yes, I can set in control panel Postback URL, but how it can change the data in my flash application?
I have a particle generator class and I want to create a hitTestObject function on another object to check for any collisions with the particles produced.I bascially have a character already on the stage called character_mc and I want to be able to collect the particles, that means when the character touches a particle, the particle disappears.
View 1 RepliesI have the snow effect falling in the project. But during the falling of the snow I'm loading an external file into the screen. (animation from another prog in swf format) But the problem is that the new swf file is blocking the snow. How can I script the snow so that it will fall on top of the loaded file.[URL].
View 2 RepliesIs it possible to make this a mask? The system contains one movieclip of a circle called ball, also a class called ball and a class called particle. I want the particle system movieclips to display an image...I'm sure this is possible...just have not been able to find a way. A little backround, I'm a completely selftaught n00b when it comes to AS3, but I'm grasping it fairly well... the tutorial is on this website, called A Simple Particle System Using Actionscript 3.
View 0 RepliesI have some code here for some falling leaves. I was wondering how it can be altered so there is a delay between a group of leaves falling and the next group falling? also to slow down at the end of the fall? [code]
View 9 Repliesi always loves to create aura/particle effects in flash while creating some website, I always use after effect to create them, but it's a little heavy side.I was wondering is there any way to make it lighter in weight so it could faster the loading time?URL...
View 1 RepliesI did the excellent tutorial on Falling Snow for Flash CS4/AS3 on this website.I now want to add further graphics and animations to the snow for an e-card I'm creating.I have tried to add to the timeline and animate a logo, but then the snow just flashes on and off in one piece. Is there a way I can make the snow fall, say, halfway through my animation so I can add other things to it?
View 3 RepliesThe actionscript is applied on my FLA successfully. Here is a brief description :(a) frame 01 to 30 : without snow effect(b) frame 31 to 99 : snow effect appliedThere is no problem at all when the SWF is run for the first time.
View 1 RepliesI made a flash movie with snow falling from the sky in Flash 8 (actionscript 2.0). However, the snow I made differs from the original. The original is here: [URL]. I put mine here: [URL]. You will notice that my snow only falls downward: there is no randomness for the flakes to go left or right. There is no movement. Where in the script below can I change that so that there's more movement for the flakes?
I use the following script for the snow itself:
onClipEvent (load) {
//specifies the size of the movie stage
movieWidth = 300;
movieHeight = 200;
//variables that will modify the falling snow
[Code] .....
And on the first frame of my movie I put the following:
for (k=0; k<50; k++) {
duplicateMovieClip(this.snow, "snow"+k, k);
}
Running Flash CS3, I've reviewed the lynda.com tutorial on building particle systems in ActionScript 3.0 to try and build some shooting sparks in an animation.I'm getting stuck at what I think is a really elementary point, but I can't seem to get past it.
Basically, all I'm trying to do at this point is create a class called Particle (which I will teach to do things that particles do a little later) link it to a MovieClip on the stage in my .fla file and use the particle's update function to move it across the stage in a manner defined in the instance (so I can later give different movement properties to each AS generated instance of the MC). I know there are easier ways to accomplish my base task without loading an external package, but this seems so strightforward that I must be doing something very simple wrong I just can't see so I thought I'd post the code here and see what I'm missing.
I start with a file called Particle.as in the same folder as my Spark Test.fla file.
In Particle.as I have the following code:
package{ import flash.display.*; public class Particle extends MovieClip { public xVelocity:Number; public yVelocity:Number; public function Particle() { xVelocity = 0; yVelocity = 0; } public function update():void { this.x += xVelocity; this.y += yVelocity; } }}
So I'm declaring that all particles are built with no motion, but if they are explicitly granted an x or y velocity, they will move by that much when the instance's update function is called in the timeline.
Then in my Spark Test.fla file, I have a small shape in a MovieClip called Spark. In the Linkage properties of Spark I have chosen to Export for ActionScript and Export in FIrst Frame. The class is called Spark and the Base class is Particle. For testing purposes I've dropped an instance on the stage and called it spark. Then in the actions layer in the first frame (the timeline is just the spark layer and the actions layer, one frame long each with no "stop();" so it should run forever) I have included the following code:
spark.xVelocity = 5;spark.yVelocity = -1;
function updateSpark(event:Event):void{ spark.update();}
addEventListener(Event.ENTER_FRAME, updateSpark);
What it looks like this should do is on each ENTER_FRAME Flash should call updateSpark which is a function that runs the update() event for the spark instance which is a instance of a movieclip that has an update event which moves x and y position by their relative velocity variables. This all seems pretty straightforward to me, but when I ctrl-Enter to test the movie, I get the following 3 compiler errors:
Particle.as Line 1: 5000: The class 'Particle' must subclass 'flash.display.MovieClip' since it is linked to a library symbol of that type.
Particle.as Line 7: 1071: Syntax error: expected a definition keyword (such as function) after attribute public, not xVelocity.
Particle.as Line 7: 1084: Syntax error: expecting rightbrace before semicolon.
I need create bubbles in flash, I used the fallinng snow script but I need that the particles go to the sky and not go to the floor :This is the code...
onClipEvent (load) {
//specifies the size of the movie stage
movieWidth = 78;
[code].....
If anyone would please post everything they can about particles and particle systems, including tutorials, source files, links, movies, comments, help, and code, I am trying to learn about particles and particle systems, but I can't fin anything that meets my needs. Please post whatever you can!
View 4 RepliesI'm using the Pulse Particle component to place a random starfield into my client's animation. Problem is as you'll see in this simplified example, I have the particle layer next to the bottom but when you render out the movie, the particles go right to the top layer, no matter what. I tried both this timeline effort and then I tried placing it with AS3 using the addChild method. Neither worked at all. How can I tell this component to only populate to the proper layer/level so the objects above it are seen without any particles?
View 2 RepliesI am new to actionscript but I am fairly confident in messing around with it. I have been trying to make a particle engine for two days now and I'm at my wits end.
What's funny is, the particle engine works fine. i have piggy backed off of somebody elses particle engine and modified things to how i need them (And stripped it of a few unnessicary things..) what my problem consists of, is I am trying to make the particles go behind another movie clip. this movie clip is a frame (to make it blend in with the webpage it is displayed on) and it must always stay on top depth no matter what to give that affect.
[Code]...
Here is the code that I have just now:
Code:
package
{
import flash.display.*;
public class Particle
[code]....
This creates a constant stream of particles flowing from one point on the screen. I don't want the particles to constantly flow out from one point - I want to create a button that causes a set number of particles to explode out from it when it is clicked.
I've got a bunch of modules called "c4" labled red1,red2,red3, etc. And a laser made from particles, with angle controlledby bckspace and enter keys:
onEnterFrame = function(){
for (m=1;m<4;m++){c4 = this["red"+m];
if(robot_mc.laser_mc.lasereye_mc.hitTest(c4.cap)){c4.gotoAndPlay("fram e2"); }
[code]....
The problem I run into is having the collision work with the beam, as opposed to the bounding box that begins with thelasereye_mc. Is there a way to get the c4 to react with the beam, instead of the bounding box around the beam? Or a way to get the photons to interact individually? Also, is there a way to load a particle system through an onEnterFrame without it overloading/oversaturting ?
I've written a game with a particle system, as the particles go off the stage, they are removed. At the end of the game I want to remove all the particles which are still on the stage. How can I do this?
My first thought is to put all the particles in a container and then remove the container at the end of the game. However, if I put the particles in a container, I can't reference them anymore with event.target
i've got this really simple particle system... what i can't figure out is how to duplicate it and still have it work. if you take a look at my .fla, you'll see that I have attempted to dupe the mc and particle system by duping the mc and having the same AS on it. I also duped the original code on the 2nd frame which multiplies the mc's to create moreparticles...maybe somebody can tell me what's going wrong here. i'm trying to achieve a sprinkler head effect so i need to dupe this effect to fill in what a real fire sprinkler would do.
View 8 RepliesIve attached the associated file, Its simply a partical generator that initially creates an explosion of particles which disipate after they stray a certain distance, but how can i remove the original particle movieclip from which Its formed?
View 14 RepliesI was working on a little particle engine for blood in a project I am working on and I can see it being versatile enough to be good but when I import it into a test environment it causes a little fps lag.
Code:
package {
import flash.display.Sprite;
import flash.events.Event;
public class mc_Blood extends Sprite{
private var xTarget:Number, yTarget:Number;
[Code] .....
i am trying to create a particle system for a game i am creating in class, though it seems that the particles are not being added to the stage. my instructor and i have checked all the obvious things and now were stumped?
particle class:
Code:
package {
import flash.display.MovieClip;
public class Particle extends MovieClip {
var xspeed:Number;
[code]....
the particle movie clip is simply a 5x5 rectangle, with the class name redParticle and the base class is Particle. [URL]
I'm a self proclaimed n00b when it comes to as3, but I'm learning rapidly.I followed this guide and created a great particle system: url...What I'd LIKE to do, if possible, is make those particles that are generated be the only part of an image that shows(mask). The tutorial contains a fla with a movieclip of a circle, two classes...particle and ball which call the movieclip and generate it on the stage.
View 1 RepliesI got the AS code for a really cool particle fountain and modded it to use it for the animation of a popcorn machine. It turned out really great. The only thing I didn't care for was that the particles were balls. It worked fine on a small graphic but now i want to make a larger scale version and wanted to make the sprites actual pieces of popcorn.Here's the code I'm using so far:
Define the gravity.
This determines how fast the balls are pulled down.
*/
var gravity:Number = 0.2;[code].....
i've got this really simple particle system... what i can't figure out is how to duplicate it and still have it work. if you take a look at my .fla, you'll see that I have attempted to dupe the mc and particle system by duping the mc and having the same AS on it. I also duped the original code on the 2nd frame which multiplies the mc's to create more particles... maybe somebody can tell me what's going wrong here. i'm trying to achieve a sprinkler head effect so i need to dupe this effect to fill in what a real fire sprinkler would do...
[Code]...
Code:
package{
import flash.events.*
import flash.display.Sprite;
public class ParticleAttractors extends Sprite{
public var i:int;
public var j:int;
[Code] .....
They all move in unison, but by my terrible reasoning, all objects in the particle array should receive different velocities. Is there some much more efficient way to achieve this effect? If not, tell me what is wrong in my for loop. Update is an on enter frame function, by the way.