ActionScript 1/2 :: Create Cartoon Using Code Only?
May 11, 2009
Some lovely code I picked up to create cartoons. My character is sunny. We create multiple empty mcs as holders for a) Sounds and b) Attached or loaded mcs.BUT the damn sound object doesn't work. sound_1.start(); diesn't work - however it works it I move it right up under the attachsound code.Then the next sound_2.start definately work. I DID get to work in other code I had even though it was even inside a function. I will paste it under this code.
I am trying to create my first cartoon animation. What I have so far is four swf's, each containing a short animation. What I want to be able to do is load in a swf file into a fla, then after a certain time peroid, remove that swf and load in a new swf.
I'm doing some cartoons for random clients, and they're going to need to look slick on HD televisions (1080). Is there a specific size I should design the flash movie at before hand? Right now I'm designing them at 1280 x 720, but when I burn the movie to a DVD and watch it, there is just a little but of pixel distortion during some of the movement (ex. you can notice some of the outlines looking odd as they move pixel from pixel). I'm wondering if this has to do with the size I set the stage at in Flash, or if it shouldn't even matter since it's mostly all vector art.
1. I am trying understand what horizontal skew does. Does skew means the object is @ a angle to horizonal plane. When i set to 120 ' as horizontal skew it turns upside down. Is there any good web links to understand how horizontal skew works in flash?I checked in some weblinks but it was not useful
You know those paper flipbooks you would have as a kid where you would flip the pages and it would like like a moving image? How cartoons are made? I need to make that on the computer. I have a series of jpeg that I want to cycle one after another every second or so.
Basically what I am trying to do is show a medical cartoon, that at various times, the user can click on a button to say "I want to read more about this point later". This will allow them to continue watching the cartoon, and at the end be taken to an HTML page that shows them the list of points they selected for further research. It's like creating a shopping list for further reading. SWF output version 8 AS 2
I'm trying to create a flash program that uses it's own code to send and create images. Each square has a colour and that colour gets added into the array. A black, then grey, then white is:
filecode = ["Bl", "Gr", "Wh"];
That works fine, but when I try to paste it into an Input text box it will only fill in the first part of the array.
filecode = ["Bl,Gr,Wh"];
So the program has NO idea what I want.The only ways I can think of fixing this is by putting in 402 text boxes to suit every box...But every one of them needs a Variable Name.Or by sending the information straight into the array. But this way you are just looking at what you just drew, and that is not at ALL practical.
I was just wondering if there is a nicer way than setting flag variables etc. to accomplish this.Example: trying to have a pannel slide closed, then it opens with the text. The text is changed and displayed by the time it opens.When I have something like
The problem is both processes start and you see the new text as the window closes.Is there a way to have your code not execute the next line until the previous line is complete?e.g. if movie was finished playing, then perform line 2.
I'm trying to create a simple looping background with code only (and one library item). It's going to be used in a game I'm making.
I place the graphics in an array and tell them to move in an Enter Frame loop, then, I want to remove the graphics that surpasses a set position on the stage and move it to the start of the array.[code]...
And how I would move the graphics to the start of the array, I simply don't know :( If I get this to work, I also want to figure out how to make more than one layer of looping graphics, if possible. But, do you think what would slow down the game a lot?
I'm starting to learn AS3, and a question comes to mind. Let's say I'm in the authoring environment and I draw a rectangle on the Stage, set some properties - fill color, etc. - and then convert to button symbol.
Question 1 - Is Flash creating AS code that records these actions (create an instance, set properties, etc.)?
Question 2 - If Flash is creating AS code, is there any way we can see that code?
I am interested in creating a page on my website where visitors can download a pdf file. I have never done anything like this.good tutorial or website tat has info regarding the code necessary to make this work in Flash AS3.
I have a problem .Im trying to create a code for my flash mouvie,and I realy dont know how to do it right What i`m trying to do is this : anytime when a frame is loaded from my movieclip to appear a text in the left corener down that say the number of the current frame.
There's another thing I don't fully understand in ActionScript 3 yet...
Let's say I have a class that takes care of certain things (KeyPress events, to be specific). But when I want to access the functions inside this class, do I have to create a new instance of it?[code]....
I can create a MovieClip using the follwiFirst, select rectangle tool from ToolsWindow and draw a rectangle by dragging through mouse.Then press F8 by selecting the drawn rectangle, select radio-button with "MovieClip" and click "OK". Now give the instance-name to this newly created Movieclip(say,myMovie). Now, we are able to use this MovieClip.But, I need to create a custom-sized MovieClip upon which I place text-fields(not known i.e., it is dynamically known(say, "x" no. of text-fields are required)). Hence the MovieClip size must be increased/decreased as per our requirement
I start to work on new web 3d engine. I call it IGood engine.As can be seen from the video, it is already possible to create a simple application of visualization without lines of code.Base on for alternative 3d.I am waiting your opinions.
how to create the proper Actionscript code that will control the Alpha Transparency of a MC I want as a preloader. I want the MC to start of at 100% alpha-transparency, and then decrease to 0% alpha-transparency when the whole Scene is loaded. Also, it should show the precentage of the Scene loaded. I have the code that I thought would work to control the alpha transparency of the mc and loading it. But, I get confused with the perloader code to incorporate into the alpha transparency code? Does this make sense; is it possible?In Leaman's Terms, As the scene loads, the mc goes from invisible to visible at completion of the scene load.
Here is the code:
Code: onClipEvent (enterFrame) { loading = _parent.getBytesLoaded(); total = _parent.getBytesTotal();
[code]....
Now, I have no idea if and where you'd include the poper code to control the mc's alpha transparency based on the percentage of the scene loaded? Can someome maybe rework the code to make this work. And use a working example, that way I see it working to fully understand the concept? The mc's instance name is "sm_logo". Where would I use the instance name in this code, or better yet the proper code alltogether?
i had this problem buggin me all evenin... does anyone know how to create code that makes a movieclip repeled by the mouse? like this kind of movement.. -- http:[url].....
I have some code that was written to create a thumb galleryof sorts...an image scroller that, when the thumbnail was clicked,another data area was populated with the xml data. I have removedthe image scroller part, making the main data area itself scroll. Ineed it to display the xml data when the image loads, instead ofmaking me click on the image to load it, which is what is currentlyhappening.