Well, even though I can see the alpha values decreasing step by step (throughout the "trace" instruction), the fact is that the MC does not fade-in at all, it's just starts at a 100% alpha value.How comes this illogical behaviour? The instruction "trace" shows what it should do, but Flash does not fade it in.
I've got a function 'onIntroFinished' which starts two tweens (musicPlayerIntro and fullResetBtnIntro). After each tween, an eventlistener is added to that particular tween to see when it's ended, so it can call on another function to start a new tween. The first tweens complete within the 'onIntroFinished' function....however, they don't go on to start the second tween in the 'musicPlayerIntro2' and 'fullResetBtnIntro2' functions? The trace statements are getting called for the second tween functions, so they're getting through to that point, but why aren't the tweens starting? Ocassionally when I test it, the second tweens half work, fading out to 50% alpha, but then stop and stay visible, rather than fully fading out. Is this necessarilly the best way to do a fade In/fade out alpha tween?
Has anyone encountered the alpha fade in CS5 not working when fading a graphic out? Example, I want to fade out a graphic symbol from 100% to 0%. When I try to make my fade to 0%, the alpha slider snaps to 100%.
I have a basic alpha motion fade which works using my flashplayer but not in flash players less than version 10 (no fade is present its just instantly there). If I change the player I am developing for in my movie settings the fade just does not work.
I've got a simple movie clip with text in, with tweening set on the timeline so it fades in and out.But in actionscript, when I modify its position _x or _y or even scale _xscale, then the movieclip text no longer fades with the playing of the timeline.I've tried everything but can't seem how to keep the movie clip so it continues to fade, but adjust the position.
I have 10 images that are set to a loop. I wrote a .as file to control how the fade it. The first one works great, but after that the fades seem to get less and less till the last one seems to just pop up on stage. Here is my code:
I have a movie clip that is a motion tween with a shape with fade... Now I want to put this mc as a mask .. and showing a part of an image with lot of this mc's I know that I have to use duplicate movie clip, but the mc as mask isn't working
I have designed a "Before-and-After" slideshow using Alpha tweens to slowly fade one image into another. The effect works great, however, it seems that the effect only works on the first time the user enters that page. If the user clicks the "play again" button, I reload the .swf and want the effect the play again, but it just moves from the first to second image, without the alpha effect transition.Is there some way to "reset" the .swf to replay the alpha tween effect? why it would have this behavior? The site and effect are purely actionscript, so I cannot do something like "goToAndPlay(1)" in the last frame, the entire site is only in the first frame.
I'm working on a small piece that involves a movieclip that scrolls slowly from the beginning on enterframe, but when a button is clicked it goes directly to a certain point on the x axis.
The first piece of it is here:[URL]..You'll see it's kind of wack right now, bc I can't figure this one issue out...
For the buttons I have this bit of code: (Where photo_mc is the movie clip i'm moving)
I have a stage w/ 6 buttons that call movie clips. works to remove them when the "next" button is clicked. Now I need to have an additional option of clicking outside the buttons "on the backround" to remove the movie clips also.
PHP Code: var fadeInstance:DisplayObject = null; function openFade(fade:MovieClip, y:Number):void{
I'm trying to make an animation possible to play in two different ways. The first one is to play animation from beginning to end without stopping The second one is an interactive way - something like slideshow made in powerpoint. My idea was to use gotoAndPlay() function with stop() function. It doesn't work the way as I expect. For instance - I've one animation made of 500 frames. It makes up some 10 slides. If I put after every 50 frames stop() function then it's impossible to play this animation from beginning to end without stopping because of stop(). How to handle this? It would be nice if there was a function to indicate to play between some frames. For example, start playing from 1 until 50, then stop. Then start playing from 52 until 100 and stop .... then from 450 to 500. Besides that from 1 to 500.
I have a 3D animation that is rendered to bmp frames.I have inserted the animations into a Flash doc.After editing, my final Flash movie/file is 20MB.what are the best ways of reducing or compressing the file size down to a resonable "web-ready" level? Around 8MB or lower
I work for the NPS, and they have an outdated CMS. I have no rights to upload an .html file, or edit one that the CMS makes. SO, I am forced to use their little deal to display my .swf files. url...I made an eHike in as3 Flash CS4. It has two scenes, the first scene is the preload, second is splash content and ehike content. The problem is I cant get the preloader to display in IE. I have all actionscript content exported to the second frame, as talked about here:[code]I have tried many different ways to load the preloader.there is a simple text field for the percentage, and a simple 100 frame animation. preloader_mc.[code]The CMS lets you decide in the popup window if it is resizeable or not. This works in IE (stopping people from resizing), but not in firefox, people can resize it. Is there any way to disable the resize in AS3? Again, I understand that your supposed to export the .html file with these settings, but I have no permissions to upload or create new .html files.
I have a 30 second long animation (18fps). Movie symbol 135 frames long which loop 4 times using countTextField/if/else etc. and then gotoAndStop on a static frame. According to the company that are posting it on their site, the animation doesn't stop.
Are there any other ways of completely stopping an animation?
I'm working on a big app. I need to enable back native keyboard shortcuts(e.g. CTRL+T opens new tab). e.isDefaultPrevented() called in handler returns false, but still when I press CRTL+T new tab is not opened. Is there some other way to disable keyboard shortcuts except e.preventDefault()?
One thing i've learned in VBA, is there are multiple ways to skin a cat in Excel. I want this:
Only, I'm rather frustrated with trying to convert my AS1 coded template into the AS3 for the day. So I'm guessing I can't use the UiLoader like in the video unless i'm missing some checkbox somewhere.
Any one now how to do the similar thing only using AS1 and in "for dummies" language please?
So far this community rocks with the feedback and help. I'm sure some genious knows.
I'm building a historical timeline app in Flash. The main feature will be an MC containing links to specific event in the history of an organization. The MC will scroll, and there will be a couple ways to scroll it. One type of navigation will be fwd/backward buttons, and I want them to work such that if the button is pressed and held, an MC containing links will scroll w/increasing speed (up to a limit), but if the button is clicked, it will just move the MC a specified amt.
An example of what I want to accomplish can be seen it this HP timeline: [URL]
I think I could do this w/a MOUSE_UP eventListener
I'm trying to create a flash mmorpg and I don't know what would be the best way of creating a connection that would handle the movement of people.I was thinking of saving the data on the mySQL server but I don't think that that would be the best way of doing this.
I've been playing around with some simple test animations using Arrays in various ways. One of them consists of 15 squares and I want them to grow and shrink as I mouse over them. I've gotten it to work with both Tween and onEnterFrame, but for some reason it will not work with setInterval. It's something to do with clearInterval. When I pass the i value to a new square the previous one stops where it is instead of continuing to grow and shrink. Tween and onEnterFrame don't have that problem at all. I've attached two fla files. The one using onEnterFrame works just fine. The setInterval one really doesn't work at all.
ActionScript allows you to mark a variable as [Bindable], causing any changes to that variable to have immediate effect all over your application.How would you implement this feature in your favourite programming language?
I usually created a movieclip in flash and assign it to actionscript class(using export for actionscript method in its property panel) that exteds movieclip.but sometimes movieclip is just too heavy for that,is there any possible way to draw a sprite directly in flash(not by code),and control it in actionscript-3
Ive got some high level questions about vector graphics. From what I understand, when you draw stuff in the Flash IDE, you are creating vector graphics. Is there any way to view the actual XML (or whatever code) that is generated 'under the hood' ? Is there any way to save the drawing as a .SVG file or something? Ive looked at a few free SVG drawing tools, but I'm wondering why not just use Flash directly, instead of creating my vector drawing in a separate program, and then trying to import it ?
Im thinking of different ways to build maps/levels for my flash game, and right now I'm thinking that building the levels out of vector shapes seems to offer the best features in terms of fast/easy collision detection, fast map creation, small level size, etc.The problem is, once I draw a level in Flash, how do I break the individual shapes apart (rectangles, lines, circles, whatever), into useable pieces I can use in the code? For example suppose I simply draw a big rectangle for a super-simple level. How do I grab the coordinates of the corners for use in my actionscript code? And how do I determine that the shape is a rectangle, and not a general polygon or just an unclosed set of lines?
For example I imagine the SVG code for a rectangle looks something like this:RECT 120, 60, 400, 500
But where can I grab that text from using actionscript, If I drew that rectangle in the flash authoring tool?
i'd like to create a single movieclip that responds to the same input (mouse click) in two different ways: if playhead is on frame labeled "one" go to frame labeled "two", otherwise if playhead is on frame labeled "two" go to frame labeled "one". i've tried if/else and switch statements with no success - what's a good approach to doing this?
is it possible to modify this script to make images load like a fade in/fade out slideshow. It works with buttons to action the transition I want, but I want a similar script to play a simple slideshow with same transitions.
I have 5 buttons that need to, when clicked fade the image in the background out and fade a new picture in. each of these buttons has a specific image related to it. how can i achive this smooth transition in and out for all of the buttons?