He has a preloader using the classes below but is exporting classes in frame 2 in the publish settings for faster preloading. Is it even possible to use classes on a preloader this way??? I thought it was easy but this one is crazy hard to figure out[code]...
I produce advertising banners with Flash CS4. I often have to comply to a max weight of 40K. Sometimes I use functionnalities that make Flash export actionscript classes to a frame in the swf which makes it exceed the 40k limit. Is there a way to make flash export those classes to a separate file instead of in a frame?
So I posted a question earlier similar to this, but this is a totally different thing and in CS3, not CS4--and on a different machine. I have a video player .fla that imports VideoScaleMode and VideoEvent, but when I test the movie I get compile errors saying the definitions can't be found. These are in the fl.video package and that's how I'm importing them:
But for some reason they aren't found--or at least that is the error that is thrown. The same exact code in an .fla that I previously developed works perfectly, right next to the problem .fla at the same time in the IDE, so why in the world wouldn't it work in this one? In fact, even if I create a brand new AS3 flash document and paste the code above onto the timeline and test it, I get the 'definition not found' errors. But if I click over to my old .fla in the IDE and test it, no problem. And the AS3 settings (classpaths) are identical in these files.
I've built a small, simple web page. One frame uses 3 ComboBoxes and one UIScrollBar. I set up my Components by dragging them from the Library and using the Property Inspector to give them values. Everything works fine and shows up when published... but then eventually, when published, all of the components show up as blank rectangles. I'm trying to minimize the data being loaded during Frames 1 & 2 due to the preloader. I chose to Export Classes in Frame 3. When I do this, my Components (in Frame 9) disappear. How can I solve this?
I know I can export a simple tweened animation using "Copy Motion as Actionscript 3.0" and passing the resultant XML to an Animator object. But what I'd like to do is export a frame-by-frame animation and use that in my code.
As for why I want to do this, I'm trying to simulate a post-it being ripped off of a white board. Doing it and getting it to look natural using just code is going to be difficult, so I was thinking of having a designer at my company do a frame-by-frame animation of it and then using that.
Pardon my most likely newbie mistakes.I imported a FLV file I created in After Effects into Flash CS4, using the wizard. I choose the correct file path and no skin.Then using the FLV playback components I made a custom play/pause button.When I test the movie it works beautifully.Not when I export (I have tried quicktime movie and SWF). I think I only get one frame (the first frame is empty, so not 100% sure).I have never worked with Flash, is there something I need to do in the timeline, like setting an in and out point or something?
have made preloaders before have had problems with delay, ultimately because you have used the 'attachMovie' method in your AS and extra weight has been added in to the mysterious '0th' frame.Using the 3 frame method ie ( 1st - preloader, 2nd- components, 3rd- application), here's what you do: Rather than having to rework your script and take out the attachMovie methods you can simply deselect 'export to first frame' on you're linked mc's. Now select the 2nd keyframe in the timeline and drag instances of these mc's onto the movie (off stage of course). Now, in the 3rd frame place the actionscript as you had it before (making sure you have placed stop actions). And there you have it! Now flash loads your linked mc's in the 2nd frame, and they can be preloaded along with the rest of your movie.
I searched the forum and only find AS3 solutions. Does anyone know a way to export audio for actionscript after frame 1? I unchecked the "Export on Frame 1", and what that did was to skip exporting my audio all together. "Export for Actionscript" is still checked, but I don't know how to tell it when, I guess, is the problem.
I saw one thread that said to put the audio on the timeline, so I tried it, and although the volume slider still to worked with that metthod, but the mute button, which uses the Sound.start() and Sound.stop() commands, stopped working.
I am making a game with movie clips that spawn, and I have a preloaders so I have to uncheck all of the export in first frames. But now they don't export at all. Any hints? I would like to make the movieclips export in frame 3.
Sorry about the title, I'm not exactly sure how to explain this with a few words. I've looked through google searches and found that people find it easlier when exporting classes in frame 2 when using a preloader. I'm currently using the usual method of having frame 1 with the preloader, frame 2 with the asset holder and the bulk of the game, frame 3 has the stop(); action. This is the tutorial I followed to get a working preloader AS Gamer.
After many hours of searching I've only found mentions and revalations of people using export on frame 2 instead of the traditional asset holder, but no examples or tutorials. Does any know where I can find a tutorial with example code I reference to get a export on frame 2 preloader?
I am trying to capture a still frame from an (any) external swf file, by using my own flash movie as a proxy to load it and hand information regarding the Stage onto javascript. I want to keep it as wide compatible as possible, so I went with AS2 / Flash 8 for now.[code]...
I have made a new website flash file, with Website.as as document class, that creates movie clip from the library and align them to the center of the screen. which are ;footer (linkage Footer class)mainContent (linkage MainContent class)I now need to insert a preloader in frame1, so I have checked Export classes in frame 2...but then nothing works anymore. (I do not see any movie clip being created.)
I have made a new website flash file, with Website.as as document class, that creates movie clip from the library and align them to the center of the screen. Which are: footer (linkage Footer class) mainContent (linkage MainContent class) I now need to insert a preloader in frame1, so I have checked Export classes in frame 2...but then nothing works anymore. (I do not see any movie clip being created.) I tried to import Website.as in frame 2 instead of setting it as Document class, but still it will not work...
My animation is complete. Previewing it (.swf) works perfectly fine. Playing it in flash works perfectly fine.But once it has exported to .mov the frame rate temporarily drops in certain places (usually around tweens)...
When I add linkage to the music file I'm using I need to select 'export in first frame' in order for the play/mute button to work. But when I do this the preloader doesn't show up until about 80%. Is there a way around using export in first frame while still having usable play/mute buttons.
So I added a bitmap to my library in flash CS5, and in its symbol properties I checked "Export for AS" and "Export in Frame 2" (I set Export Classes in Frame: 2 in AS settings.) On the first frame of my main timeline, I have
I'm having trouble figuring out how to get my audio to load without exporting it in the 1st frame. In other projects where I use components, in the linkages panel, I deselect 'export in first frame', and put an instance of the component in an assets frame. That way the preloader opens right away and the components loadup in the second frame (which just gets jumped over when the movie plays). I'm trying to do this with my linked audio but it won't work. When I deselect export in first frame, I just get no audio. In the assets frame I have the actionscript
I have a presentation that I'm trying to create and export to a projector file. My problem is that I have gone beyond the allowed 16000 frames so the presentation stops in the middle and loops back to the beginning.
I am making a site in flash and trying to add a preloader. I followed some steps from this [URL] and it says to change the AS settings to export classes on frame 2. This makes the preloader work but now I cannot see any items added to the stage from the library. In my init() function I tried adding gotoAndStop(3); but that doesnt do anything. [URL]The main file is Test.fla. The code that adds the objects that I cannot see is in Test.as and the objects that I cannot see are menuBG, menuBGL, menuBGR, menuBGB, shader, grid, and imageStatus, or anything that is imported from the library.
If we have declared some variables on a particular frame, say frame 20 in the actionscript coding window, can we use these variables defined on a frame in a class? Is there something like a global variable which must be declared to do this?The class extends to movieClip and it has been encapsulated by a movieClip which is then put on the stage to run it when the corresponding frame plays.
What I want to do is compile an .fla with nothing on the stage but several of the movieclips are set to export on first frame in the properties linkage manager. When the .swf runs, I want to loop through and get the names of all the exported assets so I can place them in an array and manipulate them later.
I want to turn the code over to the art team where all they have to do is attach my .as file for the document class. I will not know what they name their movieclips, yet they are instructed to name them alphabetically according to what order they should appear. (My code is a sort of self contained slide show).
After switching to AS3, I've been having a hell of a time figuring out the best way to manage MovieClips that have UI elements spread across multiple frames with a single class. An example that I am working on now is a simple email form. I have a MovieClip with two frames:
the 1st frame has the form elements (text inputs, submit button) the 2nd frame has a "you" message and a button to go back to the first frame (to send another email) In the library I have linked the MovieClip to a custom class (Emailer). My immediate problem is how do I assign a MouseEvent.CLICK event to the button on the 2nd frame? I should note at this point that I am trying to avoid putting code on the timeline (except for stop() calls). This is how I am 'solving' the problem now:
Emailer registers an event listener for a frame change ( addEventListener("frame 2", onFrameChange) )On the 2nd frame of the MovieClip I am calling dispatchEvent(new Event("frame 2")); (I would prefer to not have this code on the frame, but I don't know what else to do)
My two complaints with this method are that, first I have calls to addEventListener spread out across different class methods (I would rather have all UI event listeners registered in one method), and second that I have to dispatch those custom "onFrameChange" events. The second complaint grows exponentially for MovieClips that have more than just 2 frames.
My so called solution feels makes me feel dirty and makes my brain hurt. I am looking for any advice on what to do differently. Perhaps there's a design pattern I should be looking at? Should I swallow my pride and write timeline code even though the rest of my application is written in class files (and I abhor the Flash IDE code editor)?
I absolutely LOVE the event system, and have no problem coding applications with it, but I feel like I'm stuck thinking in terms of AS2 when working with mutl-frame movieclips and code.
When I try to export my application to native installer with using Export Build Release, it isn't importing my sqlite database files which are in my application directory. Is there a way that I can import those database files ?
I have a large flash app (> 100k) w/ its own looping preloader animation in the first frame. This preloader should happily spin while the app loads. (For various important reasons, I can't use a separate SWF to load the app.)Bug:When I export the classes in a later frame, all of the preloader animation's simple timeline commands (stop, gotoAndPlay) stop working.Test:I can reproduce this in a very simple test:The red ball should stop (as seen in example 1) and doesn't (example 2).Question:Do any of you know how to get around this? I've been trying everything I can think of and haven't found a solution. If this is unbeatable, it seems the only real timeline preloader you can do is a code-drawn progress bar
When I create anything in a library, it's basically a class right? Meaning I can do essentially the same thing with use of a package in an AS file? In AS 2.0 this would probably mean I can add specific functions on this class as I can do when I use flash's object interface and add script to the specific class object itself. However, in AS 3.0 you cannot attribute code directly to an object right?
This leads me to my second question. I basically want to create a flash mp3 player (I've coded this already), but make it so that it is an entire package of contents, so I can add it to my website when a mouse event is detected and then take it off the website once it's no longer needed (to conserve memory and assure an overall nice experience). The problem is that I have many objects and subsequent functions (play button, pause button, etc), and want all of this to be contained in one file. Is this even possible?
I have a flash file having multiple Scenes. The first one is the preloader.I have completely programmed the pre-loader and it is working.I have created a game on Scene 3 using a class and have also set linkage from many objects in the library to be used in the class.
When I simulate download and create the swf, the preloader(Which is not more than 200KB out of a total of 1MB for the file), completely loads after 80% of the whole file has loaded.I guess the problem is that the "export to first frame" is checked in the linkage for objects.
how do i export specific frames not all frame. ex: if flash has 1 to 200 frames. here i want to export 51 to 150 frames as a movie. if there is any command or plugin to export movie like this.