ActionScript 2.0 :: Make Symbols Look As Good As Imported Bitmap?
Mar 30, 2004I have a few buttons and when I make them a symbol, they look like crap.
Anyone know a trick to make symbols look as good as the imported bitmap?
I have a few buttons and when I make them a symbol, they look like crap.
Anyone know a trick to make symbols look as good as the imported bitmap?
I need a Bitmap to make a color map inside certain symbols. What I do is import the png file and export it to as3. After that I drag and drop it inside the Symbols that need it in the correct position. What I need to know is how to get a Bitmap child inside a symbol that belongs to a class if I can't set the instance name of that Bitmap. for ex: a Symbol of the class MyClass has an img exported as Class MyBitmapClass and Base Class flash.display.BitmapData. I want, through as3, to get this MyBitmapClass object.
View 1 Repliesi'm using cs3 and have created an illustrator drawing and made symbols in illustrator so that i can import them into flash. i have successfully imported the drawing into flash but now i've gone back and edited the drawing in illustrator. is there a way i can just update the symbols i've changed rather than having to reimport the whole drawing?
View 4 RepliesI used this tut to create a menu. [URL] And my question is; Can I make the slider to move after a movie clip symbols instead of button symbols? That way my menu would be animated.
View 1 RepliesI'm looking for a good way to antialias a bitmap i'm generating with actionscript3. My goal would be to achieve this processing from scratch.I read a lot on the subject but the most common algorithm are looking too loud (means it's freaky cpu-intensive) to work properly within my swf, because i'm using a scale2x algorithm to smooth the edges of my shape. It doesn't have to be colorfull, since my shape is black and white !
View 2 RepliesI stumbled upon this while trying to customize the tree component following the example on the LiveDocs, see [URL].. To see the problem, do the following:
PART 1:
1) create an empty test.fla file
2) put a tree component on the stage
3) convert it to a symbol named TreeNavMenu, export for
Actionscript as TreeNavMenu
[Code]...
I'm trying to use a bitmap fill, but I can't seem to get it to work.I'm using FlashDevelop with assets imported from CS4 - this isn't the problem, I can instantiate the asset I'm targeting perfectly fine, so I suspect that it's a problem with what I'm trying to do. Here's my code:
Code:
//get the bitmap data from a grass symbol
//grass symbol IS present - can be added to stage fine
var grassBMD:BitmapData = new BitmapData(155, 80);[code]....
Nothing gets displayed in the box, so I'm suspicious that I'm not allowed to use bitmap fill in non-primitive shapes.
Looking for a programming book that is in tutorial approach. Example this chapter teaches you how to do a login form. In the second chapter it teaches you how to integrate the login for to another app.Basically I'm looking for a book that teaches you real working application rather than abstract ideas. Programming language I have in mind is Adobe Air/Flex, Visual Basic. Functions I have in mind should at least cover Drag and Drops, Integration to a web form (form entry) and customizable interfaces.The languages i had in mind isn't fix. If you know a programming platform that has little code or easy to learn but still be able to develop a cool application.
View 3 RepliesAnyone know a good video tutorial to make a button goto and play on release?
View 5 RepliesI'm trying to make a simple animation with Flash CS4 and Action Script 3.0 to make a number of Symbols fly by from right to left constantly.What I want is that once a symbol has reached the end of the screen it is destroyed and another one is placed at the start position.I intend to give each symbol a random speed and create a random symbol each time one is 'destroyed'.
View 4 RepliesI'm working through a book called Foundation Game Design with Flash, and I'm finding the Flash IDE confusing. I've been programming for several years, so working with AS3 directly is far easier than trying to understand symbols and nested symbols and the difference between graphics and movie clips and scoping issues and all that -- when tied into the IDE.
How many of you who are making games in AS3 also use the Flash IDE? Can anyone recommend a resource that is AS3 heavy and Flash IDE light? I don't care how much time I may or may not save by using things like the timeline, I just want to understand what I'm using.
Let's say I create a symbol of a stick figure holding a shield.Symbol 1: The Stick manSymbol 2: The ShieldSymbol 3: the Stick man holding the shield.Now, how would it be possible to place several copies of Symbol 3 on the stage while making subtle adjustments to EACH symbol 3 on the stage.Let's say I want to make each stickman slightly a different color without every single stickman taking on the same color.How could I go about making this subtle of an adjustment without effecting every instance of symbol 1 and 2 on the stage. Is this possible in flash??? It seems that flash has so much power, but I have yet to figure out how to use it all, and I sure hope something like this is possible.
View 4 RepliesI'm attempting to use CS4 (PC/Vista, if that matters) to create a SWF file that will basically act as a "library" of commonly used symbols. This SWF would be loaded at runtime by other SWFs, which could then use the symbols within it, including all art and code assets.
[Code]...
Is there any way to do that, well bone tool is for AS3 only.. so how would you connect symbols with other symbols?
View 5 RepliesWe have imported our video into flash cs4 (we are using presentation mode to mimic a powerpoint presentation), we have gone into the component inspector and altered it so it doesn't autoplay. When it is on autoplay, it plays the audio throughout the entire presentation. We want the video to start on click (hit the spacebar or return or anything).
View 9 RepliesI think I must be missing a step here; I have different data being pulled from an array created from xml depending on a variable (_currentTrackNum).. and the data changes if I set a different initial value for it; but if I change the variable once the program is initialized, none of the data changes even though I rerun the call with the changed variable.[code]
View 1 RepliesI tried to search for this but the search wasn't working. I have a loder class where i load in some xml. This is the function that's called after the xml is loaded[code]...
The xml traces out fine. My question is how do I define var xml so that I can access it from outside of the class in another class or from the timeline?
I have an swf file, MyRoundButtons, which is a set of radio buttons I built (not components). It works fine, but if I import it into a parent it won't work anymore. I have to write a script to load it into a movieclip, (which I hate, because I'll have a several different swfs to assemble on my final stage. I really want to see them all on the stage together, not just at runtime.)
Even when I load it into a clip and the buttons work, however, it doesn't seem to have a separate timeline when double-clicked ,and:I can't make the imported buttons control the timeline of the parent.I defined a test function:
Code: Select allfunction goToNirvana() {gotoAndPlay("nirvana")};
Frame "nirvana," in th parent, has a Trace instruction in it.
goToNirvana works on its own in the parent. [code].....
Whether I define that function in the child, the parent, or both, the instruction won't work. Now, I'd prefer not to do the loadMovie thing at all if I can avoid it, I'd rather have fully rendered button clips onstage at authoring for me to arrange and move about, with fully independent timelines right there. But you see what I'm trying to do. I just can't get it done.
There is a Shell and a Module. The Shell loads the Module. Module is never run without the Shell. Because there will be more modules, I decided to put common classes to Shell.
1. Compiled Shell with -link-report objShell_Extern.xml
2. Compiled Module with -load-externs obj<ShellProject>_Extern.xml Module size shrank from 90 KB to 2,05 KB.
3. Added 5 filters to Module:
import flash.filters.*;
tf.filters = [new GlowFilter(), new GradientGlowFilter(), new DropShadowFilter(), new BevelFilter(), new BlurFilter() ];
Module size grew to 2,15 KB.
4. Added 5 filters to Shell (same code as above), recompiled it, then recompiled Module.Module size still at 2,15 KB.
5. Tried getDefinitionByName
//import flash.filters.*; commented out
var GlowFilter:Class = Class(getDefinitionByName("GlowFilter"));
var GradientGlowFilter:Class = Class(getDefinitionByName("GradientGlowFilter"));
[code]....
Error #1065 GlowFilter not initialized, Module size grew to 2,19 KB. Deleting some, but not all filters is decreasing size, so it's not the getDefinitonByName that takes 0,14 KB (2,19 - 2,05 without filters).
1. Do I understand the idea of load externs, or does it work only with specific classes? Why it doesn't work with filters?
2. What did I screw up with getDefinitionByName and is it a new feature because of it's use like in link below?
The bitmap resource, It's usually make the bitmap generate the SWF file ,and use Loader class to load into the application. I search some answers from google, find two ways to generate SWF File, one. use mxmlc tool. and another, use jsfl. I know we can embed the bitmap or swf file into As code. and use mxmlc command like this: the as file is Vip.as , and the code :
package
{
public class Vip
{
[Code]....
I don't know how to use mxmlc generate swf file . And no error when debug the code.
Another way is that use JSFL to generate SWF in flash cs5, But I don't know how to use this. Ah, very pain.
I'm trying to recreate old NES style games in flash. One major problem i'm running into is little "jumps" in the pixels.For example, when putting the sprites together in a movie clip, the 3rd running sprite, when running in the flash player, has a slightly thicker black border line on it than the other sprites. (The "black border" is just the black pixels outlining the actual sprite)
View 2 Repliesi want to make all white pixels in my Bitmap transparent. i found the treshold-method and try to use it:
Code:
var pt:Point = new Point(0, 0);
var rect:Rectangle = new Rectangle(0, 0, 2000, 2000);
var threshold:uint = 0x00FFFFFF; // all white Pixels
[Code]....
[URL] how to make a date countdown. I now want to take it a bit further. On my site I have three gears that just continuously turn; now what I want to do is that over a period of time, these symbols change. Like say every 2 hours the symbols change to a different colour or something, and at pacific dates more gears will appear.
View 1 RepliesI make use of a bitmap picture, size 1920 x 1080, as my stage background. That image never moves ... well I may add mask to it later on, I'm not sure yet.
Nonetheless, since it is static, is it a good idea to cache it as bitmap? is it only for vector artworks?
I found a tutorial on how to make a cool water effect in as3 using bitmap data and a displacement filter. It works great but it is very heavy on the computer.
here is my code
Code:
var bmd:BitmapData = new BitmapData(700, 398);
var dmf:DisplacementMapFilter = new DisplacementMapFilter(bmd, new Point(0,0), 1, 2, 10, 30);
var p1:Point = new Point(0, 0);
var p2:Point = new Point(0, 0);
[code]....
I'm cutting my teeth in actionscript 3 on a game that has a character running through a world. So, I have set up my Hit Testing by using the bitmap data hit test method, since I figured my world is going to be destructible - it'd be nice to update the level and then redraw it and have the character interact with the new change. (That works beautifully) I am however; a bit confused as to how I have my hit Testing set up. I've been messing around with it, and it works for now - but I'm not sure why.. currently, I have a character set up by using a class I built and using a series of animations I created. So, this character has a walking and falling animation, etc. This is a movie clip.
Then there's a bitmap 'emptyBitmap' with bitmap data created - however; I never really added this as a child to the character. This is sized to the dimensions of my character. My level is created as a movielip, then it's drawn to a bitmap - when the level movieclip is changed, the bitmap redraws, and that's how this updates.
[Code]....
I know the topic of "duplicating" movieclips is a hot issue with the new virtual machine. Luckily, I understand the implications. I only am [currently] interested in duplicating a Bitmap. See, I load an image from an URL using 'flash.display.Loader.load', which is a non-blocking operation in Flash Player.However,I may use multiple copies of the loaded image (which is reported to be a Bitmap, naturally) in the display list at the same time.Hence, I naturally do not want to load the image from an URL every time, because I don't want to wait for a non-blocking call to complete. Nor do I need to - I mean one copy is already loaded, so it should be possible to just "duplicate" it, right?
My idea is to do use the bitmapData property of a Bitmap and pass it to the constructor of a new Bitmap object. I have not tried the following in action, but I want to hear whether any of you did and if the following would not work, what would:
Code:
var original_bitmap: Bitmap;
var copy_of_original_bitmap: Bitmap = new Bitmap(original_bitmap.bitmapData);
LiveDocs mention that the BitmapData being passed to a Bitmap constructor is "being referenced", which to me might suggest it cannot be used twice? There is also the BitmapData::clone() method, which I am not sure is applicable here or not.I know this is a lot of talk instead of just trying this out, but I test so much Flash Player code daily just to see "what works" (which should be documented instead by Adobe),
If I have a BitmapData that's already been drawn onto a Sprite. Is there a way to redraw the BitmapData onto a Sprites Graphics object without having to invoke beginBitmapFill and passing in the same BitmapData?
View 1 RepliesI'm working on a game, and to keep performance good, instead of addChild'ing 50 new sprites to the stage every second, I decided to have each player draw to their own bitmap, and then to the 'master' bitmap. This introduces an issue though: the second player would override all data the first player has put into to bitmap...My basic debugging proof of concept:
Code:
// bitmap test
import flash.display.Bitmap;
import flash.display.Bitmap;[code]......
I have a bitmap which has several frames (packed along the horizontal axis). In order to render them I copy it to the backbuffer (larger bitmap) as follows:
Actionscript Code:
public override function copyToBackBuffer(db:BitmapData):void{ if (active) var drawRect:Rectangle = new Rectangle((currentFrame-1) * frameWidth, 0, frameWidth,
[code].....