ActionScript 2.0 :: Preloader For LARGE Flash MX Movie
Oct 21, 2004
So I've got a large movie (about 94k) that I need to preload. I used my usual Preloader script, which has been working great for me FOREVER and it just doesn't go! If I take out the movieclip with the images (yes they're optimized half to death) it loads fine. Main content is a movie clip on second frame of main timeline.There's a stop action on second frame of main timeline.[code]
At the moment, I am loading an external SWF file into my movie. The swf file contains a large FLV video... At the moment, I am using the code below, and the video is being loaded into a movie clip with the label "vid1"
_root.vid1.loadMovie("womanonbike4.swf");
The video loads fine. However, because it is such a large video, there is a delay. Can I PRELOAD the video during the main movie's Preloader?
So, my main movie starts, a preloader loads the entire main movie AND the external SWF file (womanonbike4.swf). Then, when the movie gets to the part of the main movie, where the external file is loaded, it will just play!
I'm building a flash based site for my photography in Flash CS3 with actionscript 2. The swf is almost 700kb so I guess I'll need a preloader right? I thought I could create a preloader scene before the main content scene and apply the following code to the single frame within the preloader: Code: ifFrameLoaded ("website", 3){ gotoAndPlay ("website", 1); } This doesn't seem to work as the large images in my gallery (contained within a movie clip) won't load unless you leave the gallery page then go back in?
how to display a preloader on a large movieclip loaded from the library? right now my app just freezes from the moment the load button is pressed until the movieclip finishes loading and appears on stage.When loading an external swf I use the contentLoader to get the loading info display a preloader. can someone paste an example code of a preloader on library movieclips?
I have a 2.3mb flash movie that appears in the header for every page in my web site. It's a design that I've already compressed by 20% and I am sort of stuck at this size. How can I tell flash to look to see if it's already loaded and just begin to play/loop it at the end. I am a relative newb and think that "gotoandplay' or 'gotoandstop" could work but I'm lost on coding in Flash or Dreamweaver itself?
I have two draggable clips, each set to jump to the top when released, this works fine. My issue is that the "draggable area" is larger than the imported images (since they are angled, & flash sets mc's to square or rectangles) - Ive tried various masking ideas, no joy - trouble is that if I placed the clips too close together it becomes difficult to select the one the user wants (since I need to include four/five clips).
I'm having a problem loading a 3900 x 5300 PNG file into a movie clip. Is there a limit to the image dimension? When I tried loading smaller png files, it works.
the following actionscript is for a simple preloader for a movie i'm working on. It works fine in Firefox but the movie stops on the first frame of the preloader when opened with Internet Explorer. Has anyone had this problem before?
stop(); addEventListener(Event.ENTER_FRAME,checkLoad); function checkLoad(e:Event):void {
i am working on an intro for a friend of mine and it includes a lot of individual photos. the preloader takes forever but i can figure out how to only load half of the movie instead of the entire thing before it plays. here's the code i have for the preloader itself:
here's a link to the current test page so you can see the entire intro and how long it takes now with that code to load. i just want it to load part of the file instead of waiting for all of it.[URL]
i am putting a preloader in a seperate scene in my flash movie.for some goofy reason, it will go to the preloader and get to lik 99% and stop, and will not proceed to the next frame. i have tired EVERYTHING that i know to make it work, but it will not.[code]it is placed on a moive clip that retains all the text and graphics for the preloader.like i said the only thing that won't work is that it will not proceed to the next frame.i have replaced the _parent, to _root. i have used frame labels instead of ("Scene 2", 16). i have no idea what else to do.
I'm making a game where missiles are created using the duplicateMovieClip thing and I've used it a lot before, but i never noticed that there is a limit to the number of layers, around 256, I think. The problem is that i have a bunch of sprites in my games and each of them move(i.e. fire,smoke,shrapnel from rockets,etc) so is there a way to group a large amount of movie clips so that they're on one layer, without putting them into another movieclip? If u want look at a part of my game, well two parts.
I'm trying to add a preloader to my flash movie so the user doesn't have to wait for additional frames to load while they are navigating. When I try to shift my current frames over by 2 frames to make room for the preloader I get this error:
TypeError: Error #1009: Cannot access a property or method of a null object reference. at APIVisionDigitalRecall_fla::MainTimeline/frame3()[APIVisionDigitalRecall_fla.MainTimeline::frame3:20] at flash.display::Sprite/constructChildren() at flash.display::Sprite() at flash.display::MovieClip() at navBar()
Everything works fine before I shift the frames by 2, so I don't understand why I'm getting a complier error abut an object not existing. What to do to add a pre-loader to my existing movie without moving everything over by two frames?
I was planning on putting this code on frame 1: ActionScript Code: var kbtotal:Number=stage.loaderInfo.bytesTotal/1024; var kbloaded:Number=stage.loaderInfo.bytesLoaded/1024; var percent:Number= Math.round(kbloaded/kbtotal*100) loader.gotoAndStop(Math.floor((precent/100)*100)); loader.loadingStatus.text=Math.round(kbloaded) + " lb / " + Math.round(kbtotal) + "kb";
This code on frame 2: ActionScript Code: if (kbloaded == kbtotal){ gotoAndPlay("Main"); } else{ gotoAndPlay("Load"); }
I've been having a problem with my percentage preloaders today... The script comes directly from this tutorial... and I've used the same script in at least 3 other Flash movies, but this time the Flash movie doesn't run properly, and i get this error: Originally Posted by Adobe Flash Player 9 A script in this movie is causing Adobe Flash Player 9 to run slowly. If it continues to run, your computer may become unresponsive. Do you want to abort the script?" I don't get any compiler error reports.. and the movie runs fine when I test it in Flash, but I get the pop-up error when I try to open the HTML web page with the movie embedded. The Actionscript in frame 1 is:
I want to make a preloader for flash mx 2004 that when it finish becomes to decrement another time. I would like to do it to modify the flash preloader component.
Everything is embedded in an HTML site. The HTML loads a preloader that then loads the actual flash movie. Inside this movie I created a few buttons, inside a scroll bar movie clip. I want the buttons to load a whole new movie inside the same html. The code I'm using in the button is simply:
on(release) { loadMovie("new_movie.swf", 0); }
The problem is that it works beautifully in the Flash movie tester but doesn't do anything when tested inside the browser, embedded in the HTML. I think the problem is that the HTML embeds as an object the first movie, the preloader for the menu movie, not the menu movie itself.
I started a project with AS3 set as the publish settings. So far there is barely anything in my library, a couple embeded fonts, movieclips made all with vector in flash and a coulple really small sound files. I did have a large image and some other stuff to test the preloader but I deleted all of the large file stuff out of the library. Anyways, it's a whopping 150MB and now it's starting to get buggy.
Does working with AS3 store data up somewhere where I can't delete it? Does importing packages or classes have anything to do with it? Theres no way this .fla should be 150MB with the little stuff I have in the library now.
I'm working on a project currently and need to import a large file FLV into flash. It's not over the 16000 frame issue as I've checked this. I'm in Flash CS4 and have an animation in 1080p res. It will import up to about 4653 frames fine but it will be only part of the complete file. Is there any way around this? We're using this as a cross platform container to alleviate video programs and compatibility issues for training. In the Publish settings we can export for Mac and windows options etc.
I am trying to create a web site suing adobe Dreamweaver and flash, for the first time.I am trying to upload a webpage that contains swf.When I check mu site I could only see a blank page with the webpage title at the top of the page.When I contacted the webhosting company they say they can see the message that a newer version of adobe flash player is required. From my computer I cannot even see the message.The helpdesk person said there are possibly two reasons for it. Either there is a problem with the code in flash or it is too large.Are they too large to upload? If so, what is the maximum size of file can I upload on a webpage?I know they are basic questions but I am trying to create website on my own.
I'm using a 3800x3000 bitmap as a background of a game.
Now, I first show the whole bitmap - the landscape -, and than zoom in at the characters. I'm using TweenMax from GreenSock, but even with this advanced tween class my bitmap doesn't move and scale smooth.
I'd like to work with smaller bitmaps too and scale them, but than I'll lose the quality, and I can't blur the bitmap to hide the quality loss, since there's a terrain in the bitmap too, and I don't want to blur that.
I want to add a preloader into an existing flash website file. The flash file is made of 5 layers, with one movie clip on each layer for each page of the website pages. I want to be able to put a preloader on the home page to let me viewers know that the site is not fully loaded before they start viewing the other pages (it's a portfolio site, so there are a lot of images). Can I add a preloader movie clip to appear on the home page that will loop until the entire site (all 5 frames/pages) are loaded?
I do not want to add another frame in front of the existing frames because I would have to edit 200+ portfolio frames and script.
I want to use a preloader that was created in Actionscript 2.0 (because I couldn't figure out how to do it in 3.0) - but the splash page and website are in 3.0. Is there a way to segue from the preloader to the splash page? The preloader uses Actionscript to call Scene 2, but I would like it to call an external .swf file if possible. Can anyone tell me how I could do this? -- Or a better way, that does not involve redoing the loader
I just wondered if it is possible to have a preloader for each MC within a movie? I have one simple preloader for the movie:
[Code]...
Now my movie is 60 frames long, the above will only preload the first 30 frames right? So If I have a button that goes to frame 35 on the main timeline and on frame 35 is MC1, can I have a preloder within this MC1 which is 55 frames long? I am just trying to get away from loading seperate swf's into levels!
I'm trying to set up a preloader for my movie, and I'm having some trouble with paths etc. My main timeline has two movieclips, one for the preloaded content, and one for the preloader. The instance name of my content mc is ycmovie, so I've used the code below to try to access the loading details. My preloader mc contains the following:
I just wondered if it is possible to have a preloader for each MC within a movie? I have one simple preloader for the movie: [AS] total_bytes = _root.getBytesTotal(); loaded_bytes = _root.getBytesLoaded(); percent_done = int((loaded_bytes/total_bytes)*100); ifFrameLoaded ("Scene 1", 30) { play (); } [/AS]
Now my movie is 60 frames long, the above will only preload the first 30 frames right? So If I have a button that goes to frame 35 on the main timeline and on frame 35 is MC1, can I have a preloder within this MC1 which is 55 frames long? I am just trying to get away from loading seperate swf's into levels! Maybe something like this:
[AS] total_bytes = _root.MC1.getBytesTotal(); loaded_bytes = _root.MC1.getBytesLoaded(); percent_done = int((loaded_bytes/total_bytes)*100); ifFrameLoaded ("_root.MC1", 55) { tellTarget ("_root.MC1") { play (); } } [/AS] I tried the above and it just showed 100%.
I've have flash cs3 installed on my computer at home and flash mx 2004 installed on my school pc. I like to take my projects home with me to work on, the only problem is when I take the fla back to school they won't work on mx. I cant update the school's flash since I dont have admin privileges to install programs and I can't make an mx fla at home.
My question is: Would it be possible to copy the entire 300mb flash cs3 onto a 8gb flash drive and run it on the school's computer or is it even possible to run a program that large and complicated from a flash drive?
how to display a large amount of text inside of Flash CS4. I have a 46 page pdf I would like to display but I would really like to keep it internal to Flash...I don't want to link it out to a separate html page if I don't have to (i.e. through a URLRequest). I would like to have one self-contained swf file.
I am currently working on the largest Flex / Flash Builder 4 application I have ever built. I am acustomed to keeping all of my MXML programming in one file. What are some best practice procedures for keeping large MXML files readable?