I am aiming to create a looping array of images so that each fades in and fades out again ... here is the code i have so far ... it works EXCEPT ... it stops at the end of the array and appears to jump or hop a little between images ... want it to be smoother.
Code:
var aImages:Array = new Array("flashcontent.png", "flashcontent2.png", "flashcontent3.png");[/quote][quote]
var imageFolder = "../images/";
var fadeRate:Number = 1;[code]....
i am trying to fit gallery to my needs and actually i stop on problem with fading in and fading out. What i wanna do is fade in new picure on last visible picture - so last picture is still visble in backgroun when new one is fading in on same place and so on.
here is code that load the images (i also attached fla file cs3):
I want to create a really basic pac man style maze game, its actually for some marketing materials and it will be really used as means of navigation rather than as a game, I want pac mac to eat certain words and when that happens it will tell the user about that topic. What the best way for pac man to work his way around the maze would be? Would I be best using hit detection? Also what would be the best way to remove the pellets as he eats them? visibility or remove child?
Decided to join the forum after not finding anything on the internet. Im fairly new to AS2 so go easy on me Basically i want to re-create a lightbox effect where the rest of the browser window other than the image is faded to say a grey color once the image thumbnail has been clicked.
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?
I have a tweened movie which plays on a loop. A click on the image area stops the movie and the image fades nicely from alpha 100 to alpha 0. A second click brings the image back immediately to alpha 100 and the clip continues. I would like the movie image to fade back in from alpha0 to alpha 100 before it re-starts; (the reverse of the fade out). At the moment the re-appearence of the image is a crude jump. So far my ill informed tinkering has not worked.
What I'm trying to do is have an image fade in, pause for 6 seconds and then fade out.My 6 seconds is doing something, but it's not what I want it to do and I'm not sure why. Here's my code:
im trying to make a simple animated news page for digital flash magazine, I want there to be several boxes on the page that are static until you mouse over them at which point they will start to animate. I have got that far i have created the symbol and i have build the animation inside of the symbol.In my actions layer i have put...
Symbol.stop();
Symbol.addEventListener(MouseEvent.ROLL_OVER, animateMC); function animateMC(evt:MouseEvent):void{ Symbol.play(); }
and that works the symbol is static until i mouse over and it begins to play the part im having an issue with it making the animation stop when you move your mouse away (MOUSE_OUT)
I am trying to have a simple swf with a static background image that will have phrases at random locatoin slowly fade in, stay for a few seconds,and then fade out. Then the next phrase, and the next one,and then next one,until it loops arround again. The phrases are coming from a database,and I have already created my asp code to give me a page with &phrase=phrase1,phrase2,phrase3,...&status=1&. My fla file has two layers--one for the background and the other for a movie clip wich contains a dynamic text field. My first frame loads my variables, and my second frame looks to see if status equals 1 (the last variable being loaded). If status is not equal 1, I send the head back to frame 1, otherwise I split the phrases into an array, get the height and width of the swf, and init a count var to 0.
Code:
//Look for a way to test the number of times the loop back to frame 1 //has been doen so that we can set a time out. Additionally, maybe put //logic in the system to test for a blank services? if (_root.status == 1) {
[code]....
However, many parts of that code does not work. I broke the math stuff up so that I could see the values in debug. Anyhow, Text_Width and Text_Height are undefined, which causes Text_X and Text_Y to be calculated for positions that may put the text off screen?
I've been trying to get a simple fade out of a logo to work. I converted the logo to a movieclip called logo_mc I click on the logo_mc movieclip and insert this actionscript.
I have also tried putting the code on the main timeline without any success.
If I understand correctly this should see if the alpha is greater than 0 and if it is it should decrease the value by five increments until it reaches 0.
I'm new to the forums and to actionscript. I've been trying to get a simple fade out of a logo to work. I converted the logo to a movieclip called logo_mc I click on the logo_mc movieclip and insert this actionscript.
[Code]...
I have also tried putting the code on the main timeline without any success. If I understand correctly this should see if the alpha is greater than 0 and if it is it should decrease the value by five increments until it reaches 0.
In order to fade-in 3 Movieclips that I have in 1 frame, I'm using this AS code for each MC: [AS] setProperty (MC1, _alpha, 0); setProperty (MC2, _alpha, 0); setProperty (MC3, _alpha, 0);
[code]....
It all works fine, the fade-in effect is accomplished but I've found out that Flash keeps on checking over and over if the condition is made (although it has already reached the 100 alpha value). The result is that the Flash movie eats almost any computer's resources up to 100% because it keeps on checking these 3 values endlessly.Is there a way to tell Flash to stop checking these values once the condition is reached (true)? Or is there another way to get the same result with a similar AS code?
I'm learning how to tween instances using AS and not the timeline but I've run into a rather odd little problem regarding Alpha fades. It seems that the instance I'm fading in only remains on screen for a while (a minute or two) and then promptly disappears. Similarly in a simple slideshow I've made (where the images just fade in over the top of one another) the second rotation runs without a fade in/out.
Here's the code I'm using attached to the instance:- On clipEvent (enterFrame); instance = +10
I have a simple text fade movie clip that will "play" but won't work when I "Test Movie." What am I missing? I don't regularly use Flash as of yet, and have been successful before, but this is ridiculous - and I know I'm probably missing something very simple.
i have a set of images which i've converted to mcs and have given them all different instance names. The first image motion tweens to the right of the screen via actionscript and then the next one will motion tween from the bottom of the screen to the top and then the image after that will go to the right of the screen and next one goes to to the top, and so on. I have this actionscript for the first image,
[Code]...
I need the next image to start motion tweeing up to the top of the screen right when the first image starts fading out. Then when the second images starts fading out the next image is already motion tweening to the right of the screen and so on. Once every image has run through its tween everything repeats. Is there any way of doing this?
Ive just completed the Kirupa XML Slideshow today and have it all working well. But i cant figure out how to fade out the previous image as the next image fades in.
I'm trying to find out how to make a simple image gallery which changes image upon a mouse click on a button, when a button is pressed I want the image to slide in from the left into the viewable area and then when another image is selected I want the previous image that was viewed to remain in the screen and then the new image slide across over the top to replace the image.
I can get the images to slide across from the left upon a mouse click however I can't change the layer order so if image 6 is viewed and then I click to see image 1, the image will slide into place however it will be below image 6 so therefore not viewable.
I don't have an example of what I'm after but I hope my explanation was good enough, I've seen this been done in javascript but I have to use flash and am unable to replicate the effect I'm after
I'm trying to create a simple image player that tweens from one image to the next every 5 seconds. The data is being pulled from xml.
So far, I have managed to load the image onto the stage, but am now stuck as to how to get it to remove the child showing, the add the next child every 5 seconds.
My Code:
Code: var tweenTimer:Timer; var imageLoader:Loader; var xml:XML;
I have a single frame file that is a portfolio viewer. When I rollover a thumbnail an image shows up in my main_mc. This works fine, but am trying to get the image to fade in to make it a little nicer.I've spent countless hours already searching forums and testing code, but it doesn't work. I wonder if it's because I'm using only one frame?
What I want to do is fade one image out while fading another image in. The script that I am using fades one image to alpha 0 then fades the next one in to alpha 100.The script that I am using is this.On first frame of main timeline
back._visible=false; function goPage(whichWay){ slides.alphaChange=-5;[code]....
I can make images transparrent and tween etc. I want to create an animation (like this one), if someone can please help put me in the correct direction? I am not sure how to get the circles animated to get the next image to display.
Please help! I'm designing an HTML website and added an animated Flash image using the object tag. I was handcoding on Dreamweaver and before I saved it I got this message asking me if the code should be modified for compatibility with IE8.
So I just clicked on 'Yes' and a 'script' folder was generated.
The Flash image appears on Firefox 3.5 but comes up with the dreaded red 'x' on IE8.
I've put together an example of the problem I am having and I've also attached my 2 x 2 image I'm using. The image is linked with the class name of ContentTexture which is referenced in my code below:
I've tried using different tweening engines (greensock's TweenLite, Tweener, and flash's built in Tweening engine) so I think it's more of a general flash issue...maybe a bug? I'm using Flash CS4 on a PC and I've tried 24fps and 30fps with no difference. Is this a rendering issue/flash bug? or is there another setting I'm missing?
I'm trying to use an image (embedded) for the thumb on my Spark slider component. This should be straightforward -- I know what to do in mx -- but I haven't been able to find what the Spark syntax is.
I don't even need states (up, down, over, etc) since this is going on a mobile app.
I have created a character for animation in illustrator and saved each symbol nessesary as a movie clip.After finally coming up with a decent animation everything seemed fine and exporting as a .swf looked great. When trying to export as a .gif however I get a singal non animated image. I've been looking for a simple answer to this problem such as Radtool converting a .swf or.avi to a gif and it give me a file not found error. I've attempted turning all of my symbols into graphics and I get a single image when I try to view it in flash (ctrl + enter). I've tried saving it as a bitmap and batching in photoshop with more error. I've tried going into flashes publish setting and saving an animated gif. Every export format I choose seems to give me a single non animated image except for .swf.
I'm unable to export an animated symbol to image sequence properly because the symbol does not animate.I created the tweens in multiple layers, then cut-pasted all layers to a new symbol.I did this so I could then just do some tween motions on the symbol.The tweening is perfect, but when I export the image sequence, the images do not animate the way it does on the Flash player.All I get is an image sequence with the tweened symbol, but the symbol itself does not animate.how to get the symbol to animate when exporting the image sequence.
Alternatively, is there a way to motion-tween multiple layers simoultaneously? (Layers which are themselves tweened)Any additional info, I'll be checking regularly so I can provide as much description as possible to get this to work.