ActionScript 2.0 :: Attach Graphics Instead Of MC Cause A Graphics File Size Is Relatively Small Than That Of A Graphic?
Apr 9, 2005
I was wondering about MC and hey can help to lag a game out. I set up an advanced class system so i don't have to use MC to simulate walls, all i use isthe x,y,width and height. Well anyway since i don't need MC anymore I was wondering if there is a way to attach Graphics instead of MC cause a Graphics file size is relatively small than that of a graphic, I think. If anyone could tell me thats true and show me a way to attach graphics that would be nice. I haven't tried it yet but maybe if I exported the graphic from the library imihgt be able to call its name, but it doesn't have an instance name so im stuck.
When it comes to imported vector graphics are there any methods to decrease the swf's file size as much as possible? So far I have:
- imported an illustrator ai file (strokes 'expanded' in illustrator and unneeded swatches/ brushes etc. deleted and with no raster images embedded) - exported the file in illustrator as swf and imported that swf into flash - imported ai file and breaking it down to flash shapes - optimized those shapes as much as possible
I rather use vector as much as possible. For a banner for examle, I've imported vector images of trees. I couldn't get it below 40 kb so I exported all illustrator files to png files which helped. Can detailed vector images be optimized just as much? Or is it better to use bitmap files when it comes to more detailed graphics? Does it matter if it is a vector images made in flash or a imported vector file even if both have the same number of paths?
I set up an advanced class system so i don't have to use MC to simulate walls, all i use isthe x,y,width and height. Well anyway since i don't need MC anymore I was wondering if there is a way to attach Graphics instead of MC cause a Graphics file size is relatively small than that of a graphic, I think. If anyone could tell me thats true and show me a way to attach graphics that would be nice. I haven't tried it yet but maybe if I exported the graphic from the library imihgt be able to call its name, but it doesn't have an instance name so im stuck.
I'm using Flash CS3 to build a simple drawing application. When the user clicks a button, they select a particular movieclip. After clicking elsewhere on the stage, the clip is instantiated and added to the stage at the position of the cursor. I've also added the option of being able to click on the added clip and drag it around on the screen. And this all works fine.
The problem is that I also want to be able to dynamically draw and add objects to the stage via the Graphics class. Whenever I add objects in this manner, their x and y coordinates are always 0,0 no matter where I place them on the stage. This makes positioning these graphics very very problematic. I created a modified positioning function specifically for these dynamically drawn graphics and while it does "work", it feels less responsive than the positioning for movieclip objects. I'm still trying to optimize this function, but it seems to me that the ideal solution is for the graphics to have non-zero coordinates when placed in the middle of the stage like movieclip objects. Is there some "workaround" to achieve this?
I have a large vector drawing (imagine 5000x5000) that i want to break up into separate pieces. I know that I can convert this vector drawing into a bitmap and then use the copyPixels method to create many separate bitmaps of the different regions of the original vector drawing, but is there any way to subdivide it into movieclips that just contain vector graphics instead of a bitmap?The reason im dividing a big chunk of vector graphics into smaller pieces is for performance reasons, so flash would only render a small part of this big chunk at a time (only certain regions/voxels/subdivisions are rendered at a time). But bitmaps apparently take up a lot of memory and the system im using would take much less memory if these subdivisions could be preserved in their original vector graphics form.
I imagine I could use masks somehow to achieve this effect (for each subdivision, duplicate the huge image and mask only the region that the subdivision represents), but I dont know the performance costs of masking or if this will create other problems.So is there anyway to split up a movieclip of vector graphics into smaller movieclips of vector graphics the same way copyPixels can with bitmaps?
I made a preloader for my single scene movie and although the preloader is about 16k, when placed into frame 1 of the movie and tested, the frame is shown to have about 256k, which is larger than the movie it's loading. I've gone through all the files and made sure that export in frame 1 is not checked and made sure the publish settings also are set to export in frame 1.
I have 2 questions regarding bitmaps. Say I'm loaing graphics from a game off a server into a .swf file: 1) Which format is the best to use - gif, jpeg,png? (for non transparent images) 2) When a user plays a .swf movie it gets saved to their browser cache and its loaded the next time they access the same file, but when your externally loading images does flash have to re-download all the images or is it all stored in the browser cache?
I have flex sdk 4.6 installed and I want to compile AS3 class that uses FXG file for simple graphics. I have and fxg file called Speaker.fxg and I tried to import it like a package import Speaker;
But when compiling it returns Error: null
Also tried this [Embed(source='Speaker.fxg')] private var Speaker:Class; private var sp:Sprite = new Speaker(); [Code] .....
I used the fxgeditor air app from here [URL]. I also tried using A. Illustrator exported fxg file and it compiles but the swf is blank.
I've got a project that has an FLV with cue points controlling when graphics appear in the swf file. The graphics are being loaded into empty movie clips via AS on the stage (everything is being loaded and unloaded into the first frame of the main stage). What the client wants is a pause button that will pause/play both the FLV and graphics being loaded in the swf.
I have a client who wants some graphics to appear "coming onto the screen from the sides." They are flames, to be exact. She does not want them to just come in inside the "box" (stage). She wants them to appear coming in from the sides of the browser window. Is there a way to do this? That is, can you make graphics or movie clips that start off outside of the frame appear in the browser when the swf file is saved?
I'm going to create a iOS app in flash and convert. I'm thinking I may want to load graphic assets at runtime. I'd like these assets to be vector graphics so they can be resized easily with no quality degradation. I usually use SWF files ofr this purpose. Unless I'm wrong, a converted iOS app probably does not load SWF files. So I'm wondering what kind of vector graphics file format can iOS load at runtime?
I need to first express that I'm a fully self-taught Flash designer. No one has ever sat down and tried to explain to me the DOs and DONTs about Flash. I have followed tutorials, books, and anything else I can get my hands on, but never a person. People of Flash seem to be very hard to find, in my personal experience.I am the most comfortable with Photoshop, knowing very little about Illustrator or Fireworks.That said, I have been asked to create a 45KB (yikes!) max file, rotating 3 .jpg images I created from other .jpgs given to me. The images are usually large, so I am given room to compress them for a 300px x 250 px stage.
However, these images are always my biggest culprit for my huge file size. I'll import them in, making them into Graphic Symbols, but nothing seems to prevent the enourmous file size.When given the raw images, I would throw them into Photoshop, make the files the correct 300x250 size. Then I have tried: saving the image at the best resolution in .jpg and .png form, and then I tried saving the images as low-as-I-could-stomach quality. I hardly see a difference with file size when they are imported into Flash and used.I was told to use Fireworks's Optimize function, which I did, but it made my .swf even biggerWhen I have my Flash piece all set up/animted as I want, but I need to replace the bitmap(.jpg/.png) photos, I will:right click on the bitmap to get properties, "upload" the new image to be used, adjust the Quality, having "Allow smoothing" unclicked.
I understand I should make as much of the graphics in Flash as I can, instead of Import, but I am primarily given photographs to use.Seeing what my previous peers have done is mind-puzzling, but they are not around, so I cannot ask them for their advice. Their files are under 45KB and look sharp and amazing:[URL]
I have started to put together a flash piece. When I preview it, it displays as it should, however if I export the movie and then view the swf it doesn't display the animations from within one of the folders. I have made sure that the layers aren't hidden.
I'm trying to solve this problem since 1 week ago. But still no luck. I'm using flash cs4. I have a prealoder which is done on action script 3. but the problem is when I added my swf movie it becomes just a plain graphic. All buttons converting in to graphic. I imported swf in to library first and drag and drop the swf movie from there to stage.
I just made my first flash game. A memory game, But I cant figure out how to put some graphics on the front of the card. And make it take the pictures from a image folder. and make it look ok ?
I have an .as class file which creates a circle at the mouseX and Y, another .as file that acts as a getter/setter for my array and a .flv file to run to script. It's sposed to create a circle at the mouse coordinates and expand. the problem is, it creates the circle which expands but depending on how far away you click from the top left, the circles fly right off the stage towards the bottom right.
I traced the x and y coordinates of the circles but their coords aren't changing. heres the code
I have a load of FLA files with large libraries of vector graphics. Is there a way of forcing Flash to create an export(jpg or swf)of all the graphics in a library without having to manually drag them onto the stage or into a scene before publishing or exporting them? I'm thinking there might be an SDK or utility or something that can read fla files and export everything programmatically.
I am designing my whole app in photoshop and currently in the process of moving all of the images to flash to add interactivity. The promblem is, when we put the app on the iphone the quality of the graphic is lowered for some reason. When I am building in photoshop my settings: 640px by 960px 72 ppi Saving out as a .jpg When I send the jpg as a picture to my iphone 4 and view it in my "Photos" app, it looks great, but on the test app it loses quality. Does anyone have anyone have any idea whats going on here?
I'm looking to build a website that has a flash interface and allows visitors to upload vector art in a number of file formats such as SVG, EPS and AI.
I have two rather large problems... 1) I need to load the original vector art, probably convert it to FLV and display it in my flash application. 2) After the user potentially loads a number of images, adds some text, rotates or transforms some elements, I need to save the resulting composition into a vector art format that I can print.
I'm not much of an AS developer...my experience is mostly in .NET/C# & C++. I'm looking for a good library or API that provides the functionality I will need to convert different image formats and save the results. How much of this can be done using Flash / AS...? How much in C#...?
I have two layers in Photoshop: 1 -- a texture, 2 -- a semi-transparent image that overlaps texture. The combination of the two looks nice in Photoshop. I export them separately from Photoshop saving them as 24 bit PNG with transparency and colors converted to sRGB. (Working color space of PS is sRGB.) The result of importing them into flash makes me cry (see images below, note what areas around crosses look like).
I tried both loading PNGs dynamically and directly importing them into fla (compression type: lossles, allow smoothing: false). Looks like semi-transparent areas are saved inaccurately on export. What's more puzzling to me is why the results differ between dynamic loading and direct importing. Here is that psd I'm stuck upon. Inside the zip you'll find transparency.psd, which has only two layers. I still have no luck in placing them into fla: transparent areas get dirty. [URL]
I'm using flex and drawing a circle using the Spark Ellipse primitive. I am setting the x,y coordinates of the circle myself. I am drawing them within a TitleWindow component. Is it possible to force the circle to not be allowed if I specify a coordinate that is outside the TitleWindow? Or do I have to check the coordinates manually myself?
making a flash game that has a lot of rather complex illustrator graphics. In the game you walk down a street, so all the graphics has to be moved every frame. In some levels where there are a lot of objects in the street the game starts to lag. after importing it to flash and making a mc of it, break it apart to save flash from drawing all the shapes that aren visible anyway?
I have created an animation that randomly puts graphics on the screen (they come in from 0 - 100 alpha). It works great with an array of just a few movieclips. Now I want to import several hundred images from an external list but how do I convert them to movieclips on import? Or can I import them into a movie clip and have a script do the tween?
What are people doing about the lack of manuals with CS4? I can't figure anything out anymore. [URL]