I have it setup where you can choose multiple galleries to look at. It starts with a square image that is a movieclip. Inside that, it has the words Gallery1, Gallery 2, etc. Each of those words is a movieclip. Inside each movieclip is a XML gallery setup. So by clicking on "Gallery1" for example, it loads the images for that gallery, and buttons for previous and next image appear. The gallery works fine, except that I also have a button for returning to the gallery selection part. The return button works in the sense that it does go back to the gallery selection part. The problem is that it doesnt clear out the current XML gallery image.
The different galleries are there underneath, because they can be clicked on at that point. It just doesnt clear out whatever the last image was.
I've designed the background of a clients website so that images shift right and down and fade out but i'm noticing a problem involving the image animations. When the images are moving across the screen, they ripple, or pixelate and it looks really odd, can someone help understand how to fix this.
i couldn't find a tutorial on this matter so i sorta started making my own hypothesis... what i'm trying to do is: have a gallery of images automatically scrolling horizontally while having the set of images loop. like at[URL]..
here are a couple of my theories and questions for AS commands to have this work:
1) display a range of pixels of an image at certain positions, i.e. if gallery is scrolling to the left, leftmost image when its parts are disappearing out of the viewing area, they become visible at the right.
2) have two instances of each image and when an image is disappearing on left, the second instance of that image comes visible on the right. this I imagine would take up more HD space.
i guess what i was wondering more about is how jager did their gallery where there's only enough images are in a set to be viewed in the viewing area.
I'm working on a game whose background has many layers that each scroll at different speeds.
Inside each layer I have a Sprite, I've started using graphics.beginBitmapFill, but what I've found is that the graphics.clear() function doesn't actually clear the contents set by the previous call to graphics.begin.BitmapFill. Each frame, I adjust the matrix to shift the layer as needed. Then, I call graphics.clear() and graphics.beginBitmapFill() with the adjusted matrix. Since my layers have alphas in the bitmap, I can see the contents that was drawn the previous frame.
Main requirements for that gallery are:- must be updated via xml file- must be auto resize- thumbnails must be floating like in example- also must have preloaderhat's allIt is my first serious project with flash and it will be good to get any tips how to start doing all of that.Especially I am interested how it is possible to make such floating thumbnails which are also preloading.
What i need is to be able to pull images from a folder, and just be able to dump images into a folder and not have to keep updating an xml or fla file.
what i'm looking for is to create a gallery of images. there are 12 images in total with 3 showing. I want to add a forwards/next button that will cause the gallery of images to scroll across, with a smooth action, when the cursor hovers over the fowards button. I don't want the next images to show 1 by 1 but the gallery to gradually scroll arcoss(like all of the images are on one long reel being pulled from the left)
I created a flash image gallery for my site but the images look pixelated. I really don't like the way they look. Im fairly new to web design and very new to flash.
I am wondering if someone knows how to create a picture gallery where the images are online (web hosting folder). I need a tutorial to add the script to my existing swf.
I am putting together a gallery that will show about 60 images. basic fade-in transitions between the images. I need to animate the company logo (very basic) and show some text below each image), becasue of this I dont know if any off the shelf xml based gallery will work? As usually you just define the image name/path and run the swf. This is for a presentation and not web so maybe not possible to be Xml based. Is there anything that is out there that could work for this and if not i suppose I am doing everything in flash but fear this as thimeline will be so long and a bit of a nightmare to do, if I have to do this in flash, I would have each image occupy about 20 frames 1-9 it will fade in, frame 10- a 10 sec pause, and frame 11-20 a fade out, that will still give me a timeline of 1200 approx.
There is a site with an image gallery that uses Adobe Flash.Is there a way I could capture the images? ( Apart from print screen)Softwares like Orbit do well with .flv videos, but don't work with images.Is there something that will help me getting a direct path to the images?
Is there any ready built images gallery as shown in this link? [URL]. If I were to build it by retrieve from database contains links to images and display on each containers, would TileList be useful as I'm will be using it for displaying Classifieds images.
I modified some code for loading xml images into a gallery that I found somewhere, but I have no idea how to go about preloading the images. Everything works fine, I would just like to know the best way of going about doing this. Here's the code I got:
I'm worried about images stacking on top of each other. The thumbnails are loaded using a for loop through XML, (10 thumbnails). And by using event.target.name when you click on any thumbnail it calls a function (showPicture).
I have an image gallery into which I would like to load both image files and swf files. The content is loaded through an XML file. The images are loaded correctly, but the swf-file isn't. I get this error:
TypeError: Error #1034: Type Coercion failed: cannot convert flash.display::MovieClip@3ffc2e1 to flash.display.Bitmap. at player_sheit_fla::MainTimeline/addSlideContent() at player_sheit_fla::MainTimeline/fadeSlideIn()
since Flash can't load an swf as bitmap. It all boils down to this function:
ActionScript Code: function addSlideContent():void { // empty current slide and delete previous bitmap
[Code].....
How can I load both swf and image files into my gallery?
I have a problem with an xml photo gallery nothing special about the code just a simple xml loader routine, everything works fine on my local machine but testing on the server only displays some of the images?
ive just butchered myself a gallery together which loads different xml documents (with image references in them) into an empty movie clip on the main stage-however- the images are all different sizes, and I cant seem to modify the script so that they will center correctly- i know I need to preload them in order to get the correct size for each image and then reload and display so that the x and y coordinates are correct-im using this script from kirupa's xml gallery tutorial- each different section of the gallery has this script attatched to the button that displays it-but im really stuck as to where to add a loop to ***** the images.- my brain hurtsI
on (release) { function loadXML(loaded) { if (loaded) {
This is really strange, and I'm not sure what the problem could be. I essentially made an XML/Flash image gallery where the images are loaded dynamically. I followed this tutorial:[URL]When I tried the site with the "www" in IE6, it warns me that the some Active X control is attempting to be installed, and blocks the whole flash block (even though the other flash along the sides show up fine in IE6)Edit: By the way, just to be clear, the FLASH is loading in both cases, but when the "www" is present, the images do not load from the XML file, even though the flash movie itself is visible and loaded.
I have completed the excellent Flash Thumbnail Gallery Tutorial (and the Picture gallery Tutorial). I have been able to update the dynamic text content, and basically customize the look and feel of the .swf. That works when I upload it to my website.My problem is that neither in Preview mode (via Flash) nor once uploaded to my website can I get my XML file to call my own images up. It will call the tutorial images from Kirupa if I leave them in there.
I have tried to use relative and absolute file paths for the image URL, and neither is working. I even tried using "image ID=" tags inside the node, to no avail. I have an image directory that is a few folders deep, so I tried putting the XML, FLA and SWF (all together) in different places, updating the SWF on my html page, and then republishing. In the place where my image should be, there is nothing.Flash reports an error when I hit CTRL+Enter that it cannot find those particular files.
I have created a simple image gallery of the back of tutorial.It imports images listed in a xml file to flash. it works fine untill i add more than 22 images . if i have any more than 20 images the tweening (fading in and out )goes all jerky if not at all, and does not run smoothly.Please find the code below:
I have a gallery with images seperated by dates.on another html page i have links to each date in the gallery.How can i choose witch gallery the xml load up first? At the moment it just loads which ever is first on the xml list.
[URL] They wanted me to make the gallery images full screen.. I have done this but this time the next and other buttons stays behind the big image when you enter the gallery (koleksion and showroom parts). Also the sliding menu stays behind this picture.. How can I fix this that the buttons and menu stays on the picture..
I have a flash swf gallery that links to my flickr images via the flickr api. If I click on the index.html page on my local desktop then the main images (jpgs) are displayed high quality via IE8, however when I upload the swf and html page to my server when I access it via http the images are highly pixellated and low quality anyone know why on my desktop via the browser its fine, but when viewing through the server the images are low quality pixellated etc [URL]
I watched a tutorial for a link that loads an image into a container with the code
var img1Request:URLRequest = new URLRequest("images/c1.jpg"); var img1Loader:Loader = new Loader(); load1_mc.addEventListener(MouseEvent.CLICK, clickF); function clickF(event:MouseEvent):void { img1Loader.load(img1Request); img1Loader.contentLoaderInfo.addEventListener(Event.COMPLETE, loadNowF); function loadnowF(event:Event):void {
[Code]...
is there a way to load additional images into the same container to make a picture gallery?I tried adding additional lines duplicating the "var img1Request:URLRequest = new URLRequest("images/c1.jpg");" by changing everything from 1 to 2 and so on but still errors, and i'm clueless Also another question, several tutorials tell to add actions to movie clips but i keep getting the "current selection cannot have actions applied to it"