ActionScript 2.0 :: Descrease The Size Of A File As Compared To Working With The Timeline?
Nov 20, 2005
Does using actionscript descrease the size of a file as compared to working with the timeline? For example, would using AS to cause a graphic to fade away be more effecient (as far as file size and performance) than using a symbol effect or even changing the alpha frame by frame? I've been using flash for a year now. I've never learned AS because I thought I could do everything from the timeline. But my files always seem so large. And most animation effects seem choppy in comparison with what I see online. Is AS the key to changing that?
I am working with high image file . I have to work for iage more than 3000x6000 dimensional. Is it possible in AS3. In some blog i came to know that AS2 could not support more than 2880x2880. Please let me know if you have any experience about working in high dimensional image .
Is there a way to make code on the timeline and code in a separate AS file communicate with each other?I have two buttons, a yes button and a no button.I have a confirm box which is a movie clip. In the movie clip I have the two buttons on it and code so that every time one of the buttons is clicked it runs a function.I have the rest of my code for the movie (so the code to make the confirm box appear) on a separate AS file.Is there a way I can define the functions on the movie clip and run the functions with the separate AS file?
When I preview my flash file it says that the filesize is 29kb. However when I look at the properties of the outputted swf it's coming in a t 36kb. Which is the correct size? Also what extra information is being added to push it up by 7kb?
When I preview my flash file it says that the filesize is 29kb. However when I look at the properties of the outputted swf it's coming in a t 36kb. Which is the correct size? Also what extra information is being added to push it up by 7kb?
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 use Flash mainly for Slideshow Pro content and before CS5 I have used CS3 and CS4. I have never noticed issues with speed before, but since upgrading to CS5, my work has slowed to a crawl.
I am on a 64 bit machine Windows 7 machine very fast machine with 12 GB of memory, and while I realise that Flash is not a 64 bit program and can therefore not use all of that, I am wondering why it is so much slower than was CS4.
On Flash Kit there is a thread that is worrying me because I haven't used CS4 yet but by the sounds of things people are finding it run really slow when you use CS4 for animating or open a CS3 file that would normally run fast.
With Adobe now you can make Flash/Flex compile to the iPhone and iPad. How does that compare to MonoTouch? Does the Adobe solution really compile into native iOS code? Or is it just a iOS Air container that runs your code which is able to access the natife iOS calls through the Air container? I'm wondering what is different with Adobe compared with MonoTouch. I just want to know the differences between the two technologies. If any. Or do they work exactly the same way on principle.
I looked at this demo: [URL] Flex seems very slow compared to silverlight 3. Unfortunately can't see pure flash but should flex be forbidden if performance is top requirements compared to Flash ?
Same file streamed from FMS4 (same on 3.5) with rtmp protocol has very poor quality compared to real file quality. Is there some low level configuration to do on Flash Server? Is the streaming server making some kind of transcoding before sending the stream? Or it can be Flash Player? Tried unchecking "hardware acceleration" but nothing changes. I am on a local gigabit network, so no network bottlenecks. Video seems very pixelated on the edges (not soft/antialiased). These are the file details:
is it possible to change the size of the stage while the timeline is playing. I have an image which i want to spin on to the screen then start to zoom in on it. I want the stage size to increase with the image so that it is all viewable once the image is back to the original size.
I get a working application in Flash made that lets the user click to create blocks which subsequently gravitate towards the mouse. I made the exact same thing in Processing too, just to compare speeds.However, when I run the Flash version and add around 15-20 blocks, the framerate drops to 5-10 FPS.In the Processing version I can add ~60 with no noticeable slowdown. What's the deal, Flash?
Links to each version's source:
Flash version Processing version
Here is the source for each in case you are a wizard and can help just by glowering at the code sternly and telling it to behave:
I didn't think using sharedObject was complicated, but no matter what, my variables aren't saving. I also checked the size attribute and it returns 0 (zero) even though I have my Flash Player settings set to 1 mb.
I don't know whats going on but my code is not changing the size of my text.I have a toggle button that works great on everything exept the text size.I have a text dynamic text field called myText and here is the code I'm using.
function maisLegendaF(e:MouseEvent):void{ var formatT:TextFormat = new TextFormat(); if(!e.currentTarget.toggle){[code].....
I'm working on some banners in various sizes and I noticed that I can only enter a font size in full pixels but not in decimals. I can type them in but noting happens to the size.
Is there any "mainstream" library used for this purpose? Commonly spread, well maintained, documented etc.I found these (using flash):
Uploadify - not many releases, latest 12/2010, no documentation (!) SWFUpload - latest release 03/2010, documentation fancyupload - looks buggy.
phpfileuploader - looks heavyweight, and looks commercial (?) I cannot read the licence (you can download it but are you allowed to use it forever without paying?) plupload New version of pure javascript (no flash) Valums' ajax upload claims to handle file size limit and progress bar, which is quite suspicious to me: these features require to guess the file size before the upload, which seems impossible in javascript (look also here). Or can it work?
So I decided to make the jump today. I wanna learn how to use pure code only. I've been reading on how to structure the project and the packages and stuff.So I just wanna make sure I get this right.Let's say I still wanna make my project in Flash, basicaly I would only add my graphic elements (stuff I made in photoshop) to the library and export them for actionscript.Then only have one frame in the project, and script for that frame would probably be simple likeimport com.blablabla.init;And then call a init() function I would of wrote in that init class.Then within that init class would import all my other classes (would probably have something like visual classes, like navigation bar, background, etc and then structure classes with methods in them)And then everything just happens from within the init() function.
I have developed a video player in adobe flash cs4 and used all vector arts but when I open this fla file in Adobe Flash CS5 and published it, the swf file size more then fla file.
I would like to run a .swf file into an existing flash file, but the dimension size of the .swf file is too big. I am a beginner to flash and not sure of the steps to execute this. Would anyone be willing to walk me through the steps to import the code?
I have a re-size function on this website im working on for my BG to scale, my content to stay centered, and my nav bar to always stay top right. I need some sort of if statement saying if my navagation is 200px from the left it needs to stop moving. I hope that makes since.
I'm streaming an external SWF into another movieclip, the external SWF has a timeline animation and sound (voice speech) as well on the timeline, it also has a preloader on it which it's set up that when 30% loaded is completed to start playing the animation.But when I run the main movieclip the streaming of the external SWF works fine for the animation but the sound does not play until the preloader is 100% completed.
I have two buttons at the bottom of my animation which should work all the way through the timeline. They work when you click on the chrome icon in the animation, but when you click on either Firefox or any of the other browser thumbnail buttons, the links stop working and nothing happens when you click them?
Today I found that flash had no option to jump to unassigned frames.
Say, I am working on frames numbered from 1 to 250. Now I need to jump to frame number 15000 and I found that I cannot jump to the frame number 15000 directly. I have to click in the Timelline and move the scroller right to its full extent, again click in the last frame visible in the time line and so on continue this until I reached the frame 15000.
I have a masked textbox which is also dynamically added to the stage from the library, and I'd like it to resize according to the amount of text loaded into it.this isn't working: