ActionScript 2.0 :: Dynamic Swf - Load Only Once At The Start Of The Game
Aug 6, 2008
I am making a big big big game, and I came across a huge problem. My game has over 60 unique units, which mean that the library of my .fla file is REALLY huge. Flash just can't handle it anymore, and crashes every 5 min. I can't optimize it(already did) and I can't cut through the content. I think I found a solution: I will load my units from external .swf. Sooo, the thing is, I want to load these swf only once, at the start of the game. Here is how it goes: I divided my units in many packets, and set every unit to be "exported for Actionscript" in the library. This way, ill load the .swf and its library at the beginning of the game and I will be able to attach the units MC over runtime.
i have spent several days on this and still can't get it to work. The code below is ok, I am playing a bowling game using the keyboard and timer with a text readout of the elapsed time, the bowl moves a set number of pixels on the screen. whilst in full screen mode I would like to click a start/play button on the screen to start the game and timer again, everything is in frame 1. Also I would like the game to just accept the keycode 77 and keyboard event (2 events only to move the bowl) and then wait for the start/play button click.
My project is almost complete except for this last little thing that's been bugging me. A tutorial I followed had you start the game by clicking a button but I would like to change that to pressing the spacebar starts the game. I tried:
I started off game development on Android about a year ago and want to expand to developing browser games as well. Is flash worth learning? Or should I go for using an engine like Unity and learn game development in c#. Mostly I'm just worried that I would be wasting my time learning flash if I'm not going to get much use from it.
I have a scene for the title screen and a scene for the game itself. On the title screen i have a start button, that when clicked it is supposed to go to the game scene; but for some reason this wont work. This is the code I have so far,
I'm a student at Drexel University and I just completed a basic platformer for a actionscript class. My professor docked me some points for the game not working until the user actually clicks within the swf. I've heard that this problem is caused on mac osx, but I don't have any concrete evidence to get the points back. Here's a link to the game if you want to check it out.
What resources should I look at to learn how to create a very simple platform game, with a character who can simply jump on platforms and avoid enemies to reach the end of the level? I have made games like this with other languages but never flash.
The game is like Asteroids where four rocks are placed in the corners of the stage at the beginning and then start moving randomly around the stage. The problem is the timer used is started the moment that the flash file starts not the moment the player clicks the start button. So if you are on the start screen for 5 seconds before you click play when the game actually begins the rocks are where they would be after 5 seconds of play, which could be right over the player.
I have a game with multiple levels, which is working as I want it to. I would like to add just one extra bit of functionality. As each level starts, I would like a movieclip to play and then disappear after a second or so. The movieclip will just say "level 1", "level 2" etc, without any interaction. Ideally it will appear as the level loads, and then fade out to disappear.
I'm creating a basic game - snake. I have 2 layers, intro and game. I want the intro to start then you click 'Play' and it goes to game on 2nd frame. However they're both overlapping each other... [URL] How can I get 'game' to start at frame 2? (I've tried deleting frame 1, etc.)
I'm designing a platformer game, in which the code is all held within the character MC. I want to pause the game using something like 'delete this.onEnterFrame' as a start point to terminate code. The code layout within the character is like so:
onClipEvent (enterFrame) { ... this.onEnterFrame = function(){ //within clip event ... if(btnon == 1){ // when button pressed(on stage)) global value of 1 is true delete this.onEnterFrame; }...}}
Due to the fact its within a clip event structure, it doesn't pause it, instead it slows everything down. Would I have to construct all my code in a frame layer or can I still use an MC to terminate this?
I've seen various games where by when you start the game it gives you a scenario and 2 boxes to click, if you click a you go to frame say 57 and if you click b you goto frame 58
I have been building a simple word game. It is smple but works fine. I am now trying to enhance some of the features.I would like to see if I can display one letter of each word so the Player has a hint. Think of this as a beginners level.The words are random from a text list. Either I can make the letters invisible and the game starts without a hint or I am able to select a letter using charAt() or creating a new variable substring()from the word which is the displayed repeatedly on the stage(not what I want) I have not been able to find a way to display one letter and display it in the correct order within the word and keep the remaining letters invisible.
how do you start movieclip dynamic? like start a movieclip ONTOP of another on like this site.[URL].. Does anyone have a tutorial or something like it ..?
My video is a bit jerky at the moment at the beginning. Can I somehow have my adobe swf player load up a generously sized buffer before it starts to play, or is that not the issue? Later on in the video, the jerkiness is not an issue.
Let's assume that I can't script the loaded swf, nor can the loaded one script the loader swf.
I was attempting to set frame rate to 0, and wait after all swfs are loaded, and set frame rate back. But I found when I set the frame rate to 0, I could not receive the complete event! And it's weird that i can still receive UI events...
Is there a way to load several swfs and start them together?
I want to load several xml files at start up, so far I have managed to load one xml, but I'm getting puzzled how to load several xml files, heres my code on first keyframe:
ActionScript Code: stop(); var xml1:XML; // how to load this XML(one below) - with url "secondXML.xml" ?? var xml2:XML;
[Code]....
When XML has been succesfully loaded - it goes to Main keyframe, where the rest of the code is.
I have attached the file for reference but would like to know how to start the mc 1936 when the file is published and the swf is first opened. I can get this to do this HOWEVER I cannot get the 1936 to then respond correctly as per the actionscript IE close when 1938 is clicked? 1936 keeps opening and I cannot get this to ONLY do this ONCE when first opened.
We're trying to implement a load-balancing mechanism between FMS hosts in a virtual "farm". The mechanism we're using is to have the FMSs periodically send "load" data (along with a timestamp) to an application server. That server will then use that load information and timestamp to detect when an FMS server has gone down and to make stream assignments to FMSs. Right now, I've implemented this code via a setInterval() in live/main.asc.
I've added a "return false" to Application.onAppStop() to (according to the docs, I haven't tested this yet) keep the server from shutting down an idle instance. How do I get the interval running before the first request hits the application (and forces the load of the application)? I've tried putting the setInterval in onAppStart() and as a global. In both cases, it only gets executed after application is loaded. Any way to force an application to load (via a config file parameter or local command-line)?
I'm new to flash and action script 2, and I am trying to load an external movie and have it start at frame 3. It's the start at frame 3 that I'm having trouble with. The following code does not work:
This one is tough to diagnose. I built an animated jigsaw app that pulls in a dynamic .swf that can be viewed here: [URL] It works perfect in Chrome. Works in FF 3.5.5 until I start reloading. Doesn't even work in IE7. Could be a embed problem in the HTML. Could be something I did in flash. [I can get more into the methods I used] [for those that only see it working or don't see it working] There should be an orange animation of a morphing shape cutout into jigsaw shaped pieces and a start button. When it doesn't load, the animation, nor start button display. And the menu is slightly messed up.
I am making a dynamic image driven game and I am having some problem with preloading all the images at ones, so I am here to seek some help.images is an array that stored the image's url.image_loaded is a variable to see if check how many images have loaded.whenever the image_loaded variables is equals to the images array's length, it will proceed to my desire frame. But for some reason the images isn't showing up all at ones.[code]
I'm trying to implement a dynamic starfield into the game blaster mines (chapter 11) from the book "The Essential Guide To Flash Games" (from Jeff and Steve Fulton) but had no success yet. I built a separate starManager.as class and a BasicBlitArrayStar.as class for it. Also I'm using a pool for inactive and active stars (basically I think it's the same method when building the projectiles or rather particles except that the stars move only when the mouse moves (using the same direction).
If u don't know what I mean check out the parallax starfield from [URL]: freeactionscript.com/2010/06/endless-starfield-parallax-scrolling
Currently it's not working. The inactive pool is full of stars but when I try to draw them on the background I can see absolutely no star. Even when there is an active star available it doesn't draw it on the background. The goal is a starfield that uses similar techniques from the framework like particles and projectiles do. I have some things in mind like getting the child index for creating different star layers but currently I'm not able to realize it properly.
Here are some code excerpts: starManager.as: package { import flash.display.BitmapData; import com.framework_mod.src.BlitArrayAsset; import com.framework_mod.src.BasicBlitArrayStar; [Code] .....
I would like one of the dynamic text boxes (picked at random) to display the Answer and the other 3 to be filled in with (Answer+2, Answer-2, Answer*5).My problem seems to be in picking the random box and then assigning Answer to itThis is my test actionscript so far..
questionArray = ["What is 5 multiplied by 5?"]; answerArray = ["25"]; Question = (questionArray [0]);
I have recently been looking into making a 'spot the difference' type game that will automatically detect the difference between two similar images.It will eventually do the following:compare two imagesdetect and separate the differences (hotspots)create clickable movieclips from the separate objects (differences)So far I have done the following:loaded two images using XMLdrawn these images into separate BitmapData objectsused the 'compare' method of the BitmapData class to detect opaque pixels that are different between the two imagescreated a third BitmapData object containing the differences.How would I separate the third BitmapData object (the differences) into individual objects?I would like to add click functionality to them individually.I'm pretty sure I need to simplify the objects to black and white blobs and then separate them somehow.I just don't know how.I have found algorithms such as marching ants, but i am not sure if this is the right approach for this type of application.