I'm working with Adobe Flash CS4. designing website it's a tour guide so it has a lots of pictures in it that's making the file too large so when i test it takes awful long time or doesn't shows me anything at all.
I normally work with print design but am designing some flash banners for a client. Just have some questions about file size.My current banner is 125kb but they want it under 25kb. Is that practical for a flash banner?Also, I have done tests with import options and it looks like if I import my artwork as an .ai file and convert to symbol then it gives a lower file size than importing as a png or jpg.How can I make my file size lower? I know it's hard to answer without seeing the file but is there an option similar to 'save for web' in photoshop where I can adjust the quality to reduce file size?
I'm trying to get an object to increase in size the lower it goes down the stage, and decrease in size the high it moves up the stage.
It only needs to increase or decrease by a small amount. Basically, it's for a game character. To ad realism to his movements, it would be nice to have this feature.
I am working on a Flash project where file size optimization is critical. I am curious if removing white space from the code (which lowers the size of the AS file) will reduce the size of the finished SWF or if the Flash compiler already does this?
I have used the script below to load the mp3 file, but I couldn't do what I used to when I imported the mp3file to stage and I did it there. Is there a way to place fadeout at the end of the music and make the sound lower and lower, is there a way to apply something like that via Action Script?
I have a zooming map .swf file loading in behind a navigation button interface .swf. The map.swf turns your mouse to a hand cursor so you can pan when you zoom in on it.Eveb though the map file is behind my nav file,when I roll over my nav file, the mouse is still turning to a hand cursor. Is there any way around this? The only time it turns to an actually pointer is when it rolls over the actual buttons on the nav file, so the mouse flickers back and forth between the hand and the pointer.How can I get the lower .swf to not effect the .swf on top?
I have a Flash CS4 project with sound that starts to play in the first scene, set to event/loop so that it plays all through the entire time.
But I have a piece of video with audio in another scene and I would like to have the sound file playing at a lower volume while the video is playing, then get it to return to normal volume when the video is over.
I have no actionscript at this point. Just timeline animations, etc.
I'm trying to reorganize my code. I have a Paradox.as file, which is linked to a Paradox.fla file. When I referenced symbols placed on the timeline in my Paradox.as file, my animation code works. Then I decided to move the code lower down into the hierarchy. In my Paradox.as file, I create new instances of the Character class. The following is the folder hierarchy for the related files. * denotes a folder, and tab denotes its contents:
When i change the font size and font color i get the result i want.But when i try to change the font-family, or to make a part of text in italics or bold i fail to get what i want.I also tried this:
<font style="font-style:italic">my text</font>with no success
For For some reason, I'm not getting any result returned to me when uploading a file to my server. I'm using a php script, the file gets sent, gets uploaded, but I can't get the return result.
I am firing these event listeners: fileRef.addEventListener(ProgressEvent.PROGRESS, fileRef_progress); fileRef.addEventListener(Event.COMPLETE, fileRef_complete);
there is a 10 arrays in my root and everyone contains 2 inputs: new arrays = myresult1["1","2"]like this one, when i got a new result i change it in all arrays in the fla file and play it to get the swf which i'll use it in my screen.is there any way to make it load from txt file i'll put in it the final result and if i do this will it load the final one or i've to add refersh method in the swf 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 have to work with a .fla file. I would like to rewrite this file in AS3. Is it possible? I mean, I would get a .swf file as result of compilation of mxml file in Flash Builder 4 IDE, not Flash CS5 (I don't know CS5, I'm a newbie) . Main target is getting a .swf file by compilation of mxml file, not fla file. Could you explain in detail how this code works? For example what's TXT ? Is it a inputText? Where is this variable defined? Now I 'm linking .fla file ....
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 found a script to make the animation follow the mouse movement and it needed to stay in fixed boundaries. I have 3 different mc 1 behind the other and moving at a different pace to give a illusion of perspective. But here are my issues;1-It works but when I open a new window in the browser the mc(s) are disappearing. 2-And I would really need to ease or smooth the animation a little. I would like the mc(s) to continue to move and stop slowly after I already stopped moving the mouse. how to script both or even 1 of these ? Here's the code I am using now;
function loopX(e:Event):void { var xDist:Number = mouseX - 24000
Im changing the quality of a loaded clip with this._quality = "low" to make the animation run smoother, but it affects the parent clip as well, which I don't want it to do.
I've got a tween which is called using an ENTER_FRAME event listener, as I need the movieclip to constantly tween until it's selected. However, the tween isn't very smooth, it's very jumpy and I'm guessing this has got something to do with the ENTER_FRAME event being constantly called. Is there a better way of creating a smoother tween?
Here's my code...
ActionScript Code:this.addEventListener(Event.ENTER_FRAME, ballFloat);private function ballFloat(event:Event):void { var myTweenX:Tween = new Tween(this, "x", Regular.easeOut, this.x, randomXBoundary, 10, true); TweenX = myTweenX; }// end of ballFloat function
I have made this animation, please click here to see it. Username is hitenkajal.co.uk password is sairam11 However am not happy with it because its not very smooth. I will like my animation like this [URL].
I was looking through the tutorials on kirupa and i stumbled across the dynamic animating mc's and i was intrigued. So i made a canvas graphic real quick and imported it into flash and tested it out. at first it didn't look so good not like paint on canvas, then i changed the blend to overlay and it looked much better.I would like it to have a smoother transition so you don't notice the circles and no jumping.
I wanted to make a flash game,it's about some fish swiming in a tank.All the fishes swim randomly,i don't need any rotation,just left and right direction will be fine with me.But the result is their actions are really odd. how to make them swim just like real fishes?And there's also another problem.When the number of fishes increased to 50 or more,the framerate will drop rapidly.
Now I use Tweenlite to control the swiming action ,and it works very well.But the framerate still drops if i add more than 40 or 50 fishes to the tank.I think there must be a better way to do this.
Here's my code
public function onEnterFrame(event:Event):void{ var time:Number = Math.sqrt(Math.pow(xOffset,2)+Math.pow(yOffset,2))/speed; TweenLite.to(this,time,{x:x+xOffset ,y:y+yOffset*0.5 ,ease:Quad.easeOut,onComplete:moveComplete}); }*/
xOffset and yOffset in the code are random numbers
I have a problem where the images look a little pixelated because they have been scaled down alot, just need a way to make everything appear smoother.
I need the game I'm making to look high quality and also work at different resolutions so when I made all the graphics I made them massive and same for the stage size in flash.
The stage size is 2000*1500 and it's being scaled down to 800*600 which is an exact ratio, I didn't expect to see pixelization when scaling the images DOWN, that's why I made them so large.
If there's no options for smoothing things out, then does anyone know the best option for swapping images at run-time? This way I can have pre-made images for all the most popular resolutions.
I have this RPG-like screen where you have a character walking through.. the forest or something.. and the thing is.. it's lagging.. LOTS..On that scene.. there are quite a lot of Tree graphics and grass graphics.. I've tested this and apparently graphics run a lot smoother than movieclips with bitmap caching on..Also.. My character has lots of different hair styles all put into one movieclip.. and i thought that by removing them all.. and just have a attachMovie() script to pull in the appropriate hairstyle clips.. it would go faster..but apparently it doesn't seem to of made much difference..what other ways can i reduce the lag on flash?
If I load a swf in FlashPlayer standalone, it will play nice and smooth. If I load the HTML it's embedded in (with SWFObject) in a browser it stutters like hell. If I use my browser to open the swf on its own, that runs nearly as smooth as in the standalone player.
That the standalone player runs smoother is understandable, since it then doesn't need to go through the browser layer. A slight performance decrease when adding the HTML DOM layer is also understandable, but in my case the difference is huge!
If I were to guess: Standalone: 100% (benchmark) SWF in browser: 90% SWF in HTML in browser: 30%
I'm trying to get smoother steps in checking the ProgressEvent when loading the image to the Loader.At this moment my eventrogressEvent checks the progress aprox twice within a second. Is there any way to make it check constantly (or more often), so the progres bar "grows" smoothly instead of "jumping"?
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?