I would like some assistance. I created an xml slideshow which works fine when viewed in a browser, but when I view it in Flash Player, it skips some of the pictures, leaving a white screen instead. Is there a way of overcoming this?
I currently am working off of a flash template. In the header of the flash template are a few pictures that show up like a slidshow. I was wondering how I add more pictures for the slideshow.
I've got an xml slideshow playing on my home page and I need to have the pictures randomized. You can see the flash in action at [URL]. Here is the code that I am using now.
delay = 10000; // function loadXML(loaded) { if (loaded) { xmlNode = this.firstChild; image = []; [Code] .....
How to do a simple slide shows that plays automatically and has transitions in between pictures, can some one direct me in the right direction. So far I have 1 picture that does a transition and it has this action code inside the same frame where the picture is placed at. The pictures were converted into movie clip symbols.
I want to create a slide show by making a loop that loads images one by one, pauses at each photo before removing it, and then adds the next one. However, the code (shown below) seems to race to the very last picture without pausing.
for(var i = 1; i < 5; i++){ //pics 1-4 var pic_name:String = "pic" + i + ".jpg"; trace("Loop "+i+" "+pic_name); //traces pic1.jpg,...pic4.jpg var loader:Loader = new Loader();
I'm working on an expo, and I want to make an installment with a screen displaying a slideshow of some 5000 (fairly lo-res) pictures from a photo booth, and one of these scroll wheels beneath to have the user/viewer being able to scroll through it. When no-one is scrolling, the slide show is looping through as normal.I'm under the impression that it's a quite memory consuming task to load in pictures and displaying them for Flash, so therefore I wonder if this is even possible to do in for instance a Flash projector without consuming too much memory and getting massive stuttering and lag?
So i'm making this flash banner for a site, it's basicly a slideshow of pictures with fade ins & outs.Now, i want it to start at a random picture everytime it starts (if the site opens).I've been looking for information about this for about 2 hours now, but everything i find doesn't seem to work.
I'm using a used code of a slideshow. I figured everything except how to place the slideshow in the center of the div popup tag. This is the actionscript 2.I managed to move the pictures in the center where it says:[code]
I have made a 3dCube and each face has 4 boxes fitted in that will display a slideshow of pictures. The trouble is that it skips striaght to the last box leaving the others blank. here is my code:
On the main page will be a Slide show of 8 pictures. I would like a next and previous button on each side of the picture.Also I would like it, to where, when you click the picture, it would take you the the page the picture is at on my flash site.. So like page "Chris_Portfolio"
I've got a slideshow with pictures. The pictures are buttons, but the mouseovers don't work. ActionScript Code: panel.addEventListener(MouseEvent.MOUSE_OVER, panelOver); function panelOver(event:MouseEvent):void { panel.removeEventListener(MouseEvent.MOUSE_OVER, panelOver); panel.addEventListener(Event.ENTER_FRAME, scrollPanel); } var b:Rectangle = stroke.getBounds(this); function scrollPanel(event:Event):void { [Code] .....
I've spend two days searching this forum, to find an example on how to makea XML image gallery "like the kirupa one" but with an adittional feature...with no success.I'm looking for a gallery setup that offers you an option to inlcude extra photos' per image..For example:image one can contain 1-5 extra pictures, which can be seen either viadynamicly attached numbers 12345above the picture or even bettera "play/pause project" button which will show the extra pictures of that same project...a kind of slideshow within a slidehow..with captions/fades ...the whole deal.
The end result is going to be a "photo-stack" with each image layered on top of one another, all cycling through the list of images. So container 1 would start of showing image 1, then image 2, and so on. Container 2 would start with image 2, then 3, and so on. One the container gets to it's final image, it loops back to the first image. I've duplicated all the necessary functions and duplicated all required variables with different names so there shouldn't be any overlap, however when I run my SWF, only one of the galleries loads. If I try and load the galleries as external SWF's, only one gallery appears.
Here is my actionscript code:
Code: var id, current; var k = 0, p = 0; var slide = 1;
task:already have the component - slide show.need to make the next effect for changing pictures :
the wave goes through the screen, hides one picture opens another.the problem is - wave changes it's geometry while moving , there could be several subwaves in wave.how can this be done (simply) ?
Having an online swf doing some slideshow with loaded pictures from an xml filme, how can I, after building the slideshow with some transitions, export the result movie into a flv/mov/* file?know how you can get pictures from a xml file into flash and then proceed to build the slideshow (showing, of course, the swf in the page).What I need is a somewhat hidden swf that would process this pictures and then export the movie into a folder.Example:
-> user uploads pictures
-> user click preview movie
-> pictures are loaded into the flash file
-> movie is built
-> final file is saved into some folder
-> user is warned about the movie being done and read to download
I'm having two problems. First of all, the gallery loads all pictures at once. The more pictures in the XML file, the slower they all load. Secondly, I wanted the pictures to scroll in its _y coordinate, similar to Sugar Rhyme's website portfolio (see url]...).
[URL] Take a look at that website. See whe you rollover one of the pictures, the other pictures fade out...Well how can I do that? I've tried some swapDepths techniques but it gets a bit confusing.
I am working on a project wherein a long (40-50min) flv plays inside a flash interface. I have a set of buttons that I would like to use to skip to different parts of the video as it plays, this works fine on my local machine using cue points but of course online I cannot jump to sections that have not yet been buffered, I'd like to be able to do this if possible. I'm looking at a couple of options at the moment...1, Use a content delivery network that offers a flash media server, as I believe this will sidestep this issue, however this will cost money that isn't really available for this project.2, Split the long movie file up into chunks and have my navigation buttons load a new flv onClick.If I go for option 2 is there any way of keeping a cumulative progress bar running as if it was all one video.
I'm currently streaming a video with AS2 using netstream.I have already found out how to pause my video on certain cue points, however I do not know how to skip to certain cue points.Basically I have buttons, which will each skip to a certain part of the video.All my cue points are embedded in the FLV.To pause my video I have the following code:[code]Any help on how I can use the buttons to skip to say "SecondCue" and "ThirdCue"?
I'm making a flash company profile in the style of a website, except it won't be uploaded online.and i made each button skip to a frame that i already named
some of the buttons are skipping to the wrong frames for some reason,the ones that are not working properly have some pretty big picture files on them,could this be the reason or is it just an action script mistake?
I want something to slide off the screen when I click on it. I (think I) have it set so that when you click, the button itself disappears, and a movie clip of the object sliding away becomes visible and plays.
Code:
mcslide._visible=false; slidebutton.addEventListener(MouseEvent.CLICK, Click); function Click(ev:MouseEvent):void
[code]....
The problem is that the movie clip will either skip right to the end and stop if I have a "stop();" put in at the last frame, or it will skip right to the end on the first play, but then loop correctly after that if there's no "stop();".
I am in the process of building a game with around 20 levels. Now, as I was thinking of trying to add a "skip" option to the game with the space bar key. I have a little trouble, since holding down the spacebar invokes the KeyboardEvent.KEY_DOWN event multiple times.
The above scenario (Keydown and keyup) works just fine when I'm trying to move my player character on screen. The one main concern that is lingering in my mind is "Is this going wrong because the KeyboardEvent listeners do get removed and added when changing levels?"
P.S: Adding the skip option as a button works just fine, but I'd really like to use Spacebar for the ease of use.
I am deploying a jwplayer (url...) to a website and I am not 100% satisfied with the way the player behaves when you skip to a new position, you press the timeline at one spot, but it skips to a different location. (the elapsed time indicator)
It seems this is a problem with flash video in general? Or can this be solved by using for instance streaming video instead of progressive HTTP playback?
I am trying to implement a custom animated button. In normal/up state, a MovieClip containing a bitmap animation is played. When you mouse over the button, I want to double the speed of the animation by skipping a frame every frame. And when your mouse leaves the button, I want the speed to go back to normal. I am trying to do it inside the ENTER_FRAME event:
I have a movie with content sync'd with audio. A user can also use a scroll bar to go to specific time of the whole movie. Sometimes I have interactions in the middle of the movie that the actionscript does not load until it reaches the frame. Because of the scroll bar, a user may scroll past the beginning frame of where an interaction starts. Then the script gets skipped and the interaction won't work.How can I do to allow user navigation while preventing a user from skipping the script?
im having a problem that seems to me that its skipping lines of action script
for (a=1; a<=8; a++) { for (b=1; b<=18; b++) { var A:String = let(a); var B:String = b.toString();
[code]....
but when this is run, it wouldnt go into some of those if statements. So i debugged it to see what happened. and at some points, it just wouldnt go into the statement even though its conditions were true.
Basically the problem is that the flash player skips my frames for some reason!Problem: calling gotoAndPlay("label"), and once flash gets to that label, it does play, but it does not reach the trace action at the end of the timeline, although it reaches the end of the timeline and loops to the beginning as far as the visible artwork is concerned. There is no stop actions involved in between the gotoAndPlay and the trace action.If I reproduce this in a simpler environment I do not get the error. In the file I am using a few of my own simple external classes, and the as2 EventDispatcher, and caurina Tweener.
using scenes I had the problem of the published movie skipping scenes, and I was hoping that it would fix itself once I compiled all my scenes onto one time line. The problem still persists, and at one "scene" (now a movie clip on the time line), it just goes into an endless loop.Right now the movie is broken into two scenes to get around the 16000 frame limit. When I test the two scenes individually, they run fine. Only when I test the entire movie does it screw up.So my question is: Is there a way I can use action script to force the movie to play a range of frames so it doesn't skip over them? Having two .fla files and a call function isn't an option since I need to upload it online to various websites, and I can't host separate .fla's elsewhere to be called upon.
Unfortunately, it is giving me some problems. At first, it seems to work fine, it will go forward a frame if UP key is pressed. However, if I press the down key, then the up key again, it will skip a frame. For example:
I am on frame 1- I press UP key, flash goes to frame 2 On frame 2, I press DOWN key, flash goes to frame 1 On frame 1 again, if I press UP key, flash will jump to frame 3 It will continue to do this until I am left with just my first and last frame and can't go thorugh the other ones.