ActionScript 2.0 :: Timing Of MC'c Loading Onto Screen
Jun 6, 2007
Using my intermediate but growing AS skills I can place 3 MC�s onto the screen.
I do not want these 3 MC loading on at the same time. I would like to load the first one and X amount of time later load the second MC and the same for the third one.
How would I go about putting in X amount of delay between the MC's as they are placed on the stage.
I'm having a few problems with loading swf after swf. I want one swf to load after another has loaded and so on... Down a long chain until everything is loaded. I know this code doesn't work... But it shows you what I'm trying to do. Should I use listeners to achieve this? Because _root.theMC.onLoad = function(){-Do Stuff-} doesn't seem to work at all...
It seems like the loading screen (more like frame) is the last thing to load, so you are stuck staring at a blank screen for a while. How can i prioritize how the game loads so that the instant you get on the page the loading screen comes up immediately?
I have a movieclip clip that plays when the movie starts, the movieclip is a visual assets that show's that the application is loading some information but it's not showing any loading progress, just playing while the assets are loaded.I created a for loop that will load the assets using a simple loader, and then when the object is loaded the application push the object to an array.Problem is that when the loading starts all the animation that i have on screen stops until the loading is finished.The whole point is that the animation will play while it's loading.
I am building a book application in Flash Professional CS5.5 to be released on tablet devices and I am trying to understand the best structure for loading the application. For iOS devices I know I can include the default.png, but how can accomplish a similar task for Android? The book application is also going to be large as it includes a lot of assets and animations, is there a good way to show that this is loading on both platforms?
One thing I was trying was a loading screen where the main application was actually a loading system that would import the compiled SWF book, but further research shows that it won't work for iOS devices.
when my website screen is loading the Flash content may take a second or two to load and what I am getting is an area with a white border and and little 'x' in the left hand corner. Just been to a clients and it did it on their computer also. Have a look at my index screen to see what I'm talking about [URL] Is this just how it is or is there something I can do to sort this, like get rid of the border, or something??
I use SlideshowPro and Flash Eff with Flash CS4 so not mega into doing Flash from scratch so go easy on me if this requires some mad code or something.
so for my loading screen, I want a block to appear for every 10% loaded (so they'red be 10 blocks at the end). I know how to make a loading bar, but I'm having trouble making this one.
I'm trying to get a loading screen to work in Flash. This is how my project is set up:All of the game occurs in "Layer 1," which is set up into many differentscenes: "Level 0," "Level 1," etc. Its code is run in a ".as" fileI tried implementing a simple loading screen (with a progress bar) in a new layer, "Preloader." Its code is run in the layer's "Actions."I realize that putting the Preloader's code in its "Actions" wasn't the best idea because I had Layer 1's ".as" file load Level 0 at first. So the "Preloader" and "Layer 1" layers tried to run at the same time. This caused problems.Now I have tried putting the Preloader into a scene of its own. That is not working.Here is the code I've tried using for the Preloader - "scene" version:
// This function loads the Preloader public function loadPL(event:Event) { // Load the Scene associated with the Preloader
I'm building an .swf with video to play in the standalone Flash Player. It works perfectly fine when the swf is not full-screened. However, as soon as I test it as a published swf, the video does not load. I know the video is not loading because:1) I can't see it.2) Elements that are triggered by cuepoints in the video are not triggering.3) The movie clips and graphics that over lay this video still play, but only when the swf is not full-screened.I am adding the video directly onto the timeline. Here is the Action Script I am using at that frame:
Actionscript Code: import fl.video.VideoEvent;import fl.video.MetadataEvent;var curCue:Number = 1;//This is the current cue point.introVideo.fullScreenTakeOver =
I'm having a problem with embedding games in my website.[url]...
It shows a loading bar whilst the game is loading, but when I embed this same swf url into my website using swfobject (or even with plain old <object> or <embed> tags), the loading bar never shows up, and instead a white box the same size as the flash game is shown, until the game is loaded!
Is there a way in AS3 to load the .swf to full screen mode straight away? The only way I can find to do it is by adding an event listener for the mouse or keyboard. Surely this can be done automatically at the start when the .swf is loaded?
I have am trying to make a pre-loader I guess you would call it for a flash movie with a MP3 embedded in it.The total size of the flash movie is 4MB.Below is what I have in frame 1 actionscript:
Instead of 10%, 20%, 30%, ......and so on, I get just one dot, then another, then another, .....Once the reach four, the dots disappear and it starts all over again.Until the movie is loaded.
I have this class set up as my document class and I pasted it below.It traces out loaded 100% and that everything is loaded so the functions are triggering.
The problem comes when I upload it anywhere, it won't display any of the loading information or the loading bar, it'll just stay a white screen till the title screen pops up.
I am currently newing everything on frame one, but the app is eating too much memory.So I want to "new" instances when enter to individual scenes, but if I do that there will be a lag due to FPS drop;Is there a way to show a loading icon and pause everything, then resume when the newings are done?
Everytime I try to load a font, I get a blank screen that flashes on and off and have to shut my computer down for it to stop. I use to be able to download them all the time. I don't know what changed on my computer to make this happen.
I have recently followed a tutorial on how to create a simple loading screen, on completion of this i realised it was teaching me how to create a loading screen for a flash movie. How I would change my Action script so at the end of the movie it would display my website?
My current action script is as follows.. First frame: Code: bytes_loaded = Math.round(this.getBytesLoaded()); bytes_total = Math.round(this.getBytesTotal()); getPercent = bytes_loaded/bytes_total; this.loadBar._width = getPercent*100; this.loadText = Math.round(getPercent*100)+"%"; if (bytes_loaded == bytes_total) { this.gotoAndPlay(3); }
I want to make a preloader, and I know how to make basic ones (where a rectangle gets bigger as the amount of loaded content increases), but I would like a little more complicated one, like this: I have 20 letters in my website title, and when you go to my website you don't see anything, but as it loads, for every 5% loaded, a letter will blur in.
Is there a way in AS3 to load the .swf to full screen mode straight away?The only way I can find to do it is by adding an event listener for the mouse or keyboardSurely this can be done automatically at the start when the .swf is loaded?
I had done a swf content for some major resolution ..flash800.swf,flash1200.swf,flash1600.swf. I load a swf at first which detects the x resolution of a screen and then loads appropriate content. the problem is that tke decision-making swf loads that flash movie into itself , so I have to do the checking resolution swf the maximum width and height the same as in the biggest (flash1600.swf) movie loaded into it....that makes all my work meaningless.
I want to make an array that holds objects, each object containing an x- and y-value representing the location of each mc on screen. The mcs will not move. How do I reference each mc using a variable with a loop?
For example, if I have the mcs mc_0, mc_1, mc_2, mc_3, ... mc_49
I want to...
Code:
var n = 50; var myArray:Array = new Array(); for (i = 0; i < n; i++){ myArray.push(
In the bottom layer of my main movie, Id like to put a random background image which loads on entering the frame and stretches to full screen. I would like to use a preloader for the image so Im trying to load a swf using this which I found here:
[URL]
Code: choice = Math.round(Math.random()*5); switch (choice) { case 0 :
[Code]....
but I could not get it to stretch full screen. How do I get the externally loaded swf to stretch full screen and be able to resize via a listener from within my main movie?
I am loading an XML file and when I run a trace inside the onLoad event the results show.When I put the same trace outside that event, the trace returns undefined because it runs before the XML is Loaded.I don't know how to assign the results of the XML to a variable being used outside the XML unless I call that through another event.For example. I want to preload some images if the user has been to the movie before. I call XML which has the image array. But I can't tap into that array because my function is outside the XML Load event and my function is not tied to an event.
I'm making a flash movie and I have all of the audio timed out right in the .fla, but when i hold Ctrl+Enter to play the .swf, the audio is not timed right. I haven't expoted the video yet so I'm hoping that the file will be fine when exported.In the file attached, (it is unfinished) the audio, "You talkin' to me?" should happen after the camera has already finished panning up to the man's head. Instead, the audio plays while the camera is panning upward.
I have a Flex GUI which is using AMF Streaming to BlazeDS on WebLogic 9.2. As the AMF Streaming uses long polling, it keeps the connection open for extended periods of time.
WebLogic has a max thread timeout of 600 seconds. WebLogic throws an error and times out the thread if it has been alive for longer than the timeout. This causes my GUI to lose its connection and hang.
I could change the default setting in WebLogic (StruckThreadMaxTime) but this would obviously negatively effect legitimately stuck threads.