I have 4 animations and based on the speed of the internet i want it to change between each depending on the speed.
e.g...
0 - 10kb/ps - 1st MC 11 - 30kb/ps - 2nd MC 31 - 50kb/ps - 3rd MC 50+ - 4th MC
My idea is to have like a glass of water... and for the 1st MC the water filling it up is only a drip... and then 2nd MC is a slow stream of water etc etc and then final MC is water gushing in filling the cup up faster until it's full...
I think this might be a bit hard for me... as i can't even make a preloader... everytime i try the SWF file just stays blank until it's fully loaded... haha... but i'll read tutorials and stuff... i'm rather basic with Flash and just learn what i need to learn as i get to it... I also need the transition between each change (say from 1-10kbps - 51+) to be smooth rather than just having it going from a drip to gushing water... but i think i'll just have to make animations for each and then IF statements to deal with that issue..
I am currently working on a project that involves dropping objects (scrabble letters) onto different cells in a table. My project also involved multiple levels. My layout is rather basic. I have a a bunch of tiles (25 letters) above a 2-columns table (left side for definition, right for answers). The table is static from frame 1 til the end (no keyframe, blankframe, etc.). The problem is as follows: The exercise starts fine with the first Level, then I click a button to access the next level, and so on... Going FORWARD on the timeline seems to be working OK, I am able to complete each levels in succession. However, if I decide to go backwards (replay a previous level) I can no longer place tiles on my table (hitTestPoint not returning what it should). I checked and my "target" is indeed there but somehow the hit test does not register.
i'm trying to build my preloader, my flash movie has large sounds to make a selection of music but the sounds loads in the first scene even if they are attached in the second one.
My flash size is about 762 kb and some 756 kb are in the first scene(such as sounds), this is the problem because my preloader starts function when they are 756 kb loaded and only works for the final 6 kb.
We have found that if you skip over frames that include nested movieclips with embedded timeline sounds, those sounds loop endlessly.For example, if you gotoAndStop(20) from frame 2, but frames 5-10 have a CLIP A that embeds CLIP B, which has a timeline sound, you hear that sound over and over again (even though the playback head never touched the frames with that clip).Does anyone have a convenient workaround (other than the obvious -- playing sounds dynamically, etc). For animation-sync reasons we need to use timeline sounds in this particular case.
It seems like we have hit a limit in how many assets (movieclips/sounds etc) that we can have in our library. We can export at the moment, but if we put in another cutscene or sound flash wont export. It shows the progress bar but when its done the .swf dosent show up and cannot be found in the project folder. Some file info: Swf - 9mb Fla - 128mb
However when doing so it then has to load this sound file even before the preloader can display. One work around I've used before is to make a swf that just loads the entire second swf. This ensures that everything will be loaded at the start.However, if possible I would like to avoid this. I know that if i place the sounds on the stage (after frame 1) the preloader works fine, but at that point Im unsure how to access them within my as3 files.So if anyone knows how to ensure the sounds do not get loaded before the preloader starts and I am still able to control them via actionscript.
I have problem with sounds in AS3. I add 4 frame in to my timeline and add to them 4 diffirent sounds. Add button next gotoAndStop on next frame and ofc stop(); line. First frame work fine, same two and three. When i start four (and any next) every sound starting play overlap on self. In AS2 everything works fine. Where problem is?
How do I access Timeline sounds from Actionscript? The sounds have to be in the timeline for my current animation, as the animation is timed to the sound. But other parts of the animation need to react to the sound's amplitude via actionscript 3.
Is it possible to stop all sounds that are currently playing in a movie and at the same time stop future sounds that the playhead will encounter on the timeline? Here is the code I'm using on the 'mute' button now:
i have a preloader which loads everything up to the main page next i wish to start preloading the games also, but not into content_mc (which holds the main as it takes a while to preload as it is, so i hide it and want to place another MC, between content_mc and the togglebutton, into which i can start loading the games, unsure how to go about this, here is the code which loads each page in turn into the content mc movieclip
I have a few movie clips running swf's and I need a play/stop button in one clip to control the audio in another clip. The buttons are in the _root clip and the audio is contained in an swf I load into an empty 'content' movie. I have labelled the frame containing the audio but can't seem to use the object hierarchy to access it. On a somewhat similar note, is there a way to have the root movie display the bytes loaded/bytes total of a swf loading over top of the root movie, i.e. in a content empty movieclip?
I'm trying to pause and resume sounds my movie. I came across this helpful write-up for pausing/resuming via Sound objects. My question is whether it is possible to pause/resume sounds associated with keyframes in the timeline. I know I can stop/pause them by creating a Sound object associated with _root, but when I go to resume them, it waits until it hits the next keyframe to play the next sound. Is it possible to resume keyframe-based sounds, or instead of dragging those sounds on the timeline should I assign them to sound objects instead?
The player controls the character with their mouse - it follows their cursor. I'm trying to make an environment continually scroll from the right hand side of the screen to the left - much like in Canabalt (click to see). I've been trying to do this with tweens, but it doesn't seem like it's going to be the most efficient way of doing it... Plus Flash keeps dying on me whenever I try to do it.
I have a couple of background images, and then I have objects in the foreground that the player is going to destroy by mousing the character over them. How do I get Actionscript 3 to place instances of movieclips on the screen at certain points, and make them to scroll from the right of the screen to the left? I have a lot of different movieclips to use, so it'd also be great if they could be removed from the stage once they reach a certain point.
I have 10,000 movieclips, but all are _visible = false , everyone of them is hidden. I want to know, the fact that they're hidden, in terms of the processor usage, is as if they don't even exist? Or are they causing some burden on the processor, and hence affecting the speed of the movie?
I searched everywhere but no answer.i have a main Movie containing many movieclips with sound atttached in their timeline. When i change to a different frame from my main movie ( Main Timeline) the sound from my old movieclips continue to play. It seems that sounds are still in memory and clips are not garbage collected.I've tried unloadAndStop from CS4 with flash player 10 but still the same problem? my movie clips will continue to play sounds in different frame from maintimeline
So I make my site in flash, forget to add a preloader for the main timeline. I go back and add the extra frames to allow this but as soon as I add even just one more frame it make all my graphics go jaggy edged!?! See diagram below.
I'm tweening a movieclip from startX to finishX. The value of startX varies but finishX is a constant. But as the startX increases in value the animation appears to be quicker. How do I adjust the speed of the tween to ensure a consistant speed regardless of the value of startX?
I come to you once again after hours of frustration. I have two swf's that are displaying a pop-up window of sorts. The first is easy (and it works): the user clicks a button and the appropriate pop-up opens with a "close window" button. When the user clicks that "close" button, the pop-up closes revealing the original view again. The code on the main timeline for this one is:
my_btn.addEventListener(MouseEvent.MOUSE_DOWN, openWindowEvent4) function openWindowEvent4(event:MouseEvent):void{ my_mc.play();
I have a long timeline (5000+ frames) with cartoon animation and streaming dialogue sound on it. I've run into the dreaded audio sync problem. I found many discussions, peaking around 2005, but no solutions for this problem. I have a track of silence to ensure frame-dropping even between lines of dialogue. Prior to around 2000 frames the error is not noticeable.
My testing shows that playback is off by 2 frames per 1000 at 24fps. So at frame 10,000 the audio is out of sync with the graphics by 20 frames, nearly a second. This is predictable and reproducible on a variety of PCs and an iMac. I'm publishing to Flash 8 + AS2, but publishing to Flash 9 or Flash 10 don't make any difference at all.
I don't want to split this into multiple SWFs. Scenes don't help. Putting things into multiple movieclips would complicate my controls and our workflow. Just shifting the audio on the timeline is preferable to those solutions, but it makes maintenance difficult.
i try to implement a preloader for my site but i have the following problems:once the preloader is finished it opens my external swf but this one appears below the preloader and very little in the window (almost smaller than my preloader size)
At run time, Is it possible to detect the 'Connection Speed of the user' and change the way my preloader works? Say If the user is on a Dial up connection then play the initial 50% of the movie that has been loaded while loading the remaining 50% in background, If the user is on DSL or cable then load the entire 100% movie and so on.
How do I add delay in a timeline for the loadMovieNum to take place?To be more specific, I have all my layers in Scene1 and the top most is the Actions layer. Somewhere around frame 75 of the timeline I inserted a keyframe in the Actions layer to loadMovieNum but it doesn't seem to load.
If I place that piece of code at the first frame if plays fine though. I don't want it to play immediately. As mentioned, I want the code to execute at frame 75 and load my MC onto the stage.I bet its a very simple thing and there must be something I missed out. This is my first time working with Flash so please bare with me. Btw, i'm using MX 2004 if that helps.
I'll make a gallery of 122 images but I don't want to place each of them on the timeline or I can't call them, they should be included in the exported .swf or .exe file I guess what I need is something like an actionscript that would call the images imported to the library is that possible or is there a gallery like that?