ActionScript 3.0 :: Preloading Delays With Exported Objects?
May 8, 2009
I am having some trouble with a game I am creating. When debuging the preloader does not show until about 75% of the movie is loaded. Before this the movie is just a blank white stage. I have several objects that need to be exported and they have all been changed to not export in frame 1 but this did not help. I unlinked the original class (the stage's custom definition) which acted as the bridge between external classes and the main stage and turned that into a variable. After all this I still can't get it to start before 55%. Anyone know why it is doing this?
My project Home Page contains several 'heavy' instances on stage. So as to entertain a visitor while all they are loading I start preloading transition. However despite all my efforts my custom preloader delays displaying preloading progress for a while: althoug preloader wheel rotates, progress value displays as 0% for several seconds - from 1-3 seconds in normal browsers up to 5-6 seconds in Safari (which I consider to be worst one for Flash). if someone could clarify me whether I should listen for ALL the children loading progress so as to fix this issue or just never mind (e.g. every button on stage consists of two VideoPlayers, one TLFTextField, one Timer, two Sprites and one attached sound; now I'm listening for two VideoPlayers loading progress only...)
How can I preload a 'Flash Component' which is being exported to the first frame? Is removing linkages of the component to the first frame the only option?
I've finished a game and now I'm in the process of installing the mochiads preloader. The problem is that all of my exported assets load before the preloader.So I searched around learned that there are a few things that I must do:-Turn off "export on first frame"-Set classes to export on frame 3-Put all of my exported assets in a movieclip on frame 2Now this does shift everything to load on frame 2, except the problem is that all of these assets are now absent from my game for some reason. I get no errors or anything
I was wondering if someone could point me in the right direction or share how to create a preloader the preloads multiple objects in sequence.Example:Now Loading: Moviesafter that completesNow Loading: Imagesafter that completeNow Loading: Sound
I use loadVars to load values from my database into my flashmovie. The problem is it takes a while until all the values been loaded, and untill that is done I can't run any other commands. When I for example hit a button nothing happens untill all the values from the database has been loaded. Is there a way around this problem?
Who'd have guessed it, my SWF plays immediately with FF, but I'm getting long delays with IE8. I've come a long way from when I started this project. I think I have everything in the right place and have the right files to work with.
I'm using SWFObject 2.2 think I'm using it properly. I used the generater (air vers.) to generate the html file. The file now plays and I have a background that displays right away (it's an image of the what first shows up).
where I can improve: [URL]..I've compressed all the images, but the file is still rather big. I expected problems with FF, but it plays immediately .
Currently, we are streaming using RTMP, but I want to switch to HLS to allow iOS devices to stream our video. I do not want to encode two separate streams though because we are operating with limited bandwidth on mobile data cards. If I stream using the livepkgr, the delay to iOS devices is about 12 seconds which is OK. However, on desktop clients, we have live scoring integrated with our video, so we cannot have a delay that long. My question is, if I connect to the same stream in a Flash client for the desktop, will the delay still be that long? Or will it stream in real time to flash clients with the delay only for iOS devices using HLS? Also, am I correct in assuming that I can do this on 1 stream, or do I need to setup a separate stream for RTMP and HLS?
While setInterval is handy, it's kind of limiting. Every time I want to add a Tween I have to add a new method. I do not want to alter the structure of my code just to add in some delays. Isn't there any way to say this without making methods for A and B?
// do A // wait N seconds // do B
I don't want to use a while loop with Dates because I think it will be blocking.
So I haven't used AS in quite a while, and never got much practice, but I manage...The general idea I'm working with I have a folder of Pics, and A folder of Slides (the slides being pics with Text over them)I want X amount of images to play randomly from the pic folder, then a Slide is played, then it goes back and continues.How I have it right now it works alright through the first slide, but the slide sticks a bit, the "picsShown" goes crazy and starts tracing 2, 3, or 4, maybe more? numbers at the same time, and it never goes back to frame 3 to show another slide.Code is as follows:
I need to realize something like a multiple track player. The users can upload multiple tracks and start to play them together. My problem is to allow the user to define a start position of each track to allow a synchronization between them, something like this:
Track 1: start at [x] sec. Track 2: start at [y] sec. play/stop
where the user can input the x and y. I've tried with AS2 (using netstream and SetIntervall) and AS3 (using netstream or sound and timer). If I set the same x and y both tracks are playing simultaneously. But not if the x and y are different.
I have a swf with time delays added to skip to the next part of the video.[code]Now I have another swf that loads the video into a container using the code below once a user clicks on some text.[code]The first time the user watches the clip it does PERFECT! but if a user is to click the link again half way through the video it throws all the timing completely off. You can see I tried using unloadMovie to unload anything from the frame when a user clicks the text to make sure the video wasn't playing back behind.I was wondering if it may be the fact I have.[code]for all my timed breaks (different times of course) should I rename each myInterval or something?
I'm freaking a bit here. I've committed to building this branded, simple quiz for a client, and I've got the basic functionality running now in an un-designed shell UI. The app is just a landing state, a string of 15 questions built dynamically using a single state, and a result state. Minimal Actionscript controls these rather sparse three layouts, and my 'release' exported .swf file is 308 KBytes. That's a bigger .swf than this giant, giant scrapbook application I was just working on strictly in Actionscript. And I haven't even added the design assets (including animations) to the project yet! I'd hate to see what size this file will be once the graphics assets are added.
Is this simply a drawback of using Flex? Is there some way to slim down the library of classes that are exported into the .swf or something? The amount of code I've written in this thing is ridiculously small, so I'm now wondering if simply using the Flex framework adds this much dead weight to the .swf file?
Q1. I am new in flash CS4. I have tried to export an simple flash which just contains a square to .swc file using Publish and Export Movie, but there only has one .swf file exported. No .swc is found. I already selected the export to .swc file in Publish Settings, however the result is sameQ2. I have tried to export a .swc file on the Library Panel. It works. However, when I import it into Flash Builder. I can't find any new component in the Custom Component Panel in Flash Builder
I've recently started using Flash in CS4 and finished up a short cycle and exported it as a .mov to find it had clipped the last two frames, Does anyon know why? Or how to stop it from clipping my work?
I have an xml that i want to be able to be edited after the release build, the xml is not included when i export the release build but the program still functions properly. How can I make the xml visible?
I've exported a Flash 8 file with and RSS feed showing headlines from the BBC website. When I export the Flash file, the RSS headlines are displayed, but when I upload the Flash movie to the internet the RSS headlines don't appear!
I tried a search, but only seemed to find this problem with text... I've got two swf's that appear un-sharp and fuzzy but when i open the main files in Flash, they look sharp and fine, with no reason to assume that they would turn out all blurry...anybody encountered this before?
get all MovieClip objects that have been exported for ActionScript from a compiled SWF. It seems like it's something that should be possible, but I've never done/needed to do it until now, and it has me a bit puzzled.I guess I could just export all of the SWFs individually, but I'm looking for a better way to keep track of my items...
In any case I had a question about exporting. You see I imported a flv file (which was converted from a wmv) into Flash Prof CS5, when I did this I got a nice interface to choose a player control skin for the movie. However when I export the movie the player controls are no longer present.I'm doing this simply so I can embed the swf on a website and wish the user to have some control over it.
When I load an swf dynamically using the Loader, is there any way that I can retrieve the symbols that are exported as as3 classes? I know I can instantiate the symbols when I know the classname using loaderInfo.applicationDomain.getDefinition(fullyQualifiedName) as Class But I can't find something like applicationDomain.getDefinitions() which would result an array of fully qualified classnames, like
We have a number of SWFs that we use as asset libraries.These SWFs each contain a bunch of statically exported symbols.I'm trying to make a tool to help catalog our assets.I want the tool to be able to load these library SWFs and extract a list of all the exported symbols each contains.Is that possible to do?I can't find a way to enumerate or iterate over the exported symbols in the application domains of the loaded SWFs.
(I could swear I saw an example of doing this in documentation somewhere, but now I can't find it... I'm wondering if I dreamed it, or misinterpreted some other example.)I'd be game for doctoring up the library SWFs in some way, e.g. m
I had been using Flash MX 2004 previously to create sprites for video games. In the "export" dialog, there was a check box labeled 'smooth,' which I could un-check in order to retain the hard edges that I needed in order to use the sprites in a game.Somewhat recently, I upgraded to Flash CS4. I have since noticed that, while the 'smooth' checkbox is still there in the "export" dialog, it doesn't do anything.I have tried many different options for exporting, including all different kinds of file types. Through this experimentation, I also noticed:1) that even though it is possible to choose a palette when exporting a .gif, the exported image does not use this palette, and2) that if one exports the image as an Adobe Illustrator file, the colors are wrong.