ActionScript 3.0 :: Slow Motion For My Game?
Oct 6, 2010Am doing a fighting game and i want to make it in slow motion if CTRL key is pressed.. http:[url]...I saw similar effect in another game..
View 6 RepliesAm doing a fighting game and i want to make it in slow motion if CTRL key is pressed.. http:[url]...I saw similar effect in another game..
View 6 RepliesI have been searching far and wide for a solution on how to offer slow motion and fast motion options for users that upload video to my webstie. There is an implementation on Google Video that has exactly what I am looking for: the option to speed up or slow down the video and continue to play the audio. The screenshot is below. I know that Flowplayer has an option to slow down or speed up video when implemented with Wowza server. However, when using that approach, there is no sound.
I have also seen the option from Enounce called MySpeed that allows video to be slowed or quickened, but this requires a browser plugin which is too much of a barrier for our users. How does Google do it? How can you add an option to a flash player to slow down or speed up video?Here is a screen shot. You can see the option to change the speed of the video to 1.5x. It also has options to go to 0.5x, 1.25x, 1.5x, 1.75x, 2.0x, 2.5x, and 3.0x.
I need flash player with can play flash video in slow and fast motion. Is it possible to use only ActionScript to build this one?
View 5 RepliesWhat I need is a ball to be bouncing. It needs it needs to slow down when it reaches its peak and increase speed as it falls. It needs to bounce forever at the same height. And last ... I need a button to make the ball look like its moving in slow motion (while still bouncing at the same height).
This is the closest I have come to getting it right. if you click the button when the ball is at its peak it works. but if you click any other time the ball will fly up to far (it needs to bounce the same height when in slow motion and in regular motion).
movieclips - "ball", "ground"
button - "btn"
[Code].....
Is there any way I can play a video using flex in slow motion?
View 4 Repliesway to play back an FLV video in slow motion. Ultimately, I would like the FLV player that I am developing to have the ability to both:
1) Play videos in slow motion; and
2) Play videos on a frame-by-frame basis (i.e. a user would click a button to advance the video one frame at a time).
Do you know how I would be able to accomplish both of these?
How do I make a onion skin effect in my movie so it looks kind of like slowmotion.
View 2 RepliesIs there any ways to create a slow motion tween within a limited keyframe?
View 1 Repliesi have to create a movie where a text string move in horizontal.
the problem is that in the movie (800px wide) the text should go from right to left in about 7 seconds (so it have to go about 400px to the left in 7 sec).
i created a motion-tween with ease for my "text" and the tween is long (at 30fps) 30*7=210 frames.
the result is that the text DON'T MOVE FLUID... it's not a uniform movement... it's too visible the fact that it moves X pixel each x frames. it's the exact opposite of SMOOTH MOVEMENT.
How can i obtain a smooth slow-motion text movement?
I'm working with flowplayer and accordingly ActionScript. This project has slowmotion plugin, but there are two imperfections: it uses the special stream server and no sound in slow motion. Is there possibility to play flash video and audio in slow motion by just add something in ActionScript?
View 1 RepliesI have a ball bouncing that works great. What I want is a button that will make the ball look like its in slow motion (while still bouncing at the same height) and another button to put it back in regular motion. After hours of experimenting I still couldn't get it perfect. The following code is on the ball movieclip.
Code:
onClipEvent (load) {
var acceleration = 0.005;
var termVelocity = 20;
[Code]......
Tip#1: Some flash movies (mostly those with motion tweens) run slow in Firefox on some computers. To avoid this issue, do not use plug-ins perhaps provided by third-parties or drag and drop HTML programs. Just add the HTML page and flash file in your website's directory.
View 3 RepliesI have a project for mobile where some of my animations scenes look as though they are winding up or playing in slow motion (from the start). They start out slow for about three seconds, as if they are winding up or in slow motion, and then they run at a normal pace. It only happens on specific animations and is consistent on different devices. Also, once I come back to the scene (revisit), the animations run normally from start to finish.
I have had some success in speeding up some animation by doing the following: In some scenes, the following would occurr: 1) a character was walking 2) the character grew in size though tweening 3) the background was animated as well ect. In other words, there were several things happening in the animation. In this example, I made it less complex by keeping the character the same size and making the background static. This helped alot. However, for the aforemation animations, I have tried everything (I am aware of) and nothing has helped. I'm not sure what to do next.
I have an interesting project wherein I need to allow users to capture video of themselves with a webcam at a kiosk, after which I email them a link to their video. The trick is the resulting video needs to be a 'slow motion' version of the captured video. So for example, if someone creates a 2 minute movie, the resulting movie will be 4 minutes.I'd like to build this in Flex / AS3 if possible. I don't have issues capturing the video and storing it / generating and emailing a link, but slowing down the video is the real mind bender. I'm unsure how to approach 'batch post-processing' a set of videos using Adobe tools
View 2 RepliesI googled "as3 audio slow motion fast forward rewind" and found only this of relevance: playing slow motion, fast forward , rewind in a video player in flash video player, which briefly talks about how to fast forward and rewind a video as well as two options for doing slow motion on video. I only need audio, though. I think I might be able to do fast forward and rewind by stopping the SoundChannel and then playing the sound at a different position using addEventListener (Event.ENTER_FRAME, ~), but I'm completely lost on how to apply the advice regarding slow motion. I use Flash CS5.5 and all the sounds I want to operate on are already in the library.
View 1 RepliesI'm making a game with as3, it is very simple, but when I almost have finished the first "beta" of my game i realized that it become slow later a while playing the game (2d) is only a ball (player) that shot mini balls against enemies that run to the player.I have trying a lot of time to solve my problem by myself, but i couldn't.Only i can realize that the problem is about the creation of the enemies and mainly about the creation of the shots, this is created by a class called "scene" that through a addEventListener (Enter_frame), create and move this objects. After a while, when the game has created a lot of enemies and shots, the game begin to become slow; i delete the object and the variables with remove child and delete(), respectively but the problem continues.[code]
View 1 RepliesBasically the objective is to click on certain targets, which upon doing so would destroy the target and garner you points. I've written a macro to help me until the point where its impossible to even see the target more than a mere flicker, (maybe even less than that, i cant see it with my eyes). But its possible because i believe others have done so. (Maybe on slower comps?)
Anyway the question is, how would it be possible to slow down the flash game?
I've thought of a couple of ways that could work but i'm not sure how to implement them.
1. Slow down the cpu speed? (smth like that? how?)
2. As the game progress the time the targets appear and stay up is reduced. Maybe theres a variable controlling all of this, isit possible to modify the address of this variable? freeze it or smth?
I have created a Mahjong solitaire game in which 144 tiles are laid out on the stage, variably stacked up to four levels. You find two matching tiles that have free sides and have no tile sitting on top of them, click them both, and they are removed. Object is to remove all of them.
My problem is that I'm getting about a one second lag when I click the second of two matching tiles. I'm pretty certain that the bottleneck is in the functions that get called when any tile is clicked, that determine if it's free on one side and above. I have never "stepped through" or otherwise debugged before. Is there a way for me to step through my code and get some indication of what the specific problem is?
my game running very slow in all the browsers but its OK as a standalone application.
View 3 RepliesI have a game loop written in Haxe/Flash. For some reason it slows down over time. At first it runs reasonably, but my laptop fan starts spinning up and it gets slower and slower. Why would this happen?
import flash.display.StageDisplayState;
import flash.display.StageScaleMode;
import flash.display.MovieClip;
[code].....
I have made a plattformgame in flash, and after I had published it I tested it (local) when it was embedded in a browser, and it hacks and laggs! But when I play it in the flash player it works just fine.
I removed all the heavy graphics, lowerd the fps to 30fps and removed all the code so now its just the bassis left (gravity, collision, key checking etc. and yes u should bounce on the walls giving a wall jump effect).[URL]
I was just fooling around in my spare time and have made this cool interface and game-playing code for a Connect-4 type game, written in Flex and playable by 2 human players in Flash. It accurately detects wins, etc. I'm smart enough to know that I've done the easy part.Before I dig into an AI for game play, I wanted to ask if this is the kind of thing that can really be handled computationally by a Flash plugin. It seems to me that for every turn up until the end there are 8 possible moves, 8 responses to each move, etc. So wouldn't a perfect engine have to be able to potentially see 8^8 moves (over 16 million), and a fairly good engine see up to a million? I don't know game coding so this is new to me. What's a reasonable move horizon for such a game to be able to see?
View 1 RepliesIt's extremely slow to render any flash motion in CS4. I import to the stage some material and when I try to change and create any motion the processor usage raise up to 50% and the program freezing. It will be completly useless... Is there any solution to this problem?
View 2 RepliesI was trying to make a game with simple spaceships and a bullet that is supposed to hit them and delete them on screen. As all ships are deleted the level gets up by one, increasing number of ships to delete. I think the collision detection part of my program works fine, but their is some problem in their motion synchronization.
Code:
package {
import flash.display.Sprite;
import flash.events.Event;
import flash.events.MouseEvent;
public class HitGame extends Sprite {
[Code] .....
I'm feeling a bit low now as I have been suffering this for months. A simple loader loads my simple game and runs VERY FAST on even slow pcs BUT when I build this other loader, it goes quite slowly and I don't know where the app is going wrong. WHERE is the processing consumptoin coming from out of my app.
[Code]...
If I perform a motion tween along a curved path, Flash CS4 does not allow to change the curves to "corner point" or "linear" in the motion editor. URL...
View 2 RepliesI would like to create a polygon that changes its shape (circle, trapezium, square, rectangle, triangle) based on specific buttons that the user clicks? An existing shape has to be able to morph into all the others. For instance, the trapezium has to morph to a square, circle, rectangle or triangle.
If I were to create each transition manually, I would end up with 5x4=20 scenes. Is there a way that I can just assign each shape to its own frame, and deploy actionscript to set in motion the transitions from one frame to the 4 other possible frames? I am very grateful to anyone to just point me in the right direction,
How do I add motion blur to a motion tween?
View 2 Repliesim writing AS3 under linux and as such do not have access to ANY of the fl.* packages, including tweens, motions, special animations and components. I can only use Math.* and XY Grid Coordinates to calculate motion manually.
I can make movement of sprites fairly easily on a coordinate system, but this restricts how the path can go. Usualy only an up,down,left,right movements for the simplest math. I suppose this could be expanded to move in more varied directions but its not quite what im looking for.
I would like to be able to draw an invisible line that a shape can follow. Then it can have curves or bends in it without problem. I want to then start the sprite at the 1st pixel of the line and set its next coorinate based on where the line is at, but at 10px down it (and so on) till it reaches the end of the line. Is it possible because I cant think of a way? Are there any other good PureAs3 motion tutorials around?
I'm getting the following error: Motion tweening will not occur on layers with ungrouped shapes or on layers with more than one group or symbol. I don't have any ungrouped shapes (it's all text), each layer has 5 instances of only one symbol (keyframes), no objects are grouped and text is all static text.
When watching the animation, the first word (web) looks fine, on the second word (design) the tween fails on the last couple of frames of that clip (the blur filter disappears), the third word (and) is OK, and on the forth word (development) the blur filter is not applied to the last 16 frames of that clip.I broke each animation into its own MC thinking that was causing the issue, but that didn't fix anything.