ActionScript 3.0 :: Tweening Objects Become Sluggish After 15 Minutes?
Jan 29, 2010
I am creating a Twitter to Flash newsticker using a TextBox class. I animate the movement using methods of the TextBox class and TweenLite. The application runs fine, but after about 15 minutes, the tweenings become very sluggish. Anyone that has experience with the drawing API, as I think it is related to clearing / deleting the objects...
What I want to do is fade out several objects at once and when they finished a special function gets called. Are there other possibilities when using tweenlite available or do I have to use timelinelite?
Is there a way to scale up an object from its center even if its registeration point is at the top left? can that be done using TweenMax?2. can I apply the same tween on two objects at the same time? basically what I want to do is load up an image to the stage, and then tween its scale from 0 to the original size along with another movie clip behind it that would form some sort of a border for the image. and I want to scale them up from the center.
How to make the objects in your flash move without tweening? example, I have 2 retangles and I want the 1st rectangle to move left and bounce at the edge of the scene. And the 2nd rectangle move to the same direction but not the same speed. Rectangles are: rectangle1 and rectangle2
Is there an easier way to set up 6 different similar tweens? I can't seem to get a "for" loop to work - Each of the nested clips is sitting on the main stage. The following code works, but it's way too long:
I've searched a lot, but still cannot find answer to my problem. I have a dynamic gallery that needs some animation on each item. I tried using AnimatorFactory, but because items are dynamically created it doesn't work. I tried using dictionaries, arrays, but nothing helps. I keep on getting the following error: Code: ReferenceError: Error #1069: Property p_380020857260 not found on packages.lord.Group and there is no default value. Here is a snippet of my code regarding this:
I've recently made the move from Tweener to TweenLite (about time) and am wondering if its possible to pass more than one object into a tween like I could with tweener.
I am making some animations with shape tweening. I actually need it for my presentation.There are five layers of almost same shape of objects. The first two layers and shape tweening works as I expected.But from third layer, something weird happening. As I do shape tween, the layer becomes two moving objects: one is acting as I wish, but the other same object rotaing in x-direction.
i'm having problems tweening 3d objects using the built in fp10 3d engine. i have a timeline tween that i want to create a tweenlite tween from and then duplicate it for other objects. i am using the bezierthrough plugin as well to tween along a path. i have used the motion editor in the ide to copy all values that change along the path into a tweenlite instance as follows:
I would like to know if I can get an error or some other problems when I try to tween several objects like this and using an onComplete-property:[code]:What I want to do is fade out several objects at once and when they finished a special function gets called. Are there other possibilities when using tweenlite available or do I have to use timelinelite?
how to make the objects in your flash move without tweening? example, I have 2 retangles and I want the 1st rectangle to move left and bounce at the edge of the scene. and the 2nd rectangle move to the same direction but not the same speed.
I'd like to remove objects via removeChild after Tweenlite has finished tweening. But it doesn't really work because my objects are still in the DisplayList.
Code:
//TweenLite.to(sndText, .5, {alpha:0, onComplete:removeChild, onCompleteParams:[sndText]});//does not really work; still in DisplayList TweenLite.to(sndText, .5, {alpha:0}); TweenLite.to(musicText, .5, {alpha:0}); TweenLite.to(sndSlider, .5, {alpha:0});
PowerMac Dual 2.3 GHz G5/8 GB RAM I suspect I'm not using best practices, as this is my first project, but my the flash file is getting very sluggish to work on. The swf (AS 2.0) publishes fine and runs OK off the server and in the browser, but the Flash application is slowing down to a crawl making work very unpleasant indeed. Not that it was ever that fast to begin with. The Flash file size is presently 15 megs. It's got a log of symbols in the library and a lot of small jpgs used as navigational buttons, and utilizes many instances of the loader component to dynamically load external files: Is this too much of a demand on the app's resources? I do think that some of this has to do with a poorly implemented user interface (first attempt by Adobe to make Flash "look and feel" like a CS app), but I'm sure there are other issues.
I am using the hit test to assign a movieclip to move for some weird reason it is not really moving that fast. And it only operates on half the hit area also frame rate is at 32 so its not an issue with that.
With CS3 and 4 I've had this problem. Whenever I apply a blur filter to a relatively big object, like 140x800 pixels (a jpeg, movieclip containing Flash drawings etc.) The swf file plays at a painfully low framerate and generally appears sluggish... Is this a limitation of Flash or is there some way to overcome this, using Flash, After Effects, Photoshop or WHATEVER? It's really killing my production.
I'm creating an application where the user uses the Arrow Keys to navigate around the menus and Spacebar to continue. On the first screen is the main menu that launches external swf's. (I have it as an exe). When I play the external swfs individually in the Flash Player.......the navigation is perfect and runs smoothly. But when I launch the external swf's through the first screen (menu).....the loaded swf becomes very slow/sluggish to react when I hit the Arrow Keys. (E.g. have to hit the arrow key 3/4 times before it moves). The frame rate in each fla is the exact same. I use the levels to launch the external swf. I have also used the "load into an empty movieclip" and the outcome is still the same. I'm using CS5.
recently i have tried loading external icons dynamically into my vertical carousel using XML and the icons got loaded successfully into the carousel ... but once they are loaded the entire processor is getting consumed ( even though its a decent config ) and the animation is becoming sluggish ... i've tried and searched the net for a solution but i couldnt find one related to this... i just used actionscripting in my .fla and no tween ( in the main timeline or the movieclip in the library) ...
var numberOfItems:uint; var xmlPath:String = "intro.xml"; var xml:XML;
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.
I just upgraded to Flash CS4 on my laptop. program that used to take 5 seconds now takes up to 2 minutes. I installed the 10.0.2 update, and searched the web for a solution. I am desperate because all of my programming is based on CS4. I know how to compile a swc and use FlashDevelop with the compiled graphics, but this isn't a solution for me. Whenever I need to make changes to the graphics I can't wait this long. I am using an HP dv5-1190. This meets the minimum requirements by far.
I am working in Flash5. My problem is that I want my animation to run after every 5 minutes. I mean that when I run my fla file, it should load my animation when 5 minutes has passed, then there should be a break and screen should become blank and then again after 5 minutes it should appear and run. I want this process to keep on happening. If this is not possible, can that be done through HTML code as I want to put it on my web page, what would be the html coding in that case. An important point is that, I want the coding to be in FLASH5, if done in flash.
I need to execute a function every 30 minutes including once immediately.User loads my flash swf, function gets executed.. 30 minutes later, it does it again.. and so on..
How I can create a timer that will start from 00:00 and will stop at 3:25 or 2:53 and etc and stuck in that position? And I want it to be in a format of 59:59 (60 minutes and 60 seconds) and NOT in 99:99.
I am rather new to actionscripting and am looking for a script or something that will automatically return to frame 1 after 5 minutes of inactivity and then reset the timer. It will be used on an interactive sign that the user can click through like a website but I want it to reset so when the next user uses it, they begin at the main page. I am using Actionscript 2, with CS3 on a Mac. I have tried different scripts that I have found on the net and can't get anything to work.
After 5-10 minutes of use my application disconnnects all users....does anybody know some general causes of this or how do i fix it...........in the server logs i get code 600 normal disconnect.
Does anyone know what would make a movie slow down the longer it is open. Theres nothing that I can think of this is constantly running, but after about 15 minutes of the website being open it slows down almost unresponsive.