ActionScript 3.0 :: Will New Flash Player 11 Change Things
Oct 15, 2011
Do you think the arrival of the new Flash Player 11 which is much more powerful allowing to render 3D games much faster will change the flash world significantly?Will we see a whole new era of 3D everywhere? new 3D games on the web, new 3D games on facebook, new 3D stuff everywhere... new IDEs for the 3D capabilities? a boost in the flash 3D engines such as Away and Alternativa? And most importantly for developers, is it going to create a lot more job oportunities for specialized developers with new skills?
In my game, Ive got a HUD, (heads up display, life bar, points scorer etc...) and when an enemy comes onto the stage, the lifebar is appearing behind everything else, and it should really be the thing that's infront of everything else. Is there like a line of code and a function or variable I should declare or import that allows me to create depth and put my lifebar at the front.
I'm working on a site (http:url...) where I'm using an elastic effect on a window that will display the conent. Here is the code I have so far: Code for elastic is on a frame:
Now all of this code works fantastic when I publish the movie for the Flash 6 Player,but when I change it to the latest Flash 7 Player it doesn't work.
I'm building a website in flash using my limited understanding of action script.Everything was progressing very well until I found that if I go to one of my example pages of my web site and play the flash video (with audio)and click back to my "home" button, the audio will continue to play.If I go back to the example page, the video is off and when I start the video, it plays again with the other audio.How do I stop the audio when I click away from the example page back to the home page or any other page?
How do I change the stage quality to improve rendering performance in Flash Player AIR? StageQuality doesn't seem to have any effect at all. Is this a known bug or am I doing something wrong? I'm using this in the Main() app class constructor:
stage.quality = StageQuality.LOW;
Is there no other way to improve performance in AIR apps?
I hava a project in flashdevelop 4.0 and I used flex sdk 4.0.
Although I add support for FP 11 in flex config file and also in project settings and compiler options, I still get my project stated after comiplation in FP 10 not FP 11. (I uninstalled FP 10 with adobe unninstaller).
And also when I embed the swf in html page with swfobject I keep getting that I need to install FP 11 which is already installed.
So I am asking is it neccesary to migrate to flex sdk 4.5 in order to use FP 11?
If this is not a programming question than move it, but I dont know where to place it elsewhere.
I have a main character in my Box2d game that has a b2PolygonShape collision. When the player crouches I am changing the body to a smaller b2PolygonShape. The logic works fine, but when I change the size (height) of the collision the character starts to fall.
Is it possible to create the new body with an offset (localPosition?) so the position of the body stays the same? This way I can play the crouch animation and change the collision without worrying that the position will change and make my sprite go bananas.
I searched this issue in Google and this forum. How it's possible the IDE Player? When I test in the IDE, it uses the still the 10.0.2.54. The external is the debug version of 10.0.22.87. Ah, its for Mac OS!
Im doing a thing where you "build" a watch.. you specify how much of each part you want and then submit... i think i need something simialar to if/else so that...
Currently I'm working with Flash CS3 but can upgrade to 4 . . .I'm wondering if there is a way to speed up the process of animating certain things. For instance, if I make an animated subject and then want to make ten or twenty from the same template with the same objects, but each object will follow a different animated path in the new animation, i. e., in the new swf file.
Should I rely on using code to animate objects? I'm trying to avoid repeatedly dragging the same movie clips from the library to the timeline and setting tweening each time. Sometimes I need to do this action 50 or 60 times per animation, and it's the same two or three movie clips each time--it's very tedious. Also, each animated movie clip must be in sync with music . . .
The AVM verifier when encounters and error, writes to flash log. In the documentation it says that verifier will visit "all possible branches" where jumps might take it. However it is still pretty confusing when trying to follow the output. how to interpret it properly? The whole flow seems confusing. For example what are the meanings of the following markings.
[Code]....
Further, there are machine instructions and Machine State with registers, scope stack and operand stack. I understand when I see instruction and later a state modified, e.g. PushFalse would make a Boolean appear on Operand Stack - (Boolean[B]). But sometimes state is written even without an instruction preceding it, in combination with MERGE FIRST, MERGE CURRENT, etc. What does that mean?
whenever I want to copy and paste or duplicate something it never just leaves the original alone. It creates an instance so i cant edit one independently from the other. How can i just simply easily copy and paste a symbol movie clip ect. and have it be completely independent from the original?
Ive been using adobe flash cs4 for a while now and have had little trouble giving things instance names. Now though, whenever I double click on something like i normally do to give it an instance name, the blue box no longer comes around it, I click on properties, and change the instance name. I now get a dashed line along the lines of the picture. And when I go to properties, it just says shape, and I cant edit the instance name. Just position and size, then the fill and stroke. What is going on?
Is there any way to accomplish this? I need to make it so that overlapping pictures or things outside of the movie screen will not show while I'm editing the movie.
Short Answer: Yes, FullScreenEvent temporarily adds 1 child to the stage. Long Rant: Well how about that.. I'm not crazy.. I don't know if this is documented but - it's true. That little message that pops up saying 'you can press esc to exit full-screen' adds a single child to the stage temporarily and keeps it on the top level until it fades out. The sudden intrusion of indexes really messed me up.. so there's my answer, I guess. Now i just need to figure out how to get around this slight annoyance.
[Code]...
Now, bear in mind i'm not ruling out that my code is faulty because that's more than likely the case, but after pondering for ages and coming up empty handed, I keep getting a little superstitious that flash is playing tricks on me and that the 'little message' is not independent and is actually added to the display list..
Does anybody know if I'm just imagining things? or is the 'press esc' message a part of my swf on the display list?
Code: public class Chloe extends MovieClip { public var key:Controls = new Controls(); public static var box:Sprite = new Sprite(); G.boxRef = box;
public static var cow:Cow=new Cow();and in the Cow class i have this:
[Code]...
and it throws me TypeError: Error #1009: Cannot access a property or method of a null object reference.
if I try to trace(G.boxRef) in Cow constructor - it traces undefined in the first frame, but next frames are fine. But why? Both variable "box", and reference to it are declared before declaring variable "cow"?
I had updated to Flash CS5 recently and as a result Flash Player 10.1 was installed as well. The problem is, Flash Player 10.1 has a small bug that's a nuisance to me. I can change what version of Flash Player is used in my browsers, but I can't seem to figure out how to:
1) Change the version of Flash Player that Flash CS5 uses when I click "Test Movie"
2) Change the standalone version of Flash Player when I run .SWF's locally (outside of Flash and outside of a browser)
I'd like to update the Flash Player to the LATEST release candidate of Flash Player 10.1, but if that's for whatever reason impossible, Flash Player 10.0 is okay too. I realized I used the phrase "Flash Player" more than "Flash CS5" in this post, but at it's core I felt it was more of a Flash CS5 question than a Flash Player one.
Seeing as I don't have too much formal education Flash/OOP in general, this is just one of those thing I can't seem to quite deal with gracefully. All I'm trying to do is to be able to load/reset my an instance of my game's main class (not the first class that gets pulled up by Flash, but the one that actually has games logic in it), which of course extends MovieClip. It took me a while before I could even make an instance in it, because it would silently crashed when I would try to do so, and what didn't help was that the output window stopped working, and I had to completely reinstall flash. As far as I remember I simply fixed it by taking out the "stage." from any of the lines of codes that had it.
I'm sorry, but I wanna change the dimension of the built-in flash player that we get from installing the FMS.. can i do that?I need it to fit my web in the center, and on the left & right side there's bar for ads..anyway, I embed my web with the videoPlayer.swf I got from this folder:"C:Program FilesAdobeFlash Media Server 3.5samplesvideoPlayerswfs"then I checked the source folder and i realized that it's builed with Flex, and I'm not proficient in Flex.After that I tried to decompile the .swf file using sothink swf decompiler and recompile it again, but it gives me error message in Adobe Flash CS3 Professional.
I've a strange problem. My project is an SWF that load an external SWF trought loader. My intention is that until external swf desn't fully loaded, his reproduction don't have to start.
I have a variable named playerColor, and a button called black. I need to get the button to change the player's color to black(change the frame number to 2). The second frame of the movieclip player is the same as frame 1, but it's the color black instead of red(red is the default color which is frame 1). I can't get any results with these codes.[code]
I am trying to create an interface on flash that sends information over a port into Maya and controls certain things in Maya. I have been able to connect flash and maya to the same port but there is nothing that is telling Maya to listen to flash.
I have a slider ... This slider controls a value 1 to 5 ... I have written the script in flash to make that slider control the radius of a sphere in Maya (using mel scripting) ... so imagine I have two screens one with my flash interface with the slider and the other with maya and my sphere ... I am trying to make it so when I adjust the slider in flash .. the radius of the sphere in maya changes .. I am just missing that middle piece where one listens to the other ...