I have some xscale code that will distort my image between 98 and 60 degrees.
The code is updating the xscale position, I can trace the position of the MC and it is acting as it should. The code works if i have the movieclip being affected on the stage, however I'm trying to implement it inside a MC insidde another MC.[code]...
I'm having a buch of pictures of different height and width, which have to be loaded into different movieclips, and resized to 'bout 100px * 100px (so they're all the same size ~> thumbnails)
The problem width xscale and yscale, is that you have to specify the amount the movieclip/image resizes, in percentages instead of in pixels.
is there ANY way you can resize a dynamically loaded JPEG to EXACTLY 100*100 pixels ?
Where in my program files, I can find the class that calculates the _xscale value? I try to generate it for a class file. It would even be better if I could import the existing script, because there is always a small difference after the comma.
I have a perctenage bar that loads up using Xscale. But my problem is it goes to the point and doesn't animate into the point its supose to stop at. Does anyone know how I can control the speed of it?
Code:
var peep1pct=(peep1loaded/peep1total); peepbar1_mc.bar1_mc.scaleX=peep1pct; peep1loaded_txt.text=(Math.round(peep1pct*100))+"%";
I'm using the tween class and have a rectangle which i would like to expand to the left. The only way i have been able to achieve this is if i pass my function a negative value, but this basically turns the rectangle over. Is there anyway to have it just start expanding for the left hand side out towards the left?
I've got an image slideshow, and a preloader for each individual image. I want the preloader BAR to be dynamically assigned the width of the banner, which is defined in a variable. Here are my preloader settings and function call:
Basically, what is happening is. The "progressBar" width is being defined as the variable BANNER_WIDTH, but when the _xscale property is run in my preloading function, it doesn't care what the banner width is. So what I want to say is. I want you to _xscale according to what is being loaded, but I don't want your _xscale to exceed BANNER_WIDTH's width. I don't know how to do this and keep the preloader accurate. I can only save as CS4, CS5.
I am making a photo gallery with thumbnails and when the mouse rolls over them, they increase in size. Problem: when they increase, they do not cover the other thumbnails completely, since it is only an _xscale percentage increase and not a new movie clip. So you can see all the other thumbnails over the increased photo size. It is a problem of swapping depths I'm sure--but do I have to take off all the thumbnails from the main level and load them dynamically onto different levels in order to be able to swap depths?
I made a scrolling gallery of thumbnails. It extends for 25 frames, and has two buttons (play and rewind). I have it set up so that if you hold down on either button, you continuously scroll until you reach the end or beginning of the animation. Then, along the timeline, I have spots chosen for the scroll to stop if you are not holding down on one of the buttons.
What I want to happen now, is for the animation to easeIn to the stop points on the time line if you are not holding down on the scroll buttons, but play smoothly if you are holding them down. Does anyone know I way to do this?
The searches that I did on this topic aren't providing me with any answers...that I can understand anyway. =*) Here's the situation.In the past, I did computer-based-training using "a different authoring tool." One thing I discovered I could do with that tool--which really opened up new possibilities for me--was to use that scripting language to create a snapshot of the current window and save that image as an object/class. Then I could access that object, resize it, save it to disk, and load it in later. The result--for my training at least--was a visual bookmark of their location in the training should they have to save and come back later.I would now like to do this with Flash.specificially CS4 and AS3.If anyone can point me in the right location to get started,For clarity, the steps are:
1: Take a snapshot of the current Flash window / Stage. I'm not concerned if the snapshot remains "in Flash" or goes to the Clipboard as long as I can get to it in the next step.
2: Access that snapshot from where-ever it's stored.
3: Process the snapshot and reduce it to a thumbnail, etc.
4: Save it to a file that I can bring back into the .swf at a later point. I'm not real concerned about the format of the file as long as I can bring it back in later. How do I save it? I would love to be able to save it to the user's machine but last I checked Flash won't do that sort of thing. Can I save it as a file on the server that the .swf is running from using perhaps a PHP call /script / page?
5: And, of course, recall the image to be used at a later point. I already have a pretty good handle on this from past experiments.
I'm attempting to take an image from a networked camera and store it as a bitmap. I discovered that flash didn't support MJPEG so I found a class someone had written that could talk to the camera and output on the screen. Then I edited it so that I could request the current image at any time and store it in a ByteArray.I've managed to load that ByteArray with a loader class and place it on the stage, but I'm not sure how to save that as a Bitmap?
I haven't played around in flash for awhile due to other projects outside of it taking up most of my time, but I'm trying to create a simple 4 digit count-up display that uses a sprite-like movieclip instead of a dynamic text field.
The movieclip has 0-9 layed out vertically and each interval basically shifts the movieclip instance up by 20 pixels. There are 4 instances of the movieclip on stage side by side.
I'm wondering if there is a simpler way to do this other than how I did. I honestly can't wrap my brain around this anymore without going insane, and just wanted to get some other opinions.
I am trying to format a raw date input which is coming from an xml. Forexample: the input data is coming like date: 20090602. I wanna make it year:2009 month: 06 day: 02. I could only think 1 way to do it: by taking out the certain digits and assign them to seperate variables, or just 1 date variable. how to seperate certain digits?
I have a slideshow posted at url....My client is saying it takes too long to load, and I am finding that it is loading all of the photos first before you can scroll through and view them. It's just not functioning properly.I wonder if someone could look at the actionscript and give me any suggestions? Maybe there's something else going on?I have attached the script from the original fla file.
I have implemented an image scroller. Now the client had reported that a few seconds are taking to load images. We have a local server. When we load images from it, it's not taking that much time to load images.You just copy the following code in a notepad save it as .html extension, which is the widget taken from client site.
Whenever I launch the Flash application or try to save or load a file, I get the "beach ball" for 30-60 seconds, sometimes a bit longer.I have plenty of disk space, plenty of memory.I'm on a 8 core Mac Pro with 10GB of memory, so I don't get it. It should load instantaneously just like Photoshop and In Design do.
Okay, so I've got a website I've been working on. I've finally figured out how to get the buttons to work, BUT, now, they're taking me to the wrong scene.like, say, it should take me to Scene 4, it takes me to Scene 2
I imported 12 mp3 files which run at 32kbits (the lowest for my mp3 recorder), and all totalling 404 kb and less than 1:30 of playing time, yet when I imported them they had my FLA file jump in size, from 6.50 mb to 25 mb. I have a major need for file size reduction here. Is there something I can do about this? I tried the compression tools in Flash but they didn't alter the file size.
We have a flex application and in that we have a screen that taking a lot of time to load, almost 60 seconds.Basically the screen is a very big form. I wanted to divide the form as a wizard but the client wants a single form with Vertical Scroll on. Now there are 8 sections in the form, each section has two form elements (so around 16 form components) but i have divided each section into a separate component of its own as some pieces are reused .So the whole screen is like Form - Divided into 8 sections Each Sections is an mxml components contained in a Almost each components contains two form components kept side to side in horizontal flow i.e something like that.This screen is taking hell of a lot of time to load. How should i speed it up, please tell the approaches.Also the main application doesn't take much time to load, this particular screen is loaded on the click of a button and on clicking the button the screen gets stuck because its taking a lot of time to load.
Is there any approach to take the snapshot of a drawing created in pure AS2 flash coding ? I tried to use Bitmapdata and bridge but bitmap works in as3 and bridge combines two swf together and communicate with them. Is there a way of doing screenshot in as2 ?
I've been busting my hump the last week or so on this project for my OOP/AS3 course and this past Sunday I realized that my approach wasn't going to work so I scrapped the better part of it and started over.
Our assignment is to create an XML based flash menu that demonstrates an understanding of the OOP patterns we've just learned. It was kind of a 'test the waters' project where he gave us a ton of tutorials and information and told us to make our best attempt at making sense of it so I'm certain there are more efficient ways to do what I'm doing, but that's a moot point.
We need to employ at least two patterns in our menu, though at the moment I'm just focusing on MVC so that I can get the mainUI working before I finalize the second part of the UI. It essentially flows like so:
The text scales terribly. So my goal is to take a snapshot of the text label at a large font, add it to the display list, set the scale to a 5th and then animate the scale up to 1. After that I have to set the text again and do it all over again.
This is a Flex app and that's where my question comes in. I don't know how to take a snapshot, then what to add it to (group?) and then how to erase it and start over again?
I have a main flash file that loads in a second swf. In the second swf I have two movieclips that have been exported as "vidplayer" and "vidplayer2" in the linkage.Each of these movieclips contain an FLVplayback component which automatically plays when the movieclips load. The movieclips are triggered by a .as file which is linked to the document class of the second swf.Anyway, the problem I am having is that I would like to put in a fullscreen button into my main flash file. When I click the fullscreen button, the video that is playing takes over the whole screen and all of the other graphics disappear. I would like the whole flash file to become fullscreen and not just the video.
After searching for a while I found that you can put in: FLVplayback.fullScreenTakeOver = false; (where " FLVplayback" would be the instance name of the FLVplayback component that is playing the video), to stop the video from taking over.My problem is that since my FLVplayback component is part of another SWF that is loaded in, and it's also part of two different linked movieClips that are controlled by a .as file. I don't know what instance name to give my FLVplayback components.
I have a product demo in Flash that's roughly 1MB in size. When people access a page that this demo lives on, the demo doesn't visibly "appear" until over half of the total bytes have already been loaded..You can see this by clicking here, and seeing that by the time the swf materializes on the screen, the preloader progress bar is already over 50% (or so).How can I fix it so that at least something shows up right away, so that the user isn't staring at a blank screen for 30 seconds? The preloader seems to work ok.
I do not why but now my flash files are taking much more time(Ctrl+Enter) to load than usual .. Automatically debugger starts when i run the file. And for heavy files, the file hangs and ends up in restarting my Flash Application. I am using CS4.
I have made an application in flash, which is more like a photo/video gallery, in it, an event(birthdays parties) can be selected and a scroller appears which contains the thumbnails of all the pictures of that event, and one video appears in another panel,basically one video per event(birthdays and parties) is supported.My problem is that pictures are around 50, and there size can be around 2 MB, sometimes it happens that whole flash CS3 hangs, it is too difficlt to use the application this way...near impossible..these pics are loaded dynamically through xml file and i have used loadMovieClip.loadClip() method to load pics to movieclips and loadMovieClip.onLoadInit() method to resize them to make thumbnail and the main picture in the gallery
I implemented a flv player with actionscript 3.0. The player loads a list which contains the url of flv. Users allow to choose different flv to play. However, when playing 3rd flv, the player uses a lot of time to play.