ActionScript 3.0 :: Use Apparat To Optimize SWF Files?
Oct 16, 2011
I'm just installing Apparat, and I'm interested in using it to optimize my SWFs.On its google code page some optimizations are listed out .. sliding window, flowgraph ... so is it possible to make use of these optimizations?I have heard of the -reducer command, does it perform the optimizations? are there other commands you can use? or do you have to build apparat yourself and access it via scala? I typed "reducer help" on the command line, and it seems that this program performs some of the listed optimizations:[code]
I'm just installing Apparat, and I'm interested in using it to optimize my SWFs.
On its google code page some optimizations are listed out .. sliding window, flowgraph ... so is it possible to make use of these optimizations? how?
I have heard of the -reducer command, does it perform the optimizations? are there other commands you can use? or do you have to build apparat yourself and access it via scala?
im working with games ryt now, im animator, my knowlegde in scripting is basic, im just curious with my project right now, i need to provide the .fla the problem with my .fla is to big, 200mb, is there any way to reduce the .fla without editing the inside of .fla,
I do many photography flash sites. I usually bring in all the images and then select each one, click their bitmap properties and adjust the quality individually.
Think of it as a calendar that picks up the item specified in the given date or something similar to that This sample code works, but does look like it's looping way too many times and potentially kill the system if you have many item in the k_arr...
All variables start offset by 1 (a=1, b+2, c+3, etc..)I want the values to all start over when they reach 7.You can see the lower half of code displays these images, basically rotating around a circle.What is most efficient way to script? I assume an array.
a += 1; if (a==7) {a=1}; b += 1; if (b==7) {b=1}; c += 1; if (c==7) {c=1};
So I have 10 buttons, and I would like them to all do similar actions, but I was wondering if it's possible to optimize the code somehow.
When you rollover the button I would like it to alpha IN, and then when you rollout I'd like it to alpha OUT. Lastly, onPress I'd like to go to a different keyframe in the scene.[code]...
I'm building an application in Actionscript using Flash assets, and my frame rate becomes very low (~7 fps) when I attempt to render 20+ assets on the screen, even though most of those assets are stopped movie clips. I've tried setting .cacheAsBitmap to true, which helps a bit, but not enough. What else can I do to get the frame rate up? I've noticed that some movie clips seem to impact it more than others, but I'm not sure how to alter them to make them easier to render.
I have a question about making flash games in Flex.Right now I am developing a 2D fighting game, here's the link[url]...
However, I am not sure how efficient I programmed the main loop.
Since I have never read a tutorial or seen any other Adobe Flex games out there, I didn't know how to implement them. I have a Timer instance that calls an update function every 24 frames, which updates all of the game objects and views. [code]...
I build games, which tend to run slowly when there are more than a dozen or so graphics being moved about the stage. I feel that my code is clean (I have researched code optimization) but not sure how I can make improvements with graphics. Currently, all graphics are created in Photoshop and imported to Flash as .png (I need semi-transparency, hence the .png format). I then set the image quality to low inside the library.
Every image usually resides within its' own sprite or movieClip. My games seem to slow down a fair deal when an image is introduced (such as a semi-transparent cloud drifting across the screen). Is there a special way to handle images when performance is an issue? I've only heard of stuff like cacheAsBitmap and other such fancy terms.
i'm making a website and it has some parts with flash such as the background. You can see the site here: [URL] You will see that the preloading of the background is too long beacuse i have 4 images as background in the library. the images are 950 x 650 pixel jpegs that in the library use the Photo(compression). So when the swf is on loading it take a lot of time.
This is all working fine. How can I further optimized the code (make it shorter) for last section?I created the loop for root.d and root.e of xml using for loop and while loop but then it does not add the xml values to the attachmovie text. I don�t know why?
I've been working with AS3 now for a few months and am making good progress in it (I'm a AS2 transfer student). However, on a project I'm working on I'm having a little issue with performance within the browser. I was wondering if anyone had some tips on how to optimize the following code as I include this object about 600 times in my flash to make a waterfall (which causes resource drain in the browser)?[code]...
got some FLVPlayback playback problems on IE7. Videos start after too much time. try and click on the right banners:
[URL]
Did you ever had some similar problem? Do you think that maybe there's some solution? Does FLVPlayback do a progressive download by default? Could raising the default bufferTime (0.1)
How I can optimize this Script?Actually I wanted to have a textPlace that in click on new button, it fade out and fade in.I find out there are some simple way but at last i realized there are lots of problem.for example if I edited symbol txtPlace in itself or If I animate textPlace in main timeline.finaly, I create a loop of fade in and fade out in timeLine.but still for the first button I have problem!i decided to make firs button shown in stage!but there is no way to see that page again!
tamasBaMaSH.addEventListener(MouseEvent.CLICK,clickTAMAS);tamasBaMaSH.addEventListener(MouseEvent.ROLL_OVER,overTAMAS);tamasBaMaSH.addEventListener(MouseEvent.ROLL_OUT,outTAMAS); function clickTAMAS(evt:Event):void{MovieClip(root).gotoAndPlay("out4");}function overTAMAS(evt:Event):void{
I work on a big Flash project as the web backend guy that delivers all the files and assets to the main application SWF. Our last, really big packet of data are all the assets and sounds contained in swf files that are imported during the preloader.Are there any ways to optimize this process in any way? I'm really looking for ideas in any direction, no matter if its in the swf, the process of loading and so on. Also I look for solutions for the first time load (empty cache) and for consequent loads (prefilled cache).
I'm working on a flash project that incorporates a lot of artwork done in Illustrator CS4. I've been copy-pasting directly from Illustrator into Flash, and I add some animations as well. Final file is going to be a one single swf file which will be a part of UI for an application and .net will be the core for this. But now flash becomes unusable slow to respond for actions. My machine is a fast i7 with 6gb of RAM, so I don't think that's the issue. We are going to use this file with dual core atom processors. Does anyone have ideas for alternative importing techniques, optimizations within illustrator, anything at all that will make this more manageable?
I have a web page with an image slideshow. JQuery calls a Flex app with a list of jpg images to load and display. Can Flex load and display the first image and then continue loading the rest of the list or can Flex only do one thing at a time (i.e. load all the images and then start the slideshow)? There is a significant delay while all the images load and I need to sped up the slideshow.
I have an image gallery with 50-200 thumbnails / category. I loaded them with an xml file and movie clip loader, but the problem is that I am not satisfied in the way that the gallery is moving. Is there a way to load them faster?[url]...
I'm currently working on a flash project that creates a lot of instances(small boxes) and puts them on the stage, this will lag significantly after a while, and I thought there would be a way to draw these boxes to a bitmap object and remove the unnecessary children.
In the move function below, I'm attempting to have move return false, when it becomes true I want to delete this on enterframe event. In essence when the clips come to rest and the function is no longer needed delete the function call.
Code: //Variable to store number of Clips desired clipCount = 6; xArray = new Array(179.1, 249.1, 321.0, 179.1, 249.1, 321.0); yArray = new Array(145.0, 144.0, 145.0, 206.0, 205.0, 204.0); //Interface Assembly function build() { [Code].....
Iam having 3 buttons in stage and three corresponding movieclips. When I clicked on one button, it should play its corresponding movieclip from the second frame. (Same case for the rest of the buttons).Here the action for the three buttons are almost same, only the movieclip differs. In AS2, I can optimize the script for the above activity as below
for (var i = 1; i<=3; i++) { _root["btn_"+i].onRelease = function() { myname = this._name.split("_")[1];[code]..........
My Question is ===>is there any way to add the Event listeners for all the 3 buttons using "for loop" instead of initializing it for each buttons seperately ? [Imagine if we have more than 10 buttons and it will be very boring to add the listener for each button in a seperate line ].