Im building a game where i would like the blood stains (when shooting people) to never disapear. Now i just spawn a movieclip/sprite on the map whenever a body is been hit, and just leave the stain there. The problem is that this gets very choppy after a while and the fps is plummeting...
I also spawn gun shells after every shoots been fired, and thats flawless, it never lags one bit. I guess this is due to the tiny size (compared to the blood stains)?
I would have given up if i would not have found this game, where it works without any lag - at all. In this game the blood stains are never removed and all bodies are still on the ground, no lag. [URL]..
I was working on a little particle engine for blood in a project I am working on and I can see it being versatile enough to be good but when I import it into a test environment it causes a little fps lag.
Code: package { import flash.display.Sprite; import flash.events.Event; public class mc_Blood extends Sprite{ private var xTarget:Number, yTarget:Number; [Code] .....
what i have:guy with gun who shoots bullet,bullet hits enemy,bullet removes itself,blood attaches above enemy but how would i make the blood attach below the enemy?
I am programming a side-scrolling game. I want to be able to control the speed of the endless side-scrolling background relative to the speed and position the player is moving at.
I want to know how to do a few things:
Like, if the player is running, the background scrolls faster. If the Player is walking, the background scrolls slower. If the player isn't Moving, the background shouldn't be moving. If the it is at the start Or end of the level, the background should stop moving too.
I have three flv videos (video1.flv, video2.flv and video3.flv) and I want to play them one after the other (no controls, no skins). When video3.flv is finished I need the movie to restart playing video1.flv again and the rest after it, an endless loop.
How can I do that??
I've tried including the videos one after the other in the time line and in the last frame a gotoAndPlay(1); This works, but the final .swf weights almost 10mb. The project is web based so this is way too heavy.
Now I'm trying the flvPlayback component, but I'm getting quite lost here. I'm importing the three flv to the library. The video implementing wizard shows for each flv but finally I have only one FLVPlayback element in the library. Then I drag an instance on the stage but I don't know how to continue .. Am I doing it correctly? If so how can I continue? Will this method give me a lighter final .swf?
I have made a game, and now I'm putting in a highscore-function. Like the one below, who reads the highscore-list. Everything is working fine when testing from flash, but when I start the swf-file from the folder (or test it on the iPhone), it just loops throught every frame, why is this? If I cut out the code below, it works fine on both stand-alone sfw-file and on the iPhone. I've tried to only use the first line below, to test, and it loops.
ActionScript Code: var file2:File = File.documentsDirectory.resolvePath("highscore.txt"); // Create a file stream to write stuff to the file. var stream2:FileStream = new FileStream();
i have a problem about making an endless tunnel. how can i make a movie that can continuosly loop without adding a bunch of frame and object.and how to make that looping movie doesn't break at the end.
I have tried about as many tutorials as I can find online to create a contact form within my flash that emails me when someone fills out the forms, including a very good step by step at VTC. What I have found is that most of these tutorials start with the assumption that you're creating the contact form on a blank flash canvas, which is reality, is not always the case. So while I am sometimes able to get the forms to work if I do it on a brand new Flash movie, the moment I try to recreate the form within my current flash file, it stops working. I have mostly tried to recreate the contact form as a seperate movie within my flash file on it's own layer and have tried placing the Submit button within the contact form movie and also outside of it - neither works of course
I have this animation: [URL] I need it to be like a circular tape playing. It has to play Nº1 image after getting to Nº8 or to Nº8 going backwards from Nº1.
Imagine you have 10 movie clips, only 1 is visible on stage at any time. Using the arrow keys for example, you can move through the movie clips, click left and the one on screens moves left and the next one in line moves in from the right. When you reach number 10, and you click left, number 10 will move off left and number 1 will come back on right. And vice versa.
This is what I have to try to get worked out. Currently I have a variable which keeps track of which panel is displaying, and as I click on one of two movie clips I check with a conditional to see if that variable is >10 or <1 and then either + or - 1 appropriately, or set it to either 1 or 10, so that number loops.
So that logic part works. What I now need to do is cleanly work out the tweening of the movie clips. I'm using TweenMax. I am currently using another conditional that gets told if the user pressed left or right, then it uses a switch to check the current panel number, and then after all of that it tweens the correct stuff. But that's a huge load of code and I reckon there must be a cleaner way.
Just discovered this forum recently and it looks like an endless source of information! am only a newby to Flash CS4 and AS3I need to create a CGI Form in AS3, but I really don't know where to start. If you know any good tutorials, websites, books etc
I've always struggled with this for some reason, but say I have 5 images loading from XML. How would I make it so they would cross fade each other on an endless loop? I can make it so it gets to the end by loading them on top of each other and then fading each one out, but once I get to the end I'm lost.
I have a flash file that is looping endlessly. I only need it to play once and stop. I have tried eveything to fix it but simply cant ge tit to work, The file can be seen here:[URL] My html code via golive is set yo play once, i am pretty sure the issue is a setting in FLash
I'm trying to create a endlessly scrolling bitmap background. I want to make it as efficient as possible as there is plenty of other game logic going on too. The idea is to have a repeatable bitmap scroll horizontally on an endless loop, which can obviously be achieved by placing two sprites of the same bitmap next to each other and offsetting one when it reaches the far left boundary. I was wondering if there is perhaps a faster more efficient way to do this, perhaps using scrollRect or copyPixels? If anyone has any idea which method would be fastest,
I'm trying to cycle between 2 different tween actions in Flex. Here is what I'm trying so far: In declarations:
[Code]....
The problem is that once I start the animation (by clicking a button), I get a timeout error saying the script has been running for longer than 15 seconds, with no tweening ever occurring. The animation works if I were simply animating it once.
I've created a menu that appears as a series of cubes. The action script for these boxes will work on a stand alone file... The main menu uses a series of buttons that work like variables and also works fine in a test file... when the movie for the "architecture" button is loaded it loads the content_mc and then sub menu goes nuts. The buttons continue to cycle their movie clips regardless of the mouse position.
I want to create an endless loop of images through a timer.On the fla I have an MovieClip �ImageClip� Yousing a timer I will repeat the call to imageArea.addChild() with the next image.My question is am I going to run out of memory as addChild() implies this.I want to replace the image not add more images to a collection.
How do I make a smoothe and endless horizontal loop of five or six photos that seems seamless ? I think that this is an actionscript thing that I do not know. I just want five or so evenly spaced photos to scroll from right to left at the top of the stage.
I want to know if there is any existing implementation of 'endless scroll' in Flex ? I searched online but I could only find implementation in Javascript.What could be the pros/cons of having an 'endless scroll' component in Flex, which would be more efficient JS or Flex.
I have to duplicate a movie clip on a movie, to make an endless scrolling menu. The problem is I don't know real well how to do it, I can do it fine with graphics but it looks like not possible to do it with mc.here's a sample of my code I am trying to attemp
Code: var refFirst:MovieClip = MovieClip(menuGroup.getChildAt(0)); var copyFirst:test1 = new test1; trace (refFirst.name);
I recently wrote a small script to display an endless scroll for 360 degree images. The image is loaded dinamically so I can use it as a viewer for all the 360 degree images in the site's gallery. It works fine, but I found one image that appears truncated even though everything else works as expected. I found this [URL] that says: The maximum image size of a Flash 2 movie is 2880 x 2880 pixels The image that is giving me this problem is larger than that and it seems to be cut at 2880px widht. Can anyone confirm this? And if so, is there any way to override it since I'm using pure as? Despite the years working with flash, I keep finding these nasty surprises. Last time I learned about the 16,000 frame limit when working on a cd presentation... I wonder what's next.
but only 1 ball restart back,other 14 ball just stop at there , try paste on action and try you will see what i mean , how i going to make all ball restart back?