Exporting Png Sequences With Alpha For Sprite Sheets?
Jul 24, 2010
Im trying to create animations for use in sprite sheets for xna but am having some problems with exporting png seqeunces from flash with alpha.I know that if everything is on the main timeline then using the export as png seqeunce with alpha works fine, but when there are movieclip symbols on the main timeline, which themselves are animations, the movie symbols simply remain at their first frames on export.
Does anyone have good tricks for exporting complex swf files as PNG sequences? We need to be able to edit the size of the final file, and a PNG sequences allows us to do this in AfterEffects while maintaining good detail. Also, what programs do people use to convert .swf files to .mov, etc? We are running into trouble, it seems some programs can't convert the .swf files.
I downloaded a flash app the other day. I can't put links since I don't have 50 posts, but if you type Dj Mixer on ActiveDen, it should come up.Basicly, it allows you to put sounds in a folder, add them to an XML file and the flash application acts as a mixer with a timeline. You can select which loop you want at what time and create your own track.There's one thing though, it doesn't allow you to export the sound. I have no experience in that area so I was wondering 2 things:- What would exporting the sound in an .mp3 format from the compiled sound loops involve in terms of complexity? Can this be done in a short time frame or is this something that requires a lot of knowledge and ressources?- Once the exporting to .mp3 part is done, I wanted to able to take that .mp3 and send it to my phone. Do you guys know of any Websites that offer a suitable solution for this?
I'm developing a flash game and I hired a graphic designer to make it look more professional. The problem is that I don't know if I should use timelime animations or sprite sheets.Here is an example of his graphics:[url]...
How should I proceed for better performance? Also, if I just split the sprite sheets in many images, put them on an array and keep using add/removeChild() on them will it work properly when talking about performance?
I would like to use Bitmaps in my Actionscript games.For me this represents a large change in my workflow as I have always used Vector but Bitmaps are really so much faster to render in certain circumstances. As far as I can see, 90% of all my game assets can be bitmaps.Firstly, are there any good tools for working with Vector to BitmapData? Libraries or OpenSource utilities?I know you can just draw to a BitmapData, and I do that, but what about Animations? What about a MovieClip of a laughing cow? How can I render that MovieClip at runtime to some kind of Bitmap version?But more complex than that What about situations where you do not have the MovieClip in a raw form?Imagine 10000 cogs turning at the same rate which is generated with code. This is hard work for the processor, so drawing it to a Bitmap for the duration of 1 revolution, would replace 10000 cogs with a SpriteSheet. I could destroy the cogs, and keep the SpriteSheet. Can anyone offer me any resources or google keywords I can search for, not sure of the technique but it seems to make sense? Especially with Starling..
I've made a *.swf file of the sprite sequences of 1000 images with (780 x 480) size. After that I embed this with another one class to show but every time it crushes during run time because of insufficient memory (assume that I have 2GB memory space). Which is the best way to implement such big sprite sequences in AS3 by avoiding the memory problem?
Sometimes in Flash, alpha transitions will just drop out without reason. They still appear in the preview mode, but when you export a swf it drops all tweened alpha animations. they become cuts instead. I've even tried opening the same file in CS4. Same dilemma.
I have a Sprite covering the entire screen.Other than a certain rectangle of this sprite.I want the rest of the sprite to have alpha = 0.5. And for that particular rectangle, I want alpha = 0.
If I change some value for a parent sprite, the same value will affect all of its children. So if I set alpha or width on the parent, the child will automaticly get the same value.
I've been given a task to create a program that will run an audio sequence. The goal of this is to press a button and have a audio sequence run where there are 3 different possible audio sequence outcomes. Each of the 3 sequences have a different % of being picked 20%, 50%, 30%. I came up with a break down of what i think i need to have happen:
within sequence 1 there are 4 audio clips once the second audio clip is played there is a 50-50 chance to skip the third clip and play the last or to continue and play all four.
sequence 2 has three audio clips
sequence 3 has one clip
I'm assuming i have to setup some kind of If then statements or maybe an array. I have only limited knowledge of action scripting with flash. Is there anyone that could point me in the right direction on how to accomplish this?
what to do in order to find the number of sequences in an array? for example: my array is: banana, banana, apple, banana, banana. what shell i do in order to get the numbers: 2,1,2? (2 bananas, 1 apple, 2 bananas).
I have been rendering large 3D frames as part of an animation for my main menu of my game. (1024*768) Very large.What is the best file format to import into flash as animation sequences, to get the best quality and compression out of flash. I am having trouble keeping file size down.
I get this error when I call a function.Error: Error #2009: This method cannot be used on a text field with a style sheet. at [code]I'm using styles, not textFormat.
I am working developing a big project and I have a question regarding the formatting of the text, project wide. Is it a good idea to format all of the text using style sheets ? Including here, buttons labels, headers, and so on.
Or is it a better idea to use a combination of style sheets and the TextFormat class depending on the situation ?
Using style sheets project wide seems like a good idea but there might be things that I am missing and I would like some advices from people with more experience.
I have been rendering large 3D frames as part of an animation for my main menu of my game. (1024*768) Very large. What is the best file format to import into flash as animation sequences, to get the best quality and compression out of flash. I am having trouble keeping file size down.
It seems to work fine when I uploaded it to my testing site. It loads the correct swf and I can click on my menu link (the only other functional button with the action scripting) to go to another swf and it transitions correctly. Here is the problem:
After clicking on the menu link and trying to click back on the home link (containing the same swf as what initially loads) to redisplay the first swf, nothing happens. Then the menu button is unfunctional after that as well.
I've been pulling my hair out trying to get transitions sequences between externally loading swf's in my flash site.
I have an AIR application with two DataGrids that I would like to export to Excel. I've found the as3xls library, but it can only handle one sheet (as per the comments). Ideally, I'd like to export both DataGrids into separate sheets in the same workbook.
The AIR application is running entirely on the user's desktop and doesn't have a connection to any server, so the solution would need to be Flex/AIR only.
I am loading html page(UTF-8) content using UrlLoader. All characters in the result are represented as //x??(where ?? is 1 symbol). How can I get normal string from this?(with actual symbols instead of codes)
I am working developing a big project and I have a question regarding the formatting of the text, project wide. Is it a good idea to format all of the text using style sheets ? Including here, buttons labels, headers, and so on. Or is it a better idea to use a combination of style sheets and the TextFormat class depending on the situation? Using style sheets project wide seems like a good idea but there might be things that I am missing and I would like some advices from people with more experience.
On my Mac OS X it didn't matter, the setStyle Worked Fine,However I've transfered my files over to PC and working with the exact same things all the styles work EXCEPT for the setStyle("themeColor", "color");On this PC it's always turning it from the default "Greens" to a solid gray shade of borders, this is very weird.
For Example
Code: // Have a button component on stage import mx.controls.Button _global.styles.setStyle("themeColor", "haloOrange");
[code]....
It works just fine, do I need to edit the core class files for something? I'm extremely confused, I inport the class files in the first place so I can do public vars and strict data type them to that component.
Site loads two flash files at the same time with multiple dynamic text fields that load .html files with external css style sheets. The site works almost perfectly when viewed offline, but when you upload it the text boxes sometimes load and sometimes do not. I'm a graphic designer so I really don't know actionscript 3.0 (or any version) very well... so I'm attaching the footer .fla file which by itself suffers from the same problem, and the other files are too big to upload so here is the link to the other .fla file used on the homepage
[URL] i want the object to fade out but in the object there's a lot of overlapping pictures and each becomes half transparent. how to make the movieclip to change the alpha as it was without objects?
I created a class, extended the sprite class, and now in the constructor I am trying to set the Sprite's width and height properties which are inherited from the DisplayObject. However, after I set this.width and this.height, and print the values, I get 0 for both.
What the heck is going on? When I view the livedocs I see that DisplayObject has width and height listed as public properties. I have been able to instantiate a Sprite directly, and set the width and height after it's been instantiated, so I don't get it.
package { import flash.display.*; public class ScrollBar extends Sprite {[code].....