Flash - Realistic Dice Throwing Animation With Predefined Outcome
Jan 23, 2011
I need to create a small dice game in Flash. The random number generator is external and I have to create a 3D realistic dice animation with that outcome. I'm using Away3D engine and JigLib for physics. So far the best idea I've had is to do many simulations and create a list of outcomes and their corresponding input parameters (initial position, initial orientation and the forces added to the RigidBody). This is not working so well. Sometimes for the same parameters the outcome is different. What is the best way to do this?
1. I would like to make an animation where a dice roles from the left of screen towards the middle. Bit like this: I am thinking an animation, then put it on a path (not sure how to do this, but I know it can be done.) I have heard that swift3d could help me here, if so, give me a heads up. I could also make it an animation and make it bounce on the spot and use the inflash camera and draw back the distance to seem as if it is moving forward. Basically the main problem is how do I make the animation of the cube?
it's been a while since I used flash and i'm wondering what is the simplest way to create a visualization of a realistic 3d bulding with animations like window closing, door opening etc.I gues it's made in some 3d software and exported to .swf, but it sounds a bit complicated to create a 3d model in 3d studio export it in collada, import it with pv3d to have only a house with 3 quite simple moving elements.
I want to make a light animation where air bubbles come out of a bucket (which slowly moves from left to right) and they float till a certain height untill they dissolve (fade to 0%). I want to have 3 different kind of bubble MC's which I want to generate (duplicate MC???) at random. Further I don't want them to clog eachothers, so they should not be able to move on top of eachothers.For filesize reasons I want to do this as much as possible with an actionscript...
I am currently trying to complete some forms done in Flash.I got everthing down , meaning naming conventions, etc.I am having a hard time trying to understand the commands invloved by trying to get the outcome of the forms.the Submit and reset. The communication with server (cgi-php?)I checked out the one here but it doesnt click. I know Im missing something.to check out these forms go to www.prestigepaper.com/forms/index.html & legal.html.
I am currently developing a game in a school project using Flash CS4 and Actionscript 3.0. I have searched the web for assistance, but have come up empty. Here is what I am wanting to do...
I have a 3 by 3 grid on screen. Each block in the grid contains a movie clip with four targets which cycle through at 24 fps. Each target with have a different outcome depending on which frame the mouse is clicked.I do not want the animation to stop after the frame is clicked, however. There are several different types of targets in the game. Some add points, some subtract points, one target has the avility to freeze the animations for a set period, and another one is basically an instant game over. Being as how I could not find any aid via the web prior to this post, I am not even positive that this is possible to code in AS3.0.Does anyone know if this is possible, and if so, how would I go about coding it?
Does anyone know any good tutoriols on how to create a "slideshow" or "playlist" in ActionScript3? The slide can be either a simple picture, a soundfile or a video. I want to be able to jump back and forth in the slideshow/playlist, and also see how long a slide will be shown. The playlist will be loaded from a pre-defined XML-file.
There are some open SDK for Flash, that could be done. Rotating photos with physics? Examples of such programs BumTop, ePic, Coloris (no physics). The photo on the plane, it can be moved to the real physics?
i'm using flash with box2D 2.1a. i'm rotating ball hanging on the string. The path which the rotating ball trace is ellipse. When releasing the rotating ball from the string i want the ball to fly with the obtained direction, velocity and strength. As you can see in the pictures.[URL]..I've tried to do it with setPosition (method of b2Body) and with various joints. But I haven't got the needed results.
how to reproduce the Photoshop Image/Adjustments/Photo filters... in Flash with AS3. Is the same result that you get when you put a filter over the lenses of a camera. I exclude using tint and hue from the start because I think could get this from code by using color matrix class or convolution filter
how to reproduce the Photoshop Image/Adjustments/Photo filters... in Flash with AS3. Is the same result that you get when you put a filter over the lenses of a camera. I exclude using tint and hue from the start because it doesn't
I am using Flash Professional CS5 with ActionScript 3.0. The problem is, When I am trying to use fscommand2 function, Flash Compiler throwing an error saying: Scene 1, Layer 'Layer 1', Frame 1, Line 7 1180: Call to a possibly undefined method fscommand2.But, I am able to use fscommand. But, it is for different purpose, so will not fulfill my requirement to get Device(Mobile) properties like DeviceID etc.
I'm working on generating some planets and moons for a 2d project im working on, these will generate planets procedurally that look somewhat realistic.
Anybody got any tips on improving this or optimising this?, it looks very flat i feel.
I am trying to create a dice that doubles up as a 60 second timer that counts from 60 to 0. I have managed to create the timer with some actionscript and a single frame swf, one layer for the AS 3 and one for the dynamic text box. I have also create a die from four 60*60 squares that animates 90 degree's so it looks as if it is rolling.
My issue is, how do I bring these together? As the clock/timer is dynamic textbox it can't be animated around 3D space, so it needs to be converted into a movie clip (to the best of my knowledge). when I do this, the actionscript no longer works as it's no longer having to update the text attribute of a textfield, but the contents of a movieclip.Next, I tried to import the timer.swf (clock) and dice.swf with the Loader class and loaded each of them into a movieclip, then layered them. This ALMOST works, however unlike the text in timer.swf, the text in this instance is not refreshed and simply writes the updated value over the previous value.Here is what I've ended up with:
Realistic FLASH spotlight beam, not using a circular mask. I am in desperate need of some information, about realistic spotlights designed with flash. I need the kind that shoot a beam with a round circle on the floor. I have found a great example, at http://www.grisu.com and the owner even shared the fla code with me, but I still don't quite understand how to modify it to work for me. He offered to help, but he only speaks spanish and I only speak English, so we can't communicate.
If you go to his web and view the stage, the beam sweeps the stage and changes the angle and size of the beam. I need a longer and narrower beam. The length of the beam is too short for me, but the idea is just what I need. Does anyone know of any tutorials on this subject? Or possibly other samples so that I may study them in detail.
1. Is a mask necessary to keep all the beams the same length as they scan? As the angle changes, the beam length would change unless a mask or something cuts them off at the floor level always.
2. Motion tween could probably be used to move the beam?
3. Would it be necessary to skew the beam as it sweeps as when it is slanted like that, the width of the beam gets wider as it sweeps away from you and more narrow as it sweeps closer to you.
4. Did you need to use alpha anywhere possobly when the beams cross each other or maybe when it is first turned on?
I would greatly appreciate any advice anyone can give, or steer me in the correct direction for some tutorial information.
Realistic FLASH spotlight beam, not using a circular mask.I am in desperate need of some information, about realistic spotlights designed with flash. I need the kind that shoot a beam with a round circle on the floor. I have found a great example, at r even shared the fla code with me, but I still don't quite understand how to modify it to work for me. He offered to but he only speaks spanish and I only speak English, so we can't communicate. If you go to his web and view the stage, the beam sweeps the stage and changes the angle and size of the beam. I need a longer and narrower beam. The length of the beam is too short for me, but the idea is just what I need.
Does anyone know of any tutorials on this subject? Or possibly other samples so that I may study them in detail. 1. Is a mask necessary to keep all the beams the same length as they scan? As the angle changes, the beam length would change unless a mask or something cuts them off at the floor level always. 2. Motion tween could probably be used to move the beam? 3. Would it be necessary to skew the beam as it sweeps as when it is slanted like that, the width of the beam gets wider as it sweeps away from you and more narrow as it sweeps closer to you. 4. Did you need to use alpha anywhere possobly when the beams cross each other or maybe when it is first turned on?
I'm debugging a flash website that do a request to an php file named upload.php to upload some images to the server.The problem i'm having that debugging it with Firebug the request to that page is throwing a 406 Not Acceptable status code and is not saving the images.
Post Data: This website runs well on the staging server but in production server this process of the image upload fails. I only can assume that a change to apache configuration / php must be done.
TypeError: Error #1009: Cannot access a property or method of a null object reference. at fl.containers::BaseScrollPane/drawBackground() at fl.controls::TileList/draw() at fl.core::UIComponent/callLaterDispatcher()
Now I've tried several of Adobe's own examples from this page, http:/[url]....., and they all throw this error as well.The error is triggered by the TileList instance being the argument of the addChild function.Here's my package, which works fine when I change the displayComponent is be a List.
I am new to AS3. Trying to create a dice that generates a random number.Almost got there, but I can't get the dice to stop continuously generating a new number.[code]
Ok, i am creating a snakes and ladders game and have so far produced the board, the counter and the dice.Once the dice is rolled it returns a value called 'rollValue'The counter is a movie clip with the instance name 'counter' and is set up on the timeline with position 1 on the timeline being the first place on the board, position 2 on the timeline being the second place, 3 on the timeline being 3rd position on board etc etc.What i need to do is move the counter to the position on the timeline (hence moving it on the board) that is returned by the dice value.I was thinking something like this:
counter.gotoAndStop(rollValue); or maybe this on the actual counter which would move it the amount of places determined by rollValue:
I'm trying to create a board game with a dice. I have a pawn which is supposed to move through the fields on the board according to the number on the dice, after it was rolled. The board has rectangle shape.I've created a function rollDice() which is controlling dice rolling and the movement of the pawn. The dice itself is event handlerThe board itself is within movie clip "map_mc" in which I've created a separated mc, called "node" + the number of the field, for each board field. So, there are "node0" to "node37" inside "map_mc", as there are 37 fields on the board. The pawn "tiger_mc" is also inside the parent "map_mc".
The problem is next:I somehow can't achieve that the pawn move from the current field to the next (according to the dice number) step by step. The movement is too quick and the pawn "is cutting" the corner of the board.Explanation of the code:The whole code for dice rolling and pawn movement is inside rollDice() function which is called by pressing the dice itself. It tracks both current position of the pawn (var curr_position) and it's next position (var next_position). It also push index of all fields in between into array fields_arr. I've created a counter inside that function which goes through fields_arr elements and changes the pawn's _x and _y accordingly, up to the last field - the new position. But the pawn is moving as directly from the current to the new position (not gradually over the fields in between). So the effect of such movement is that the pawn "is cutting the corner of the board". For instance, if the current position is "node7" (which is on the one side of the rectangle/board) and the next position is "node12" (which is on the next side of the rectangle/board), the pawn is not moving gradually node8-node9-...-node12 but as directly from node7 to node12,
I have a 2D array that creates a table with value that contain sum of 2 dices. But I want the result of the dice roll display on the appropriate text box on the table. I'm stuck at getting position of textbox which shown at bottom code where I have it as that position as now. Select is the instance name of those textbox.
Code: var row:int=7; var colum:int=7; var dicechar:Array=new Array(); var reddice:int var whitedice:int var textboxarray:Array=new Array(); [Code] .....
I am creating a board game and I am using Object Oriented Programming with AS3. I created a movie clip with a circle that moves across the game board. There are 18 squares and 18 frames. I have a button that gives you a value with a dice with the random number function:
public function rollDie():void {_dieValue = Math.ceil(Math.random()*6) this.gotoAndStop(_dieValue);}
I have a class for the dice button, die, gameboard, and the main board. I am trying to make the circle move across the board(or go to the frame in the mc) depending on what the value I get with the dice. Here is my code so far:
[Code]....
The mc instance for the gameboard is gameBoard. Also, if anyone knows how to trigger a labeled frame depending on which square the circle lands on that would be a plus.
I've got a movie clip that's basically a grid with small little boxes that total 84 rows, and 20 columns...I'm trying to get the user to be able to snap to the y position of one of the small little boxes.You click on a square, and position it over one of the small boxes in the grid, but it always snaps "wrong". I've tried --square_on_grid.y = Math.round(square_y/g_gridSpacing) * g_gridSpacing;
I have been working on this for several days and I cannot get the right results. Im trying to load an external SWF into a predefined area or in this case a box on a frame. my script is