I'm running web browser over RDP (Terminal Server). However, the flash animation is slow over RDP. Is there anything can be done or perhaps anything to tell flash player to drop frames during animation?
I have Flash CS3 installed (windows) I have two images, I shape tween from one to the other.
The .fla file is 15MB in size, and the .swf is 800kb,
My problem is that, even though I've set the animation to run at 30fps, I barley manage more than 1.4fps a second, it should take 5seconds to complete, yet its taking 140seconds.
I am having a issue with CS5 flash iphone app displaying slow laggy animations when I use a background image. I have pinpointed this issue by making a simple iphone application with only a vertically accelerating ball and one background image. If I use the background image the ball will animate slow and laggy, without the image it performs fine.
Also...while I have your attention, does anyone know why only CS5 will allow me to compile IPA files that will run on my 1G ipod touch with ios 3.1.3. I would like to use CS5.5, but the IPA from that version will not run on my device.
I wanted to make buttons for my web site with some spinning animation, but i wanted that it dont just spin, but speeding up and slowing down. So what i want to make, it is the button whan mouse over, spinning animation speeding up and whan mouse out, animation slowing down and stops, and whan there is no mouse over, animation not playing.
I'm new to flash and I'm working on an animation project for my class. I decided to do half of it as single cell animation and half of it using tweens and whatnot. The parts that are single celled are moving WAY to fast and are throwing off the flow with my tweens. It's a requirement of the project to have atleast 20 fps and I don't have enough time to dedicate to drawing tons of more cells. For example, I have one animation made up of 40 frames and it needs to be stretched to about 100 frames. I've tried copying all of the cells into a movie clip and attaching a stop(); method at the final frame in the movie clip, then importing that into my movie and stretching it to the length i need, but it just runs at the normal animation rate and then stops until the timeline gets to where it's time for the next event or scene to take place. It sort of looks like i need to find a way to control the fps of my movie clip independently of the entire movie, but how would i go about that?
I have trouble with my drawing scene after adding sound. On main timeline I'm using :
[Code]...
The problem is that after calling ( _root.ballInHole.start(); ) my animation slow down. Im just changing position of 32 mc objects with no timeline on OnEnterFrame event of main timeline. When I'm not calling the sound then is everything perfect and fast as intended.
when i double click a symbol or button to edit it, I get this strange windows-like animation of a chequered rectangle that comes out from where I double click and gets bigger and bigger. Once its as big as the screen I can then edit the symbol.Its like its something to do with vista. If I bring up other applications whilst its doing it the rectangle is always on top and visible over everything. It's like some sort of windows "zoom" animation but for some reason its doesnt work quickly and is painfully slow... 10 seconds or so and when i come out of symbol editing it does the same in reverse.
I have dynamic text that needs to animate slowly across the screen but right now it jerks in 1 pixel increments as compared to the vector graphics accompanying it.
I've increased the frame rate, converted it to a bitmap, applied GridFitType, etc., none of which (or my implementation) seemed to work.
Is there a way to achieve smooth animation with dynamic text at slow animation speeds?
I have a project for mobile where some of my animations scenes look as though they are winding up or playing in slow motion (from the start). They start out slow for about three seconds, as if they are winding up or in slow motion, and then they run at a normal pace. It only happens on specific animations and is consistent on different devices. Also, once I come back to the scene (revisit), the animations run normally from start to finish.
I have had some success in speeding up some animation by doing the following: In some scenes, the following would occurr: 1) a character was walking 2) the character grew in size though tweening 3) the background was animated as well ect. In other words, there were several things happening in the animation. In this example, I made it less complex by keeping the character the same size and making the background static. This helped alot. However, for the aforemation animations, I have tried everything (I am aware of) and nothing has helped. I'm not sure what to do next.
I have a certain set of motion twains that I've successfuly completed, they constantly loop right now (default), and is saved in the SWF file.I'd like to take that finished looping animation, and insert it within another animation (a) that can be played with a play button, and stopped/resetted with a stop button.How do I insert the completed looping animation into the main animation? And is there something special I have to do in the actionscript of the start and stop buttons so that the "inner" looping animation will start and stop with the "outer" main animation?
I have a movieclip that shows an animation onRollOver and an animation on RollOut but onRelease the animation enlarge itselfs but now when I'll roll out when the animation isn't open (so i didn't release) the animation plays the animation for the minimizing of the animation. Here's my code (I know its a bit amateuristic but I'm not a programmer )
Some stuff is as fast as before, like scrubbing and playing and applying a tween.But other, simple stuff, like selecting frames, adding frames - regular or key - takes 2-5 seconds each. Really anything with the timeline is slow. This happens especially with long movies (1.5 minutes - 2500 frames). Which shouldn't matter. I had movies 5 minutes long working fine.
I did a flash application that has a login form in flash, and authenticates in php. That was 3 months ago, and the sending requests and response is very fast -- that is, when i click submit button, within 3 - 5 seconds it will have a response from php.
Recently, I did another login in flash, using similar code as I previously have done. Now, the sending request and respond is very long, each time the server may take up to 10 seconds to respond. Why is it taking so long yet the previous one is fast?
Same host, same php files, similar swf (not much changes in swf).
I found this, but got no idea how to slow it down: var myTextLoader:URLLoader = new URLLoader(); myTextLoader.addEventListener (Event.COMPLETE,onLoaded); function onLoaded (e:Event):void { tekstbx.text = e.target.data; tekstbx.addEventListener (Event.ENTER_FRAME,efh);
I have a Wordpress website located here: http:[url]....I'm trying to figure out why the page loads slow - I'm almost sure it has to do with Flash and size of images, plus rotating banner. I don't know how to edit or fix the problem though. So the question is: What is causing my website to load slow, and what EXACT steps can I take to fix the problem.I've already tried adjusting some of the browser ActiveX filters and other temp fixes, but that is not the proper solution. If this is a flash or image loading issue, can you tell me the EXACT step in how to edit these issues?
I am testing a swf on my MAC Intel 2.6ghz duo-core with Firefox and am averaging 20 - 25 FPS. When i test the same swf on Firefox via VMware running Windows XP it is averaging 10 - 15 FPS. Does anyone know if it's VMWare that's causing the slowdown or is it Firefox on Windows that could be the problem?
I've been working on a game for a while now, just to realize now that flash is too damn slow to handle it. Wtf...
It relies heavily on particle emitters. I have an array of about 20 objects at any point in time on screen. And another with around 5-600. I'm using BitmapData.hitTest on each of the 20 against each of the 5-600 every frame. If it's only a few hundred it's fine, but upwards it just slows down. A lot. There has to be a way to optimize this. I don't understand how flash can handle something like away3D or all of the great 2d physics engines out there just fine, but not this..
is there a way to speed up flash movies playing when put up on the web. I created a web banner and uploaded it, when I open the website on the browser the flash movie pauses for a few minutes and does not play straight away. Is there any actionscript that will ensure the flash movie will play instantly when on the web? Is it the file size that is causeing the swf to run slower? Is it anything to do with the publish settings in the fla file?
2k3 terminal server XP thin clients accross T1 links.My users need to access this sitopening page has a huge revolving flash header. When users openthis site, it brings their session to a halt. Since the header isrevolving, it never relases access back to the users. Since thisweb site is a big part of their daily activities I can't turn offFlash. Is there a way to throttle flash or is there a way to atleast stop moving pictures so the users can get control of their
I'm using Vista 64 on a more then adequate laptop, I initially used Flash CS4 and it was great for the past week but a few days ago it started geting really slow, whenever I copy, change frame, select something, basicaly any change action I have to wait about 5 seconds or more for a reaction. I'm using it for simple animation, no symbols, just 3 layers. I have a deadline coming up for my final production and if I can't fix this fast I'm screwed. I've tried every solution I can find, including trying Flash CS3 and Flash 8, nothing seems to fix the slow speed
Flash is just unusable, because of extremely slow performance. Selecting a tool or typing in actionscript takes forever. I've also noticed that sometimes (yes only sometimes), flash.exe takes alot of CPU usage, even when doing simple things like mentioned above.
At the same machine, 2 days ago, before upgrading from Vista Ultimate x64 to Windows 7 Ultimate x64, everything was working perfect.
I use Flash mainly for Slideshow Pro content and before CS5 I have used CS3 and CS4. I have never noticed issues with speed before, but since upgrading to CS5, my work has slowed to a crawl.
I am on a 64 bit machine Windows 7 machine very fast machine with 12 GB of memory, and while I realise that Flash is not a 64 bit program and can therefore not use all of that, I am wondering why it is so much slower than was CS4.
I use the facebook class [URL] in my project. When I compile my project (Air 2.0) with the facebook class it takes longer than one minute to compile.What would I do to make compiling faster? Compiling in Flash Builder seems much faster than in Flash CS5.