Flash :: Save Library Assets Properly?

Sep 8, 2011

Specifically, various MovieClips seem to be missing all of its content. I work in flash for a while, make a series of changes, save the file and close it, and then reopen the file.  Upon reopening, the artwork inside the MovieClip does not appear.  The former artowrk can be bitmaps, shapes, drawn objects, or even other symbols.  I can take the time to replace the missing artowrk inside the symbol (the symbol is still there on the stage and in the library, just the artwork is missing), but three saves and closes from now, the artwork may be gone again, or new MovieClips may appear empty - there appears to be no discernable pattern yet.

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ActionScript 3.0 :: Custom Class Which Uses Multiple Assets From Flash Library - How To Do It

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I've seen that it's very simple to create a document class (a class associated to the main timeline itself), or an instance of a class which is linked to a single asset (e.g. a movie clip).But what if I need to implement a class (let's call it Main) which uses multiple assets from the Flash library? The only way I know to do this is by instantiating any asset with its linked class, and passing them all to the Main constructor like this:

ActionScript Code:
var asset1:Asset1 = new Asset1(...);
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[code].....

This is kind of a tedious process, especially when the composition hierarchy is long and you have to pass them all as arguments through many nested classes.For instance, I needed to link a preload sprite (the typical circle in gradient color which is constantly rotating until the load is complete) from the library to any thumbnail class of a gallery, which in turn is part of another class, which in turn is part of the main class. So I needed to pass this preload clip as an argument throughout the nested classes.

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Flash :: Properly Save Array Of Classes Via StoredObject?

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ActionScript 3.0 :: Sharing Library Assets Between 2 Or More Swf?

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IDE :: Import Swf, Use Linked Library Assets?

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[Code].....

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Flash :: AS3 & Swfmill - Access Assets In Swfmill-generated Library Swf?

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But with no exported swfmill classes, there's obviously nothing to instatiate...Is swfmill expected to export classes this way? If not,is there a way of accessing the symbols without instantiating them as classes?

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ActionScript 3.0 :: Shared Library - Loop Through To Get The Assets

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[Code]...

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ActionScript 3.0 :: Passing Library Assets To Class

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ActionScript 3.0 :: Modifying Library Assets At Runtime?

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ActionScript 3.0 :: Library Assets Of An External Swf Inside A Movieclip?

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I have a swf called "myfile.swf" with a mp3 set to export for actionscript, and the Class has been called "soundName"With the following code, the sound plays great...

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This lets the sound play great. But, because of what I'm trying to do, i would like it better to put the swf into a movieclip, then play the sound from there.

But i cannot seem to get it to work. The following code adds the movieclip to the stage fine, but then i have no way of accessing the library assets (i.e the "soundName" mp3) from the swf inside of the movieclip.

Actionscript Code:
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[code]....

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ActionScript 3.0 :: Exporting Library Assets To Frame One Causes Delay

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ActionScript 3.0 :: Runtime Shared Library - Main And Assets SWF

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This is the concept I want to get into code:
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I also ran it through a decompiler and can see yes in fact Main.swf is including all those Classes from Assets.swf because I'm trying to access them from Main.swf and had to import. So the biggest question is how do I go about this properly? Being able to load the asset file that has movieclips etc that have custom classes. Then create instances of those classes within the document class but only if Assets.swf is loaded.

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[Code]...

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[Code]...

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[Code]...

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ActionScript 3 :: Save File Locally In Flash Without Displaying Save Dialog

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[Code]...

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I have a Flash file that will act as a slideshow, the images change when the sound that is to be played with each image is complete (using

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[Code]...

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