Flash8 :: Animations Will Inexplicably Stop At Certain Point In Published SWF
May 13, 2009
After I publish my entire project to SWF it plays as it should without a hitch, but just about the midway point of the cartoon the animations simply freeze on me. What's even more confusing is that the audio of the movie, all set to play as Stream, do NOT stop and continue playing in the proper order -- and that includes audio from subsequent scenes. So basically once my cartoon reaches X I can hear my movie playing normally but everything else is frozen.
-I'm working in Flash8 and using FlashPlayer9
-There are no actionscript commands in the scene where the animations stop. The only actionscript commands in the entire project are a Preloader/Start button at the beginning and a Stop command at the very end.
-When I publish only the troublesome scene it plays fine.
-This project is actually a very long movie, clocking in at just under 24 minutes. There are a total of 42 scenes in it and all principle animations take place directly on stage, not broken down into graphic numbers or movie clips.
I'm a longtime flash animation hobbyist and I've encountered a problem I've simply never seen before. After I publish my entire project to SWF it plays as it should without a hitch, but just about the midway point of the cartoon the animations simply freeze on me. What's even more confusing is that the audio of the movie, all set to play as Stream, do NOT stop and continue playing in the proper order and that includes audio from subsequent scenes. So basically once my cartoon reaches X I can hear my movie playing normally but everything else is frozen.I'm working in Flash8 and using FlashPlayer9 There are no actionscript commands in the scene where the animations stop. The only actionscript commands in the entire project are a Preloader/Start button at the beginning and a Stop command at the very end. When I publish only the troublesome scene it plays fine. This project is actually a very long movie, clocking in at just under 24 minutes. There are a total of 42 scenes in it and all principle animations take place directly on stage, not broken down into graphic numbers or movie clips.
When my animations are playing in the flashplayer and you rightclick and uncheck the play command only the animations in the main timeline stop playing. All the child animations continue to play. How do I make it so they all will stop playing when play is unchecked?
Is there a event listener that monitors if the movie has been stopped?
I have 3 mc's that I have placed a tween on that fades them from 0% - 100% Alpha (simple fade-in effect). The animations are fine if I test the movie within Flash. However, after publishing, I lose all those tweens in my swf, and all I see are abrupt changes from 0% - 100% alpha. What could I be doing wrong?
I've a MovieClip symbol with 5 frames (let's call it the main MovieClip), each frame holds a different MovieClip symbol and each of those symbols has a small motion in them. If let's say I move to the 3rd frame in the main MovieClip: object.gotoAndStop(3);Then symbol's small motion animation, which frame 3 holds, automatically starts as I saw. So I'm thinking here do the other frames (1, 2, 4 and 5), which are not visible on stage though, are stopped and I don't need to worry about stopping each of them myself (like attaching code to each 1st frame to call .stop()) ?Because if I would now call right away object.gotoAndStop(1); it would start that frame's animation right away.
My idea is for a movieclip to flip horizontally when reaching an _x point, which is 225 (it should be half the stage). Now, I know about _root.movie_clip._xscale, and I've tried it, but it didn't work. Here's my code:
I tried to create simple animation from this Kirupa's tutorial My aim is to make a circle run from left to right and when it is almost to the edge it will move back to the origin point and it will loop only 3 times. So I came up with totally baby script like this:
[Code]...
But the MC is not move back to the original place. Sorry for not even finish the script for stop looping. Only tweak on play loop it make me very confused. My knowledge is quite in entry level but I eager to learn. Could you let me know what is wrong with the script?
I have 4 buttons,(home, about, gallery, contacts). and each button have their own animations, when you rollout/over them. well, this is my problem, i want to stop animations when i release the button. pls help me with that. i was so confused about that.
I'm looking for a code to stop all flash animations on a web page when this page/tab is not focused or active. Because this problem causes performance loss at any computer.
Im new to AS3 and I am trying to get the buttons on my stage to start and stop different animations. I am getting the following error from the "Mouse Trail" section.[code]
I'm designing a platformer game, in which the code is all held within the character MC. I want to pause the game using something like 'delete this.onEnterFrame' as a start point to terminate code. The code layout within the character is like so:
onClipEvent (enterFrame) { ... this.onEnterFrame = function(){ //within clip event ... if(btnon == 1){ // when button pressed(on stage)) global value of 1 is true delete this.onEnterFrame; }...}}
Due to the fact its within a clip event structure, it doesn't pause it, instead it slows everything down. Would I have to construct all my code in a frame layer or can I still use an MC to terminate this?
i tried following a tutorial to create an animated button. it's not functioning i originally had the animation in frames and it worked somewhat. if you test the links_1.swf, it functions as i had hoped but if you activate the button quickly, the timing gets messed up and the animation sticks. file:///Users/GS2/Desktop/links_1.fla then i tried to set the animations in movie clips and they won't stop. file:///Users/GS2/Desktop/links_2.fla i tried including the fla files for reference.
I do slide presentations on iPad via Flex IOS packager 4.6. The slides are swf's that have to be dynamically loaded at runtime because they change daily. Can't compile them in.
My slides load fine with animations and look great - but the animations on each slide loop. I can't stop them. When I decompile slide swf's I see the stop() commands there on each one. IOS just blows by these stop()'s though (PC doesn't). Interesting that the swf's load at all on IOS. I'd have thought the stop()'s would have prevented that. They do load though. IOS just doesn't honor the stop()'s. Animations play beautifully. Can I stop them some other way? Maybe externally from my main Flex code? Is there a way to stop a Flash animation without stop()? Maybe build the animation differently? Another product I've seen has solved this issue so I know a solution exists. When they play animations on IOS they stop.
i've got this movie clip. I've loaded a swf called "page1.swf" into a holder called "page1MC". This child movie DID have a button in it called "page1_buttonA" in it when I made it, but I can't get it to do anything once I've loaded it. I recently discovered you can trace movie clips, and the trace below is coming up undefined, which might explain why it's not working. Now, can anyone explain WHY it's coming up undefined?
The code for the entirety of this debacle is as follows:
stop(); //Create empty movie clip holder: this.createEmptyMovieClip("page1MC",1); page1MC._x =0;
[code]....
I'm a mostly self-taught actionscript hatchet-artist, so there's a HUGE chance I'm missing something obvious because my knowledge is completely unstructured with large gaps where much foundational learning should be.
ive created a character loop for two characters that are in a walk cycle. when a button is pressed both characters change animation, now ONE of the characters is doing what i want it to, which is, change from walk to aim, then back to walk. but the other character is going from one animation to the second, and then just continuing to loop the second animation.
I have an as2 slideshow project that has 3 images that are accessed form the library. The movie consists of 3 frames 1) preloader 2) blank 3) slideshow script and some stage elements. All these images have been exported for AS and exported for frame 3.
Even so the preloader in frame 1 still only flashes up on the screen briefly before the slideshow starts. I have also set the flash publishing to "export frame for classes: 3" as I have read that this may help. This still does not help.
The SWF file is around 1.3MB in size and virtually all of this is being loaded prior to the preloader as the bandwidth profiler reports.
I have attached a link to the CS3 fla file in zipped format so you may test this for yourselves and possibly help me figure out what I am doing wrong.
i create MovieClipLoader then i start to download an SWF file now i need to interrupt loading (close connection to server) Is it possible in Flash8? I know that there is a close(); method in Flash9.
I decided that this was okay but I wanted to change it so text/staff etc.would update dynamically from a text file. Got this working and moved on to simple alpha tween animation.I have several dynamic buttons that fade onto the stage perfectly. When the user selects a button a variable is loaded which updates the adjacent dynamic text box (within a MC). However, if I try to tween this text box, it goes to full alpha if I place stop() in the last keyframe.If I remove stop() it will loop and display correctly.
The following block of script works as stated on [URL] as far as moving to the right via the this._x += speed.
However, I am trying to modify it to stop scrolling if the the x pos. is less than 136. I am a bit of a noob-hack when it comes to actionscript syntax...as you can see below.
I am using AS2 in CS5.5.I am creating a project for a class that introduced me to adobe flash. The issue is I have gotten to a certain point about 15 scenes. During say the 15th scene scrolling through the timeline animations works fine, playing it on test scene works fine. When I go to play it on test movie it stops at a certain point. At first I thought it might have been a misplaced stop action but there is none to be found. The weird part is every other scene I create after that continues to freeze as well, the images are there, but the animations won't play. All my previous animations play before those with the issue, it's justThese new ones won't play for some reason in test movie, but work completely fine in test scene and the timeline.
I have an FLV playing on my stage with a few Navigation cue points embedded inside and i am having some serious trouble of getting an FLV to stop ON a cue point while at the same time also turn some buttons and movieclips from invisible to visible :!:
I figured out the code below to make a movie clip scroll up and down. However, the problem is that it will keep scrolling forever. Does anyone know how I can get it to stop at a minimum and maximum vertical height?
Code: var scrollUp = function() { test_mc.onEnterFrame = function() {
I've done the tutorial that makes the box move across the screen, but i need to know how to make it stop at a certain point on the stage, can anyone tell me the code for this? This is the code I have so far:
This is what i have so far but the blood does not play then stop/pause when the blood reaches the bottom point of the title ( like its meant to) just the end frame of the blood on the title is displayed - no movement can this be done.
This is for Actionscript 3.0 on CS5.I've been having some issues with fl.transitions.easing.None.easeNone. I tried to animate my MovieClip character without easing and stopping on a dime. I used the following code to stop the easing:
stage.addEventListener(KeyboardEvent.KEY_DOWN, keyPressed); function keyPressed(evt:KeyboardEvent):void {
I am just learning AS. What I am trying to do is make my movie clip move to a certain point and stop there if it is clicked on. All I really know is that I was told to use on(release).