im tryin to rotate this movieclip of a starfield but when i use _rotation i get this flickering effect every second or two of rotation see [URL] left and right keys change rotation hold down a key and you will see what i mean ,is there a way to prevent this flickering here is the code i used
I created two swf's, A and B. A is a blank swf, totally. B is has one button on it. Now neither of the swf's has code, animation or any action in it. I open A and B separately in two different Safari windows. When I keep the button on SWF B in pressed state, the finger cursor flickers. Now if I close the window with SWF A and try it again, the mouse hand cursor doesn't flicker. Therefore this happens when two or more swf's are opened in different browser windows.
I have about 6 buttons that have an over state and hit state. I have actionscript that has them going to a url when on the hit state and on roll over it is showing a text label. All of that is working. The issue that I am having is that for 3 of the buttons, they flicker when you roll over them. These are built and coded exactly the same as the others that are working. where I should look for the breakdown? It seems strange that there is a inconsistency unless it is the order of the buttons or something like that.
I have a basic rollover function for my button, which seems to work, but whenever the mouse is moved to the right (but remaining inside the movieclip) the MOUSE_OUT function starts happening, and then when the mouse is stopped moving, the MOUSE_OVER code re-activates. I have no other movieclips in front of it, but it is masked using actionscript. I don't understand why it's doing this, because the mouse never goes outside the area of the movieclip, so the MOUSE_OUT function shouldn't activate. The movieclip doesn't change side or shape at all, it just changes colour.
Let me sum up the game the best I can real quick and then get to the problem. I cannot upload any code because I am under contract. I also know the code is working 100% correct. The game I am working on will have "X" number of large images. The "X" images will then be broken down into smaller images. I have around 3,000 images, all in the Flash Library, classes are named correctly, the files are named and sized correctly, etc. The game works perfectly on images 1-66. When I get to image number 67, the game SWF starts flickering from scene 1 to scene 2 and then back to scene 1 for a non-stop loop. No matter what image I use for #67, the swf flickers. My FLA is around 300MB and my SWF is 102MB.
So, does anyone have any ideas on why adding a 67th image would make the SWF freak out? Could it be some type of file size issue, graphics card issue, virus, etc? I've tried it on multiple computers both PC and MAC.
In Flex4, I use an Image control. After every 10 seconds, i am changing the image programatically using Timer. But when the image changes, flickering occurs. Is there any method to prevent this?
I wanted to pass on an experience that I had in the hopes that nobody else will have a late night like I had last night. I'm working on a flex app and in part of it I have a loader that loads a SWF vector image and adds it as a child to a sprite. No event listeners were added to either the sprite or the loader, but other children at the same level as the sprite and nowhere near the location of the sprite had event listeners. No big deal, right?
I started to notice that if I loaded the image from my local drive, it was fine but as soon as I loaded it from a remote source, it would flicker as soon as my mouse hovered over it.Again, no event listeners were applied to either of these two items.I figured out that even though there were no event listeners, the loader was stealing the MOUSE_OVER which was causing a seemingly unrelated event listener to fire, thus moving sprites and causing the flickering.The solution that I found was to forcibly add a mouseChildren = false to the parent sprite and POOF! No more flickering.
When the mouse hovers over the image the cursor flickers between hand and standard mouse pointer. One work around I've tried is to place an object under the main button that is bigger than the main button. That seems to work but only for that button. If I try it for others...well the image because cluttered with useless boxes.
Let me sum up the game the best I can real quick and then get to the problem. I cannot upload any code because I am under contract. I also know the code is working 100% correct. The game I am working on will have "X" number of large images. The "X" images will then be broken down into smaller images. I have around 3,000 images, all in the Flash Library, classes are named correctly, the files are named and sized correctly, etc. The game works perfectly on images 1-66. When I get to image number 67, the game SWF starts flickering from scene 1 to scene 2 and then back to scene 1 for a non-stop loop. No matter what image I use for #67, the swf flickers. My FLA is around 300MB and my SWF is 102MB.
why adding a 67th image would make the SWF freak out? Could it be some type of file size issue, graphics card issue, virus, etc? I've tried it on multiple computers both PC and MAC.
I just trying to learn basic flash programming skills, now I got a program that load an image from my local machine, and show it with uiloader component, code is something like: var myImage:String = "picture.png" var request:URLRequest = new URLRequest(myImage); uiLoader.load(request); It's working fine, but when dynamically change the picture, I notice a flicker while loading, there is any way to avoid this flicker? i mean, like double-buffering or so.
I'm having a problem with youtube video embedding;
In some places on my site (like news etc.) video is normally displayed and can be watched, while in others (forum topics mainly) it flickers whenever I mouseover it (making a new HTTP request to YouTube, as I can see in Firebug).
It definitelly has something to do with CSS rendering; when I disable JS nothing changes but disabling CSS causes it to work properly.
Edit: OMG, it works properly when I'm logged out... Now nothing is clear to me as CSS is the same for users and guests, there are just few minor differences in markup...
I have a ball moving around the screen, position updated on ENTER_FRAME. My problem is that there is a considerable amount of flicker going on. I have thought about using something like TweenLite to move the ball but as the position is being updated frame-to-frame I don't think that will work.[code]...
Coming from a more'traditional' C++ background so more used to dealing with low level API's rather than something like the flash.display API.How does one avoid screen tearing/flickering in the display API?Even with a high framerate like 60 fps I'm experiencing some rather nasty flickering/tearing between frames.Take the simplistic example below, where the children of the Sprite are merely instances of Shape and never change.
private function onEnterFrame(event:Event):void { var t:Number = (getTimer() - time) / 1000; time = getTimer();
I have a problem with flickering mouse custom cursor. I have a timeline which is my main clip and I want to show a pencil like cursor when I am over the timeline movie clip. I am using standard Mouse events, MOUSE_OVER and MOUE_OUT, MOUSE_MOVE. Also I use Mouse.hide()/show() functions to show and hide the mouse.Also the same principal or the pencil movie clip which I show and Hide.
On MOUSE_MOVE is set the coordinates of the pencil movieclip to be those on the Mouse cursor. How ever I get a flickering of the mouse and the pencil movieclip while above the timeline movieclip. So they change from one to another all the time without stopping i.e filckering.
I'm using(tweening) the rotationY and rotationX properties on movieclips a layer above a background, bitmap or video, in two respective projects. There is a flickering of the movieclips and some bizarre distortion going on. I can't seem to find anything on the web about this, -has anyone else encountered this problem? Is it a known bug? Is there a workaround?
I've put together an example of the problem I am having and I've also attached my 2 x 2 image I'm using. The image is linked with the class name of ContentTexture which is referenced in my code below:
I've tried using different tweening engines (greensock's TweenLite, Tweener, and flash's built in Tweening engine) so I think it's more of a general flash issue...maybe a bug? I'm using Flash CS4 on a PC and I've tried 24fps and 30fps with no difference. Is this a rendering issue/flash bug? or is there another setting I'm missing?
I have a movie clip that has contains some dynamic text fields and over these some movieclips that serve as buttons. The issue I'm having is, that while the movieclips have buttonMode set to true, and mouseChildren set to false, when testing in a browser, after a few seconds of rolling over them, the cursor starts to flicker, as thought there is a conflict between the text fields trying to fight the button for focus. I have tried adding ROLL_OVER states to the buttons (thought they are not needed) in an effort to monopolise focus, while I'm not 100% sure, its seems as though this is a textfield issue.
We have an mp3 player that is based on multiple thumbnails. On rollover the thumbs move up, on roll out they move back down. The issue is that the button inside the thumb also moves up/down, so the thumb ends flickering. You can see it in action here: [URL] (keep the mouse at the bottom of the thumbnail, when you roll over the thumb). Should we increase the button size, detect the mouse position, add an interval or how would you go about this one? It's kind of tricky as we're trying to keep the same look and functionality of the mp3 player.
The problem is when you rollover with your cursor in certain areas and in certain ways you can cause this strange flickering effect to happen.where it keeps trying to go back to the over state and then the out states repeatedly).
We have an mp3 player that is based on multiple thumbnails. The file is built in AS2, pure OOP. On rollover the thumbs move up, on roll out they move back down. The issue is that the button inside the thumb also moves up/down, so the thumb ends flickering. You can see it in action here: [URL] (keep the mouse at the bottom of the thumbnail, when you roll over the thumb)
What's the best way against this bug? Should we increase the button size, detect the mouse position, add an interval or how would you go about this one? It's kind of tricky as we're trying to keep the same look and functionality of the mp3 player.
So I have this gallery which I downloaded, it is AS 2.0.
It works well as is on the main(Scene 1) page, except that when I create a new MovieClip, and paste all the original frames w/actions into it, it begins to flicker and none function.
Here are the codes:
Perhaps there is something that I need to change?
Here is the actual gallery with my problem in it:
[URL]
First Frame: ------------------------------------------ stop(); Stage.scaleMode = "noScale"; Stage.align = "TL";
I have done a character animation by loading multiple images one after another at runtime or dynamically by accessing files from there path directly. But the problem I am facing is, I am getting a white bg or delay when the images change, it kind of feels like the images are flickering. How can I get rid of this flicker.
I was wondering how to achieve the native scrollbar effect which TheFWA (thefwa.com) has managed to do pretty well (I am not a fan of Flex scrollbars).and implemented the technique, as I am calling a JS function through ExternalInterface every time, when the flash object changes size. This JS function simply resizes the div which holds the flash object, which creates the native bars.Unfortunately, when I resize quite rapidly (from 800 to 1800 height, for instance) the flash object simply gets warped for several milliseconds (as if it hasn't changed its size, but simply got pulled in all directions). After these milliseconds, things get back to normal, but the whole situation is really visually annoying.
Originally I thought that it's simply a timing issue, but after a bunch of attempts to set a delay, the effect was the same ... just delayed.How can I resolve that? I know it's technically possible. Just take a look at TheFWA, and see how smoothly flash and the browser are communicating with each other to make the native scroll bars work, without any flickering, or mismeasurement
I have a problem with a flash image gallery that I created and have now posted to my website.
When the flash movie is viewed on it's own you can click the main images and you are taken to a product page. However when the flash movie is integrated into the website, the links are random at best and for the most part dont work.
Take a look:
1. Standalone flash gallery
2. Embedded in webpage
I thought that the scrolling marquee to the left of the page might be causing a problem but the problem doesn't go away when I remove this.
I am using a custom skin on Flex's TabBar, and specifically the skin the controls ButtonBarButton. The width of the button is a variable size depending on the text it contains, and background of the button is an image that only displays on the selected states of the button.
The following is my MXML for the skin:
<!-- states --> <s:states> <s:State name="up" />
[Code]....
I tried wrapping the entire block in a Group tag, but to no avail. The invisible Rect does indeed fix the "machine gun" flickering that occurred when the mouse hovered over any edge of the button, but there is still a flicker on every mouse enter and mouse leave of each button.
working on making a flash program that loads about 1000 jpegs and then plays them like a movie. Have all the buttons and stuff working but the time it takes for an image to load is so high that the movie can't be played at 30 fps. I've tried multiple ways of fixing this using 1 scrollpane and changing its source ever 30 ms. This one is the worst but simplest. Flickers cause strobing and it is unwatchable.
used 2 scrollpanes that were duplicates of each other until I had to load. I would then make that one invisible, load it , then make it visible. Then load the background one. Works but same problem as the first at high speeds, just less severe. used 1 scrollpane per image . This works great, except that it fails miserably on any more than 100 of them due to the number of objects.Currently using action script 3, but will change if its not possible in that.
Also, I want to be able to zoom in and then scroll around the window hence the scrollpanes, but if that's not possible its a sacrifice I'm willing to make