I'm a beginner in Flash and I have some basic questions that I hope some of you can help me with?1) Which is best to use? A movie clip symbol or a graphic symbol? I read that graphic symbols have some restrictions ... what are those restrictions?
2) I've notice that you can't tween certain objects. Like grouped things. What's the way of solving this?
I'm working on a little flash project to show a card game being played out. Its just playing out a set of moves - no actual logic for actually playing the game.Anyhow, what i would like to be able to do is create a tween (hope thats the right term) where a card will appear in the center of the table, and then slide over to the players hands and at the same time shrink down so i can fit a few hands on the screen. So basically i need a tween that takes an object (the card), places it on the center of the screen, and then slides over and shrinks down to a specific point. So in whatever action script calls this tween, i guess i would need to feed it two values - which card it starts with, and where the card should end up.
I'm doing alot of banner ad's at the mo. So I'm using the old motion tween effect quite a bit... mainly an alpha tween... on imported bitmaps, and text. While the banners end up the way I want them, I've used alot of layers and alot of the time line. Is there a better way to alpha tween objects. Basicly, I've a movie clip, with alot of bitmaps and text, and they all have alpha motion tweens....
I am having a problem with a scripted animation. I am trying to use the tween class to send three objects across the screen at once. For some reason, this tests fine in "test movie" but the swf stops the second two tweens at their initial points and tweens only the first one. As you can see from the code, they all have different var names and object names.
var medTween:Tween = new Tween(logo3D4, "x", None.easeNone, 1200, -1000, 6, true); var bigTween:Tween = new Tween(logo3D3, "x", None.easeNone, -500, 600, 8, true); var smallTween:Tween = new Tween(logo3D2, "x", None.easeNone, 1000, -1300, 5, true);
I have always animated objects using an Enter Frame event (ie. slide it 5 pixels to the right every frame). I am seeing many companies I work at using the TweenLite tweening engine to animate objects. Is there some special magic these tweening engines do that makes them better? If I wanted to side a ball across the screen over a time span of 100 frames, would using an Enter Frame be any different than using the tween engine? Or would they have the exact same result?
Is there a way to have multiple seperate objects follow the same motion tween, so one object follows the other, or do they all have to have thier own individual tween?
I want to shape tween multiple objects on the same layer. When they are placed independently from each other all the time on the canvas, I have no problem to make them morph into the other shapes in the ending keyframe.
However, when some of the objects are crossing each other in either the starting or ending keyframe, they don't morph smoothly but quite funnily. Funny phases are nested between the intended starting and ending tages.
See the images below. What should I do to prevent this?
I want to shape tween multiple objects in the same layer. When each objects are placed independently within within distance from each other, I have no problem to make them morph into the other shapes in the nex keyframe.However, when some of the objects are intersecting each other in either, they don't morph smoothly but quite funnily. Funny phases are interpolated between the intended starting and ending stages.See the images below. What should I do to prevent this?
I'm currently making my own 2D shoot' em up and I've created a simple enemy spawn state machine which allows the game to automatically keep spawning/creating new enemies on the stage. Before I had this spawn loop machine/code set up, I had only one single enemy which was already on the stage to test the gameplay of my game and the enemy as set up tween object using tween animation. I'm wondering if its possible to add/able tween animation on all new created enemies as appear on the stage giving them movement/ai? This is possible? I've experimented with some code, I'm failed to succeed withs such functionality, I just wondering where I am going wrong or if anyone knew of any alternatives to my approach?
Just wondering if blurX and blurY works with the classes lee was talking about in the tweener movie? (the caurina classes) If not how can I get a nice blur effect on my tween objects?
My array has a few objects that are revolving like on a carrousell...I want them to react on my mouseclick.I cant seem to get this to work...how would one make objects in an array do things?I cant even define the path to them properly, it appears that I SUCK. Allow me to present to you my little code-turdthat wont work in a million years level0.holder_mc.dot0.onRelease = function() {var xScaleT:Tween = new Tween(dot0, "_rotation", back.easeOut, 0, 1222, 2, true);
i've got multiple clips on stage and i want to move them all say 20pixels to the right. I want to do this with one Tween and have a nice elegant mathematical solution (i don't want to have to take position stamps etc etc unless its absolutely necessary). Here's an example. 4 clips randomly dragged on the stage and put in an array, Then one tween to move them all (for performance reasons):
I'm just a graphic designer and basically new to flash. But i got this project where background images would loop in full browser resolution. Well i managed to work on the looping images, but i'm having trouble on how i will add objects that will tween from side to center in same full browser resolution.[code]...
I have a movieClip, with other movieClips inside of it, objects that I want when hit to lose points. But when I have the movieClips inside that one, it just has a giant "boundry box". I want the points to go down when you hitting only one of those items,instead it just goes does throughout the entire thing.
There is no way for me to scroll all those objects across the screen without either making a tween on the main timeline for each object (almost 20), or somehow making a giant movieClip scroll all of them all the way across, bypassing the first boundry box, and acknowledging the movieClips.
Now I am using the Tween Class to move some boxes in my movie, now I can move the first mc and then another mc after the first tween has finished with onMotionFinished but I was hoping someone could help with how do I start the second tween when the first mc has passed a certain _x coordinate. ie starting the second mc moving while the first tween is still moving.
If i have a clip with a bunch of stuff inside it (on layers) like other clips, bitmaps, etc. and perform a tween on that clip (via tween class), the stuff inside the clip seems to alpha at different rates.
For instance, i have a clip with an empty movieclip which loads a bitmap image and on top of the bitmap image, i have a gradient feathered edge (.png) bitmap and on top of that I have some dynamic text (embedded fonts).
The bitmap is supposed to create a feathered edge on the photo but since they alpha at different rates, you always see the hard edge of the photo...
is there a solution like cacheAsBitmap which would let the whole clip alpha at once? If it's cacheAsBitmap, i must be using it incorrectly, b/c it's not working!
I will have three seperate pages for the motion tween, mask effect and shape tween... would you make the seperately, in a different scene, as a symbol or on the same scene with the website.
my movieclip button was working perfectly as a motion tween. Can you use shape tweens as movie clip buttons? I just made that change, and kept my code:
I am facing a problem in one of my animation with flash CS4 - I have nested a Shape Tween in a Motion tween to get more control over the easers and effects, unfortunately I am not able to view on the timeline of my Motion Tween the action of the Shape tween nested inside.
It only show the first shape of the Shape Tween during the entire Motion Tween and that is really a problem for me because I need to see the final frame result of that Shape tween to be able to position it in a precise way on my scene according to other instances.
Am trying to use the Tween class to scale and move a movieclip. Now the movieclip is within the loader, so I need the motion to be controlled by the percentage loaded. Now the code to move the movieclip to its final position is:
var xscaletween:Tween = new Tween(mstone, "_xscale", Regular.easeOut, mstone._xscale, 220, 6, true);
But this is the final location, I want to be able to change the properties of xscaletween, yscaletween, xmovetween and ymovetween as per percentage loaded.As in, within this final boundary limit of the tween, I want, for example, xscaletween, to scale only till 140 till percentage hits 50. Is this possible?? If not is there a workaround?Or do I have to use new tweens within each percentage limit?
I am working on to slide a movieclip across the stage.The movie clip is five times the width of the stage and I am using the Tween Class to move it across the stage when a button is pressed.The interaction I want is that when the button is pressed the movie clip moves a certain amount.If the button is pressed again it moves further.The script I have come up with though is taking the movieclip back to the original position of the movieclip and then moving it as opposed to moving it from the position it reached after the first button click.I have tried a few things but nothing is working.The script I am using at present is:[code]
I'm making a "master movie" for an assignment and I'm stuck right now. What I've got is an Intro page that will serve at the Parent.swf to load 4 other child swf's upon a mouse click. The problem is I have a theater stage where I tweened an animation to make it appear the curtain on the stage is going up but once it reaches it maximum height....the tween abruptly stops. I want it to HOLD there until a user clicks a button.
How would I make this happen? Here is the page in question: [URL]...
I am trying to understand the thinking behind motion tweening using AS3 (rather than doing it on the timeline).I am trying to create a simple platform game, and while this is simply a learning project, I have an movieclip instance on the stage, and using basic x+5 logic I can get the instance to move left and right on the stage accordingly.Trying to make the instance 'jump' is a bit trickier. This is the code I am using:
I thought this code would move the instance from it's current y-position and tween it to it's highest jump point. From here I planned to use a MOTION.FINISH event to tell it to tween back to it's original position.Something strage happens though, rather than tween from the current y position and move up, the instance instantly transforms it's position to y+100 and then tween back to the original position. So it kind of turns out that it is the second part of the jumping action that I want to create.
I am using System.security.allowDomain in both files.The tween in movie2 fails to work when the swf loads from an external domain. However, it works perfectly when this swf is loaded locally. Also strange is that the movie2 tween does work externally if the tween libraries are commented out of movie1.The Challenge: Get both the red and blue boxes to fall when movie2.swf is loaded from an external domain.[code]
How to stop the next tween action to start until the previous tween completes playing in as3.0?and also i want to stop the tween to happen on the same object twice.Basically i have a container (movie-clip) in which there are n number of movie-clips (arranged as bricks). When i click on the container the target (brick) will disappear (made scaleX and alpha to 'o'). also i am tracking how many bricks are closed.But the problem is if i do a fast double click the tween seems to happen twice. and the count also seems to increase for the same brick.