I seem to have lots of problems with the buttons I create in Flash. They tend to function just fine as buttons, but don't animate with the different effects and sounds I have applied to them properly and/or consistently.My most recent button dilemma involves the "Hit" stage. I have created my "Hit" shape (a simple shape that encompasses the size of the actual button), but when I click these buttons in "test scene" mode, only the very edges of the button activate the "over" and 'hit" stages. If I place my mouse over the center of the button - or anywhere else other than the very outer edge of the button - there's no animation, but the button carries out its function.Yesterday, the "Down" and "Hit" zones were working just fine on the entire button.... however, the button's animation would flicker rapidly on the "Down" stage. No smooth animation.
so i updated a site and now the input text part on my form does not input numbers or signs which i need the @ to work for the form to work and i tried to fix it on cs4 and it will not work because its not the same format since i updated it from cs4 to cs5 and now i cant go back. How do i get the numbers and signs to work now?
There's a lot more going on in this script than simply loading images. First I am dynamically creating the movieclips into which the images are being loaded. I am also dynamically creating masks which are used to make a refelction movie clip (basically an identicle clip that is inverted and place below the clip that is right-side up), and all the clips and masks are added to and positioned within a movie clip on the starge. The problem is that even when verifying that each mask is in the right place and that the inverted clip has the mask as its mask (which are the last operations carried out by the script called by the image loader's Event.COMPLETE handler) I still have missing reflections. Usually the missing reflctions are the first reflections e.g. 1 and 2.
designer by trade & having difficulty getting my head around scripting. For most of what I'm doing, I'm managing to get by modifying snippetts that I've found online. However, one spot where I'm now stuck is making a pause button work for streaming mp3 files. I should qualify that adding the pause button was an after thought that I now realise is essential to the project working properly. The mp3 needs to start playing as soon as it starts downloading which is working fine. The mp3 needs to stop when the user goes to the next or the previous page, which is also working fine. But when the pause button is clicked first time, nothing happens. When it's clicked a second time, another instance of the mp3 starts playing. The pause and stop buttons work on this second instance, but not the first. I'm sure there's something really straight forward that I'm missing here, but I need a hand to find it. Following is the script as it now stands.
Edit: I'm Using CS4. I'm new to AS, but do have background in programming language. I can read and understand. So here is my problem. I'm working on TemplateMonster #16330. So I just want to add another page to the gallery section, and 3 is the default. Basically, button "3" has two version with slightly different code.
I have a program that plays an FLV using netStream and has cue points embedded which trigger the loading of external graphics. If the code for loading the external graphics is commented out the video plays normally. However, if the code to load the external graphics is left in, each time a graphic is loaded the video appears to stop and start. FYI, I built the program using a FLVplayback instance on stage and there is no glitch when the images load, but I have a lot of other things built using the nestStream class so I'd prefer to do it that way.
I just wonder that how can i write this code that means if the "specific" button is clicked(i mean if the homebutton is clicked=true) like this.. and how can i refer a button that in main stage while in an another clip's substage..
I'm trying to change the way an Uploadify button looks using the solutions posted here. Instead of changing the Flash file, I want to do it with CSS.
What this involves is wrapping the file input and flash object in a div:
[Code]...
It shows a bizarre blue rectangle over the top of my background-image. Does anyone know why this is appearing? I've tried fiddling with the CSS properties of the object (visibility and hidden) - both hide the entire swf object (and so the blue rectangle), which is useless since it needs to be visible for users to click on.
Can anyone familiar with H.264 video recommend the 'best' compression settings to avoid the occasional visual 'glitch' one gets on playback using the flash video player?
I have a movie clip with 5 frames. When I'm on frame 3 (main game play) and I use the setChildIndex command on an on-screen element that exists on the frame itself, the element in question will now be permenantly added to the stage, and will persist across the remaining frames (end level and end game). This behavior was not present in the project until I converted it to CS5. If I remove the setChildIndex command, the on-screen elements stop sorting their depth (as your would expect) and they no longer bleed into the next frame which is for level ending.
I am also having trouble with a dynamic text field. It's currently set to not be selectable, but when you mouse over the field it shows the cursor symbol for your mouse pointer, and when you click over it, a small block highlight appears on the left or right side of the field. You can't change the field contents, or even select them, but when you try a small selection black mark appears on the end of the field. I've destroyed and recreated this field, and the bahavior seems to be staying the same.
I have a movieclip on the stage (MC_01) that has a button in it (btn_tip_ows). I need to to get it to work from the main timeline. If I place the button on the main timeline, the following works.
On the main timeline in frame 1 var slideshow:Slideshow = new Slideshow();if (Object(slideshow)){trace("yes");}when the movie runs the trace works.
I have MovieClip which is on the stage from frame 1 onward the MovieClip on stage is a button which displays a dropdown menu when clicked the menu consist of other MovieClips one of the menu item MC's is set to run if (Object(root.slideshow)){trace("yes");}when I click I get this message:1119: Access of possibly undefined property slideshow through a reference with static type flash.display:DisplayObject.
In CS5, I want to have a frame with buttons that when clicked, reveal different graphic symbols or movie clips (I'm not sure what to use?). The symbols will reveal text information and graphics, and might fade in when clicked, though will not move or do anything else.
1. Is it better to make these text and graphcis into movie clips or graphic symbols?
2. How do they get hidden on the stage until a user clicks on a button to reveal it?
3. Using Code snippets, which option will make this work?
possible to create a button that will return the user to an exact postion on the stage? For instance, I want to create a back button at the bottom of the stage, and when someone presses it, it takes them to the top of the stage? I am using Flash CS4 on Windows.
In Flash CS 5.5, I know you can preview the playback of a video right on the stage using the button and fader of the skin. But then why is there still the [preview] section written in the Component Parameter? (Under the isLive line) And why is it always set to None?
I'm trying to create a scrolling timeline using a very (horizontally) long image and a scroll thumb that can be dragged right and left. When I first open the .swf file, the position of the image is correct (the far left side is on the stage). But once I click on the thumb and release it, even if I don't drag it, the image jumps as if it was dragged and suddenly I'm looking at another part of the timeline. When I drag the thumb all the way to the left, it can't go any farther left to the beginning and it's just stuck at where it jumped, but I can drag the thumb more to the right and see more of the timeline perfectly fine. Also, when I scroll all the way to the right, the timeline goes past its end and then there's blank white space. There's obviously some space missing at the beginning that should make up for that blank space at the end.
why it jumps like that and why I can't drag it back to the beginning of the timeline. In fact, I used this exact same code for another project and the timeline worked perfectly fine. All I did was use a different image for this one. I'm completely stumped on this.
Here's the actionscript I'm using:
Quote:
stop(); var thumbLeft = thumb._x; var thumbRight = Stage.width - thumb._width; var thumbDistance = thumbRight - thumbLeft;
I've created a small animation containing a few images which i have converted to graphic symbols so I can alpha-tween them. I tweened the first image then copy/pasted the frames to do the next using the swap symbol function. When swapping the symbol I selected the desired symbol and pressed okay but nothing happened - I then dragged the desired symbol out of the library and onto the stage then deleted the previous symbol. As soon as I did that the new symbol I had just dragged out switched back to the previous symbol.
I gave this game, kinda like doodle jump on the iphone if you know it. The objective is to jump on platforms as high as you can, you are scored on this. But I have this glitch in my game that i am currently unable to fix, as i do not know why it is happening. The glitch is, if you are like a certain distance off the ground and then you fail to hit a target to proceed then the game over screen does not appear, But it does if yu fail at a low height, well literally about 1 platforms above the start.
I'm having an issue with a button that exists on a frame in the timeline. I have 5 instances of the same button on this frame. When I first go to this frame, everything is fine. I then go to a different frame. When I give a gotoAndStop() command and return to the original frame with the 5 button instances, 1 of my five buttons is missing. I have no removeChild() commands or anything that would make this button dissappear. why this one button (out of 5 identical instances) would be gone upon returning to this frame?
I've made this site [URL] for my music, and I've got one contentHolder which I load the different sections in to (they are all external swf's). Now, if you manage to press on a different button before the external movie clip belonging to each button has been loaded, the clip goes in to a wierd constant reload state, and it's impossible to reset unless you reload the page.
I have a simple movieclip on stage which has a circle drawn in it. Just tweening it from one side of the stage to the other causes a jumpy/glitch effect. I'm not using any easing- if I do use it, the glitch is still there. But if I do this: myMc.x-=1 on Event.ENTER_FRAME, the movement is perfectly smooth (but far too slow for what I need, even on 40fps, 60fps upwards). I used to use Flash 8 and have no problems at all (from what I remember).
this post references the files listed at:i've implemented a dynamic text box that calls a txt file into it. it uses a scroller that i found a tutorial on:i've got everything working splendidly - everything EXCEPT the scrolling bar... as you can see, it scrolls up and down just fine, but doesn't control the text.i've pretty much exhausted my search through the actionscript to locate the problem and i can't find it.
Anyone has had white vertical lines along one or both sides of their masks?Looking for the lines and can't find them (Mask are made in the visual interface).The mask is a black rectangle, it moves over a 2 black rectangles, one 100% alpha, the other one 35% alpha. White lines only show on 35% alpha part.
It happens when you drag the scroll slider out of bounds and you release - even when mouse is up the slider still moves. I consider it a glitch. What does somebody has to do to fix it?the code I use for the slider:
Code: Select allscroll_btn.buttonMode = true; var dragging:Boolean = false; var bounds:Rectangle = new Rectangle(-10,-13,0,138);
I'm making a game where the ball bounces off several walls to get to its destination: the portal. When the ball reaches a high speed it glitches through most of the walls.Here is my scene for the 3rd level of my game where the most glitches occur (attached file)In the picture there lists all the variables i put in the objects. You will also notice that I put a "Stuck" button since there were many glitches.[code]
I got my video Netstream playing just the way I want it. When I rollOver a certain area, I start my video and when I rollOut I close it. My problem is that, when i've started it once and done a rollOut and afterwards do a rollOver again, I get a little glitch of sound whenever the video starts. It seems that I need to empty/flush my netstream? Looked at NetStream.Buffer.Flush, but not sure how to use it.
With much of my flash work in the past, moving graphics tend to flicker/glitch in part of the graphic as they move. A similar example of what I mean is seen here with the two rolling balls: [URL]. I'm not referring to the smoothness related to FPS but to the occasional graphic glitch. I get the same result with the Scrolling Thumbnail Tutorial on this site. I've attached it below. What is the cause of this? Does it differ with AS3?