I have a very big proyect completelly developed in FLASX MX PROFESSIONAL 2004. In order to manage it,I have divided the file in several parts. What I want to do now is to connect that parts and compile them as a Whole.
I am going to build chart application with Flash Professional CS5 using AS3.0.Is there any possibility to convert this Flash application into Flex by creating movieclips and symbols in runtime in flex.How to do it.
I have several related projects. If I pull a symbol from the library of one project into another project, and then modify the symbol, shouldn't the changes appear in the original project too? Or is a new, project-unique symbol auto-created that has the exact same name as the one in the original library?I have a multi-scene cartoon with recurring characters, and would very much like to make modifications as I notice imperfections, and trust that the changes will appear in all instances. Is this possible?
I have swf file containing a game with english language. for question sake will call it mygame.swfNow what I want to do, is to take the fla file and translate it to french and german and save to differen swf files.So now i have:English - mygame.swfFrench - ygame_fr.swfGerman - mygame_gr.swfSame game, different language.My question is: what is the acceptible / good way to contain text in fla file so it will be in one place? like hashtable or some array?I am developer, just not flash developer this is why Im trying to consoult Im not interested in keeping data in external files (xml), I want everything to be keept within swf.
I am new flash developer, and inherited a project which has 4 fla project files. When it runs inside a browser, it appears "window" which occupies whole browser. This project is write in Flash CS3. I have few questions:
1). When loading main swf file, 3 other swf files are also loaded. These swf files are communicating with each other through message. When debug the mail swf with CS3, I can set breakpoint and the program can stop only at limited AS files. My questions is how to debug other AS files in other swf file?
2) I used CS5. It seems that I can stop at more AS files, which does not belong to main swf file. Why?
My questions is should I use CS5, which might makes debugging easier? Is it right direction to go to debug multiple swf? (For CS5, I need to fix some code in order to make the program fully working as CS3)
3) What's best tool to use for such project since CS3 is very old. Should I use Flash builder, Flex. Amethyst?
i have several flash projects and i have common classes. is there a way to share these classes between the project so i won't need to copy it to all the project when ever i modify something?
I am having an issue display/using my flash projects. On my computer, or my website. Every time i click on a button in the project this appear's I click settings, and enter the information is says to Once done i than restarted the application/process. No changes occoured. So than what i did was Restart my computer, Stilling having issue.
So, I popped open up Flash CS5 just now, and I couldn't find my projects panel. I was working on a dual screen set up previously, so my windows were everywhere anyways (sans external). I switched over to a smaller screen workspace, and popped opened the projects panel. Oddly enough, the code snippets panel came up instead. So, I switched off the code snippets, and tried again. I've been trying different ways of opening this panel for about 15 minutes, and I'm totally stumped. Some thorough googling didn't present any relevant results, so, StackOverflow, I turn to you. Is this a known issue? is there a secret backdoor way to open this panel?
My goal is to make a flash/as3 program that would pull multiple sets of data (images and texts) from the database and compile and save a flash video project for each one. What might be the best way to go about making this work? I checked but wasn't able to find a function that would publish the flash project in it's current state, so I don't think I can execute the entire process in a single flash/as3 file. My only other option is to have some other program/batch file take care of the querying the database and compiling multiple flash/as3 movies by starting up a flash program and passing it the parameters of the data it needs to build 1 complete project for 1 set of data. Is there a program to create .swf files automatically? Is it even possible to pass in init params to flash/as3 project?
I'm writing application in Adobe Flash Builder 4.5 using AIR 3 SDK. I want to debug throw swf files which downloaded from the internet.My project consist of:
1. MainProject (Android Mobile app proj)
2. LibFile (flex project)
3. ExtraGame (web app using LibFile).
So, when I build .swf file from LibFile+ExtraGAme, load it from internet and run it from MainProject in different Application domains - I can't debug in ExtraGAme project. So how can I debug such projects?
I'm putting together a portfolio for an interview mon, and I use a portable dvd player to show my 3d animations, but I also want to show a flash game I made and I was wondering whats the best method of showing it.I can't lug my comp in there, and just printing and mounting screenshots seems a waste when I have the dvd player sitting on the table already. I've been trying various desktop recording software, but so far everyone I've tried has horrendous framerate issues, well, not terrible, but not something I wanna show at a job interview.
Right now Flexbuilder 3 is my editor of choice for all as3, xml ,js editing. I'm not 100% convinced that I need to upgrade to FlashBuilder. Also early betas seemed a bit sluggish compared to Flexbuilder3. Does anyone who has made the upgrade have any convincing reasons? Was it worth it?
I'm currently researching Flex visualization components for demoing purposes and am wondering if anyone in the community has had success building on top of any current open source projects. I'm currently looking at axiis but am wondering if anyone has found anything similar that worked well for building custom visualization components? I've found some stuff hosted on Google code but haven't found anything very mature yet.
I was wondering what's the best practice to make something like below, I thought on global variables with if conditionals, but the code is going to be messy. Unfortunately I can't find any tutorial on the internet, I spent hours googling it but everything I found there was nothing to do with this. It's so frustrating because it's really hard to get on without these "special" references.
After switching to AS3, I've been having a hell of a time figuring out the best way to manage MovieClips that have UI elements spread across multiple frames with a single class. An example that I am working on now is a simple email form. I have a MovieClip with two frames:
the 1st frame has the form elements (text inputs, submit button) the 2nd frame has a "you" message and a button to go back to the first frame (to send another email) In the library I have linked the MovieClip to a custom class (Emailer). My immediate problem is how do I assign a MouseEvent.CLICK event to the button on the 2nd frame? I should note at this point that I am trying to avoid putting code on the timeline (except for stop() calls). This is how I am 'solving' the problem now:
Emailer registers an event listener for a frame change ( addEventListener("frame 2", onFrameChange) )On the 2nd frame of the MovieClip I am calling dispatchEvent(new Event("frame 2")); (I would prefer to not have this code on the frame, but I don't know what else to do)
My two complaints with this method are that, first I have calls to addEventListener spread out across different class methods (I would rather have all UI event listeners registered in one method), and second that I have to dispatch those custom "onFrameChange" events. The second complaint grows exponentially for MovieClips that have more than just 2 frames.
My so called solution feels makes me feel dirty and makes my brain hurt. I am looking for any advice on what to do differently. Perhaps there's a design pattern I should be looking at? Should I swallow my pride and write timeline code even though the rest of my application is written in class files (and I abhor the Flash IDE code editor)?
I absolutely LOVE the event system, and have no problem coding applications with it, but I feel like I'm stuck thinking in terms of AS2 when working with mutl-frame movieclips and code.
I have a custom Image class that I am using to store individual image information for a gallery application:
package mtm.test { public class Image extends Object {
[Code]....
This is how I would implement the above:
var image:Image = new Image(); //I would be loading external bitmaps but for the example I'll just create new ones: image[BitmapThumbnail] = new BitmapThumbnail(new BitmapData(65,65,false,0x000000));
[Code]....
Is there a simpler way to do this? I feel that there is a lot of repeated code within the BitmapType sub-classes.
At the least, this helps to avoid a bunch of for loops trying to find the requested size, and it seems portable to situations where more or less sizes of Bitmaps are required.
I am still learning and I am trying to design the game levels for my first game(a platform one).
I have some straightforward questions because I feel I am on the wrong way.
Should each level have its own class ?
The way I am trying to do is, when one finishes the first level I set to null the variables that pertains to that class, unregister all events and remove all children from the stage, call a second level constructor, without declaring any variable, new level2(); and set to true a static var "in order to save" that progress in case one wants to play that level again.
However I see the code becomes messy, I run into issues, and memory management concerns so much.
I searched it for all over the internet but I can't find any tutorial that explain it in details, so I'm trying out many ways of achieving what I want, but now I am really in need of some advices on it to not get lost.
First like so many I am new to actionscript and I'm almost there but I cant figure it out. Either way I am putting a scrollbox in each section where there is a graphic. So for every section there will be a new scrollbox with new info. It goes to each section perfectly but as soon as you use the scrollbox and then try to go to another section the content from the scrollbox is still on the page.
I am wondring if anyone has a good resource for opening existing Flex projects that where created in Flex / Flash Builder and run them using the TextMate bundle for Flex and Actionscript projects.
Basically I just want to know if I can walk into an existing project and configure this easily or am I pretty much stuck with using Eclipse ?
My buddy and I are gearing up for a game jam and we're hoping to use Flash to build our project. One possible problem is that he's got a PC laptop, and I've got a MacBook.
What's the status of cross-platform development in Flash? I'd love to be able to drop something into an SVN repo and pull everything down without regard to the OS, but I'm not convinced that will be very smooth. It seems like I can move around ActionScript source and .fla files without too much issue, but Flash Builder projects seem pretty gnarly, e.g. they appear to have references to them outside of the project folder.
Is there an easy way to migrate project data in such a away that we can develop and debug regardless of OS? Maybe version-controlling all the portable content (.as, .fla, raw assets) and the importing into our respective project environments?
I'm having trouble trying to manipulate music using buttons. I can't seem to make music1 autoplay and loop when the movie starts. I want to stop music1 and play music2 when I press a button:
music1 in main timeline button to change music is inside a movie clip so far here is the code I found on the internet but I'm not sure how I can change it to do what I need:
var mySound:Sound; var myChannel:SoundChannel; var isPlaying:Boolean = false; var isPaused:Boolean = false;
I have somewhat simple problem with my Flash projects. I've installed Flash CS5, created new project (AS2), made a simple button which on(release) is gotoAndPlay(2), published and... It doesn't work! After some research I noticed that none action scipt works when i choose to publish my project with flash player 8,9,10. This is really strange for me.I don't want to stick with FP7.
I'm building a video player using Flash CS4 (hereby referred to as "Flash") to create the graphic symbols and compiling and debugging with Flash Builder 4 ("FB4"). Here are the steps I take in my current workflow: --Create the graphic symbols in Flash. I've created a few different symbols for the player, but I'll focus on just the play/pause button ("ppbutton") here. --In the Library panel, I go to the ppbutton symbol's Linkage properties and link to a class named assets.PlayPauseButtonAsset that extends MovieClip. I do not actually have an assets package nor do I have a class file for PlayPauseButtonAsset as Flash will create them for me when I publish.
--In Flash's Publish settings, I set the project to export a SWC that will be used in FB4, called VideoPlayerAssets.swc. --After the SWC is created, I create my FB4 project called "VideoPlayer" and add the SWC to my path. FB4 creates the class VideoPlayer in the default package automatically. --In VideoPlayer.as, I import assets.*, which imports all of the symbol classes I created in Flash and are available via VideoPlayerAssets.swc. I can now instantiate the ppbutton and add to the stage, like this:
I've been porting a Flex 4 codebase to iOS using the adobe packager, but have run into a snag when trying to package our whole codebase. The packager runs for a while and then throws an OutOfMemoryError - even if I increase the java heap size to 4GB. No single piece of code seems to be causing the problem, as it compiles successfully if I cut out large chunks of code, and I can change which chunks I'm omitting. It might be related to the size of the code itself.I've logged a very detailed bug report with adobe here: ou can package to reproduce the issue, a ruby script that generates actionscript codeto generate that AIRI file, and a summary of all of the things I tried before logging the bug.
I am reading a new book and it suggests to using a UML, more specifically: StarUML for AS3 projects.I've actually never used a UML. And was wondering if any veterans enjoy/suggest using a UML when processing the idea of your project. And also if you have any examples of past UML's.