When I open a new Flash CS5 project, the timeline grid only goes out to 600 or so frames. I have a three minute audio track that I want to insert at frame 1, and at 24 fps, that means it should end around frame 7200. So what I want to do is to extend the grid out to 7200 frames - before I drag my audio clip in, or once I have it in. If I set keyframes at 1 and 5, say, and drag my audio track in at frame 1, it appears that it will play all the way through using the controller, but my timeline grid is still only 600 frames long, and if the next thing I want to do is something that happens at frame 6000... I still can't get there.
What is the difference between importing a class and extending a class, I know that when you extend you add all the properties/methods of that class to your own class, but I am still un sure of what this actually does for you and your program, I am pretty confused on the topic and I couldnt find the difference between the two on the internet, also how do you know which one of the two you need to do?
I'm currently developing a game in flash and want to be able to divide up my .fla assets in a way that means artists can work on a game menu .fla in isolation from the game.fla and rest of the game code.If I could briefly explain how I've approached this so far, I would be extremelyMy project is setup like this:HighScoreMenu.fla -> document class HighScoreMenu extending GameMenu class.game.fla ->document class game.asgame.as class loads the published HighScoreMenu.swf and manipulates the menu i.e. animates on and off screen via inherited functions in the GameMenu class.
Now this seemed to work to begin with, until my code evolved and upon going to publish my HighScoreMenu.fla flash started complaining about symbols being used in Game.as that were in Game.fla... If I'm only publishing the HighScoreMenu which extends from GameMenu then why is it even looking to compile Game.as
I am in the learning process. Working with FlashCS5 and AS3. if the issue appears to be too simple for you. Placed a movieclip(mcassessJohn) on the main timeline and moved to the frame labelled "johnFeedback" in the movieclip timeline using the following actionscript code.
I would like to create a simple 2D interactive grid. The user should be able to increase and decrease the number of axis (both X and Y simultaneously) that compose the grid, and also the scale of the grid itself (Zoom in and Out).
If this goes well enough, I would like to be able to plot graphical content on the grid that visually changes as the grid itself changes. They should, in some way, be linked to one another and correspondingly affected by the same two parameters. This, however, would be a second step. I am more concerned with the base grid model at this point.
I'm currently working with the OLAPDataGrid component and got stuck at a relatively simple task: I want to style the last row of the grid differently from the rest, so my cell item renderer needs to know whether he's rendering the last row with content in the overall grid, including those rows currently not rendered because they are outside the visible grid space. AdvancedGridListData's rowIndex property only gets me the row index of the renderer relative to the range of visible grid rows, i.e. when I scroll down the grid, a data item with an index greater than 0 gets the rpw index = 0.
I need to create a simple multiplication grid where children will fill the grid. Its an empty grid at the begining, when they start the time start as well.Its a grid of 10 x 10. when they enter the last number, the grid should show what they did wrong and the time they spend. It's an idea of how it could work but if anyone has something that looks like this.
I want to make a square grid of fixed side length but varying grid number using code.That is, the number of grids should be specified by the user (say 3*3) and after pressing a button, the stage should be broken into 3*3 grids.I don't want any code, just a method on how to do it. I have tried it by using simple loops but the method just fails for no reason I can figure.
Whenever I add paddingRight to a column in the flex grid, it adds the padding to the header as well.Is anyone familiar with how I can add paddingRight just to the column and not to the header? Below is the column code where I was specifying the padding.
I really like the thumbnail gallery for its simplicity and beauty. But I would like to ad or vertical scroller (I'm unable to find it here too, maybe I'm blind, just I'm more at the end of my seeking options) or a make a grid thumbnails, that will show 2 columns of thumbs and 5 pictures in each columns, then under the 2 columns i would like to ad a sort of arrow or button that if my gallery have more then 10 pictures it will go on the next thumbnail list. I'm not looking for any extra fading effects or special movements. Just would love to have a single thumbnail grid on side, with option to have lists of thumbnails by 10 if there is more then 10 pictures or so.
I am on Page 80 of the Flash Professional CS5.5 Bible by Wiley Publishing. I am running Windows 7 and I want to find the "Tools" folder to add a the Grid tool to my Tools. I cannot find it. Is there a way to get the Grid tool functionality without the Tools folder?
im confused with the grid fill using the deco tool,its options does not have animate pattern,so if u have links to tutorials pls let me now,or else shed some light to my confusion.
I have a mx:Grid component in my flex application. But I would like to resize it by clicking and dragging in the border. This component doesn't allow doing that.I want to put a panel in each gridItem of this Grid component and resize it.
I'm building a small editor that allows users to place electrical components onto a grid so that they can see how electricity works. I have built a grid using an array and for loops and attach movieclips dynamically to that grid. What I want the moviclips to do is to look in the four spaces either side of itself i.e. up, down,left and right.I have managed to pull the grid coordinates out of the grid which enables me to tell the clip which grid space to look at but have been unable to successfully get the code to work.Here is my code:
I'm trying to code the snap to grid functionality. The dragged object should snap to the grid if the distance between the object bounds and a grid line is less than 5px. I found a way to do it if the object's rotation is 0 but it doesn't work if I rotate the object. I need a different approach. Can you point me into the right direction with the algorythm or any source code?
I am trying to create a puzzle like game (a chinese puzzle game called tangram). I am wondering what kind of functions should I use to create a "triangular" grid i.e. something similar to this ?[URL] What should I do to make the movie clips to perform the "snap to grid" effect to this grid?I have tried to draw my own grid and used the "cacheAsBitmap" function to implent it, however it doesnt seems to be working.
I am a newbie in flash and I am trying to create a puzzle like game. I am wondering what kind of functions should I use to create a "triangular" grid i.e. something similar to this ? [url]... What should I do to make the movie clips to perform the "snap to grid" effect to this grid?I have tried to draw my own grid and used the "cacheAsBitmap" function to implent it, however it doesn't seems to be working.
I'm trying to dynamically draw out an isometric grid but I'm hitting a few problems, currently I'm using a matrix transformation to get the grid to look more isometric that tile based but it has it's problems so I want to add the grid with out using the matrix transformations. currently I have..
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I tried to draw it out using Sin ,Cos and Tan functions to try to set the coordinates but it didn't behave like I had expected,
I have no idea what I did. I think I pushed a diffrent button while pushing ctrl-Z, but now my timeline or the layer in the timeline is covering my keyframes and it won't let me uncover them..I've tried moving the cursor over to the side and draging it back but it dosen't work.
Is it possible to put some sort of a marker along the timeline on a certain frame? I want to select all the frames of all my layers within a certain range so I can paste them in a new document,
i know i've done this before! i have a swf. 4 labels. a stopat frame 1. i embedd this into my main timeline. i have 4 butons inan MC in my main project, going to specific labels in my maintimeline, where i have the following code, attempting to load theswf and jump to that label:
Just got started with Flash again after several years of not using it. I am familiar with the layout when I set it to "classic" but for some reason I can see the timeline area, but it is grey and I cannot create any frames or click anything in that area.
somehow I switched the setting for selecting some frame in the timeline. I was used to click once and have one frame selected. Now it selects the whole time of a keyframe when I click on it not just the frame I clicked on.
I have a movie clip (mc_menu) on that is on the main timeline.This movie clip has buttons that I want to use to display other movie clips on the main (parent) timeline.
I have a few problems with Adobe Flash. Please refer to this image: [URL]. First, I would like to make a movieclip begin somewhere else (so that I may jump to it later). But when I preview what I currently have in my timeline, my movie clip just flashes on and off with Layer 1 (the image on Layer 1 flashes too), rather than what should be a delay of nothing (but Layer 1 flashing) until frame 20 is reached, at which point the movie clip on Layer 3 should play. Secondly, I do not wish for the movie clip to stop at the end of the second keyframe (even though it's currently not really even playing). How can I have it play all the way out?
In web design, you usually define a CSS style for a navigation link, which will appear when the user is currently on that page. So if I was on the "about" page, the "about" link in the navigation would be highlighted red, for example.I'm trying to do the same thing with a button in Flash. When a user clicks the button ("on(release)"), it will take them to another frame in the timeline, and, the look of the button will change to let the user know they are currently on that frame. I thought I could do this by adding a keyframe at the destination frame, then going into the button and changing the "up" frame. Sadly, that doesn't work, as it changes the "up" frame for the button everywhere.
I'm trying out FlashCS5 in an iMac running Snow Leopard. I'm putting in the timeline an mp3 sound I imported to the library. When I test the movie I get this message: When I test the swf, I get no animation and no sound. I tried changing the settings in the Advanced AS3 Settings to Default Linkage to from "Runtime Shared Libraries" to "Merged int code". The message goes away but the test still fails.