Professional :: Flash Cs4 Where Is The Up, Over, Down, Hit Button Things?
Dec 2, 2010I have flash cs4 and cant find the Up, Over, Down, hit button things
View 2 RepliesI have flash cs4 and cant find the Up, Over, Down, hit button things
View 2 RepliesFor example if you had a cat and running a mouse over its tail would make it angry, but running the mouse over it's head would make it happy. I thought it might be done by having layers on a button with 2 hit areas, I mocked it up quickly, but it just played both animations when I hovered over each button.
View 3 RepliesIn my game, Ive got a HUD, (heads up display, life bar, points scorer etc...) and when an enemy comes onto the stage, the lifebar is appearing behind everything else, and it should really be the thing that's infront of everything else. Is there like a line of code and a function or variable I should declare or import that allows me to create depth and put my lifebar at the front.
View 2 RepliesHow do you make a button, to where you press it, it plays a different frame from inside a defferent movie clip? Where that button is outside that movie clip.
View 5 RepliesI have a menu movieclip that has 800 x 22 px i need to embed this flash menu in a jsp page and make that the displayed menus got outside of this size and overlay the contents of jsp. kinda of what does the menus of the adobe page
View 1 Repliesi am using AS2. i wanted to tragger 2 things by clicking one button.
1)the movie clip(R1) play its 2nd frame
2)play the 2nd frame on the main stage(parent/root)
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I'm trying to allow all things oitside of the stage peramiters to be visible in the browser screen so certain elements can be longer than the stage and still be shown Can't remember if it's a flash thing or an html thing.
View 6 RepliesI have one button, that when clicked should display several images, one at a time. At the minute they are all just coming on together, how do i seperate the functions so they come on individually, for example like bullet points, e.g click once and image1 appears, click again and image2 appears etc... so eventually all of the images are on screen, but they don't all just appear together, if that makes sense!
View 4 RepliesWhat im trying to do is play a movie clip between frames. So say we have two menus, when you are on menu 1 and you click the button for menu 2, a short movie clip plays and then you stop on menu 2. I realise I can do this by putting the movie clip on the main scene timeline, but is there anyway i can put it on the button? I think the action script would be something along the lines of "On release play MovieClip and goto frame X" As i said i want the movie to play as an almost filmic transition between menus, with a fade up and then out (Have got that bit sussed using the alpha controls)
View 3 RepliesI am trying to build a flash website for my social group to login in and view certain things posted by the owner, me, and I only want certain members to view certain things like if I post a message to my treasurer about an invoice to design a graphic for a company and that I request this ammount to intialize the project, I would only want her to see that and nobody else. Is there a way to make that happen in AS3?
Like FaceBook: You can login and register for a new account. Post on your wall (which I don't want that feature). Send messages and receive messages to and from people. Invite people to upcoming events (which I would like to have a calendar that I can create new events and have my members view the calendar and RSVP). And like when your posting on your wall you can make privacy settings change (similar to what I want just not friends only or just me option, I want Everyone, 'names of everyone that is a member to post this to'.).
Im doing a thing where you "build" a watch.. you specify how much of each part you want and then submit... i think i need something simialar to if/else so that...
textbox.iron = "3" && silver = "50"
then textbox.result = "failed"
I need something like that.. but in actionscript
Currently I'm working with Flash CS3 but can upgrade to 4 . . .I'm wondering if there is a way to speed up the process of animating certain things. For instance, if I make an animated subject and then want to make ten or twenty from the same template with the same objects, but each object will follow a different animated path in the new animation, i. e., in the new swf file.
Should I rely on using code to animate objects? I'm trying to avoid repeatedly dragging the same movie clips from the library to the timeline and setting tweening each time. Sometimes I need to do this action 50 or 60 times per animation, and it's the same two or three movie clips each time--it's very tedious. Also, each animated movie clip must be in sync with music . . .
The AVM verifier when encounters and error, writes to flash log. In the documentation it says that verifier will visit "all possible branches" where jumps might take it. However it is still pretty confusing when trying to follow the output. how to interpret it properly? The whole flow seems confusing. For example what are the meanings of the following markings.
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Further, there are machine instructions and Machine State with registers, scope stack and operand stack. I understand when I see instruction and later a state modified, e.g. PushFalse would make a Boolean appear on Operand Stack - (Boolean[B]). But sometimes state is written even without an instruction preceding it, in combination with MERGE FIRST, MERGE CURRENT, etc. What does that mean?
Do you think the arrival of the new Flash Player 11 which is much more powerful allowing to render 3D games much faster will change the flash world significantly?Will we see a whole new era of 3D everywhere? new 3D games on the web, new 3D games on facebook, new 3D stuff everywhere... new IDEs for the 3D capabilities? a boost in the flash 3D engines such as Away and Alternativa? And most importantly for developers, is it going to create a lot more job oportunities for specialized developers with new skills?
View 5 Repliesfixed the issues, sorry for posting, delete this
View 1 Replieswhenever I want to copy and paste or duplicate something it never just leaves the original alone. It creates an instance so i cant edit one independently from the other. How can i just simply easily copy and paste a symbol movie clip ect. and have it be completely independent from the original?
View 8 RepliesIve been using adobe flash cs4 for a while now and have had little trouble giving things instance names. Now though, whenever I double click on something like i normally do to give it an instance name, the blue box no longer comes around it, I click on properties, and change the instance name. I now get a dashed line along the lines of the picture. And when I go to properties, it just says shape, and I cant edit the instance name. Just position and size, then the fill and stroke. What is going on?
View 5 RepliesIs there any way to accomplish this? I need to make it so that overlapping pictures or things outside of the movie screen will not show while I'm editing the movie.
View 1 RepliesShort Answer: Yes, FullScreenEvent temporarily adds 1 child to the stage. Long Rant: Well how about that.. I'm not crazy.. I don't know if this is documented but - it's true. That little message that pops up saying 'you can press esc to exit full-screen' adds a single child to the stage temporarily and keeps it on the top level until it fades out. The sudden intrusion of indexes really messed me up.. so there's my answer, I guess. Now i just need to figure out how to get around this slight annoyance.
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Now, bear in mind i'm not ruling out that my code is faulty because that's more than likely the case, but after pondering for ages and coming up empty handed, I keep getting a little superstitious that flash is playing tricks on me and that the 'little message' is not independent and is actually added to the display list..
Does anybody know if I'm just imagining things? or is the 'press esc' message a part of my swf on the display list?
So, I have this main class:
Code:
public class Chloe extends MovieClip {
public var key:Controls = new Controls();
public static var box:Sprite = new Sprite();
G.boxRef = box;
public static var cow:Cow=new Cow();and in the Cow class i have this:
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and it throws me TypeError: Error #1009: Cannot access a property or method of a null object reference.
if I try to trace(G.boxRef) in Cow constructor - it traces undefined in the first frame, but next frames are fine. But why? Both variable "box", and reference to it are declared before declaring variable "cow"?
Seeing as I don't have too much formal education Flash/OOP in general, this is just one of those thing I can't seem to quite deal with gracefully. All I'm trying to do is to be able to load/reset my an instance of my game's main class (not the first class that gets pulled up by Flash, but the one that actually has games logic in it), which of course extends MovieClip. It took me a while before I could even make an instance in it, because it would silently crashed when I would try to do so, and what didn't help was that the output window stopped working, and I had to completely reinstall flash. As far as I remember I simply fixed it by taking out the "stage." from any of the lines of codes that had it.
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I've a strange problem. My project is an SWF that load an external SWF trought loader. My intention is that until external swf desn't fully loaded, his reproduction don't have to start.
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I am trying to create an interface on flash that sends information over a port into Maya and controls certain things in Maya. I have been able to connect flash and maya to the same port but there is nothing that is telling Maya to listen to flash.
I have a slider ... This slider controls a value 1 to 5 ... I have written the script in flash to make that slider control the radius of a sphere in Maya (using mel scripting) ... so imagine I have two screens one with my flash interface with the slider and the other with maya and my sphere ... I am trying to make it so when I adjust the slider in flash .. the radius of the sphere in maya changes .. I am just missing that middle piece where one listens to the other ...
I'm using Adobe CS4 Professional flash to create the basis of the website, a photo background with an interactive menu overlay on top. Does anyone know any good tutorials for an interactive menu (roll you mouse over certain things and the sub-menu comes up which lead to other pages of the site etc.)
View 1 RepliesI was going to download the trial version of Flash Professional CS5.5 but when I got to the download page it wasn't downloading. The "Download now" button was there, but it was unclickable, when I clicked on it it didn't work, plus it was a little dimmer than I remember it was when I downloaded another trial. I'm also using the latest version of Google Chrome and I tried downloading it on IE and Firefox.So, is there any solution to this?
View 4 RepliesIs there a way to have it so a Preloader only loads necessary things for the game? I want to have it so you don't have to wait for all the cutscenes(all located in their own MC) in the game to be loaded in order to play it: you can just wait until the cutscene is needed, and when it is, the AS can be told to load an MC which contains it.
View 1 RepliesI'd love to know how to make click and drag two different things. As it believes the drag function is also a click. Also I'd love to know how to set it so that ALL movieclips stop when they reach say -10px from each side?
View 2 RepliesI'll try to explain the general operation of my program, and that might shed some light on my issue. I have a menu with 50 different small postcards. When one is chosen, the program zooms it up in order to fill the screen, populates some data which is unique to each postcard, and "flips" it so you can see the writing on the back. The postcard is a movieclip which imports a front image, 3 back images, and some XML text. There are some buttons on the "back" of the postcard to choose to look at a few images and text.When you choose to close the postcard, it flies away. I use the same movieclip for all 50 postcards, and just change the images and text that I load.
Once the postcard flies away, I want to remove it from memory. It won't happen with removeChild() as that keeps it there in case I want to reference it again I guess, and I have tried setting the postcard variable name to "null" without much success.I add listeners to the buttons on the postcard when I instantiate its class, so I am not sure if I have to remove them in order to get the garbage collector to deal with it. But, I also don't know what I don't know about removing things from memory. In one section of the Flash docs (Working with display object containers) it says:
"The removeChild() and removeChildAt() methods do not delete a display object instance entirely. They simply remove it from the child list of the container. The instance can still be referenced by another variable.(Use the delete operator to completely remove an object.)"And, at another place in the docs (the script reference about removeChild()) it says:
"Removes the specified child DisplayObject instance from the child list of the DisplayObjectContainer instance. The parent property of the removed child is set to null , and the object is garbage collected if no other references to the child exist. The index positions of any display objects above the child in the DisplayObjectContainer are decreased by 1.
I have a movie clip on the stage. In the main .as file, I can easily access the instance i.e., myMovieClip_mc.x = 10; How do I do that from a class in my "classes" package? I am passing the stage instance into the constructor of the class, so I would think something like myStage.myMovieClip_mc.x = 10 would work, but it comlains that it is null.
View 1 RepliesIs is OK to use on listener for multiple events on the same object?I have this for a FLV component and it seems to work. Is that legit?[code]
View 3 Replies