Professional :: Make World's Simplest Air App, But It Won't Build?
Mar 5, 2012
I'm getting "Application descriptor file cannot be parsed" before I've done anything -- see screencast at I've spent several hours trying various dialog boxes within Flash to change air/publish settings, editing XML file by hand, trying to launch things using AIR SDK outside of Flash, googling for something similar, but I can't seem to come up with anything that works.I'm curious if other people follow the steps I followed in the screencast if they get different results. I think they must, as I'm just following the first couple of steps from
Im making a game, and im very new to this, so please explain as good as you can. I have started with making the background which is a simple world map. I put in script so you can scroll around the map with the arrow keys. Now this will be a wargame, so i need some kinda grid over the map, like buttons of 50x50 placed all over the map, like the board game Risk for an example, so people can fight for territory. I tried doing this with buttons but made the game file very large, and it used to much ram.
I need to build a website with a virtual 3D world. I found a few products that can do it but I want so advise on which ones are leading the pack with the brightest futures. So far TheoWorlds and OpenSpace show some promise.
I need to create a video showing the world-wide population growth of company from 1830 until now. I have a spreadsheet with the dates of when each unit opened. I would like to have a spot on the right location on a map glow as each unit open up. Is there a way to do this in Flash or Flash Builder? Some similar videos I've seen are: [URL]
What is the simplest way to draw a 3d line? E.g. I want a vector from (0,0,0) to (50, 100, 50).Do I have to do it the old school way with maths or is there some new 3d drawing API? (I heard f10 had lots of new 3d stuff...)
I just want to make the simplest possible form in flash.I tried to find this online, but the ones I can find are way too complex and elaborate.[code]when the button is pressed I want a php page to open open, that shows what ever was typed in "myText".it must be sent with POST, I cannot have the info visible in the URL.I already know the code to make a button work, (I put the sudo code of what i'm trying to do in it):[code]what is the actual as3 code, I would use to implement my pseudo code
I am creating a component that will be a large plus or a large minus. I don't want to use a bitmap because even I can draw this using the Graphics class, but the component must be clickable (the Shape class is not). It will be part of an item renderer, so I want it to be as light-weight as possible. UIComponent does not seem to sent CLICK messages.
How can I cause numbers with no value to show up blank instead of NaN on forms?Let's say I have a User class with an optional weight (kgs) value, of type Number. If I edit a User in Flex I get the user object from the server and bind weightInput.text to user.weight. If weight is null on the server it will be translated to NaN in Flex, and then the value of weight in the edit form showes up as NaN. That is really inconvenient, as I would like it to just be blank if it has no value.
When I push F11 in Flash Builder, it does a full build and runs in the context of my main ActionScript file. When I do the same in FDT, it builds the last selected file in the Flash Explorer pane and runs in the context of that. While I can see how it could be useful, I'd much rather always run in the context of my entire application. How can I make FDT always build and run my main file?
Possibly relevant: I imported the project from Flash Builder into FDT.
I have tried some tutorials but I can't ever get one to work. This program is so complicated. how it was created? All the layers only have one keyframe. Where are the edits/tweens?
i've been trying to make a presentation which is build out of several animations located on the main timeline.I wanted to use frame labels to navigate back and forth in the timeline, so I created back/next buttons and used switch/case code on them based on the frame labels.each animation has a label and a stop(); command at the end of it, right before the next animation.the code for the next button looks like this:
next_btn.addEventListener(MouseEvent.CLICK, click_handler); function click_handler(event_object:MouseEvent) {
[code]....
problem is at some point it stops working. i've added the "default: play();" code to try and fix it but it only goes so far.
In TFS 2010 build, I have a new build and I want to call an ant script that builds Flash. How do I call the ant script? Also How can I compile the Flash directly? I've seen the Power Tools and this question but it doesn't help me as we don't have TFS 2008. I can't find any documentation on how to use the power tools except the 1 sentence on the bottom of download page saying to create your build the old way and import it (which isn't very helpful). I've installed the power tools on the agent computer but I don't see any new options in the Toolbox when I'm designing the build flow.
I just started working with ant a few days ago. Right now I have a general buildall.xml which should call each project's build.xml. Because some projects depend on each other, I need to rebuild some other projects which depend on it. This isn't a problem--I'm just setting the depends property of the target. However, ant is always building the dependencies, even when the files haven't changed.Let's say project1 has no dependencies; project2 depends on project1; project3 depends on project1, 2; project4 depends on project1, 2, and 3; and so on.I could hack a solution which looks at project K, and checks if project 1 .. project K have updated files using uptodate. If so, then run the target. This is messy and appears unnecessary.
What is the cleanest way to implement this?EDIT: So I decided to just hack in a bunch of targets, "check_projectK" where it does the uptodate checks on all of its source files, its build file, and the build files of the 1 .. K-1 projects. Due to dependencies, this is always handled correctly. However, this is still a large amount of copy and paste for a large workspace.
I am trying to build a custom skin for a video that I have.I created the skin and buttons(play, pause, and stop) in photoshop and imported them into flash.I then hit ctrl R and import the video.The buttons I select and convert to button symbols and give them instance names.The video I select and make that a movie clip and give that an instance name.I then click on a button and go to behaviors (this is in actionscript 2.0) and assign them the proper actions.It seems like everything should work but it does not.As a side not I can create an animation in flash with buttons and they work.But it does not work with a movie clip.
I am using Flash Builder 4. In the Flex Compiler option, I checked 'Generate HTML wrapper file', and then added some text to the alternateContent variable in the auto generated index.template.html wrapper found in html-template folder. For Run/debug settings I have the src/index.html file set as the file to be launched. In the bin-debug folder, the index.html incorporates the content of the html wrapper, and when I run the app in debug mode it behaves as I would expect. However, when I export a release build, the index.html file doesn't incorporate the content of the html wrapper file, and therefore doesn't do the check for a valid version of Flash Player. Do I have to manually copy the index.html file from bin-debug to bin-release each time I export a release build (this does seem to work)
Using FDT, when I have a debug configuration with several operations in the launcher chain and the final launcher opens in Flash Player, how can I retrieve the build output from the console once the build is complete and Flash player is running?
It seems that once Flash Player has started the console clears to make way for the application's trace output, but I need to be able to look back over the events and build times for each item in my launch chain while Flash Player is running. Is there a setting I can enable to either log my build output to a file or to preserve it in the console?
Edit: I know I can still read the info when building normally, this question is specifically for building with the debugger.
Inherited some flash widgets that are developed in .fla format and exported to .swf apps, using Flash Pro CS5. I have only limited understanding of AS3 or 4, flex and flash in general, but I'm quickly becoming dangerous.
My bottom line problem is I need to find a command line tool to 'build' the .fla source into .swf entities. q1: are there any cmd line tools with the Flash Pro CS5 for such purpose? I cant seem to find any, but I may not be looking at the right places.
I know there's such a thing as the Flex SDK, but what's under Flash CS5 at "Adobe Flash CS5CommonConfigurationActionScript 3.0flex_sdk", doesn't seem to have anything useful in it, only a general flex library.
Another requirement I need to solve is to create customer specific, purpose built versions of the widget. From the Flash IDE, I can figure out how to replace the background images, etc., but.q2: how can I do this at export/build time and later on, via the command line tool?
Basically, a build/compile directive in source would allow the swf builder to replace a given image asset with the version I intend to build with.
I apologize in advance -- I am new to Flash. I am triyng to build a Flash object to display images from a catalog. I would like to build something like this. I really just need some advice/direction to get started.Once I know the basics/techniques to be used, I can go from there. Is this some thing that can be done solely in Flash or will I need to use some combination of Flash & Javascript. Right now, I am thinking I can use the loader class to achieve something like this.
What I need to know is if Flash can control objects outside of the computer itself. Example would be if you had a light hooked up or something like that, could you use ActionScript code to illuminate said light when a button is pressed. Somehow control the output of power to a source outside the PC when Flash is told to do so.
I've added a dynamic text field on the stage with the same name as the elements. Then, I want to be able to call several instances of it...i.e. add another <events> code block and have that come up underneath the existing info. I've search high and low to try to do this myself and I've failed miserably.
I have a map and want to be able to show the date and time on a few individual parts of the map. The date and time will display when the users roll-over the area of the map. There are about 10 different areas. Can someone tell me if that's possible.
Right now I am creating a game kinda like the helicopter game. I have been trying to decide how make my world. I tryed drawing the entire thing and then just have it play through in a motion tween (classic tween) but that was way to time consuming. Also when you hit the objects in this world you die and its game over just like in the helicopter game.
I have some beautiful CATS drwan up for me. In typical avatar style you can change the colour, hat etc... of your avatar.What is the best set up for the assets.
1. Would I programatically import the HAT asset for example when chosen by the user
2. Would I have all the assets sitting inside on a layer inside the avatar - then it would be MASSIVE
Once the avatar is created it needs to walk around my virtual world etc... I don't want the MASSIVE avatar walking around with all the assets inside it.How would I only get what the user chose ie: A red cat with a black hat.Also, the colours would be best to programme them in otherwise I would have to have 10 different coloured copies. Is that right?
Can I get something like this [URL] , which selects the continents when I hover on the languages? I have searched a lot for this kind of map but have not been able to find any.
I've been having problems modifying this code in order to make it show 5 different world clocks. Right now, the simpleClock code shows just one simple clock. making it show 5 clocks next to one another and each clock having the time of a specific city in the world.I know that I only need to change the hours for each clock based on the time in that city but I also need to have the clock change color to represent the time of day. This is the codes for the AnalogClockFace and SimpleClock.