Professional :: Reducing/increasing Stage Size Centrally?
Nov 19, 2010
I notice that Flash makes changes to a stage size to the right. Is there a way of making the change so it expands out from a central point, i suppose like photoshop and similar. This has caused me some problems in the past when a client has asked for the site to be increased or reduced in width for example, and it can take a considerable ammount of time to move everything accordinly
I am creating a platform game that is 800 by 600 dimension where the camera scrolls with the player. The problem i am having is that if i want to draw a map that goes off screen the stage are that i can edit in can only go so far when i am creating the map however i drag an object further than the edge of the editing space i can see it when the camera scrolls over to it in game but when i do this i cannot easily edit the objects that are not in view in the editing window. I can slightly increase the size of the editing window by changing the dimensions of the game to 2880 by 600 editing and then changing back to 800 by 600 but still i can only enlarge it up to 2880 because that is the maximum. Is there any way i can edit very large objects like a map that are way bigger than the stage dimensions?
some buttons which are cloud shaped. When I import them from photoshop as pngs they some with a square tranparent backgroud.This makes the "hand" appear outside the cloud shapes as well as inside them (like it should).
I'm widening the stage of a existing FLA, is it possible to widen the stage and to reposition all the layers of the FLA so they move in relation to the widing of the stage. Or do I have to reposition all of the layers individually?
I created a file which has several songs and these songs are 3 minutes in length each. Currently, these songs are looped forever. If I make it not loop, would that decrease the size of the file?
I have a range of attached movie clips that are different widths. can someone explain how to always ensure that current Mc is centered on the stage. Im so tired i cant think straight .i know its something like this:-
I building a website and i have animations from after effects I will be importing into flash. Any time a menu button is clicked it triggers the flash timeline and plays the corresponding anumation embedded in different flash graphics. Also before the webpage moves to the main page an Flv is streamed (90seconds log. It is not embedded it is streamed). I have about 260 frames of jpegs Already compressed to about 70k each for each image. how I can reduce my file size? also my time line is 2750 frames long. This is for a client and the client requested all the animation, so how can I make this work, currently my swf file is 14.6mb
I could really use some help here, I'm trying to reduce the size of my animation for obvious reasons, usually ends up about 4mbs, im exporting from swift 3d, about 200-250 frames depending on editing. When I import the animation into flash to work with my website the resulting file is too large I think :P I was told to export from swift in avi and then import to flash after converting. Thats definetly reduced the filesize, but when I import to flash cs5 I get an empty symbol even after export from flash, nothing shows in the symbol.Can anyone tell me if im doing this right, or another way to reduce the filesize.
I have a 3D animation that is rendered to bmp frames.I have inserted the animations into a Flash doc.After editing, my final Flash movie/file is 20MB.what are the best ways of reducing or compressing the file size down to a resonable "web-ready" level? Around 8MB or lower
At my job I frequently have to create Flash banners for major newspaper's websites. The specs that usually come in require a max file size of 30k or so. Usually my art department will hand me 3 or 4 screens that they want to simply move through in a loop. No biggie, until they start adding images to the files.
When I complain to them that the images are making the file sizes too big I am usually queried as to how other advertisers on these sites have full video in their ads. I understand that there are pre-loaders as well as allowed larger file sizes if you pay more for the ads.
getting image sizes down in Flash so that the images don't end up looking horrible?
I've got an XML file which is sitting at about 300k and will only get bigger. The tag names are quite verbose so it's frustrating because it's obvious the file size would be a lot smaller if those tag names were only a couple of characters long.I'm not sure if I'm using the term "tokenizing" right, but does anyone know of a method to convert verbose text into a series of unique shorthand "tokens" or markers... and back again? I don't want to change the tag names as the logic within flash refers to them so it would mean an annoying rewrite.
I have a mov file that's 125 megabytes. I try running it on my page within a javascript scroller animation and the animation is very choppy and in fact I used css to simulate a mask but the thing doesn't get masked, probably do to the sluggishness of whole page, the page never fully loads, and the movie file makes it nearly impossible to scroll through the page. The file is just too huge.
My question is:
1) Should I convert the mov to swf - that is, is swf a more compatible and appropriate format for seamless integration in html web page?
2) Whichever I choose, how do I reduce the file size - like on youtube where the videos run seamlessly? I don't know how they are doing that.
I do have Adobe Flash CS4 Professional, if that matters.
I have used printjob in my project for printing. I have a stage with images, shapes and text etc in printing group. While printing, it takes some two to three minutes to getting print a single page. The Print Spooler window shows that 60MB for each page.
reduce this file size or how can i print without taking this long time.
I'm building a Flash site that features a three-dimensional interface and I'm facing a significant file size problem, which will mean serious bandwidth problems when the site is online. I don't particularly want to go the route of actually bringing a 3D object into Flash, mainly because my object features transparency (it's made from glass) and papervision3d confuses me to no end. So I have two options: import as video or import as image sequence.
So I went with the image sequence idea. It was easy for me to give the viewer the ability to scrub back and forth through the looped animation and click on certain things at certain times (using invisible buttons). This gives the appearance the viewer is in a three-dimensional word, albeit on a fixed path backwards and forwards, much like a roller coaster
There's also an array of buttons down the bottom of the website that you can click on, and it will play through the image sequence (either in forward or reverse). So that works great, but even with high compression of jpegs and a low 12 fps, the swf file will be somewhere between 10 and 30mb, which is quite ridiculous!
Possible solutions include reducing the amount of images I use in the sequence, squishing it down to half the amount of images. Reducing the size of the images down to something smaller, like 800 x 600. But do you think I would get better results if I can import this as a movie instead and try to control the movie? Can I have the same control if it's an actual video file and not an image sequence?
I have a basic framework for my code, but I am not sure how to just get the icons I have to grow and shrink. Right now I can only get it to snap to +10 width and height.
var grow:Number = 10; var shrink:Number = 10; resiSplash_mc.addEventListener(MouseEvent.CLICK, resiClick) resiSplash_mc.addEventListener(MouseEvent.ROLL_OVE R, resiGrow) resiSplash_mc.addEventListener(MouseEvent.ROLL_OUT , resiShrink) function resiClick(event:MouseEvent):void { [Code] .....
I made a small box that is filled with navy blue and has a red line around it, but when I increase the thickness to say 50, it reduces the size of my navy blue box.
PHP Code: public class Box extends MovieClip { public var color:uint = 0x000099; // class property of navy blue public function Box() :void { initialize(); construct(); this.graphics.lineStyle(50, 0xFF0000); this.graphics.beginFill(color); this.graphics.drawRect(0, 0, 100, 100); this.graphics.endFill(); }
I have a block which I want to increase in size but instead of increasing it in one block movement, I want to make it move up smoothly, (its supposed to be water rising). This is what I have at the moment
ActionScript Code: Lock_Water.addEventListener(MouseEvent.CLICK, resizeLock_Water); var Lock_Water_ori_pos = true; var Narrow_Boat_inst_ori_pos = true; function resizeLock_Water(event:MouseEvent):void { if (Lock_Water_ori_pos == true){ [Code] .....
I am having an issue with sockets where the data I'm sending is getting truncated on the client side (Flash/Flex). The data that is sent by my server is full and in tact, but flash does not wait the appropriate amount of time before firing an event saying to read the data. This results in the data not getting fully read and (as such) I can't parse the object out of it after that. We are exploring the possibility of stripping the object into smaller chunks, but the idea is for it to be as lightweight as possible so we would much rather get it to work the way it's supposed to than patch in a temporary solution.I'm not entirely sure if referring to it as the receive 'buffer' is correct, as some computers are able to receive all of the data and others are having it truncated (which means the buffer is adequate but flash isn't waiting the appropriate amount of time to dispatch the event for whatever the reason).
I am creating a site with lots of big scrollable text-boxes in it. Each text-box object contained some text, and two buttons to scroll up/down with. The scroll buttons each had an event listener so the text moved when you clicked them.
These text-boxes were stacked on-top of each other with all except one having an alpha of 0. If I wanted to change which text-box is active I move it to the front and call a small TweenLite animation.
To the left (outside of the text-box objects) I have an object similar to a menu. It also has about 12 or so event-listeners (one for every button). This turns out cause A LOT of lag an it's very troublesome for my laptop to run it. What I need help with doing is to reduce the number of event-listeners on the stage and also the amount of text-boxes.
What I was thinking was to add the text-boxes using AS so I only have 1 on the stage at a time but I couldn't figure out how to do it. I also thought it might be better to just use 1 big event-listeners and from mouseX and mouseY decide which button the user is trying to push.
I need to increase my buffer size in FMS. My video is running from RTMP and I faces the problem to load. Video stalled between the running. So I need to increase buffer size for running video smoothly.
I'm trying to achieve a thumbnail gallery which basically reduces it number of columns (and increases number of rows) when the stage is being resized down.The columns number as default 5, but after resizing down the stage this number is calculated like this:[code]My question is how can I reorder the the columns and rows from the onStageResize function.[code]
I'm trying to get an object to increase in size the lower it goes down the stage, and decrease in size the high it moves up the stage.
It only needs to increase or decrease by a small amount. Basically, it's for a game character. To ad realism to his movements, it would be nice to have this feature.
I have created a flash project in CS5 and I have set the size of the stage to 500 x 400. When I view it in the flash player as the swf it plays fine. What I want to be able to do is get the swf file to fill the screen with the image no matter what size the end user scales the window of the Flash player too.
I imported a clean looking high-res jpeg into Flash CS4.Then using properties, I reduced it with the position and size function.I reduced it by half.When I do this, the image is not clean and sharp any more but pixelly.In the image the arrow points to the reduced image on the stage and when previewed.Also, you'll see the size numbers display too.If I need to reduce images and logos like this, is there a better way to do this so the image looks sharp when reduced?I am only interested in knowing how to do this using the "tools" not actionscript.
I am setting out for a visualization project that will generate 1000+ sprites from dynamic data. The toolkit I am using (Flare) requires some optimization. I am trying to figure out some optimization techniques for Flash. How can I make Flash run fast when there are so many sprites on the stage, or maybe there is an optimization technique that doesn't involve generating so many sprites?
how to get the dimensions of my stage (x,y), BUT only the stage and not all the objects that might continue off the stage included.For example : My stage is 400 x 550.I want to get 400 and 550 returned.
I am taking a beginners Flash course and our final project is to create a movie/website in Flash. 100% Flash based. In a previous course, I made an HTML site. For this project, I am recreating that website in Flash. But what should the stage size be? That is where I am stuck. I don't know what a normal Flash site size should be to fit the screen like a normal HTML site.I already know to havethe dimentions set to 100% and 100%. But for some reason, when I use Control > Test movie, it never seems to fit right. It's either crunched together to much or spread out to far to where the header and footer are partially off the screen. I've seen posts on the web from years ago that said 950x550 is the size needed. Is that still the case? Because it just doesn't look right. With HTML the page height would adjust to the content and it would automatically scroll if needed. But Flash doesn't seem to do that. It seems that you are stuck with 1 size and you have to work around it.
I am not a Flash user and would like some information as a client. I have some problems with my service provider and wanted to verify his claims regarding the software.
1. Is there a stage size limit to flash SC3 and what is it?
2. Is it possible that the software crashes because of the data added to it (pictures and vectors)? Or dose the crash is happening from insufficient computer resources?
3. Dose a 1027X768 stage require a substantial amount of computer resources? And is a 4 year old 17" mac book pro might crash repeatedly if such data is applied to it? I understand that these are not the general questions asked in this forum
I need to change the stage size dynamically. When I try to do this? size_mc.onRelease = function(){ trace(Stage.height); Stage.height += 100; trace(Stage.height);} It comes always the current stage size.