Actionscript 3 :: Fullscreen Not Making My Movie Clips All Over It
Oct 13, 2011I've tried lots of ways to get my game running on fullscreen, it seems to be impossible. Here's what I've tried so far[code]...
View 3 RepliesI've tried lots of ways to get my game running on fullscreen, it seems to be impossible. Here's what I've tried so far[code]...
View 3 Repliestrying to make a movie clip follow a custom drawn vertical line, the movie clip follows the cursor but only the y axis
I have added an example of what i mean and the file i need it to happen to
ps the vertical line needs to be hidden.
I'm working on a project where in I've found it necessary to mask a background object with MULTIPLE Sprites. I've tried doing this two ways: making one "parent" sprite to which all of the other masks are childed; adding them as individual masks.
The composite strategy just sort of gave up, Flash doesn't seem to like having to search through it's render tree to do these things and the result was no visible mask or masking (just the full background image). The latter strategy failed for obvious reasons: saying Sprite.mask = so-and-so implies that setting it again will overwrite the last mask.
Is there any way to use the composite strategy? Or is there a way I can copy over all of my sprites and draw them directly into one new sprite on every frame?
I'm making a game in actionscript using the FlashDevelop tool and the FlashPunk game engine. I have a designer making movie clips for me to put into this game using Flash CS3.
My problem is that when I add these movie clips into my game they are playing much quicker than they should. Is there a specific frame rate clips need to be made in within CS3 or any other export options set to enable them to play at the correct speed or is this something that I need to deal with in my code.
EDIT
Another problem that I'm having is that the command movieClip.stop() doesn't work. Is there anything special that needs doing while exporting or the programming side?
EDIT
Here is how I'm loading in my swfs:
public var movieClip:MovieClip = new MovieClip();
private var myLoader:Loader;
public function MyMovieClip(location:String)
{
[Code].....
i have 12 items that I want to appear on stage one at a time in sequence, and I'm using setinterval, but I'm finding it hard to stop it once i've reached the twelve items.
View 3 RepliesI was wondering how to make any type of movie clip load at first priority, as I have a preloader bar and text, which load almost last.
Is there anyway to make this possible?
Lets say I have
ActionScript Code:
addChild(mc1);
addChild(mc2);
[code].....
How would I go about making my own functions for objects and movie clips?
Like:
Code:
onClipEvent(enterFrame){
this.setpos(10, 20);
}
[Code].....
I've found some code on the net that creates a dynamic pie chart using xml.It works fine, but what I want is for it to make each slice a movie clip so that I can target the slice to show a the percentage on mouse over.At the moment all the slices is in one mc called piechart.
Code below
ActionScript Code:
var titles:Array = new Array();
var values:Array = new Array();var xmlLoader:URLLoader = new URLLoader();
var xmlData:XML = new XML();
[code]....
On my site, i have 3 different Flash Files. Each playing a different part .eg text, content,menu. (because of the design, i can't have just 1 file, plus i want 3 seperate ones~!!!)Now what i want to try and do, is have the MENU(swf1) target a scene or frame in the CONTENT flash file(swf2)So that when you click on about us button, it will target (eg.) frame 3 of SWF2, which contains that information!!ANd also have the MENU(SWF1) be able to also target frames in TEXT(SWF3)Bassically im guesisng its passing variables to and from multiple movie clips!i have no where to start.
View 1 RepliesI have a building type animation where many buildings enlarge then I want a small bouncing type animation once they do... I don't want to do this all manually as I have 100s.... Is there an easy way to do this with AS3?
View 3 RepliesI'm making a very simple cross-fading slide show of JPEGs loaded from a folder. I'm loading them into movie clips with:
Code:
holder1_mc.loadMovie("images/home_flash/image1.jpg");
holder2_mc.loadMovie("images/home_flash/image2.jpg");
[code]....
I have an mp3 playing. What I would like is to have a movieclip that is located in the library appear, complete it's animation then get removed. The movie clip must complete this proccess 4 times, randomly during the length of the song but never at the same time and not in the last 5 seconds of the song. BTW I can't do this manually by just firing it off a random amount of times because this code will be used with lots of different mp3's, so I need to use the dynamic data I get by retrieving the song length.
I have the code working to retrieve the length of the song, and I have a variable that stores the length minus 5 seconds from the end, so I bascially have the length of time I wish to work with. My problem is making the movie clips appear 4 times randomly throughout that length of time. The code is below (what I have so far), the movieclip is stored in the library as circle_mc.
The timer I'm using at the beginning of the code (to retrieve the length of the song) is set to run after 2 seconds this is because there is a delay in the music starting and if it did it instantly the number retrieved obviously would be 0, so I delay it by 2 secs till I know the song is playing. At the moment I'm just trying to get it to fire twice, at the moment it fires once or not at all
[Code]....
I've been trying to find a solution to this for a while, but I haven't had any luck.I'm making a menu system that uses sliding movie clips instead of separate pagesbut when you click on the 'study at UWS' button, the nested slider kind of goes nuts, until you press on of the side buttons.
View 3 RepliesI'd like to control a movie clips current frame by another movie clips action script.I realise the following controls the outside (root) frame time line:
on(release){
_root.gotoAndStop(1);
}
but I'm not sure how to apply that to my other movie clip. I'm guessing it would be something like this:
on(release){
_*movie_clip_name*.gotoAndStop(1);
}
I'm working on a Flash video slideshow (which you can preview here). I would like to be able to make it so you can click a button (I've got one made in the doc already) that will make just the video on each "slide" go full screen, similar to how you can do so with other videos on sites like YouTube and others.
While what I've linked to above is just a template I'm messing with, I'd like to be able to have a video on the right, let's say, with text on the left, and then be able to click a button (perhaps under the video that says "full screen) and have the video that is there fill the whole window and play.
As most of you don't know, I've been creating an rpg game. And, after several tries of art making, etc, I have finally moved back into coding the game. And now, I'm stuck on the equipment system idea. At first, I thought I would just place a bunch of goToAndStop's for each movie clip to go to a frame that has that certain armor piece. This was my first idea for an equipment system. However, after doing some research, and realizing how much lines of code could be saved, I started looking into simply adding and removing movie clips from the character as my new equipment system idea. Now.... on to the problem.
Basic want/ overall achievement wanted: Create an equipment system, which will basically attach movie clips (items) onto characters, which themselves will already be attached movie clips on the stage.
Problem: What is the exact code to do this? And Is there a better way to do this for an equipment system (a less laggy or more efficient way perhaps that I'm not seeing; Check the code below to get a better idea of what I'm talking about)?
Part of the code (or basic idea of code; see comments for extra details
code:
//Don't worry I have an OnEnterFrame function here;
//attachedObj= the character; figure= the MC name of the character;
attachedObj = attachMovie("figure", "figure"+1, 1);
[Code].....
I have multiple movie clips on stage (all in separate layers, of course) as well as buttons on stage to play each movie clip. There are buttons inside each movie clip. The problem is that the buttons inside the top layered movie clip work, but the others in the movie clips below don't.
View 2 RepliesI'm making a fullscreen button for my mmog. It has a draggable menu bar which can be moved up and down a certain height.But when i use fullscreen, the draggable menu cannot go down low enough.I even use Stage.width, but that doesnt do anything. It only supplies me with the width of the movie which was declared in the HTML file.
View 1 RepliesI got a problem while making a fullscreen enabled flv player.I developed a player which will got to fullscreen but the problem comes when the monitor is wide. There comes blanh space left and in the right side of the video.
my code is like this
function goFullScreen() {
Stage["displayState"] = "fullScreen";
flvplayer._width = 600;
flvplayer._height = 450;
[code].....
flvplayer is the movieclip which contain the video.
I am in the process of making my first FLV player in Flash CS4, for videos I plan to upload on my site. The play/pause/rewind buttons seem simple enough. However, I have searched and can't find-a timeline 'duration' that tells how many minutes have been played and how many total there are-a fullscreen button that toggles full/not fullscreen in the browser-if possible, some way to manipulate the timeline (e.g. drag the cursor forward to make the movie skip ahead)or explain to me how to do thisAs I said, I have searched for the above and found the play/pause/rewind tutorials but no timeline/fullscreen ones.
View 2 RepliesSites like The Daily Show (I can't post URLs since I'm a new user, but just go to their front page to see) are doing what I need to do. When you go fullscreen with their video, the bottom video controls and the top social media bar aren't scaled. They adjust themselves in width, but the text and button graphics remain the same size.Now, I've had success with a method where, when the FULLSCREEN event is invoked, I downsize my interface elements by a ratio equal to the difference between my SWF size and the screen size, essentially keeping the interface at a constant size in both modes. However, all text and graphics inside those elements are distorted or blurred when I do this.
View 3 RepliesI'm creating a presentation in Flash that will be projected onto a large screen. I'm using fscommand("fullscreen", true) to make it fullscreen. Since I don't know in advance what type of playback monitor will be used, apparently there may be some issue with the monitor ratio not being 4:3 which would make it widescreen. I was told to make sure the animation etc extends beyond the Stage frame so that it accommodates widescreen but I'm not sure how to do this - I mean how do you know how far beyond the stage to extend things? Since I don't have access to the playback monitor I can't test on it and the presentation will eventually be put onto a CD ROM where viewers may have all types of monitors.
View 1 RepliesSites like [URL] are doing what I need to do. When you go fullscreen with their video, the bottom video controls and the top social media bar aren't scaled. They adjust themselves in width, but the text and button graphics remain the same size.
I've had success with a method where, when the FULLSCREEN event is invoked, I downsize my interface elements by a ratio equal to the difference between my SWF size and the screen size, essentially keeping the interface at a constant size in both modes. However, all text and graphics inside those elements are distorted or blurred when I do this. At [URL], the text looks exactly the same in both modes, and uses no anti-alias.
I'm making a shooting game but there won't be much of a challenge without enemies that point and shoot. Is there an easy way to make them do that?
View 5 RepliesHow would one go about masking movie clips that are nested within other movie clips?
I have a photo gallery slider type of thingy that loads jpegs with loadMovie into containers. I can mask the entire movie clip but as for the containers,...well I just dont know whats going on here.
After the dublication of an movie clip,
1. I would like to be able to delete one by one the new movie clips
2. I would like to move them all together.... First you press the word green and then click in the blue area.... A green cyrcle will appear.. Click the word green again and then in the blue square and a new green cyrcle will appear. I would like to move the cyrcles with the buttons arrownd the blue square... And when I press delete I would like to delete any cycle I choose... The flash is too large to attach it to the forum, if anyone is interested I can send it by mail.
Does anyone know a good reliable way to get movie clips to point at other movie clips? I use MX 2004.
View 1 RepliesHere's what I'm trying to do (in example form): I have a movie clip called "dude". Dude is animated to walk around, then drop a cigar (all inside the movie clip). But the problem is, dude moves, so if you try and move dude as the cigar is dropping, the cigar moves with him. So what I want to do is create a new movie clip instance called "cigar" OUTSIDE of the movie clip dude right as he's dropping it, so that you can move him without moving the cigar. Get it? I've attached another helpful animation to explain.
What I have right now is, on the 13th frame of dude, a few lines of code that create and place an instance of cigar. In that frame I also have an invisible instance of cigar for me to duplicate. Inside of the cigar movie clip is the animation that makes it fall to the ground. I need to change that code so that the instance of cigar is created outside of the movie clip dude. Here's the code I have now (inside of dude, on frame 13):
[Code]...
I have a problem stopping multiple clips. I have created a presentation using flash and I have many movie clips which have sub movie clips inside of them. Ok lets look at one movie clip in detail. Inside one _root movie there are multiple sub movies; each with a different movieclip labels (each movie clip is named with unique labels ie. north, south, east, west, and What I need to do is be able to STOP all these sub movie clips with one stop, and in turn PLAY these same movie clip with a second action.
The only way I know how to stop all these sub movie clips is to target each and every one individually.
[Code]...