Actionscript 3 :: Handle Multiple Game Modes In Flash?

Apr 6, 2011

I'm new to actionscript flash 3.0. Anyways, i have written code for one whole game level including the character. Is it now possible to create a class, and when i press for e.g. 'Level 1' the first level starts?(create an object of the class) When i press quit, to unload the whole level.

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[Code].....

If i do JUST the nearCamForMobile and send that to the mobile versaion it looks great on the phone and it's not stretched. but then obviously its 480x800 resolution looks stretched on the desktop version which is a 385x240 video box. So if i do just the nearCam it looks great on the desktop but then it looks stretched on the mobile....

So what im curious is why Cant I do both vars the way I showed above, display the nearCam, and then have the nearCamForMobile waiting to be sent when i need it to?

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I just need to be able to transmit a resolution/aspect ratio that looks good for a mobile client. which happens to be in a different aspect ratio than the desktop cleint.

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[Code]....

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ActionScript 3.0 :: How To Handle Multiple Hittests

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I've been reading up and looking at examples of how to handle multiple hittests. So far in my example I have failed.

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ActionScript 3.0 :: Best Way To Handle Multiple URL Requests?

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Any best way to handle multiple URL requests. This is what I have:
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I currently have one movieclip in my library, but 4 instances of it on the stage. I was wondering what the best way to animate them so they can do things 'separately'- I'm not sure if Actionscript is the answer, but it's worth a try. I just don't want all of them to move when I move one of them (when I try to animate them inside their movieclip).Possible solutions: I already have one that isn't very... resource friendly. For every individual instance I can turn it into it's own Movieclip, so it isn't affected by the rest... but if I were to have many, many movieclips on the stage, that would quickly overflow my library. If that's the only way fine, but I'm sure there's a work around.

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I am writing a Red5 application that provides 1-on-1 video chat to a Flash client over RTMP.

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Flex :: Handle Calls To Multiple Functions In The Same Web Service?

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I have a web service written in ColdFusion. In this web service, there are two functions; one is to return all the questions in a quiz and the other one is to return all the answer selections to the questions in a quiz.

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[code]....

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[URL]

can i handle multiple sound through one volume slider by passing parameters and MC instance name?

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I am developing a flash game(2 players)that require the use of 2 similar wireless keypads.In 2 player mode, player 1 is only able to use keypad 1 while player 2 can only use keypad 2.Is there any software or tool that can help to identify the keypress of each keypad so that i can pass the data into flash?

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I'm finding a lot of problems trying to do a large-scale and complex 3D interface, and most movieclips are parented once if not several times. This is the only way that I see to be able to manage having a number of movieclips move and rotate together with common anchor points. But one of the problems with this is not being able to set different blendModes of child clips. Yes, yes, I usually try and avoid parenting for that reason which is much easier in 2D. But if there is no way to "force" or "pass-through" blendingModes of clips with parent(s), please explain to me how I can have a number of button objects that I can easily move and rotate together around 3D space, but also have independently changeable blendModes for rollover states etc?

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ActionScript 2.0 :: Blend Modes And Screenshots?

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Professional :: Prevent User Open / Play Flash Game On Multiple Browser Windows At One Time?

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I made a game as the same site URL..Anyone knows how to prevent user open and play game on multiple browser windows at a time?I used flash control to embed flash into aspx page and connect to sql server

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Actionscript 3 :: Why Does Have Two Modes Of Compilation (Strict & Standard)

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I am learning ActionScript 3.0. Coming from Java world I can easily relate to strict compilation mode. I think having type safety checks at compilation time makes perfect sense. This makes me wonder, why the compiler allows a standard mode were all the type safety checks are deferred to run time? Is compatibility with older ActionScript specification the sole reason for having standard mode?

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ActionScript 3.0 :: Blend Modes With Bitmap Data?

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Is there a way to draw two bitmap datas together, composited with a particular blend mode?

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ActionScript 2.0 :: Switch Between Two Modes, A Basic Click And Fill Mode?

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So I've been working on an online coloring book, and I've got most of it working for the majority. As you can see from the attached file it is fully functional except for the reset button. Ultimately I'd like you to be able to switch between two modes, a basic click and fill mode, and one that switches to a pencil to draw on the image. When you click on reset it is to clear the drawings, and reset the fills to their original colors.

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ActionScript 3.0 :: Bitmapdata.draw() Doesn't Work With Blend Modes?

Feb 2, 2012

I am trying to save an image from flash, just load a image into flash place some decorative clip art and then save the image to the disk. I was able to do this via BitmapData + PNGEncoder + FileReference.

Now as an experiment I have introduced new clip sprites for decoration, where in each of these have multiple sprite children with different blend modes say "ERASE", "OVERLAY", etc. As far as the flash runtime is considered I am getting the expected effect for blend modes.

But as soon as I try to save the image, the output is weird, it doesn't resembels what I see in the flash player. I also tried to print the page as pdf using PrintJob class, but the pdf would not show the filter effects or the blend modes ones.
 
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BitmapData.draw() with blend modes, as I feel if the we could possibly see the blending effects in the player then we could possibly print it as well.

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ActionScript 3.0 :: Increased CPU Load On Running Semi Or Full Auto-modes?

Oct 6, 2010

I have an app. in which I have placed a ViewStack with (16) Tabs, and Im using a Timer set up to cycle every five (5) seconds through these VS Tabs automatically.

Each VS Tab has an IFrame included to load a particular web site, and I use the auto cycling to not need to go to each Tab manually and wait each time until the page loads before I can use it.

(Note: The IFrame does not need to do anything else other than to show the page nothing else)

All works very well on the work computer running the app. with CPU activity of around 20 to 30%, but when I address the app. on the sever I have increased CPU activity starting with around 30% on the first sequence, and running the second Tab sequence it is going up to around 90% in Semi-auto or Full-auto modes with five (5) seconds beak in between Tab switches and between each sequence.

To explain more in detail I do have six (6) sequences and an arrangement which uses Semi-auto or Full-auto mode (Looping).

I do use (timerName.reset) instead of (timerName.stop) and have also have used (timerName.removeEventListener .) as each Timer sequence get called separately.

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Multiple Choice Game Containing Questions And The Answers?

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I have a project that i want to make which is a Multiple choice game containing questions and the answers is four pictures when you click on the right answer you move to next question when your are wrong a wrong sign appears i have zero knowladge about flash but i thought this is similar to Geo Challenge in facebook ,,Right ?? what software to download ? any tutorials online ?

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ActionScript 3.0 :: Making A Game With Multiple Levels?

Feb 10, 2011

I'm currently making a game with over 100 levels. I have a level select screen where you can go to any of the 100 levels.I want it so that only level 1 is unlocked first then when you beat it level 2 unlocks and so forth.What's the best way to go about this? I was thinking an external text file maybe like this:

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and so on,then when the levels are unlocked and beaten updating the text file. Is this possible? Even making a class which stores level variables including beaten and locked.

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ActionScript 3.0 :: Make Multiple Levels For Game

May 12, 2011

I am trying to make multiple levels for my game, I have made 1 level and want to make more, with more challenging aspects. Anyway, I get this error:

[Code]...

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Character ANiamtion In Multiple Frames Not Playing In The Game?

Mar 28, 2009

So I have a MC character and have him moving with the arrows. Now there are multiple(5) frames inside of this MC. Walk Animation(which is the first frame in the MC), Standing Animation, etc. So when I hit left arrow he walks and the walk animation cycles. BUT!!! When I crouch, etc. It doesn't loop the animation it just sits on a still image (as if I did not have an animation on that frame). What am I doing wrong?The code i'm using after my if statement is gotoAndStop(frame)Within each MC there are more MC's and so on, I don't know if this screws with it.Here is an FLA, the code is partly me but ultimately from disastamaans tutorial(on the kongregate website) for basic platforming. I'm just trying to learn right now.Forgot to add that currently I have a total of five frames.1 Animated-walk2 Animated-stand3 Animated-jump4 Animated-crouch5 Animated-crouch walkThose are my five frames, and 1,2, and 3 work fine, only 4 and 5 won't animate?

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Multiple Instances Of Dynamic Text Slows Down Game?

Feb 25, 2011

My game is rather dependant on dynamic text fields, for giving players in game hints, signalling to them how far they've progressed (round/wave), how many points they've scored for destroying an enemy ect.

It's come to my attention that, the game lags whenever I update these dynamic text boxes. This happens particularly with the in game messages, (black glow filter) that fade in and out. Without any dynamic text messages at all, the game seems to run fine even on battery saving mode/slow computers.

Is there anyway to keep the dynamic text and get rid of the lag? I think I've tried all the different options for the textfields (I'm using CS4):Character Embedding Bitmap/Antialiazed text (Bitmap works slightly better) Multiline/single line Non selectable [URL]..

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ActionScript 3.0 :: Organise A Game With Multiple Class Files?

Mar 6, 2010

I'm making the game Breakout as an AS3 application using OOP. I am getting very confused though. I know that objects should be only responsible for themselves. But this is where I get stuck, they need to communicate as some level to add and remove screens, and I am getting majorly confused as to what is going too far, when it could maybe achieved in a simpler more OOP way.

I've worked out the hierarchy of my classes, in terms of where they are being added (I think). Here it is roughly drawn out below. Have I got the order right based on OOP principles? Like, Introscreen will listen for play being pressed then call a method of the document class that will remove introscreen and then attach gamescreen. Is that right?

Another thing that puzzples me. It seems to me if I made a level and put the paddle and the ball in that, then arranged all the bricks in that level, that I'd be duplicating work (based on the fact I need paddle and ball for level 2 also). So it would be best if I could have gamescreen with paddle and the ball and then add level1/2/3 to display list which would therefore set up the appropriate brick placement. But then, wouldn't that mean that I couldn't do hittests because my level 1/2 or 3 wouldn't be a sibling to the bat and the ball, them residing as a sibling in the level's parent class?

[code]....

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