Best (performance) Way To Animate 55 Png Images In Adobe Flash?
Jan 14, 2010
We are using Adobe Flash to produce software for an interactive touch screen kiosk.I have 55 1024x768 24 bit PNG images.I want to play them (fairly regularly...once every 5 minutes or so) without them stuttering but can't find a good dependable way, main problem is I think Flash GC's them after an arbitrary idle period.Reason I'm doing this is because the FLV attempts we have made aren't sufficiently high quality.I also looked at using a H.264 but that obscures any other assets placed over it.I have a number of text fields sitting over this animation. The machine in question is a Core2 Duo, 4GB Ram, GeForce 9500GT.
When looking for encryption related classes/functions in action script / air / flash, I saw the as3crypto project. This one provides a v. nice set of options, but I am a bit concerned on what the numbers presented means when these are used to decrypt a local media file when its selected about to be played. I am looking for security vs. performance balance.
For video/music, it needs to decode at a fast enough pace so the player plays it smoothly - which is something that depends on the format used, but is in all cases less than the delay of having to wait to decode the whole file.
I am using actionscript 3. I can load an image in a class but how do Iload a number of images eg 4 images that animate.?These 4 images are a walking sequnce of a character. I am unclear after googling an loading multi images in as3( just love google).
Loading a single image I load this into a loader Once loaded I load the image into a bitmap and add to a sprite I then add the spite to the stage Q)Now for 4 related images I load 4 loader or 4 sprites or 4 bitmaps or do every thing 4 times?I want to do collisions eventually and I need bitmaps but bitmaps seem useless to use other than collisions.Googling for answers isnt helping me clarify this!
I'm currently working on an Adobe AIR application which is targeting the iPad2 as the hardware platform, and can not get decent scrolling performance on one of the screens. I'm using a spark list, with a custom item renderer like so:
As you can see this is pretty light-weight, yet my dataprovider contains upwards of 100 items, and 11 of them can be on screen at any one time. Everything I've read around increasing performance for scrolling revolves around using opaqueBackground and cacheAsBitmap, however no matter what I try neither help here. Using cacheAsBitmap at the list level doesn't help as the item renderer recycling kicks in once you've scrolled more than a couple of lines requiring the whole thing to be re-rendered, and using it at the item renderer level is still horribly slow when scrolling fast — presumably because many are being recycled at once during a very fast scroll.
I know the iPad should have no problem blitting a screenful of information in a frame at 60 fps, yet when I scroll quickly I'm seeing it struggle to make 10 fps (from sight). So the question: have I missed something obvious, or is this to be expected due to the number of layers (and vector rendering) involved when using AIR? For the record, I have tried changing the render mode for the application and tried changing the frame rate to eliminate the obvious.
Question: How do I (assuming it is possible) animate a drawing (gif, jpeg, png, whatever) I drew outside of flash. I have some monsters I have drawn and would like to animate them for a flash game I am creating. I've looked around and done a lot of searches, but I cannot find any answers or tutorials. It is probably because I am not using the right keywords. One similar to this that already has a lot of detail, but can still have the limbs animated with the bone tool or weapons even. When I try it seems I have the entire square image and can't use the weapon shape. Note: I am new to flash and have only gone through the first 14 tutorials on this site,which rocks btw
Im writing an IOS game using AS3. Here's the problem- I have an image on the screen that moves around. When the image's y value goes negative (the image is partly off the screen), the frame rates bottom out. I've gone over my code pretty thoroughly, even threw together a few test projects just to experiment. In all the test I do, whenever there is an object that is off screen, even partially, the frame rates drop. It's making scrolling backgrounds impossible. BTW, I'm using Packager for iPhone and a 3G (not 3GS). Frame rates are normally 24 with no problems
Basically I'm building an image gallery. Rather than thumbnails, it just loads the full size images and masks them, so they can all be scrolled through. (I made an intuative preloader for this). It all works fine. The only problem I see there being is performance, when there's quite a few images.Could anyone suggest a way to reduce the load, and make it a bit more memory friendly? I (stupidly) thought that masked out images wouldn't render. I think I'm wrong though? I thought maybe I could make the images off the screen set to 'visible = false'?
How to add images into Adobe Flex RichTextEditor control? I mean using a button =)
So we have some text editor with RTE a-la
We want to get into its content images using some button. How to do such thing?
BTW: I found this [URL] but I really do not understand how to make it work so if any one can publish simple project with simple (DIRTY IS OK) source it would be grate!)))
I know how to load external images using xml but the problem is if I have a lot of images to load then animate it after being loaded. I know theres a work-around with this problem but still I did'nt figure it out.
If you look at my Flash file "Grid.fla" (again see attached files) you'll see a group of 14 images which are loaded from an XML file ("Grid.xml") and when the user rolls their mouse over an image it uses the Tweener library to animate the image into its full size.
The problem is I need the images to animate into the center of the screen - see an example of what I'm trying to achieve by opening the SWF file within the attached ZIP called "StormGallery.swf".
But I have no idea how to do add this type of animation into my "Grid.fla" file!
I am trying to animated two images on axis with rotationX command. it's working when the picutre comes in 90 degree it gets overlapping. I am attaching the picture for your reference
I have a read a few ways to animate an image in AS3 and not sure what is the most efficient way.I want to load 4 images(in 4 files) in a class. Each image is a different frame of a walking movement of a character. What I want to do is load all the images in the constructor and assign the sprite the current frame to display.eg sprite=bitmap1 then after some time swap images sosprite=bitmap2 then after some time swap images so etcsprite=bitmap3....Is this the logic you do in AS3?The code loads 1 image so I can change this to 4 images to load (4 bitmaps and 1 sprite for the current frame?)
I've been doing a little bit of reading about Stage3D, which will be a new API used with Flash Player 11.Will this API improve the performance of 2D rendering (Vector) in any way, or will the library be used primarily for rendering 3D?
I'm devloping some library classes for flocking/steering behaviours on large numbers of objects (2000+). I'm finding that at < 500 instances, performance is reasonable. As the numbers increase, framerate bogs down.
I've seen remarkable performance with libraries such as Flint or Box2D with ridiculous #'s of particles / objects, so it should be possible to optimize / refactor my code to be a bit better.
I'm aware of the basic optimizations, such as bitwise operations and optimized for loops. Are there any more fundamental approaches I should be considering? For example, currently each instance is a vector-based MovieClip. Would working with BitmapData be more efficient?
Will I take a big hit in performance using nested ViewStacks? Should I strive to handle all navigation in one ViewStack and push children manually or will the affected performance be negligible?
We have a medium size Flex 3.6 application that contains around 20 different page views (managed via a single lazy ViewStack) each having multiple components. Most use custom renderers.All model data is loaded at startup and changes to model instances are communicated via binding and/or collection change events.Once the user has viewed each page at least once, all page views are instantiated and happily listen to update events.Which in effect means that each time a model instance changes, all interested views receive that event and compute derived data or trigger item-renderers.I have tested and confirmed this behaviour in a proof-of-concept application. Even when setting a list to being invisible, it still listens to collection change events and invalidates any renderer affected.What would you do?
I need to make a button animate from its normal size to a larger size but in a fluid scaled motion. I'm using a png image I cant seem to get it to scale from small to big when animating, and I have inserted a motion tween.
What I have to do is upload some images to a server, which is OK, but before uploading I must downsize this images by reducing their quality and width/height. I've found many information about the class JPGEncoder, but I couldn't make it work.
I have designed some thing within adobe illustrator(vector images), and my project im doing for myself is being able to add these vector images in, and be able to modify them, colours, add stuff to them and so on. I've seen things done on the net before with these used, but can't seem to find any tutorials regarding this.
What is the fastest way for a Adobe AIR program program to index all images on a users' computer? Using Open Source ActionScript-3, MXML Libs and classes.
Fastest - Same pc configuration, different time (seconds) To index - get a list of absolute links (like c://bla-bla/file ) and save them into file (index.txt) All images (like JPEGs, PNGs)
Is it possible, via Adobe Air, to save multiple types of data in a single file? For example, an application would allow the user to load in external images, position them on stage and label them. This data would be then be stored in a ByteArray (I guess) using BitmapData for the images and probably XML for the metadata.
I would then like to write this to a single file, with a bespoke file extension that could be associated with said Air app.
In my machine I have installed only Adobe Flash CS5 proffesional trial version. Now this installation is not supporting adobe.utils.Extension class in this version. I have tried with all latest updates from adobe site. My doubt is does adobe.utils.Extension class is available in licensed version of Adobe Flash CS5 proffesional?
I want to create a simple game (Adobe Air) based on 2 players using ActionScript 3.Let's assume I want to create online chess game.So that I can play with my friend at work, at home, from anywhere via internet.Should I use flash server? Or something similar for this purpose, or there is simpler way to connect 2 players and make fully functional interaction between them?
PowerMac Dual 2.3 GHz G5/8 GB RAM I suspect I'm not using best practices, as this is my first project, but my the flash file is getting very sluggish to work on. The swf (AS 2.0) publishes fine and runs OK off the server and in the browser, but the Flash application is slowing down to a crawl making work very unpleasant indeed. Not that it was ever that fast to begin with. The Flash file size is presently 15 megs. It's got a log of symbols in the library and a lot of small jpgs used as navigational buttons, and utilizes many instances of the loader component to dynamically load external files: Is this too much of a demand on the app's resources? I do think that some of this has to do with a poorly implemented user interface (first attempt by Adobe to make Flash "look and feel" like a CS app), but I'm sure there are other issues.
I was wondering, because people do suggest this, but i've never explicitly had it verified:does the flash cs4 compiler actually generate a SWF file, that is more optimized and faster, than the flash cs3 compiler?and what about other compilers? custom as3 compilers, are there faster ones?I don't mean the time it takes to compile the .fla, but the speed of the SWF file.
I've been working on simple animation for a client, which you can see __here__.I have a few issues with performance. I have popped a fps counter at the top left and it seems to only run at around 30 fps on my laptop, I need it up to 60 though.
i was just wondering if anyone had any tips about getting the best performance from flash.I have used Shape instead of Sprite on the curves, which gave a slight improvement. Surprisingly I didnt notice any change in performance when I dont use the blur filter on the curves, which was odd to me.
Test FrameRate in combination of browsers,flash plugin versions on Win32
Expect:
Framerate to be close in most cases
Observed:
I am seeing a 25% decrease in framerate under IE7 using Flash10b.ocx(10.0.22) and 50% decrease in framerate using Flash10c.ocx(10.0.32). PLugins under FireFox, Safari and in Mac OSX don't exhibit the same slowdown.
I would like to get help/confirmation on a performance problem that I see in Internet Explorer. The Adobe and Flash community is great on the Internet but I have been surprised to see no information on this, just a few reports about movie playback on 10.0.32 vs. 10.0.22.
My guess is that in IE flash plugin is passing draw calls to Win32 and that this is slow.
Instead of drawing each time on the bitmap using draw, cache the draw calls to a bitmap and use CopyPixels. When I do this the performance is the same across browsers, within 10%.
I'm a developer on nice space MMO using Flash. On new PCs performance is quite good, but some features shouldn't be enabled on older PCs because the framerate drops to shit if we do. Flash wasn't made for this, but hey, pushing boundaries is fun.
An example is fullscreen mode. Of course every user can manually enable it, but "advertising" it to a user with and oldie PC would be a bad idea - but for the Alienware crowd it would be dumb not to.
So I want to find out how "capable" a user's PC is to decide if I should enable or disable some features for him.
Well I'm having a hell of a time trying to get my CPU down under 45% when running my current application. I've tried all sorts of optimization tricks and tips with little success and I'm at a point now where I need a fundamentally different approach.
Problem and Current Approach In the main view of my application I have a single enterframe handler.I have my frame rate down as low as 10 fps. This handler notifies 16 seperate movie clips to draw wedges of varying angles using Lee Brimelow's wedge class. So, 16 times every enterframe, I have 16 movieclip graphic clear, begin fill, draw wedge, endfill all being co-ordinated by my single enterframe handler.