Flash :: Component Livepreview Limited To 160 X 160px?
Feb 21, 2011
One of my troubles so far isn't a big one, but the livepreview has being limited to 160px wide and high.. how to get rid of this limitation?
Edit: I've been following this tutorial and made the menu strip. In the livepreview, as it gets wider, it gets cropped. Then, I made another one, for the sake of certainty, and found out that the problem persists.
i'm working on a game project and i got some trouble with displaying stuff in the game Launcher. everything is in AS3. I'm actually looking to achieve almost the same results as the World of Warcraft launcher with a news section. the way i think to work it is that i create either a textArea component or a textfield and display html page in it. This html page could contain text, image and flash SWF.
but here's the problem, textField and textArea component are very limited in displaying and formating HTML pages. So i don't know if i should continue to search and try developping this way or find another way for displaying dynamic stuff that can be easily updated.
For a maze game, I'm trying to add acceleration to the movement of my character.Because the character shouldn't walk through walls, the movement function and hittest are in the same function.
I tried adding the acceleration in if statements in this function, but that doesn't work properly. [code]...
so much entries here about full screen flash, but i coultnt find what i wanna know. i read the tutorial about the full screen flash, but it wont work the way i wish it would. what i wann have is a swf embeded in an html. the swf size is 950 px x 550 px and is in the absolute middle from all sides of the browser. if you scale your browser, it should scale itself smaller, but not bigger than the beginning resolution. within the swf file there is a game, that opens in a seperate window in front of the main swf. that window should be dragged whereever you want in the browser.
but i just figuered out what i have to do, to give the window some freedom. but when i want to drag it above the main swf i cant do that. i figured out that when i drag it to the left, there is the same problem, but the further right i press the mouse on the window, the further i can drag the window to the left. same is on top - on the right and the bottom site there is no problem.and the html code is:
In the game spank the monkey, how would I achieve the drag and drop functionality of the game? specifications: Press the hand to enable drag and drop As soon as user drags the hand out of the flash movie, the hand is released, despite whether or not the user's mouse is still pressed.If the user's mouse is still pressed even after coming back to the flash screen the hand does not respond until pressed again.I tried multiple things but to no avail.
One of my attempts involved having a constant onMouseMove event handler that flagged a "out_of_bound" area, but mc.onPress = function(){ //drag } does not respond after the initial press.
I've a strange problem. My project is an SWF that load an external SWF trought loader. My intention is that until external swf desn't fully loaded, his reproduction don't have to start.
I'm currently working on a JibJab style project where a third party agency have done an animation. Now we have tracked the head motions in AE CS4 and done an export to Flash using XFL, and the motion does not work.
Before this we have done several tests to see if this method would work, so we know it actually does work, but the tests where only a couple of 100 frames long, now the project is over 1500 frames.
The final animation is 60 sec, 25f/s, and after importing the motion into FLASH using XFL nothing happens. The motion is there if we look in the motion editor, the image is there, but nothing happens when i scrub back and forth. This all worked like a charm with the test projects. AND if i try and rightclick the picture or motion editor FLASH freezes, so i know something is REALLY wrong here.
After four hours of bug hunting i have isolated the problem to the number of frames you try to import into FLASH. If the end sequence is more than 1000 frames (exactly!) a extra keyframe is added on the first frame in the motion editor, so there is TWO keyframes on the first frame, where there should only be possible to have one. This happens only if the sequence is more then 1000 frames. If i take the same sequence and export if from AE so its less then 1000 frames everything is fine.
I have attached a screenshot of the extra keyframe that apears in the motion editor. It's allso noteworthy that this extra keyframe can't be changed or adjusted as it does not actualy "excist".
I would like to have this bug confirmed by someone and if someone has a solution? Right now im looking at cutting up the export into "999 frames" sections and then patch it together again in Flash.
I need to loop my SWF 3 times and have it freeze on the last frame of the movie. I assume a conditional "if" "else" action is needed but cannot get it too work.
Limited FullScreen keyboard access Everyone is talking about the new Flash Player 10 features that you can have limited keyboard access while you are in fullscreen. But nobody publish the code for this. I'm using the regular onKeyDown function in AS2 and this is not working. Does someone know if we can have this limited keyboard access in AS2?
This is my code (that work in normal state but not in fullscreen mode):
[code]...
Adobe Flash Player 10 Whether or not you want to make a game or a video player with keyboard shortcuts, the restriction of keyboard support in fullScreen has been an annoyance to a lot of developers. The restriction was placed there because of heightened possibilities of malicious attacks while in fullScreen mode such as password phishing.In Flash Player 10 we are easing this restriction to allow non-printing keys to be used while in fullScreen. Non-printing keys are arrows, space, shift, tab and similar keys that can�t be used to provide private information. These keys are very important however to let users do many types of selection and gameplay inputs.
createEmptyMovieClip("Line",1); Line.lineStyle(2,0x000000,100); onMouseDown = function (){[code]....
How do we use this code on a movieclip (limited space for sketching) created by us ? If i'm not mistaken the onMouseMove = null function for the code below is not correct ..
I use the attached code to load the attached xml file, but it will only load the first 20 nodes. I have moved the 20th to the 21st and the 21st up to the 20th and it will still load the first 20, so it isn't a formatting problem.
We're currently developing an iPad application using Air for iOS and from time to time experience crashes (on iPad1 with ios 5 only) which seem to be because the application is using up too much memory.
How to catch/handle such errors in the application? how to be notified when memory is low? trying to catch flash.errors.MemoryError doesn't seem to work.
What I am trying to do is make my box stay on the screen at a random place on the stage and remove it when clicked (but that will come later). This code is for some reason adding the object to the stage and then removing it and adding it again up to 16 times.
Following the example that builds the Flash application is an example that details the server-side code. Remember that image files are restricted in size: you can only upload images that are 200K or smaller.
That's not true is it? I'm assuming this only applies to the sample upload application they are showing. I've tried filereference myself and didn't had any problems uploading image files lager than 200k...
I have this AS so far : Code: //1 function zoom() { square._width += speed; square._height += speed; } var speed = 2, id, interval = 100; [Code] ....
What this does: when the mouse is passed over the movie clip "square", it begins to zoom, or enlarge. What i need to do is have the AS function perfectly on frame 1, then on frame 15 the script does not function at all, and the movieclip returns back to it's original size. (or after 15 seconds, whichever is more flexible).
I have a XML searcher thingy made and for the results in it I want to only display, lets say 50 characters to either side of the word that is searched. I am reading from a XML file and I am using indexOf to ge the current location of the word.
when I'm leaving (mouseOut) an object, I would still like to perform my enterframe to decrease a value, for lets say 2 seconds and then stop. I dont quite understand how to do that with Timer events,
i have read your tutorial on the problem when resizing the browser. i found it really simple. but the example was limited to two objects on the stage. i have been working on a flash website and there are numerous objects on the stage already. since this is my first project i did not take into account the occasion when the browser will be resized. is there any way around this or do i have to specify each and every single object on stage to accommodate the resizing of the browser?
How I can create continuous scrolling (on mouse over ) for limited images (like 10 ) If I mouse over , in left it keeps scrolling images and even keep scrolling when 10 images completed by adding first image to the right
If I mouse over , in right it keeps scrolling images and even keep scrolling when 10 images completed by adding first image to the left[URL]..
I have value object that one of its field is meant to be filled trough a dropdown chooser. I'm very new to flex so I'm not sure what is the best way to maintain this field.
Should I make it a simple string in the value object and a table in the DB, and each time I have the dropdown to send a request to read it from the DB? That what I would have done with JS but in flash I thinkl it might be better to somehow keep that information in the flex app instead of keep asking the server to send the names every time.
The field has about six options and it is choosing htat field happens a lot during work with the app.
What are the benefits of Spring Actionscript considering Dynamic Proxies are not possible in the current version of Actionscript and Reflection is quite limited.So for example I could specify my object creation in an XML application context, but why would I do that when I can simply specify that in code, and hence take advantage of static type checking etc.It is by no means my intent to belittle the work done on Spring Actionscript but more to find an application for it in my projects.
click btSpawnAdd 1 mcObject to the stage, with a limit of 5 maximum of that objectclick btDestroyRemove 1 mcObject from the stage until all are goneI assume you'd use classes and arrays to get this done? I've managed to get a button creating objects onto the stage by doing that, but I can't figure out how to set a maximum.The end goal is to create drag & drop objects by clicking a button, and then being able to drag those objects onto a "recycle bin" to remove one.
I was wondering if there was a way to get the sound from a FLVPlayback component and manipulate it with using a custom volume slider? Within my Actionscript I currently have this code which enables me to control the volume of a MP3:
import fl.events.SliderEvent; var mysong = new music(); var myChannel:SoundChannel = new SoundChannel(); var myTransform = new SoundTransform(); myChannel = mysong.play(0,10);
[Code]...
But Instead of using the MP3 for sound, is there a way to use an FLV's sound instead?
I am trying to create my first real world Flex application. I will have a lot of different data entry / data view screens so I thought I would create many different components to deal with each different type of data that was being returned. I have a MXML application called Layout, and have component called "Navigator" which controls the menu, as well as a ViewStack called "MainContent".
I want the Navigator component to change the ViewStack on the Layout application to that of another Component (each Component is embedded within the Canvas of each ViewStack). I have a click handler on my Navigator which looks like this: Layout.ContentFrame.selectedChild=event.itemRenderer.data.clickValue; However it shows the error "Access of possibly undefined property ContentFrame through a reference with a static type Class." Is my approach a good way of doing it? I have attempted referencing it using FlexGlobals.Layout and topLevelApplication.Layout... neither of which work?[URL]
I have a component "child" which has a cancel button. Now this component is placed in a state called "newChildComp" I also have another component called "parent". In the parent component, i have a button that dispatches an event. Here is the event code:
[Code].....
so, basically,i am checking to see if the cancel button component in the Child component, while i am still in the parent Compoent, was clicked, if it was clicked, call the cancelButtonHandler. The problem is by the time the addNewChild handles the event, that cancel button was still null. My question is how do i solve this without using the itemCreationPolicy on the cancel button?
i've downloaded the text layout component from adobe site and i install it with extension manager but i didn't find the component in the flash component panel