Flash :: Images On Its Site Half Grey

Feb 25, 2011

I have a website [url]... which has dynamic flash images, the images have the same info in photoshop. However, some of them load as half grey. 1'st page, gallery image 4 and contact page.

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function gotoBcontact1(event:MouseEvent):void[code]...

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[url]...

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HTML Code:
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[Code]....

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Heres a direct link to the swf. (Flash Player 9 Req) [URL] Note that it loads random images to the right.

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I don't understand

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[Code].....

If I hard code the php file with the values listed above, everything works perfectly. But I'm using a php script that checks the directory for images, then provides that output.

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i am working on an intro for a friend of mine and it includes a lot of individual photos. the preloader takes forever but i can figure out how to only load half of the movie instead of the entire thing before it plays. here's the code i have for the preloader itself:

Code:
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[code]...

here's a link to the current test page so you can see the entire intro and how long it takes now with that code to load. i just want it to load part of the file instead of waiting for all of it.[URL]

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Code:
//p is movieClip
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[Code].....

when I compile, flash draws only half of the width of my picture, can any 1 tell me why? my fla file is bigger than 500KB so I can't attach ;(

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We have a flash game being developed in actionscript 3 and it runs much more slowly on our remote server.The game specs:-8 different movie clips, all 1 frame static png files from 10x10 to 100x100anywhere from 10 to 60 instancesof those MCs on screen at any given timeevent loop is run from a flash Timer at 25msall interaction is via the keyboardThe strange thing is, we publish the swf file and run it locally and everything is fast.We copy the swf to a remote server and everything runs much more slowly. The music plays at normal speed, but the movieclips all move around the screen at about half speed.

Why would the file run differently when fetched from a remote server? Isn't the swf always being run locally anyway? Also, we ran it locally and remotely with the task manager running and it does not seem to consume much CPU or memory.EDIT: Ok, this is really weird. I added a framecounter textfield to the game. It reports the number of ms since the last timer tick. It consistently reports 50ms. My timer is clearly set to 25. This explains the half speed, but what explains this? I also added a check on the timer.Interval property to see if it had changed and it hasn't; it's still set to 25 while the game is running.ode to use ENTER_FRAME instead of timer, and it works. I get the full 40fps, give or take a few %. Still not sure what's wrong with the timer though; if it was being delayed by the time spent in my loop it would fluctuate, but it doesn't. It's 50ms every time no matter how much is going on.Here's the code I'm using(more or less):

t = new Timer(25);
t.addEventListener(TimerEvent.TIMER, timerTick);
t.start();

[code]....

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