i have an movie clip instanced as "man" I have made him so that he has a Idle and Walk frame like this. He can also move left/right. (I also made him attack but that is irrelevant);[code]I need it to loop through the "walk" frames until i lift up the left/right key then go back to "idle" position. What happens is that it will go through the loop once and than go to idle even if I haven't lifted the key.[code]
I am currently making a platformer game but I can't seem to get a walking animation for my character. So far I have made a character which can move fine. Inside the characters movie clip are 2 frames (one standing and one walking) Now my problem is that I can get my character to move right and play the walking animation but when I walk left the walking animation doesn't play but the character still moves. I am using action script 2 and flash pro 8
onClipEvent (load) { var ground:MovieClip = _root.ground; var grav:Number = 0; var gravity:Number = 2; var speed:Number = 7; [Code] .....
I have two MovieClips, and both are controlled by keyboard events. One is a globe that I want to rotate in one direction or the other. The second is a walking animation that should change direction or stand still depending on which key is pressed or if none are.
Here is the AS Code: /*var rightDown:Boolean = false; var leftDown:Boolean = false; var upDown:Boolean = false; var downDown:Boolean = false;*/ stage.addEventListener(KeyboardEvent.KEY_DOWN, keyDownHandler); [Code] .....
You can see that I've tried a few different methods, but neither has worked correctly. Using the timer came close, but then the globe kept speeding up, and I couldn't get the walking animation to default back to the standing animation. Here is the .fla [URL].
I am trying to make a walking animation for a character with customizable parts. I can't seem to get this code to work correctly:
[Code]...
playerStance defines if the character is idle or walking, in this case walkingchar is a MC containing 2 frames : idle and walk (the frames contain MC:s for the current animation, in this case charwalk)charwalk contains 2 keyframes and the others are filler frames, the keyframes in this case are 1 and 16charwalk contains layers for all of the character parts, for example bottom1 (is located in frame 1)all of the parts contain frames for every variation of that partin every frame of the parts is a code : stop(); to prevent them from playing when I gotoAndPlay charwalkWhen I play this and update the parts after changing parameters, the algorithm returns a right value, but the parts don't go to the correct frames. Instead they are kept in the first frame.
I'm wanting to render this character as a flash animation (which i will create with swift 3d), could I make the walls of this corridor mask him so that only his head would only be seen as he walked through it, as below?I would later render the animation of walls as normal like so ..lkThrough.html (so that i would have a vector character walking through a bitmap corridor, you may ask why i want to do that, and that's because later on the character will be mainly animating on a still background and i'm trying to conserve download time for the Flash file).
I want to write a small game using flash and actionscript but I am not sure how to start. The basic element may be a man walking on a surface which I suppose is the fundamental elements for my application. However, as I am new to flash and such a project is just a test for whether I can learn from the internet quickly to master a new language, I suppose that examples are the best. So how can I get a human walking on the ground in 3D example using flash?
I want to animate the human walk in flash from plain walking to running. Is there any location from where I could pick up the animation sequence either directly or for modification in photoshop etc.?
I am simply trying to move symbols around on my Stage, and each time I move one, the "path" is recorded and the object flows on that path when I scrub or play back.
All I would simply like to do is reposition images and symbols with out the movement and animation.
How do I scale and move a finished animation (with more than one simbols - do I have to group them or something since I don't wan't to touch the background?) without having to do it on every keyframe?
Let's start off by saying that I am the greenest of green newcomers to the world of Flash and Actionscript. I have created several animations based off of the great camera movement tutorial found here: [URL]Everything works great when I have my actionscript code in a single frame environment. However, I am currently trying to figure out how to create a simple menu/welcome screen that will allow the user to choose which animation to play before returning to the menu and choosing another. When I move my code to frame 2 (as I am trying to create my menu on frame 1), my animation does not work correctly. As I am so new to this, I'm afraid there are very basic concepts I do not understand and this is preventing me from effectively researching and troubleshooting this problem on my own.
Using the Kirupa racing example tutorial files, if I simply move the actionscript to frame 2 I see a continuous loop which seems to include the initial placement of the scene's components, but it doesn't stay in the frame to allow for any camera movement or to continue with the animation. This makes sense to me, as it is continuously looping between frames 1 and 2. When I attempt write this code on Frame 1: gotoAndPlay(2);, I simple see static images of the scene's elements (the tire and the car) and no animation. I had expected it to play as normally as it does when the actionscript is located on Frame 1. What basic concepts am I missing here and does anybody have any advice on how I should proceed?
I think to create an animation (like moving object foward) we can used frame to frame animation and also we can used actionscript tween class.And my question is, if somebody talking about 'timelined animation', which one is it? is it frame to frame? or is it actionscript? or is it both of them?
[URL].. The preloader on this site seems to run through a complete animation before moving forward in the movie.
I am curious if there is something to how preloaders like this work. Does each animation happen after a certain precent is loaded (in this example, when the squares turn green) or are they just animations that have nothing to do with the actual preloading?
I decided to make a sliding, growing flash of light slide from the right of the underline to the left then fade out.My brother has dabbled in flash and says that, using key frames, I could do something like have the light be a layer that I manipulate over a certain amount of frames. His other option was to make individual frames and just use flash as a frame organizer or gif animator.
I have a sliding menu at the bottom of my screen. When you mouse over the menu it pops up and as it does it triggers an animation of a moving object. The moving object starts "off screen", comes sliding in and comes to a rest in the middle of the menu. The object has buttons on it. What I'd like to do is when a user clicks the button it loads content onto the main stage. Then either after clicking the button or mousing off the menu the object animation will continue on it's merry way out of view (off the menu).
Everything works great except I can't get the button to work! I'm thinking it's a path issue since I've done lots of buttons. So the button is now here: _root.slidingNav.animationMC.object.button And I've got the AS on the button: on (release) { _root.slidingNav.animation.gotoAndPlay(31);} Is the button so buried that it's clicking options aren't available?
I have a lizard movie clip that contains a bunch of moving parts. I have placed this clip on the stage and then did a motion tween along a path. The clip moves along the path but you can't see any of the parts moving.
I have been producing animation on my Mac using shape tweens and hints where necessaryUnfortunately when these files are then opened on one of my colleague's PCs the shape tweens appear broken as the hints have dissapeared.If the file is opened on another Mac this does not happen.I have yet to spend too much time focussing on testing the whys and wherefores of this problem, but wondered if this is a recognised issue or is a one off
I'm on a very big scale project and it is a game. What I need done is a walking version, but not just some easy script for it. It's like there are 545 diffrent buttons in my game, and each other has a diffrent location. Now what I want to do is to use a function for moving between them. Here is an example screenshot of the location where you can move: http:[url].....The numbers aren't there in the real game off course, it's for the button number. Now what I want to do is that you click the button, and the move function is called. The function should be like:
- The movieclip that should move is a player, instance name is 'character'
- You move to the x and y positions of the button you've clicked.
- The movement speed should be a variable, you make the name up, just be sure I can edit it by changing 1 value
- The character must move through a good line, meaning if you are at position #16 and you want to go to 31, it first goes to 32 and then to 31 and not directly to 31
- There's a big Array (its called _root.takenArray ) and it checks Every spot where you have to move to (if you move from 16 to 31 it checks 31 and 32) it checks if the values of _root.takenArray[31] and _root.takenArray[32] are not bigger than 1 - If you're moving to 31 from 16 and _root.takenArray[32] (in other words, spot 32) is taken, it tries to find another route, like through 15 and then to 31. If there is one, it follows that route.
- If they are bigger than 1, The moving action shouldn't be done, if they aren't bigger than 1, move the player
All the spots of above are positioned like in http://vert.2webh.com/all.jpg
That's all. Sounds complicated doesn't it? Well I'm pretty advanced at actionscript and I couldn't manage to make it work.
I am trying to make my character look as he is walking around on the stage. I can make him, but what do I to make move his arms and legs? Also, I want the character walking animation when one of the keys is pressed, and stop walking when that same key is released. I have looked and looked with google and I can't seem to find the answer
I have 2 MC's - one of my main character, and one of a specific area, I wish to confine my MC in. My main character has the ability to move (lol) and I do not wish for him to move outside of the boundaries of the second movie clip. Now this would be very easy if the second movie clip would be rectangulary (sp?) shaped - but it's not unfortunately. I was wondering if there is some kind of function similar to hitTest that compares the two MC's pixel by pixel, rather than setting the second MC's boundaries as a rectangle around it.
For example, what if my second MC is oval shaped, with no filling - like the '0' symbol for example...If it that is impossible (i doubt it is but w/e), then this is a approximately what my second MC looks like:[URL]
Wanting to be able to move multiple characters around a map (one at a time)First selecting them either by keyboard shortcut of by clicking them.then being able to move them with WASD of by clicking the mouse to a certain position on the map and the character would move in that direction.
I'm trying to animate a dog runing/walking over the screen. I asked someone to draw 8 directions of walking/running plus two transitions with 360 degree running/walking. is it enough to let me freely move the dog and change actions (walk->run, run->walk) too?
I have a game where the character walks around the screen and stops if she hits a wall or a hole etc... - typical. HOWEVER - I coudn't get her to stop walking. Is there any standard code for this. If you tell to stop walking then she can't walk back out either etc... Also, she walked into the hole a little so being in the hole she definately couldn't walk any more not even back out as she would be walking inside the prohibited zone.
here i have a zipped fla file where i have problem with the character still wallking when road scrolling reach the end of the screen.how would i stop that?heres script:
I have a certain set of motion twains that I've successfuly completed, they constantly loop right now (default), and is saved in the SWF file.I'd like to take that finished looping animation, and insert it within another animation (a) that can be played with a play button, and stopped/resetted with a stop button.How do I insert the completed looping animation into the main animation? And is there something special I have to do in the actionscript of the start and stop buttons so that the "inner" looping animation will start and stop with the "outer" main animation?
I am in a real distress - trying to make a menu looking like the one shown here:[URL]..That is a sort of "tsunami" if I get it right... On mousover, the elements nearest to the mouse grow - the nearer they are, the more they grow - like in the many examples of tsunami that you can find on the web.The problem I have is that as they grow, the elements should also push one another sideways, so that the menu sort of "walks" or "slides" sideways. Which is exactly what I cannot achieve.