I know nothing about Flash Professional, but a friend has given me a .swf that supposedly contains some graphics that he wants imported into a Flex program - which I know a fair bit about.I have the .swf, but I have no idea what to put for "symbol". My friend doesn't seem to know what I'm talking about. How can I determine the symbol name to put in the 2nd parameter of the embed?[Embed(source='SomeSwf.swf', symbol='WhatGoesHere??')]Is there some way to browse the .swf, or some way to just import the whole thing and step through the symbols in actionscript?
I'm working through a book called Foundation Game Design with Flash, and I'm finding the Flash IDE confusing. I've been programming for several years, so working with AS3 directly is far easier than trying to understand symbols and nested symbols and the difference between graphics and movie clips and scoping issues and all that -- when tied into the IDE.
How many of you who are making games in AS3 also use the Flash IDE? Can anyone recommend a resource that is AS3 heavy and Flash IDE light? I don't care how much time I may or may not save by using things like the timeline, I just want to understand what I'm using.
I used this tut to create a menu. [URL] And my question is; Can I make the slider to move after a movie clip symbols instead of button symbols? That way my menu would be animated.
I'm attempting to use CS4 (PC/Vista, if that matters) to create a SWF file that will basically act as a "library" of commonly used symbols. This SWF would be loaded at runtime by other SWFs, which could then use the symbols within it, including all art and code assets.
All symbols have stopped rendering while in the IDE. They publish fine, but I can't see them on stage.
Details: Flash Pro CS4 10.0.2 Mac OS X 10.5.8 on MacBook Pro w/ 4GB RAM.Objects that are not symbols render fine (shapes, groups, text, components).Symbols are selectable and show the blue selection boundary.Symbol selection is constrained to the shape of the symbol, not the bounds.The 'empty clip' handle is shown for each symbol(and effects / filters are rendered on it).The layers are not hidden, and switching to outine doesn't change the appearance.All files opened on this Mac show this behavior(IDE pref setting for don't display symbols?) .Files openfine on other machines (PC & Mac).I trashed the 'Flash CS4 Preferences' file, but it didn't fix it.Here's the IDE view of the stage:
The company I am working for has a flash component (using flex and cs4) that crashes intermittently in chrome, FF and IE. (so far only win32 platforms)
I submitted a bug report to Adobe but have not heard anything back from them. Their support process seems like a black hole. WE can get a dump from Flash using these steps but after submitting the bug we got no help at all.
We loaded this into MS visual studio but can;t get decent stack information because there are no symbols for the flash stuff.
Microsoft and other companies provide symbols to help with debugging and we would like to get that from adobe. Is there any way to make progress on this?
Does anyone know where to get flash symbols or how else we can make progress?
It is hard to debug the process if the container just dies.
the binary is flash10c.ocx
I just spent a painful hour on the phone with adobe folks - and the final answer from one of them (I spoke to about 8 people) was that they do not have a per incident purchase plan for developer support for flash.
this is one of those upsurdly basic questions for which google does not work. I have usually dispatched events from my classes and dealt with the user interface in the document class. But now i want to separate all the UI in a separate class, accessible by other classes. have added it as a child to the main/document class, but how do i reference the main class without going through parent.parent shananigans?dit. one more thing i remembered. Some of my UI elements are not programatically added.here is the code i have. i get possibly undefined property error.
I have an input text field for email address that is not allowing me to type anything but letters, numbers, spaces, and * I need to be able to type @ as this is an email address input field... Is there a setting I can change to allow for this?
I have two objects; background and highlight. Highlight has a certain amount a opacity set to it 45%, so it appears lighter then the background. I want to color just the background in as3/flash builder 4, but when I color the flash symbol, the highlight region also gets colored and I don't want to do that.
I also don't want to have two separate symbols, because then I'll have to add more code and variables.Is there any way to color just the background and let the highlight object just be?
just like facebook game, I see that even I am playing facebook social game, it still have some downloading when I click on an item for the first time, or just by doing something new. Is that people can divide flash into many parts and connect them when they need?
i'm using cs3 and have created an illustrator drawing and made symbols in illustrator so that i can import them into flash. i have successfully imported the drawing into flash but now i've gone back and edited the drawing in illustrator. is there a way i can just update the symbols i've changed rather than having to reimport the whole drawing?
I've been trying to find an elegant way to display MovieClip symbols from a Flash 9 swf in a Flex app. I am rewriting my old game ChipWits (google it) and have a bunch of graphics which I need to repeat for walls, floors... All the graphics are in Symbols with auto-generated classes (coffee class for the coffee symbol).I have it working in a very inelegant manner by putting named instances of each of the Symbols on the stage. In Flex I call a function in the swf's Document class that moves the symbol to 0,0 and makes it visible in the swf:
private var mc_Item:MovieClip = null; public function showInstanceInSWF(itemName:String):void { // If it has the property draw it[code].....
and then to take the MovieClip and addChild it in my app outside the loaded SWF.This has me pulling my hair out. I am breaking my swf's up so there is one symbol in each, but again this is very kludgy.
How do you dynamically create a symbol, say one that I've created and I want to add a function so that at runtime you can click a button and it allows you to create a new instance of the symbol whether it's a movieclip of something to the main timeline? I ask this cus I need a way of allowing a user to add more texboxes, I could use createClassObject I know but I've created a moveclip with the texbox and a faded background behind it as I don't want to have a solid white background behind it.
OK, heres the thing. Since i cannot stop the code from continuing while i', waiting for amf to send the data, i remember to put a simple rectangle with alpha 0 in front of the stage while waiting for amf to arrive, then remove it.
Since the amf call is done from another class. I don't know how to do this.
I haven't used Flash for sometime. Trying to get back into it using version CS5. When creating any animation, don't you always save your shapes as symbols? I was trying to do a simple shape tween but it won't let me if I convert my shapes to graphic symbols. I'm assuming then that this isn't the case?
One other thing... In earlier versions the animation options appeared in the Properties window. This doesn't seem to be the case, any tweens I select I've had to go to Insert...
I am just learning to use Flash CS5 Professional (aided by the "Flash Basics" tutorials of Lynda.com). I am presently trying to manipulate symbols as motion-tweens with the 3-D rotation tool found in the Flash toolbar. At the moment I'm trying to take a single word originally created as text, now a symbol, and animate it with motion-tweens so that it appears to be twirling on its x axis or y axis as though it's tumbling through the air like a coin.My trouble is that I can successfully get the symbol to motion-tween itself through one half of a single rotation. But nothing I try seems to work to have the symbol complete its rotation all the way around without the symbol wanting to suddenly flip and rotate in the other direction to complete the full 360 degree rotation. Every trick I use, the symbol wants to tween back the way it came to finish its rotation. This is happening whether I try to rotate type as a symbol, or whether I use other objects (rectangles, ovals, etc.) I've created and then converted to symbols and then movie clips (which I have done in all cases). No matter what I try, this program is not cooperating. What am I doing wrong. My Flash CS5 often behaves as if it's buggy (I'm running it on a brand new state of the art iMac, with the latest version of Snow Leopard as my OS). But even with all it's other little bugs, restarting Flash doesn't seem to clear up this mystery.
The library swf has about 280 symbols which are exported for AS3. All works fine until I make a new movieclip containing a TLFTextField, as opposed to a TextField. When I build the swf, there are no warnings or errors, but at runtime, I cannot load any asset from the library swf. The hasDefinition always returns false for every single asset. I gave the swf to a colleague who used 010 Editor to see all the definitions in the swf, and he said there were no symbols in it. I deleted the TLFTextField, rebuilt the swf, and gave it to him again. He said now it has 280 symbols in it. Somehow making a TLFTextfield and compiling is screwing up every single symbol in the swf, even though get no warnings or errors at compile time.
I have Main.fla and SkinA.fla. Both have MovieClip library item: MC_BrandLogo.I'm loading the SkinA.swf into Main.swf in the current application domain trying to replace the class inside Main.swf. If there is no library item in the Main.fla, I can instantiate MC_BrandLogo with the correct graphic. If the MC_BrandLogo already exist in the Main.fla then that graphic is used even though I loaded new one in the current application domain.Is there a way to replace existing linked movie clips with loaded dynamically?
var loader:Loader = new Loader(); loader.contentLoaderInfo.addEventListener(Event.COMPLETE, onSkinLoaded); var context:LoaderContext = new LoaderContext(false, ApplicationDomain.currentDomain);
Let's say a user can pick fifty different hat colors and styles to put on an avatar. The avatar can move his head around, so we'd need the same types of movements in the symbol for when that happens. Additionally, it gets which hat should be on the 'avatar' from a database. The problem is that we can't just make 50 different frames with a different hat on each. And each hat symbol will have the same movements, it'll just be different styles, colors and sizes. So how can I make one variable that is the HAT, that way we can just put the appropriate hat symbol into the variable and always be able to call Hat.gotoAndplay('tip_hat') or any other generic functions.... Does that make sense?
I'm confused as to how Flash CS5 treats symbol instances across different frames in a given layer; If I add an object to a layer, and then add a keyframe to the existing frame set, are there now two instances of the object, one for each frame? When I change the color of the instance in the first key frame, the second keyframes instance stays the same. Is there anyway to edit across all frames? Paste across all frames?
I have been busy building the UI for a class file I wrote a while ago.
The problem I have is in referencing the symbols on the TimeLine. All the symbols have an instance name, and only exist in the first frame (main timeline has only one frame anyway).
At the moment I am instantiating my AS3 class file from a timeline layer using[code]...
The problem is that i need to count symbols in external .txt file djs/1/text.txt If this external text file contains more than 50 symbols then i need to echo some text in Dynamic flash text(Myflashtext.htmlText ="some text";) in my Flashmovie.
I'm looking to create an animation loop in Flash. The base character animation I have is 27 frames. However to have the background move at the correct speed, the entire animation is 432 frames.
Since I am making the animation so long anyway, I want the character to blink halfway through the animation loop. I went into the head symbol and extended its animation from a single frame to 432 frames. Halfway through that animation I swap out the image for one that is blinking (3 new images added for the blink).
So, now the symbols are nested like: 432 frames -> 27 frames -> 432 frames
But it doesn't seem like Flash is smart enough to animate it as I would expect. It only repeats the first 27 frames of the child symbol.
The next thing I tried was extending the 27 frame character animation out to 432 frames. I did this by copy-pasting the character animation 16 times. But this also does not work because copying the keyframes also copies the position of the child animation's playback. This causes the animation to constantly reset and never reach the blink.
I also tried using the copy motion option, but it didn't seem to do anything different than copying keyframes.Is there an easy way to make this animation work? I can't possibly need to manually position a total of 576 keyframes (there is actually another level to the nesting which does not use any tweens, just keyframes) could I?
My workflow usually goes like this: i create a symbol in Flash IDE with textfields, containers, etc. Then I select "export for actionscript" and type in the classname (automatic declaration of stage instances, of course, is off). Then i create a corresponding classfile in FDT and declare all this textfields and other objects that are in my symbol. This is pretty routine and boring process that takes a lot of time.
Is there a way to automate it? Maybe some plugin for flash IDE that will automatically create a class file based on symbol exported for AS?
Update: So, following the answer Pavel fljōt provided, i wrote my own command to accomplish this task.[URL]..
I inherited a flash application at work that is basically a bunch of symbols with actionscript inside each of them. There is also an external actionscript file that serves as the application controller, with much of the application logic in various frames of Scene 1. Some of the symbols are supposed to play a sound file on mouse over, which they do just fine, but when I try to get the global sound volume from the controller:
E.g. ActionScript Code: var bVolume:Number = controller.getGlobalVolume();
It doesn't work because it doesn't recognize the controller object. This is strange because the controller is called all throughout the project, but it is not seen within symbols.
Flash's dynamic text rendered as HTML will not render � or � Try it yourself, it wont work.Yes, I embedded the symbols, I also embedded ALL 39477 GLYPHS just to test it - and it still didn't work.
Yes, I tried (insertAmpersandHere)#163; (insertAmpersandHere)#165; I also tried %A3 %A5 but perhaps I applied it wrong?Here is my code - all instances in the script of � � %A3 %A5 do not show the symbols:
Remember, this text is to be rendered as HTML - when it is not rendered as HTML, the symbols are rendered (because I embedded them) but I want this text rendeed as HTML, unfortunately, Flash overlooked the 2nd and 4th of biggest economies in the world's currency symbols?
This question stems from this question that I asked yesterday.I've followed Theo's advice and created a .swc with all the common classes and added the .swc as an external library to my module .swf. This all seems to have worked smoothly--I don't get TypeErrors and my classes are all present in the catalog.xml of the .swc file when I unzip it--but now I've encountered a new problem: when I try to link a symbol in the module .fla's library to a base class from my .swc rsl, it says the base class definition can't be found in the classpath. The whole reason I want to use rsls is so I can do this,If I now include the project's source path or the .swc in the normal (not external) library path, will that cancel the sharing benefits of the rsl, or will the compiler still know not to compile the shared classes into the module .swf?
I need to change text in all textfields in my .fla file (Flash CS3).Looks like i should call JSFL function "fl.findObjectInDocByType("text", fl.getDocumentDOM())" and it would return all elements, but it returns zero length array. I there any another way to iterate threw all library items, and change values of TextField's in MovieClips ?