I'm beginner in Flash CS4 and I'd like to know how to increase the number of image per second of my sequence because I want more smooth morphing. The time will not change.Actually, I have 24 image per second and I'd like to put 48. Is there a way to make it automatically without changing all by hand.for automatically : I mean, I just have to change my number of frame somewhere and flash will adjust my sequence and will use now 48 frame for 1s instead of 24 frame for 1s and regenerate morphing I use.
I am currently trying to set up a mini-test inside of a project (Action Scipt 2)
Basically, it's a multiple-choice test/quiz that adds 1 point to a text box (that will have the number 0 in it to start) if a wrong answer is selected.
[Code].....
So say answer 3 is the right answer, when clicked it'll go to the next frame/question. But if a,b or d is clicked, I need it to show some sort of 'Incorrect' meesage (which will be a text box), show the 'NEXT' button (which isn't visable/clickable until an answer is selected) to go to the next frame/question and add 1 to the 'Total' box, all at the same time.
There will be a total of 3 rounds of 20 questions (60 questions total) and at the end of 3 rounds, if the user ends up with say 20 in the 'Total' box, 5 points will automatically be subtracted from it leaving them with a total of 15 (the 5 points subtracted is a sort of bonus at the end). So on frame 60 for example (the last frame), there would be code telling the 'Total' box to subtract 5 from the ending number. If the total is higher than 0, it'll go to a certain frame and if the total is 0, it'll go to a different frame.
I'm new to ActionScripts and was tasked to complete a project. I'm trying to split a big image so I can send them to a http server in chunks. I'm using a recursive function below and increasing the DisplayObjects X position on every iteration. The problem is I get the same image in every iteration and checking the encodeByteArray string value is always the same.
Code: var currentTileIndex:int = 0; function renderNextTile(e:Event):void{ if(currentTileIndex < tilesToLoad){ loader = new URLLoader(); [Code] .....
basically, I wanna highlight the edge of my image (which is a mc), on rollOver...and I also wanna increase the amount of "red" "green" and "blue" in that image, (like when you select a mc on the stage, and go - advanced, - colour, - and do stuff there
I have 60 frames I want to increase the fps value for frames from 20 to 30, and the remaining frames fps value should remain the same Using Action Script 3 or Action Script 2
I am setting out for a visualization project that will generate 1000+ sprites from dynamic data. The toolkit I am using (Flare) requires some optimization. I am trying to figure out some optimization techniques for Flash. How can I make Flash run fast when there are so many sprites on the stage, or maybe there is an optimization technique that doesn't involve generating so many sprites?
I am having an issue with sockets where the data I'm sending is getting truncated on the client side (Flash/Flex). The data that is sent by my server is full and in tact, but flash does not wait the appropriate amount of time before firing an event saying to read the data. This results in the data not getting fully read and (as such) I can't parse the object out of it after that. We are exploring the possibility of stripping the object into smaller chunks, but the idea is for it to be as lightweight as possible so we would much rather get it to work the way it's supposed to than patch in a temporary solution.I'm not entirely sure if referring to it as the receive 'buffer' is correct, as some computers are able to receive all of the data and others are having it truncated (which means the buffer is adequate but flash isn't waiting the appropriate amount of time to dispatch the event for whatever the reason).
I've been trying to find a method of increasing the resolution of an executable that runs off flash. To be specific the program is a game called 'Realm of the mad god' originally a browser game but is now also a free to play steam title, Having browsed through the config files I couldnt find anything talking about resolution and I was wondering if there are any advanced flash features that allow the user to force the application to run a specific resolution.
PS: I don't have the highest hopes but I thought if anybody knew it would be someone from the flash community.
I'm working on a small game in Flash to get the basics of AS3 down. However, I ran into some problem that I can't seem to figure out. I have my Player 'avatar', which is supposed to pick up small coins that appear from the right side of the screen. These coins move to the left where my player character can pick them up. I want to remove them from the screen and increase the score by 10 when the character picks up a coin.
However, there seems to be a couple of bugs: when I pick up a coin, I get these errors:
TypeError: Error #2007: Parameter child must be non-null ArgumentError: Error #2025: The supplied DisplayObject must be a child of the caller.
I push the coins to an array and then run a foreach loop on them to make them move and call hitTestObject() on them:
I would like to know is there any limitations in flash textarea like the number of lines it can have or the number of bytes it can have. iam opening a text file using php in textarea, where all the contents of the files are not getting loaded in the textarea. If it is there then how to increase its size, is it same thing in flex?
i have a gallery of images, 4 galleries actually. I have thumbnails that pop up for each gallery. I want to find out how to detect which thumbnail is being selected so i can load the appropriate image.
Code: var picNum:Number picLoad.load(new URLRequest(myXML.Gallery[galNum].Image[picNum].@picURL)); stage.addChild(picLoad);
This is a test program to measure the time it takes Flash to draw a triangle 10,000 times.
The app (code below) calls runTimeTest() every N seconds which draws the triangle 10,000 times.
Now for the "interesting" part: each call takes increasingly more processor until after about the 6th or 7th call it goes to "infinity" (see screen shot of TaskManager)
I'm using the following code in an attempt to decrement the X and Y scale of an image the problem is scaleX and ScaleY uses a number between 0 and 1 to do its business. I can't seem to get a number to decrement below zero.
PHP Code: var b:Bitmap = new Bitmap(c); var counter0:Number; var counter1:Number; for (var i=0;i<100;i++){ if(b.width >204){ counter0-0.1; [Code] .....
The following code is quite nice I got it from a tutorial. But I would like one modification as mentioned below: The next_btn will disappear in the following code once it reaches to 5 image.Instead that what I need to modify is, the could should get th last number from the images and set the disappear to value to next_btn. Why I need it because I don't know how many images the user will require. The following is the code:
next_btn.addEventListener(MouseEvent.CLICK, nextImage); //variable is a container that holds some value...var imageNumber:Number = 1;=true;[code]..........
I want to create animation. I want to slice image into random number of rectangles (it can't be squares) and I want to animate all of this rectangles at once.
how to count the number of image files in a folder?The swf is gonna be launched locally, not on a server... so i guess php is not gonna work... The photos are gonna be named according to the person in the photo, so i can't count using the naming method ( 1.jpg, 2.jpg ) also.
Dear Guys I Want To Generate A Random Number Between 2 Number BUT Without Generating 2 Same Number I Mean If For Example Already Generated Number "2" Next Time Did Not Generate It , Is There Any Solution
Im tring to create a slot machine game...I have a mask.and I have 3 layers each of which has a motion tween of 120 frames.they animate my 3 slots..the problem is how and where I can assign a random number so that the motion tween should stop at any image.?
I'm editing a scoller and have removed a photo from it however as the scroller scrolls a gap slowly appears where the original photo was. I can't seem to stop this happening?
I've been working on a flash animation that has been set to 12frames per second, but now my boss has told me it needs to be 25fps - but when i change the frame rate in 'modify>document' the whole thing just speeds up. Is there a way to increase the fps whilst retaining the original speed?
I have a uiloader component that loads in images, there's a back button and a next button. Im trying to hide the back button when the user is viewing image number 1. The problem is when the site loads the back button is visible even though the source is image 1. If you cycle through the images to image 1 then it disappears? why?
heres my code for my imageloader:
next_but.addEventListener(MouseEvent.CLICK, nextimage); var ImageNumber:Number = 1; function checkNumber():void {
I am using a SildeShowPro for my project. I am trying to write an event listener to the onImageData event and create a conditional that will listen to the final image based on it's number id. Basicly I neet my movie to go to frame 60 after my gallery loads in its last image (number 10). Now, since I am not really familiar with the subject here is what I put together and it does not work...:
I am working on the following code and I keep getting a cut off at around the 'C' of Dave's computer.I know this is going to be a simple answer but I for the life of me cannot figure out HOW to extend the string visual field. I am pretty sure the secret lies in the variable len.
Code:
import flash.text.TextField; import flash.events.Event; var txtFld:TextField = new TextField();
I want to adjust the width of DropDownList control in flex 4. I could do it by editing the skinclass and setting the PopupAnchor's Property "popUpWidthMatchesAnchorWidth" to false, but in my application I have to do it using actionscript.
I have a MovieClip, "my_mc", that is hidden and shown when you MouseOver a grey block that is on the stage, similar to a tool tip. Inside of this MovieClip is a TextField, "my_textbox", and another MovieClip, "my_box". "my_box" is underneath the textbox and will hold the graphics for the tooltip.
What I am trying to do is add a Sprite to "my_box" and set it's alpha to 50%, or 0.5 AS3. Well, I accomplished doing this, however, when you Mouse Out then Mouse Over again, the alpha increases by 50%, to what seems 75% alpha now, instead of staying at 50%. Do it again and it goes up another 50%, so on and so forth.
I have tried setting the "my_box" alpha, as well as the alpha of the Sprite that is drawn inside, and it still does it. Also another piece of info, when I trace the alpha, I get 0.5, even though it appears to be solid red on screen, after a few MouseOver/MouseOuts. The source files are attached, but for those who don't want to download, here is the AS3 code:
I was at an AS3 course recently and the instructor mentioned a book that had something to do with AS3 game examples. Has anyone seen something like this and liked it? The problem is I am fairly new to AS3 and it is coming slower than I had hoped. I am the only person in my office who deals with Flash and I also have other responsibilities. So, I am looking for ways to increase my proficiency.