I haven't used Flash in quite a while and wanted to make an animation to display quite a few photos. As i'm out of practice, linking videos kind of skipped my mind and therefore my first file which has lots of images in has become quite heavy and slow to run.My problem is... Is there a quick and easy way i can directly switch one part of an animation with another, keeping all the tweens and actions that are on it? (EG I want to switch out images for the same images saved as smaller files)
Or, is there a way i can scale down the movie in size to make it run smoother? I am going to have quite a lot of photos in a series of linked videos, but as i forgot about it, my first video has too much content and is too big in file size. It can be quite big as it's only for use on my mac (not online) but i still need it smaller as it won't run smoothly.
I have an image in Flex I want to change the image with actionscript to show some other image say every 3 seconds or so. I also want to make transition between the image and the next one for instance fade in/out.
I am trying to animate some jpgs that have been loaded inside a movie clip. i just want them to move horizontally. I have tried using tweens and also the onEnterFrame method with different frame rates but the animation is always juddery and not smooth.
I want to display photos and load them dynamically.What I have this much done and normally I would just manually add the URL to each button (boring and tedious) and I am learning to import variables and images and all of that...I want to be able to click the thumb to see the actual image:
Main Stage: code: onClipEvent(load){ _xscale=1000;
I give users the ability to put album in my Flex application. I want to add a feature when they can click a button to view photos full screen slide show.
I'm doing a photo slideshow and I have 4 photos. I have them displaying randomly with TweenLite, however I have 2 more things I'd like to do with it but I really don't know how to do them. I'd like for the photos to display randomly forever, as if the script would never end. Also, I'm curious as to why only 3 of the 4 photos are displayed when I run the swf.
Here is my script thus far:
Code: import gs.TweenLite; import gs.easing.*; var photoNums:Array = new Array(photo_1,photo_2,photo_3,photo_4);
I have sum photos which I suppose to create a flash animation to show those photos but I'm not good in flash and have no idea what to create... As I have quite alot of photos, so I cant use frames onli. Give mi sum suggestions or any free example tat I can download?
(PS. It must be auto-play without user to click anything or to mouseover)
I'm using flash mx 2004 and sorry if I put in the wrong forum....
I'd like to create a banner for my website using a slidshow but I'd like for the photo's that are displayed to be daylight images during the daytime and nightime images during the evening hours from the viewers perspective. These images will, of course, be outdoor pictures, but I cannot seem to figure out how to select the picture elements to display based on the users time shown on their computer.
I've got a button and an empty movie clip. Id like to show 4 photos in a random way but without repeating it till all of them are shown first.[code]...
I don't know how to create an array and on every Random number you check if the new Random number is already in the array. If not, you put that value in the array. If it is already in the array...you generate a new Random number. When the array contains all numbers.
I would like to make a website showing photos and more. And I'm looking for a script or something to make a content box like on the [URL]website. I don't know the name of this effect.
How do I make a smoothe and endless horizontal loop of five or six photos that seems seamless ? I think that this is an actionscript thing that I do not know. I just want five or so evenly spaced photos to scroll from right to left at the top of the stage.
I'm trying to make an image gallery that loads 3 photos at a time (look at .SWF). I have also built a function that resizes the photos to fit into its respective box once they're loaded (a maximum of 120x120 pixels). The images aren't getting resized, and they aren't getting re-loaded after the "forward" button is pressed the second (,third,fourth,etc...) time.
I'm trying to figure out the best way to make the text in the upper right hand corner of my photos page linkable URL...Here's the action script that's in the action layer of the file for that spirt: function loadGallery(directory, images)[code]
i sort of asked this before but never got a clear responce to it. this is sort of a two part question. one i have a dynamic gallery of images with a small picture that you click on that loads a bigger picture. I would love to be able to just have one photo that loads into the bigger mc and also the small mc. right now what i am doing is making two size photos a small 47x47 and a large141x141. does anyone know how i can use the same photo for both mc's second question. if that works will it make the small photos take forever to load since their sorce is a large photo?
today i wrote my first "if" "else" conditional statement and it worked,I have a movieclip nested four levels deep inside other movieclips.It consists of some basic buttons and some artwork indicating what page your on. But i dont want this (i'll call it "navMovieClip")to be visible at all times because its an eye sore. I only want this movieclip to be visible when the mouse moves. Once the mouse moves, the movieclip will fade in, once the mouse stops moving, the movieclip will fade out, UNLESS they stop with the mouse OVER the "navMovieClip".
I have a 13 frame animation that I am loading in a hidden <div>. Does anyone know how I can trigger it to start playing when the div is made visible and then hide the div when its finished playing? Currently it loops in the background, which is no good as I want to use it as a page transition. Play once, hide, new page shown.
I'm currently dealing with a very annoying problem, for which I can't find any solution, because - as I think - it does not result from a AS coding mistake but more or less has to do with the rendering of the swf.I am generating a seamless tileable stripe out of a few symbols. Then I am creating an endless animation that scrolls that stripe up. The scrolling is implemented as follows: I'm creating a second BitmapData of 500pxl height, that with every frame scrolls all its pixels 10 pixels downwards and then copies the 10 "missing" pixels at the top from the appropriate position of the prepared seamless tileable stripe.
During the animation there seems to be (at least on less performant systems) some kind of flickering (stripes tthat look like the animation wouldn't use a seamless tileable stripe - ALTHOUGH IT DEFINITLY DOES!!!)...The only guess I have - that it could result from a unsynchronized rendering of the swf..To the right you see a section of the prepared seamless tileable stripe from which these 10 pxl sections are copied.
I'm having some problems getting the nodes to display the animation properly, each textField should be doing the animation effect. I'm not to savvy with xml, so i'm not sure If I have my xml structured properly or not. [URL]
I'm using swfobject to dynamically load a flash object into a div, and I'm wondering if there's an easy way to display a loading animation until the flash object is ready for display? In this case, I'm loading an embedded Issuu object, and you can see an example of Issuu loading via swfobject here. Depending on your connection speed, there is typically just a blank white space while the flash object loads, and it'd be great to indicate progress with a loading animation if possible.
that is actually a tutorial that i got from internet. but, when i tried to change the object, i failed to display the animation of my earth object. i wonder, what is the 'default' means in that code.
I want to create an animation like this one [URL]. You can see on the home page 4 blocks of pictures on which if you mouseover you will see it change and display text. I know how to do this. But When you mouseover one block and come out of it, the text will be still there until you move onto another block, which I don't know how to.
I have a question regarding preloaders.I am wondering if someone could help me figure out how to display an animation based on how much data has downloaded.For example.I have a preloader, it gets to 10% or xxx bytes loaded, I want a movie clip to play (or whatever, sparks to fly, etc.), then at 20% or zzz bytes, another movie clip plays (or again, something else happens).So basically I want the movie to react to how much of it has been downloaded.A real world example of this that I can find quick is.url...(ya ya, everyone uses this as their example).The loader seems to animate based on how much of the movie has actually loaded.play an animation, movie clip, etc based on how many bytes/percent, has loaded.
I have a preloader that works fine when I test i with flash. I publish it and then go to View and Simulate Download. Everything works fine.
But when I upload it to my server it works fine util I hit the reload button, all it does is do the short intro animation to display the preloader and just sits there.
I have attatched the preloader class wich is pretty straight forward.
i created an image fade animation on the timeline... no actionscript involved.... now i want a series of text to slide up to the bottom of each image as the image fades in and out...if the image ia on image1, then text1 is displayed, before its gets to image2... text1 should be off..and image1 fades in image2...then text2 is displayed describing each image.. and so on...
i have tried alot of actionscript codes, but i think i need a special property to go about it...
This one is tough to diagnose. I built an animated jigsaw app that pulls in a dynamic .swf that can be viewed here: [URL] It works perfect in Chrome. Works in FF 3.5.5 until I start reloading. Doesn't even work in IE7. Could be a embed problem in the HTML. Could be something I did in flash. [I can get more into the methods I used] [for those that only see it working or don't see it working] There should be an orange animation of a morphing shape cutout into jigsaw shaped pieces and a start button. When it doesn't load, the animation, nor start button display. And the menu is slightly messed up.
I'm absolutely new to AS and wondering why this doesn't move the way I'd like it to...Logically, shouldn't the x increment display each time it happens, showing a constant animation? Instead, the x increments 50 at a time, so the rect is at 0, then it's a 50
Code: var container:Sprite = new Sprite(); var item:Sprite = new Sprite();