[Flashcoders] Design Work in London, UK
Hi List, This is OT, I know, but I know a lot of flashers come from a design background... so here goes. VirtueFusion (www.virtuefusion.com http://www.virtuefusion.com/ ) are looking to hire good designers to work on a range of online gambling games. Currently our main product is Bingo - we produce Bingo apps for just about everyone - William Hill, Ladbrokes, Mecca etc. etc. But we also produce a range of other games and you'd be invited to come up with new concepts for games, new takes on old games, all ideas are welcome, the management are very open to new ideas, if it sounds good they'll give it a go and if it works you'll be rewarded! Location: Covent Garden, London, UK Skills: Proficiency in the usual stuff, Photoshop, Illustrator etc.etc. Experience: Not nearly as important as a good eye for detail, design talent and a willingness to learn all the secrets of the online gambling industry! Salary: Negotiable - depends on experience and how impressive you are at interview (this is not a lie to make it sound more impressive - I know this from personal experience!) If anyone's interested they can drop me a line offlist and I'll be happy to give you any more details or anything you need. They're a great firm to work for - you'll be working with my flash team and if you want to pick up some serious actionscript knowledge at the same time then there's all the more reason to hire you! They're really looking for full-timers but get in touch anyway even if you're looking for something contract/temporary. Trevor Burton Flash Developer Virtue Fusion Ltd 14-16 Betterton Street Covent Garden London WC2H 9AH Tel: +44 (0) 20 7420 6420 Fax: +44(0) 20 7420 6449 Mob: +44(0) 7990 813 039 ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
RE: [Flashcoders] AS3 ApplicationDomain example fails to compile
I've just figured this out myself - I was going to blog the results but I haven't organized it yet. If you contact me off list I'd be happy to go into detail T -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Douglas Pearson Sent: 16 March 2007 07:05 To: flashcoders@chattyfig.figleaf.com Subject: [Flashcoders] AS3 ApplicationDomain example fails to compile Does anyone have a simple example of compiling AS3 classes into one SWF and loading and accessing them from a second SWF? The example from Programming ActionScript 3.0 showing how to do this doesn't seem to compile: http://livedocs.adobe.com/flex/201/html/wwhelp/wwhimpl/js/html/wwhelp.ht m?hr ef=Part5_ProgAS_155_1.html With Error: Type was not found or was not a compile-time constant: Greeter as soon as the loaded class is referenced. Doug ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
[Flashcoders] Rates of pay in Europe...
Hi list, this is totally OT - so would be great if you could reply off-list... My girlfriend and i are looking at getting out of the UK for a bit - and moving to live and work in Europe. I'm wondering if anyone working as a Flash Developer in Europe (France or Spain in particular) or who knows could tell me what the going rate is for Flash work is in those countries... Now i don't necessarily need to know what YOU earn, just what i could expect to earn as a middleweight Flash developer. thanks. T Trevor Burton Flash Developer Virtue Fusion Ltd 14-16 Betterton Street Covent Garden London WC2H 9AH Tel: +44 (0) 20 7420 6420 Fax: +44(0) 20 7420 6449 ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
RE: [Flashcoders] Flash diagnostic tools
I had similar issues a while ago - there's not a great deal out there, there's asprof ( http://www.nochump.com/asprof/ )- which you'll need to integrate with your code - I've never used it but it looks like it'll do what it says on the tin - there's also Xray ( http://osflash.org/xray ) - which is pretty cool for messing about in the guts of your swf at runtime (also handles as3 now) - other than that check the archives of this list for logging tools, there have been a couple of discussions lately of stuff that may help you out. Hope that's a bit helpful T -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of David Ham Sent: 01 February 2007 20:40 To: FlashCoders Subject: [Flashcoders] Flash diagnostic tools I am working on a Flash app and it is starting to exhibit some performance problems. Is there any tool or technique people use to analyze Flash apps as they are running? Aside from the beloved trace () of course? Thanks for any advice you can offer, OK DAH ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [Flashcoders] AS 2 Logging Library
i use a custom-built logging thing at work, at home i use ALCON - and have just started looking at xRay On 1/25/07, Andy Herrman [EMAIL PROTECTED] wrote: I'm looking for a good logging library compatible with Flash 7 along the lines of log4j. I found this one, which looks exactly like what I want: http://code.audiofarm.de/Logger/ but it won't build with MTASC (works fine in the FlashIDE though). Does anyone know if there's a version of it that works with MTASC, or other similar libraries that do? I saw log4f, which is an extension of the one I found, but it looks like the extensions were all for Flex, which I don't use. What do you all use for logging? Up till now I had my own simple logging classes written, but I keep finding myself extending it, and I've gotten to the point where it would be better to find a full logging solution instead of continuing to work on mine (originally mine was really simple, but keeps getting more and more complicated). -Andy ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [Flashcoders] AS 2 Logging Library
i added to ALCON some bits and bobs to make it stamp the log with the classname - it prepends a timestamp, too... but obviously not enough for you needs... On 1/25/07, Hans Wichman [EMAIL PROTECTED] wrote: Hi, you might want to take a look at xflas2, at osflash.org/xflas2 It says alpha, but I've used it (and wrote it) for the last year and haven't found any problems. It comes with a bunch of examples. What I like most about it, is the flexibililty and the filter options. Basicly if you use: Logger.log (foo); it will print: Classname-methodname says:foo Take a look if you like. Flash IDE and Mtasc compatible, no differences in usage or functionality. greetz JC On 1/25/07, eka [EMAIL PROTECTED] wrote: Hello :) With my licence you can do commercial, free application etc. You can use an other licence with my framework and your work keep this licence ;) For me openSource if open ... the objective is to considerate my work and the time passed to implement the libraries :) No problem to use VEGAS in your applications ;) EKA+ :) 2007/1/25, Andy Herrman [EMAIL PROTECTED]: I looked at VEGAS actually, but wasn't sure whether I could use it. I'm not really clear on how the Mozilla license handles linking. Specifically, if I don't modify any of the VEGAS code and simply use its classes and such in my own code, does my code have to fall under the MPL? I couldn't really tell from reading the license. If it will require my code to be MPL (or any other open source license) I won't be able to use it, as the company isn't going to allow that. -Andy On 1/25/07, eka [EMAIL PROTECTED] wrote: Hello :) you can use my openSource framework VEGAS : http://vegas.riaforge.org/ the AS2 logging tool in the vegas.logging package is based on the mx.loggingAS3 framework :) You can try the examples in the AS2/trunk/bin/test/vegas/logging directory of the Subversion. My framework is MTASC and FDT compatible. EKA+ :) 2007/1/25, Andy Herrman [EMAIL PROTECTED]: I'm looking for a good logging library compatible with Flash 7 along the lines of log4j. I found this one, which looks exactly like what I want: http://code.audiofarm.de/Logger/ but it won't build with MTASC (works fine in the FlashIDE though). Does anyone know if there's a version of it that works with MTASC, or other similar libraries that do? I saw log4f, which is an extension of the one I found, but it looks like the extensions were all for Flex, which I don't use. What do you all use for logging? Up till now I had my own simple logging classes written, but I keep finding myself extending it, and I've gotten to the point where it would be better to find a full logging solution instead of continuing to work on mine (originally mine was really simple, but keeps getting more and more complicated). -Andy ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized
Re: Re[2]: [Flashcoders] External libraries
i seem to remember having to rework my Delegate class to run with mtasc - what's the error it's giving you? On 1/23/07, Andy Herrman [EMAIL PROTECTED] wrote: If I add the -mx parameter to MTASC (I'm working through FlashDevelop) it removes the error, but the Delegate class doesn't work anymore (Delegate.create returns undefined). -Andy On 1/23/07, Andy Herrman [EMAIL PROTECTED] wrote: Hmm...I just tried building using MTASC and I'm getting an error in one of the mx classes. It's choking on mx.utils.Delegate (variables aren't typed). Is there a way to keep MTASC from being too strict on the built in mx classes? -Andy On 1/22/07, Francis Chary [EMAIL PROTECTED] wrote: It's doesn't have to be that way. On the last project I did, I used MTASC for about 90% of the development, then switched to the Flash IDE during the last week. As long as you can start your application with the same line of code, it doesn't really matter which compiler you use. Basically, in FlashDevelop, I had a static main function that started the app thusly: var newMenu:MenuController = new MenuController(); In the Flash IDE, I used the same line of code, but I put it in frame 1 instead. It amounts to the same thing though. Francis On 1/22/07, Andy Herrman [EMAIL PROTECTED] wrote: So, I actually use FlashDevelop to write my code, and just switch to the Flash IDE to build (I really dislike the IDE). The problem with using it has nothing to do with installing it or being able to run it on my machine. The problem is that MTASC would essentially be responsible for things that go into production. If Flash has some bug that causes problems the company could get support, but it's not really the same with MTASC. That said, if things can be set up to use both at once then I probably could use it during development, and just use Flash to do the final compile. I think I might try that. I know MTASC is stricter, which is actually a reason I want to use it. Unfortunately the 2 big flash movies that I have been working on I inherited when the only guy in the company who knew flash quit (I mainly did Java with some C++), and they used just the Flash IDE, so I have no idea how easy/hard it would be to get MTASC working with those. I might give it a try for the new project I'm working on though. If I can get it working nicely with FD (not that I think that will be hard) then it would make me happy. -Andy On 1/22/07, Steven Sacks | BLITZ [EMAIL PROTECTED] wrote: I think you have a misconception about MTASC. It isn't a replacement for Flash (unless you're a G like Ben Jackson), it's a 3rd party compiler for Flash. When Flash compiles, it recompresses all the media (graphics, sound, components) as it compiles. All MTASC does is injects code into the swf. So, you can update your classes and use MTASC to compile and cut your compile time down to less than a second where Flash can take many (some of my FLAs take over 30 seconds!). To use MTASC, you need to be writing AS2 classes, as any timeline code or #include code changes won't be updated using MTASC. FLASC is an easy to use GUI for MTASC that runs as a panel in the Flash IDE and it's how I use MTASC (beats learning to write those long command lines). Using FLASC from the beginning of a project is ideal, because MTASC is stricter than the Flash IDE compiler. A benefit of its strictness is it forces you to be a better coder. If you jump into the middle of a project with FLASC, it will probably take you a bit to get it going. It will only really benefit you if your FLAs take more than a second or two to compile. If you're waiting 5-10 seconds every time you make a change, it might be worth your time to install FLASC. As far as your corporatation goes, you're still using Flash. FLASC is a panel inside of Flash. You'll have to get MTASC, which is just an executable that sits in your Program Files folder, but it doesn't require installation - you download it and put it there manually. No administrator access required. HTH, Steven ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com
Re: [Flashcoders] External libraries
ok, i work on a setup that sounds like it's what you're aiming for... i've recently started working with MTASC and swfmill in order to get file sizes down to a minimum and streamline the build process - what i do at the moment is this (simplified) 1 - all code is compiled into a library using mtasc 2 - all assets are compiled into 'skin' swf using the flash ide 3 - for each skin swf i use swfmill to create a linkage between an empty movieclip in the skin's library and a base class for the UI component i'll want to use. This means that when the skin is compiled in the flash ide it doesn't automatically drag in all the other classes that are referenced and i don't have to create exclude.xml files. 4 - i have a 'core' class which loads all the necessary library and skin files and instantiates things where necessary to get the app going. This is probably a little bit over the top for what you're describing above but for a large-scale application such as this it works very well and prevents unnecessary duplicate importing of classes. I went down the same path trying to get attachMovie to work using all sorts of approaches and had no luck - this seems to me to be the cleanest approach for what i need. t On 1/22/07, Andy Herrman [EMAIL PROTECTED] wrote: I'm beginning work on a new project that will need to have a brandable UI and I'm looking for suggestions on how to proceed. I'm pretty new to Flash development, so I don't really know if there's a standard way of doing this. What I would like to do is have the main application's SWF load a second SWF which contains all of the UI components (images, animations, buttons, etc). This way I could allow branding by just providing an SWF with different UI components. However, I can't figure out if there's a way to access the library of one SWF in another SWF. For example, I have my main.swf and brand.swf. Main.swf has nothing except some AS code. Brand.swf has a button in its library called testButton, which is exported for AS use. What I want to do is create an instance of testButton within Main.swf, but attachMovie doesn't work (I'm guessing it can't see library items from the other SWF). Is there a way to do attachMovie on clips in another SWF's library? The other option I've heard about is to have the default branding stuff defined in the main.swf, and then you can somehow have an external SWF override the ones you want to override. I'm not sure I like doing this as it require things to be defined in the main SWF's FLA, which I like to keep to a minimum (since the FLA is binary it's hard to manage it in source control for things like merging, so I'd like to have as little in the FLA as possible). Is there any way to do what I'm trying (use clips in another SWF's library), or any other ways to do branding like this? Thanks! -Andy ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [ Ticket #1310 ] Re: [Flashcoders] Flash Tracer / FF2
i'm getting them too T On 1/16/07, slangeberg [EMAIL PROTECTED] wrote: Anyone know why zocoSites Support ( [EMAIL PROTECTED] ) is sending me these support ticket emails, regarding messages sent to this forum?? PS. I never submitted anything to any help desk! -Scott -- Forwarded message -- From: zocoSites Support [EMAIL PROTECTED] Date: 16 Jan 2007 05:35:04 + Subject: [ Ticket #1310 ] Re: [Flashcoders] Flash Tracer / FF2 To: [EMAIL PROTECTED] A new ticket with ID 1310 has been submitted to the Help Desk by slangeberg from server1.zocoloco.com. Please retain the ticket identification number for future references. Below is a copy of the ticket. - Where can I find info on the logger (flex 2/ as3)? is it available publicly? Thanks, -Scott On 1/9/07, John Grden [EMAIL PROTECTED] wrote: LOL, i'm getting there I promise!! I have Xray logger for Flex2 / as3 apps and have been using that for a while now. But as for a connector that does the inspection, I'm working on it now. There's been a lot of requests ;) On 1/9/07, slangeberg [EMAIL PROTECTED] wrote: Does XRay work with AS3 / Flex 2 apps? -Scott On 1/8/07, Steven Sacks | BLITZ [EMAIL PROTECTED] wrote: There's a standalone debug executable available too at http://www.osflash.org/xray/ BLITZ | Steven Sacks - 310-551-0200 x208 -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of [EMAIL PROTECTED] Sent: Monday, January 08, 2007 3:54 PM To: Flashcoders mailing list Subject: Re: [Flashcoders] Flash Tracer / FF2 I can do you one better. Download the XRay connector and classes from Blitz agency and use this link http://www.rockonflash.com/xray/flex/Xray.html and tell me what you think ;) T - Original Message - From: Eric Lee [EMAIL PROTECTED] To: 'Flashcoders mailing list' flashcoders@chattyfig.figleaf.com Sent: Monday, January 08, 2007 5:42 PM Subject: [Flashcoders] Flash Tracer / FF2 For those of you who haven't used it, there's a cool FF plugin called Flash Tracer (https://addons.mozilla.org/firefox/3469/) that lets you view any traces generated by a SWF within firefox. My problem is that, since upgrading to FF2, I haven't been able to get it to work properly. Has anyone had similar issues / know of a fix? Thanks! -Eric ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com -- : : ) Scott ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com -- [ JPG ] ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com -- : : ) Scott ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com - -- : : ) Scott ___
[Flashcoders] ComboBox woes
I'm having a bit of a nightmare with the ComboBox component. I have a small application that attaches a combobox instance to the stage via actionscript… I've used _lockroot = true to make sure it works correctly and all is fine except that I can't seem to access the ListComponent part of the component. When you open the combo box you see all the names – but they're in Times New Roman and there's no onRollOver color – I can access the font face and color and stuff but I can't change the onRollOver to make it work and guess what? That's exactly what the client wants… any ideas? T ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
RE: [Flashcoders] MVC pattern problem
Why do your buttons all need references to different models? If they really do use different models then I'd create different views to render them and different controllers to control them. If they're all using the same model then just pass a reference to the button (this) to the controller, the controller can then check whatever it needs on the button before calling a function on the model. T -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Roberto Scordino Sent: 13 December 2006 11:35 To: flashcoders@chattyfig.figleaf.com Subject: [Flashcoders] MVC pattern problem Hi, I'm trying to use the Mvc pattern for the first time and I'm guessing if I'm using the best method to achieve a goal. Now the thing is working... only not sure there is a better mode! This is the problem: 1) in my fla there are some movieclip containing button, they are called elem1_mc.bottone_btn, elem2_mc.bottone_btn etc. 2) in a cycle in the View I do _rootMc.elementiAvatar_mc[elem+i+_mc].model=_model; _rootMc.elementiAvatar_mc[elem+i+_mc].bottone_btn.onRelease = Delegate.create(_rootMc.elementiAvatar_mc[elem+i+_mc], _controller.onElementiAvatarReleased); 3) in the Controller there is this function public function onElementiAvatarReleased() { var elementClicked:Number = Number(arguments.caller.target._name.substr(4, 1)); var model:AvatarModel = arguments.caller.target.model; model.changeCurrentElementTo(elementClicked); } 4) finally in the Model there is the function public function changeCurrentElementTo(newCurrentElement:Number) { _typeCurrent=newCurrentElement; var stringa:String = changed Current Element To: +newCurrentElement; var stato:Result = new Result(true, stringa); broadcastMessage(onChangedElementType, stato); readElementi(); } the broadcastMessage tell the view to update itself according to the new state of Model I hope this is clear... My question there is a method to do this without use arguments.caller.target? if you are a curious one can have a look at www.imageinaction.net/avatar but at the moment is no finished... Thank you Roberto ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com -- No virus found in this incoming message. Checked by AVG Free Edition. Version: 7.5.432 / Virus Database: 268.15.18/584 - Release Date: 12/12/2006 23:17 -- No virus found in this outgoing message. Checked by AVG Free Edition. Version: 7.5.432 / Virus Database: 268.15.18/584 - Release Date: 12/12/2006 23:17 ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
RE: [Flashcoders] Re: MVC pattern problem
If you want to take this a step further then think about creating a custom button class - the button class can extend MovieClip - be given a reference to the view's controller when it's created and simply overwrite onRelease with something like: Public function onRelease():Void { Controller.onRelease(this); } Create the onRelease method in your controller interface and whenever you need to handle a button click it's there if you need it - just implement the onRelease function in your concrete classes and it's there. T -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Roberto Scordino Sent: 13 December 2006 16:50 To: flashcoders@chattyfig.figleaf.com Subject: [Flashcoders] Re: MVC pattern problem thank you now I understand I will clean my code to use your neat solution... Roberto ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com -- No virus found in this incoming message. Checked by AVG Free Edition. Version: 7.5.432 / Virus Database: 268.15.18/584 - Release Date: 12/12/2006 23:17 -- No virus found in this outgoing message. Checked by AVG Free Edition. Version: 7.5.432 / Virus Database: 268.15.18/584 - Release Date: 12/12/2006 23:17 ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
RE: [Flashcoders] Boids algorithm in as2 or as3?
Ar you still looking for this? I wrote a 3D implementation a while ago from Conrad Parker's pseudocode - if you're still looking I'll scare It up for you. T -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of John Grden Sent: 07 December 2006 18:19 To: Flashcoders mailing list Subject: Re: [Flashcoders] Boids algorithm in as2 or as3? awesome, that page implemented the javascript version of it ;) Thanks Matthais! On 12/7/06, Matthias Dittgen [EMAIL PROTECTED] wrote: you could start probably start here: http://www.vergenet.net/~conrad/boids/ http://www.vergenet.net/~conrad/boids/pseudocode.html Have fun, Matthias ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com -- [ JPG ] ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
RE: [Flashcoders] Class seemingly left out of compile
Have you tried clearing the ASO cache? (under Control menu in the Flash IDE) Sure you have, Just a thought. T -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Matthew Ganz Sent: 06 December 2006 22:15 To: Flashcoders mailing list Subject: [Flashcoders] Class seemingly left out of compile hi. it appears that one of my classes that i've been updating in eclipse is not being included in the compile i do from the flash IDE. both IDEs point to the same project folder. has anyone experienced this before? i'm a little at a loss. thanks. -- matt. ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
RE: [Flashcoders] Q: Performance of AS3 vs Java
I'm with you there, brother, 3D is useful for games, though. T -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of eric dolecki Sent: 06 December 2006 20:58 To: Flashcoders mailing list Subject: Re: [Flashcoders] Q: Performance of AS3 vs Java I'm not too keen on seeing 3D interfaces and spinning/whirling items anytime soon. That includes product items for the most part too. - e. On 12/6/06, Merrill, Jason [EMAIL PROTECTED] wrote: That rocks. I'm blown away. I wonder if Adobe is working 3D into Flash IDE 9. Microsoft just released WPF/E and Expression Blend will be available for purchase in Q2 2007 - the Flash competitor that does 3D. I wonder if the Flash 9 IDE will be available before - say Q1 2007... Jason Merrill Bank of America Learning Organizational Effectiveness -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Christian Giordano Sent: Wednesday, December 06, 2006 1:54 PM To: Flashcoders mailing list Subject: Re: [Flashcoders] Q: Performance of AS3 vs Java slangeberg wrote: Regarding performance, FP9 is showing some nice 3D potential (for a 1-2meg VM): http://www.papervision3d.org/demos/seahorse/ Papervision is for Flash 8 and as far as i know, in terms of graphics, the performance between AS2 + FP8 and AS3 + FP9 are almost the same. Then of course all the Math computations (frequently used in 3D) are faster. So yes, probably for 3D AS3 could help. I'm still waiting to make proper tests though. Best, chr -- ___ { Christian Giordano's site and blog @ http://nuthinking.com } ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
[Flashcoders] foreign language character weirdness
Hi all, I have a problem with using Swedish characters in a textfield in flash… If I create a text field using a simple setup in the flash IDE actions panel and send some Swedish characters to populate it then all works fine, the characters display as they should…. Now, I have a function that creates a textfield dynamically in the framework I’m working with and outputs text like so: outputText.setText(Ä\nÀ\nÁ\nÉ\nË\nÖ\nÜ\n); the problem is that the output I get back displays the correct character but then outputs an extra character afterwards, like this Ä À à É Ë Ö Ãœ Now, assuming that this all displays correctly when it hits the list, has anyone seen anything like this before? I’m assuming it’s a character-encoding issue because if I replace the contents of setText() with the html character codes then it displays correctly – but if I paste in the character from somewhere it won’t have it… Can anyone point me in the right direction? -- No virus found in this outgoing message. Checked by AVG Free Edition. Version: 7.5.430 / Virus Database: 268.14.14/548 - Release Date: 23/11/2006 15:22 ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
RE: [Flashcoders] Italic text being chopped
What font are you using? I've had a similar issue with ascenders in the past rather than descenders but turned out to be a dodgy font. T -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Adrian Lynch Sent: 14 November 2006 10:49 To: Flashcoders Subject: [Flashcoders] Italic text being chopped My ps, qs, gs, ys and js are having their tails chopped off when made italic in a static text field. I've played about with the line spacing and indenting but to no avail. I thought it would be a simple fix but nothing I'm doing is working. Any ideas? Thanks Adrian ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
RE: [Flashcoders] Italic text being chopped
If it's Verdana then I doubt it's the font - my problem was with Channel 4's custom font (you'd think they'd have spent some money getting someone to create it correctly). If it's only descenders getting cropped then have you tried outlining your text boxes to see if there's anything going on there? - how are you setting the style on the textfield - TextFormat or Styles? T -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Adrian Lynch Sent: 14 November 2006 11:45 To: Flashcoders mailing list Subject: RE: [Flashcoders] Italic text being chopped Cheers T. It's verdana, 11, bitmap text (no anti-alias). I'm stuck with this due to brand guidelines. Any other ideas? Adrian -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of Trevor Burton Sent: 14 November 2006 11:31 To: 'Flashcoders mailing list' Subject: RE: [Flashcoders] Italic text being chopped What font are you using? I've had a similar issue with ascenders in the past rather than descenders but turned out to be a dodgy font. T -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Adrian Lynch Sent: 14 November 2006 10:49 To: Flashcoders Subject: [Flashcoders] Italic text being chopped My ps, qs, gs, ys and js are having their tails chopped off when made italic in a static text field. I've played about with the line spacing and indenting but to no avail. I thought it would be a simple fix but nothing I'm doing is working. Any ideas? Thanks Adrian ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
[Flashcoders] Garbage Collection in FP8
Can anyone point me to some solid information about FP8's Garbage Collection process? I read the article here - http://www.kaourantin.net/2005/09/garbage-collection-in-flash-player-8.html but i'm looking for some more in-depth stuff. or perhaps there's a tool to view the GC working? I'm working on a fairly processor-intensive app and am having problems getting rid of unused objects before replacing them. Flash is telling me they've been removed but my computer's processor is telling me different! Any suggestions would be most appreciated. T ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
RE: [Flashcoders] Garbage Collection in FP8
Thanks Ian, What you've said is the principles we were working on here... the problem we have is that if you're playing a game (which, in itself is fairly processor-intensive) and you leave the game to return to the lobby - and then play another game - when the second game is created the whole thing behaves as if two games are playing - as if the old game was never destroyed but is somehow playing 'in the background' - but listing objects when you're back in the lobby shows there's nothing there. FP8 gives you the glorious 'script running slowly' alert but FP7 and FP9 continue to run, just more slowly. So what I thought *might* have been happening was that, despite a heroic effort by one of my colleagues to hunt down and '=null' every reference in every class he could find, because there was suddenly a huge amount of free memory the GC was not triggered, so, when the player moves from lobby to second game those objects are still in memory, and that - having the same names as references was somehow 'resurrecting' them - some sort of Frankenstein object reference! Arrrggghhh. Seems unlikely, I know, but it's got us all foxed as to what's actually going on here - and as it doesn't happen in FP7 or FP9 it's a little confusing and GC in FP8 seemed like a likely culprit Any thoughts, ideas, suggestions (despite just throwing in the towel and going freelance) ? T -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ian Thomas Sent: 09 November 2006 11:12 To: Flashcoders mailing list Subject: Re: [Flashcoders] Garbage Collection in FP8 On 11/9/06, Trevor Burton [EMAIL PROTECTED] wrote: Can anyone point me to some solid information about FP8's Garbage Collection process? I read the article here - http://www.kaourantin.net/2005/09/garbage-collection-in-flash-player-8.html but i'm looking for some more in-depth stuff. or perhaps there's a tool to view the GC working? I'm working on a fairly processor-intensive app and am having problems getting rid of unused objects before replacing them. Flash is telling me they've been removed but my computer's processor is telling me different! Hi Trevor, Having old/unused objects around shouldn't affect the processor load much, unless those objects are actually _doing_ something - being animated, executing code once a frame, executing code on an interval, making http requests etc., or being iterated through by your code for some reason. The only way that 'inactive' objects should mash the processor is if they are pushing the memory requirements way up and thrashing your machine in disk-swapping. I think there are, somewhere (Google it - I'm afraid I can't remember, as I don't use them), tricks/hacks for making the GC fire. All I can suggest is that before deleting an object you make sure you've stopped it doing anything that it shouldn't be doing - see my list at the beginning of the mail. :-) How are you deleting objects? A simple 'delete' doesn't do it, if there are other outstanding references to the object; in fact, delete is a bit of pointless keyword. It doesn't work in any way like the C++ delete operator; its only real use is to kill off a property on an object. You've got to clear all references, or the object still hangs around. Quick example: var a=new Object(); myObject.someProp=a; trace(myObject.someProp); // (object) delete myObject.someProp; trace(myObject.someProp); // undefined trace(a); // (object) - it still exists! a=null; // Could achieve the same thing with delete a Now the object created on the first line is elegible for destruction, whenever Flash's GC gets around to it. As an aside, if I'd put myObject.someProp=null in there instead of delete myObject.someProp, it'd all be pretty much the same; only difference is if I did a for...in on myObject the key 'someProp' would still exist. HTH, Ian ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
RE: [Flashcoders] Garbage Collection in FP8
Ian, We do load different swfs - the game itself consists of several 'modules' (the game itself, a navigation bar, mini-games that run within the main game etc.etc.) when you move to the lobby all the current objects are destroyed and the clips removed and the lobby is created from scratch - then that's destroyed when the player moves to a new game... The weird thing is that however many times you go through this game-lobby-game process the 'grinding' that occurs seems to happen only on the first time you return to a game... after that it stays the same (incredibly high, but the same) - what you'd expect if it was GC or something would be that the process would get multiplied... There's a lot of XML getting passed around when a new game starts so we're looking at that, too. If there's ever a solution found and it turns out to be GC or something I'll let you know what it was, cause it could be useful to others... the application is pretty big and I'm not sure if we're just hitting the limit of how much the player can actually cope with (I'll have to actually start learning AS3 by the looks of things!) Thanks for your help Ian, If anything else occurs to you about this do let me know... T -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ian Thomas Sent: 09 November 2006 11:59 To: Flashcoders mailing list Subject: Re: [Flashcoders] Garbage Collection in FP8 On 11/9/06, Trevor Burton [EMAIL PROTECTED] wrote: Thanks Ian, What you've said is the principles we were working on here... the problem we have is that if you're playing a game (which, in itself is fairly processor-intensive) and you leave the game to return to the lobby - and then play another game - when the second game is created the whole thing behaves as if two games are playing - as if the old game was never destroyed but is somehow playing 'in the background' - but listing objects when you're back in the lobby shows there's nothing there. FP8 gives you the glorious 'script running slowly' alert but FP7 and FP9 continue to run, just more slowly. So what I thought *might* have been happening was that, despite a heroic effort by one of my colleagues to hunt down and '=null' every reference in every class he could find, because there was suddenly a huge amount of free memory the GC was not triggered, so, when the player moves from lobby to second game those objects are still in memory, and that - having the same names as references was somehow 'resurrecting' them - some sort of Frankenstein object reference! Arrrggghhh. Seems unlikely, I know, but it's got us all foxed as to what's actually going on here - and as it doesn't happen in FP7 or FP9 it's a little confusing and GC in FP8 seemed like a likely culprit Any thoughts, ideas, suggestions (despite just throwing in the towel and going freelance) ? T Well - how are you loading the games? Are the games seperate .swf files? Are you getting rid of them (whether they are seperate or not) with removeMovieClip()? If not, how _are_ you getting rid of them? I have a framework here where I constantly load in different modules (.swfs) and 'play' them; then removeMovieClip and switch to another. Never have any problems. Ian ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
RE: [Flashcoders] Garbage Collection in FP8
Ian, It's true what they say about great minds... just before I read your reply I was working on something unrelated and noticed I had to use unloadMovie() instead of removeMovieClip() and a little light came on... (very dim, but it's there) - I'll have a look and see if it makes a difference. I understand what you're saying about the levels... the game itself is bingo - the minigames are games-within-a-game... basically the game is so stultifying (cause flash dabs the cards for you) that there's slot machines in there to play while you find out how much money you've lost (sorry, won)... the lobby allows you to select which club you want to play in. Thanks again T -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ian Thomas Sent: 09 November 2006 13:30 To: Flashcoders mailing list Subject: Re: [Flashcoders] Garbage Collection in FP8 The first time that you return to a game..? It sounds very much like you're not destroying the movieclips for each mini-game, and that you're creating them under unique names/ids or on unique depths; and when you return to the same game, it's recreated over the old copy of itself, replacing the movieclip that was created last time around. So, going in to mini game A followed by mini game B we end up with: main + --- gameA (should have been removed but wasn't) + --- gameB Then back to game A main +--- gameA (replaced by the new copy) +--- gameB (should have been removed but wasn't) Does that make any sense? Pure speculation on my part, but seems to match the symptoms. Are you really, truly, 100% sure about removeMovieClip() being called? :-D You could try doing a for...in... on the parent movie to list its children - to see if anything's hanging around. Do you call unloadMovie()? Might be worth it to see if it makes a difference (I can't remember if either of our frameworks has it, offhand - can check if need be). Basically we've had two frameworks that sound like they're set up in exactly the way you describe; and they've worked from flash player 7 thru 9 happily with none of these symptoms. Some of the 'modules' pretty intensive stuff. Ian On 11/9/06, Trevor Burton [EMAIL PROTECTED] wrote: Ian, We do load different swfs - the game itself consists of several 'modules' (the game itself, a navigation bar, mini-games that run within the main game etc.etc.) when you move to the lobby all the current objects are destroyed and the clips removed and the lobby is created from scratch - then that's destroyed when the player moves to a new game... The weird thing is that however many times you go through this game-lobby-game process the 'grinding' that occurs seems to happen only on the first time you return to a game... after that it stays the same (incredibly high, but the same) - what you'd expect if it was GC or something would be that the process would get multiplied... There's a lot of XML getting passed around when a new game starts so we're looking at that, too. If there's ever a solution found and it turns out to be GC or something I'll let you know what it was, cause it could be useful to others... the application is pretty big and I'm not sure if we're just hitting the limit of how much the player can actually cope with (I'll have to actually start learning AS3 by the looks of things!) Thanks for your help Ian, If anything else occurs to you about this do let me know... T ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
[Flashcoders] Extending MovieClip without touching the Library
Morning List! I've been asked to take a look at this: http://osflash.org/flashcoders/as2#creating_a_class_instance_based_on_moviec lip_without_a_symbol_in_the_library and find out whether: the suggested implementation in the link is not a hack that relies on a bug in the Flash plug-in and is a genuine solution that will serve us through any future plug-ins. Does anyone know if this is a 'hack' and will be stable in future. Although I'm thinking that future plug-ins are going to be focusing on compiling AS3 and the current virtual machine will remain unchanged so not affecting the functionality of this trick. Would be great to know for sure though. T ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
[Flashcoders] buttons not active on mac
I have a site at http://venues.or-media.com http://venues.or-media.com/ that doesn't work on a mac, you're supposed to be able to click on one those logos and the site loads the relevant xml document to build itself. You can drill straight to the main site by going to http://venues.or-media.com?venue=savoy http://venues.or-media.com/?venue=savoy and still no joy - none of the buttons are clickable on mac, yet it works perfectly on PC Has anyone seen this before? Does anyone have any ideas.. I've racked my brains and now they're melting! Any suggestions would be gratefully appreciated. T ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
[Flashcoders] FW: Domino Game
Hi List I'm trying to create a dominos game and I'm having trouble - anyone seen anything similar in flash or any pointers for how to approach this (no, I'm not being paid for this - it's a personal project so you're not doing any work for me!) or just advice or hints on how to get started - I'm specifically after how to approach 'dealing' the dominos (taking the 28 original dominos and randomly assigning them to either of two players) and how to approach the 'logic' of game moves (how to decide whether someone can move a particular domino onto the board or not. Thanks in advance for any pearls of wisdom, no matter how small, oh, and happy new year to everyone. Trevor ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
RE: [Flashcoders] FW: Domino Game
Thanks Danny, I'll have to do some work and see how I get on. Cheers again. t -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Danny Kodicek Sent: 30 December 2005 11:40 To: Flashcoders mailing list Subject: Re: [Flashcoders] FW: Domino Game I'm specifically after how to approach 'dealing' the dominos (taking the 28 original dominos and randomly assigning them to either of two players) That's easy enough. Take a list of dominos (probably a list of two-element arrays like [0,0]) and randomise it. Here's a simple randomise function (NB: it destroys the original list): function randomise(tArray:Array) { var tRet:Array = new Array() while (tArray.length0) { var r:Number=Math.floor(Math.random()*tArray.length) tRet.push(tArray[r]) tArray.splice(0,1) } return tRet } (Warning: email code may be flawed...) and how to approach the 'logic' of game moves (how to decide whether someone can move a particular domino onto the board or not. I would keep hold of a variable for each of the two ends of the chain (assuming you're not allowing side-branching). When they want to add a domino, just check if either of its elements matches either of these numbers; if so, it can be added. You'll find the most tricky bit of logic will be fitting the dominoes into the space. To keep it simple, I'd arrange them in a loop around the outside of the game area. Make sure the 28 dominoes will fit in the space, then just build in either direction from the starting point. Guaranteed success :) HTH Danny ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders