[Flashcoders] Graphical resources in a v2 component - not visible

2008-01-07 Thread Alexander Farber
Hello,

I'm programming a small card game, where most of
the objects are packed as custom v2 components:
playing cards, playing table, user avatars.

And I have a very frustrating issue with the graphical
resources. For example the Card component has a
folder in its library, holding the card images (J,Q,K,A).

When I generate the Card.swc and then create a
new AS2 flash document and drag the Card from
Components - Standard Components on to the
stage, then while the live preview is working ok,
the published movie will lack the J, Q, K, A images.

Only after I copy the folder from the library to the
new movie, the images will (sometimes!) appear :-(

Aren't .swc files meant to be self-contained files,
containing the graphical, sound, etc. resources?

Or am I missing something in my component
developing process?

Thank you
Alex

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Re: [Flashcoders] Graphical resources in a v2 component - not visible

2008-01-07 Thread Muzak
To include assets when compiling a component to swc, you have to make sure the assets are on the stage (inside the movieclip that is 
linked to the class).


I'm sure this is in the docs somewhere..

Here it is.. read the Editing the movie clip part:
http://livedocs.adobe.com/flash/9.0/main/2489.html

regards,
Muzak

- Original Message - 
From: Alexander Farber [EMAIL PROTECTED]

To: Flash Coders List flashcoders@chattyfig.figleaf.com
Sent: Monday, January 07, 2008 9:43 AM
Subject: [Flashcoders] Graphical resources in a v2 component - not visible



Hello,

I'm programming a small card game, where most of
the objects are packed as custom v2 components:
playing cards, playing table, user avatars.

And I have a very frustrating issue with the graphical
resources. For example the Card component has a
folder in its library, holding the card images (J,Q,K,A).

When I generate the Card.swc and then create a
new AS2 flash document and drag the Card from
Components - Standard Components on to the
stage, then while the live preview is working ok,
the published movie will lack the J, Q, K, A images.

Only after I copy the folder from the library to the
new movie, the images will (sometimes!) appear :-(

Aren't .swc files meant to be self-contained files,
containing the graphical, sound, etc. resources?

Or am I missing something in my component
developing process?

Thank you
Alex

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Re: [Flashcoders] Graphical resources in a v2 component - not visible

2008-01-07 Thread Alexander Farber
Hello Muzak,


On Jan 7, 2008 10:13 AM, Muzak [EMAIL PROTECTED] wrote:
 Here it is.. read the Editing the movie clip part:
 http://livedocs.adobe.com/flash/9.0/main/2489.html

actually I do that already (sorry, should have mentioned it originally):
I have an Assets layer and my graphical assets placed on the 2 frame.

Still a frustrating on/off story: the assets aren't visible

I also tried setting/removing the checkbox export in 1st frame
on the assets, as you suggested in an archived  reply...

Does anybody know if the checkbox should be set or cleared?

Regards
Alex


 - Original Message -
 From: Alexander Farber [EMAIL PROTECTED]
 To: Flash Coders List flashcoders@chattyfig.figleaf.com
 Sent: Monday, January 07, 2008 9:43 AM
 Subject: [Flashcoders] Graphical resources in a v2 component - not visible


  I'm programming a small card game, where most of
  the objects are packed as custom v2 components:
  playing cards, playing table, user avatars.
 
  And I have a very frustrating issue with the graphical
  resources. For example the Card component has a
  folder in its library, holding the card images (J,Q,K,A).
 
  When I generate the Card.swc and then create a
  new AS2 flash document and drag the Card from
  Components - Standard Components on to the
  stage, then while the live preview is working ok,
  the published movie will lack the J, Q, K, A images.
 
  Only after I copy the folder from the library to the
  new movie, the images will (sometimes!) appear :-(
 
  Aren't .swc files meant to be self-contained files,
  containing the graphical, sound, etc. resources?
 
  Or am I missing something in my component
  developing process?
 

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RE: [Flashcoders] How do you tell if an Object is dynamic?

2008-01-07 Thread Sunil Jolly
Have you got an example Jamie?

Sunil

-Original Message-
From: Jamie S [mailto:[EMAIL PROTECTED] 
Sent: 05 January 2008 01:51
To: Flash Coders List
Subject: [Flashcoders] How do you tell if an Object is dynamic?

I ran into a particular situation where i had a function that took an
Object as a parameter. I needed that Object to be an actual Object
i.e. dynamic because the function was going to add properties to it.
But since everything in ActionScript is an Object I had trouble
enforcing this.

Is there a way to check to see if an Object is dynamic? Or is there a
way to enforce something as an Object rather than a subclass of in
Object (which is everthing else)?

Jamie


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[Flashcoders] Extending Flash IDE, from 8 to 9

2008-01-07 Thread Dennis - I Sioux
Hey,

I was trying some of my flash IDE panels i made for Flash 8 in Flash 9.

Everything seems to work alright, with one exception..
The JSFL functions of flash seem to be run twice.
For example fl.getDocumentDOM().open(); will open the windows file select 
popup.. after selecting the file.. the popup will be opened again.

Has anyone got experience with this and/or has a solution? :)

With kind regards,


Dennis 
I Sioux
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Re: [Flashcoders] Graphical resources in a v2 component - not visible

2008-01-07 Thread Muzak

Flash 8 or 9 IDE?

Haven't done much with Flash 9 really. 
With the Flash 8 IDE this should just work..


Do you have a sample fla (with just the component) we can have a look at?

regards,
Muzak

- Original Message - 
From: Alexander Farber [EMAIL PROTECTED]

To: Flash Coders List flashcoders@chattyfig.figleaf.com
Sent: Monday, January 07, 2008 10:57 AM
Subject: Re: [Flashcoders] Graphical resources in a v2 component - not visible



Hello Muzak,


On Jan 7, 2008 10:13 AM, Muzak [EMAIL PROTECTED] wrote:

Here it is.. read the Editing the movie clip part:
http://livedocs.adobe.com/flash/9.0/main/2489.html


actually I do that already (sorry, should have mentioned it originally):
I have an Assets layer and my graphical assets placed on the 2 frame.

Still a frustrating on/off story: the assets aren't visible

I also tried setting/removing the checkbox export in 1st frame
on the assets, as you suggested in an archived  reply...

Does anybody know if the checkbox should be set or cleared?

Regards
Alex


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Re: [Flashcoders] ScrollPane object questions

2008-01-07 Thread Andrew Sinning

invalidate()!  That's the ticket I needed.  Thanks Christopher!

Here is an example, it shows how to set the contentPath as a movieClip.

http://www.kirupa.com/developer/flash8/scrollpane_dynamic_mc.htm
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Re: [Flashcoders] Graphical resources in a v2 component - not visible

2008-01-07 Thread Alexander Farber
Hello Muzak,

On Jan 7, 2008 3:56 PM, Muzak [EMAIL PROTECTED] wrote:
 Do you have a sample fla (with just the component) we can have a look at?

thank you! It is Flash 9.

Sorry, don't have a simple sample case yet.

I have now reverted back to a backup copy of my
movie which works and reinserted my code changes.

It seems to me that Adobe doc is wrong in saying:
In most cases, you should deselect Export in
First Frame (it is selected by default).

- because if you don't select the checkbox, the
assets won't be included in the .swc file at all

Regards
Alex



 - Original Message -
 From: Alexander Farber [EMAIL PROTECTED]
 To: Flash Coders List flashcoders@chattyfig.figleaf.com
 Sent: Monday, January 07, 2008 10:57 AM
 Subject: Re: [Flashcoders] Graphical resources in a v2 component - not visible


  Hello Muzak,
 
 
  On Jan 7, 2008 10:13 AM, Muzak [EMAIL PROTECTED] wrote:
  Here it is.. read the Editing the movie clip part:
  http://livedocs.adobe.com/flash/9.0/main/2489.html
 
  actually I do that already (sorry, should have mentioned it originally):
  I have an Assets layer and my graphical assets placed on the 2 frame.
 
  Still a frustrating on/off story: the assets aren't visible
 
  I also tried setting/removing the checkbox export in 1st frame
  on the assets, as you suggested in an archived  reply...
 
  Does anybody know if the checkbox should be set or cleared?
 
  Regards
  Alex


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Re: [Flashcoders] How do you tell if an Object is dynamic?

2008-01-07 Thread Jamie S
I realized the moment i encountered the problem that dynamically
adding a property to an argument was bad form so I went another
direction with it (thanks to all who suggested creating a subclass),
but I asked the question because I thought it was an interesting
problem.

The original function was used to add a unique token to an Object
containing a set of arbitrary parameters. ( here's a simplified
version )

function (theObject:Object) {

 theObject.__token = Math.random();

 sendVarsToServer(theObject);

}

In the above function, you get an error if a non-dynamic subclass of
Object is passed in.

I think the suggestion to use flash.utils.describeType() was probably
what I was looking for.

Jamie

On Jan 7, 2008 1:59 AM, Sunil Jolly [EMAIL PROTECTED] wrote:
 Have you got an example Jamie?

 Sunil


 -Original Message-
 From: Jamie S [mailto:[EMAIL PROTECTED]
 Sent: 05 January 2008 01:51
 To: Flash Coders List
 Subject: [Flashcoders] How do you tell if an Object is dynamic?

 I ran into a particular situation where i had a function that took an
 Object as a parameter. I needed that Object to be an actual Object
 i.e. dynamic because the function was going to add properties to it.
 But since everything in ActionScript is an Object I had trouble
 enforcing this.

 Is there a way to check to see if an Object is dynamic? Or is there a
 way to enforce something as an Object rather than a subclass of in
 Object (which is everthing else)?

 Jamie



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Re: [Flashcoders] Graphical resources in a v2 component - not visible

2008-01-07 Thread Muzak

Ah, in that case, the assets are compiled into the swc.

The problem is that at the time you're attaching one of the assets, they're not 
yet available.
You'd need to have an instance of the component on stage somewhere, and that 
frame needs to be (pre)loaded.

What they describe (poorly) in the docs is when you deselect the Export.. 
option, is mainly for preloading purposes.
When Export in first frame.. is selected, it is actually loaded before the first frame, breaking any preloader (in case you have 
one).

Using a seperate (external) preloader swf (my preference) fixes that and you can keep 
using the Export in first frame.. option.

With the option unselected you have to jump through a few hoops to make things work properly, including preloading (not worth it 
IMO).


regards,
Muzak

- Original Message - 
From: Alexander Farber [EMAIL PROTECTED]

To: Flash Coders List flashcoders@chattyfig.figleaf.com
Sent: Monday, January 07, 2008 6:23 PM
Subject: Re: [Flashcoders] Graphical resources in a v2 component - not visible



Hello Muzak,

On Jan 7, 2008 3:56 PM, Muzak [EMAIL PROTECTED] wrote:

Do you have a sample fla (with just the component) we can have a look at?


thank you! It is Flash 9.

Sorry, don't have a simple sample case yet.

I have now reverted back to a backup copy of my
movie which works and reinserted my code changes.

It seems to me that Adobe doc is wrong in saying:
   In most cases, you should deselect Export in
   First Frame (it is selected by default).

- because if you don't select the checkbox, the
assets won't be included in the .swc file at all

Regards
Alex



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[Flashcoders] Is Key Object Changed With New Plugin Update?

2008-01-07 Thread elia . lists

This code has worked fine for some years now, but all of a sudden broken.

// track CTRL+5
if (Key.isDown(Key.CONTROL)  Key.getCode() == 53) {trace(yes);}

I guess it has to do with a change in the player plugin?

BTW this is AS2

Elia
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[Flashcoders] Zinc port hell

2008-01-07 Thread August Gresens
Hello

Sorry for the dramatic title. I've got a finished game that was developed in
AS3 for the standalone Flash 9 Player. The publisher now wants to migrate
the game to run under to a C++ wrapper product to get rid of the right mouse
contextual menu on Windows.

Since the only commercial product that seems to do this for Mac and PC is
Zinc, I gave this a try and was surprised at the disparity between the way
the game runs in Zinc vs. the standalone Flash player.

Mostly the issues seem to revolve around how external swfs are loaded and
handled. After converting the game to use absolute paths, the external swf
files fail to load in some cases and in others they load but show up black
with a bizarre echo in the audio.

Even if I'm able to work around those issues, I'm afraid of what may lay
beyond these initial problems.  A few questions for those with zinc
experience:

* Is this a stable/reliable product for AS3 yet?

* How much does the actionscipt code need to be tailored to work around zinc
idiosyncrasies? (meaning the actionscript itself and not the mdm commands).

* To develop for both mac and pc, what is the additional effort here to make
it run on the mac? Does the Mac version of zinc have it's own idiosyncrasies
that will have to be dealt with?

Thanks,

August

-- 
-


August Gresens
Senior Developer
Black Hammer Productions, NYC
[EMAIL PROTECTED]

-

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[Flashcoders] coder/flash-artist collaborations

2008-01-07 Thread Andrew Sinning

I'm looking for both general and specific direction on this problem.

In general, are there any good resources out there illustrating case 
studies on how to structure collaborations between coders and flash 
artists and flash animators?


In specific, I've built an application that is entirely AS driven.  The 
graphics are highly modular so that enabling artists to edit the 
graphics is not a problem, but at present all of the animation is 
scripted and not at all inspiring.  We'd like to open up the process to 
get some real talent to amp up the animation, but I'm not sure how get 
the pieces to fit together. 

For example, we'd like to have a bunch of buttons that contains some 
images.  The buttons can be in a _variable_ location on the interface.  
When the user click a button it does some kind of dazzling animation and 
expands and mutates into some other graphic which then resides at some 
new _variable_ location.  So, how do I get the artist build this without 
scripting the starting and end points?  I have a few ideas, but I'm not 
interested in reinventing the wheel.  Of course, this is just one 
possible thing we'd like to do.  What I really need is some case 
studies.  In the meantime, I'll settle for any advice I can get.


Thanks!
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RE: [Flashcoders] Zinc port hell

2008-01-07 Thread Merrill, Jason
This will probably only piss you off green (with envy), but at Max in
Chicago this year, Scott Peterson show a C++ port to AS3 using the Quake
game sourcecode. So Quake running in a .swf.  It was pretty freaking
amazing. 

http://www.youtube.com/watch?v=6TKGNS1N1yo 

Also see this blog post:

http://arcanearcade.blogspot.com/2007/10/c-to-actionscript.html

I know that doesn't help, but it may smell of hope for the future.


Jason Merrill
Bank of America  
GTO LLD Solutions Design  Development 
eTools  Multimedia 

Bank of America Flash Platform Developer Community


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Re: [Flashcoders] Is Key Object Changed With New Plugin Update?

2008-01-07 Thread Dave Mennenoh

Works fine here. How / where is it not working for you?

Dave -
Head Developer
http://www.blurredistinction.com
Adobe Community Expert
http://www.adobe.com/communities/experts/
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Re: [Flashcoders] Zinc port hell

2008-01-07 Thread ben gomez farrell
I've found that Zinc has been pretty stable for what I've used it for in 
Flash 8 so far (unfortunately the product had some blue screen of death 
effect that I'm not sure if we can chalk that up to DirectX in Zinc or 
the DRM system we used).


Anyway, using Zinc wasn't hell for me.  LEARNING to use Zinc was hell 
for me.  I came across so many inaccuracies in the documentation - like 
differences in the types of objects you get returned from methods or 
what types of objects you send in a parameter were just plain marked up 
in the documentation wrong.  So a lot of times, I had to figure this 
stuff out on my own, or look for use cases in the Multidmedia forums.


So if all you're doing is looking at the docs, you may want to get some 
demos, or look at the forums, because you may be doing something wrong 
and not know it.


Orwho knows, it's not so stable for AS3.
ben

August Gresens wrote:

Hello

Sorry for the dramatic title. I've got a finished game that was developed in
AS3 for the standalone Flash 9 Player. The publisher now wants to migrate
the game to run under to a C++ wrapper product to get rid of the right mouse
contextual menu on Windows.

Since the only commercial product that seems to do this for Mac and PC is
Zinc, I gave this a try and was surprised at the disparity between the way
the game runs in Zinc vs. the standalone Flash player.

Mostly the issues seem to revolve around how external swfs are loaded and
handled. After converting the game to use absolute paths, the external swf
files fail to load in some cases and in others they load but show up black
with a bizarre echo in the audio.

Even if I'm able to work around those issues, I'm afraid of what may lay
beyond these initial problems.  A few questions for those with zinc
experience:

* Is this a stable/reliable product for AS3 yet?

* How much does the actionscipt code need to be tailored to work around zinc
idiosyncrasies? (meaning the actionscript itself and not the mdm commands).

* To develop for both mac and pc, what is the additional effort here to make
it run on the mac? Does the Mac version of zinc have it's own idiosyncrasies
that will have to be dealt with?

Thanks,

August

  

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Re: [Flashcoders] coder/flash-artist collaborations

2008-01-07 Thread Glen Pike

Hi,

   I read this article recently - which is about Flex - but it has some 
useful general points.


   http://www.adobe.com/devnet/flex/articles/workflows.html

   Another maybe useful article:

   http://www.adobe.com/devnet/flash/articles/flex2_flash.html

  
   I don't think there is a silver bullet for this, but I have found it 
useful to give the designer template symbols/movieclips with Linkages 
defined in the past.


For example, I have developed and re-used a simple rollover button 
class which can be linked against various movieclips.  The button has a 
timeline with 4 frame labels, similar to the old Flash Button symbol, 
but differs in that you can have tweens between the labels and the code 
will handle playing forwards  backwards depending on the state of the 
button.  The designer is given an FLA with this button symbol in and can 
do what they like with it as long as they keep the frame labels and 
animate between them - no code on the timeline.


   I did a similar thing with an Animation class which wraps up a 
MovieClip and fires events when it reaches the start or end.  This seems 
to be the way I am heading in my workflow and recently I have been 
working with AS3 in Flash Develop + Flash 8 to create all my resources 
and Embed them Flex style like Keith Peters says:


   http://www.bit-101.com/blog/?p=853

   To get specific about your variable positions for buttons, you 
could have 2 buttons, one which which sits in the start position, one at 
the end and write a component to handle both of these ( a bit like a 
toggle button), just an idea.


   The projects I work on are not huge  tend only to have a few people 
involved, so this may not suit your set-up, but it is always useful to 
know how other people do stuff, so hopefully will get to read some more 
useful info.


   Hope it helps.

   Glen
  


Andrew Sinning wrote:

I'm looking for both general and specific direction on this problem.

In general, are there any good resources out there illustrating case 
studies on how to structure collaborations between coders and flash 
artists and flash animators?


In specific, I've built an application that is entirely AS driven.  
The graphics are highly modular so that enabling artists to edit the 
graphics is not a problem, but at present all of the animation is 
scripted and not at all inspiring.  We'd like to open up the process 
to get some real talent to amp up the animation, but I'm not sure how 
get the pieces to fit together.
For example, we'd like to have a bunch of buttons that contains some 
images.  The buttons can be in a _variable_ location on the 
interface.  When the user click a button it does some kind of dazzling 
animation and expands and mutates into some other graphic which then 
resides at some new _variable_ location.  So, how do I get the artist 
build this without scripting the starting and end points?  I have a 
few ideas, but I'm not interested in reinventing the wheel.  Of 
course, this is just one possible thing we'd like to do.  What I 
really need is some case studies.  In the meantime, I'll settle for 
any advice I can get.


Thanks!
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[Flashcoders] Preloading images

2008-01-07 Thread Matt S.
What have you guys found is the best way to load images in the bg, for
example with an image gallery, where once image 1 loads, the rest
start loading up in the bg? I've been using an MCL, which loads in the
background and then immediately deletes onComplete and starts the next
one, but I'm wondering if theres a better way. Or rather, I'm sure
there's a better way and I just havent found it yet... ;)

.m
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Re: [Flashcoders] Preloading images

2008-01-07 Thread Dave Wood

Hi

Another approach (if the number and size of the images isn't too  
great) is to grab the bitmapdata from each one once it's loaded and  
store that in an array.


David


What have you guys found is the best way to load images in the bg, for
example with an image gallery, where once image 1 loads, the rest
start loading up in the bg? I've been using an MCL, which loads in the
background and then immediately deletes onComplete and starts the next
one, but I'm wondering if theres a better way. Or rather, I'm sure
there's a better way and I just havent found it yet... ;)

.m
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