Re: [Flashcoders] Best way to control game character animations
Well I figured out the problem, it once more was caused by modifications in the display list during an input event... calling updateAfterEvent() solved all the blinking issues. I'm still getting used to that... seems like it's easy to mess things up if you forget to call it. But I'm glad I can still get to control the animations adding and removing MovieClips as needed. I took a look at the scrollRect stuff, but that's for optimizing... I'm not that far yet :) Just have to get the animations to work first. Thanks for the feedback! On 5/29/07, Jim Berkey [EMAIL PROTECTED] wrote: If I'm understanding the question, I just read a blog about this . . . possibly Sprite sheets + scrollrect is what you are looking for?? http://mikegrundvig.blogspot.com/2007/05/as3-is-fast.html *** REPLY SEPARATOR *** On 5/29/2007 at 11:54 AM Bob Wohl wrote: can you set their visability? (AS3 noob i am) B. On 5/28/07, Frederico Ferro Schuh [EMAIL PROTECTED] wrote: Hello list, I've been fiddling around with character animations for use in AS3 flash games. What's not clear to me is the animation control. What's the best way to switch the current animation of the character? I tried having each animation in its own MovieClip, and add/remove and play/stop them as necessary, but this causes blinking problems in slower machines (you can sometimes see the character disappearing and appearing when the animation switches), which's not a good thing. I believe this is related to the asyncronous nature of the flash player. What I'm doing now is have a master MovieClip that contains one character animation in each frame, and switch between them as needed. This looks a little clumsy to me, as objects get created/destroyed unnecessarily, and it's hard to manage them. Is this the only way to go, or is there a better solution? Any hints on this would be really appreciated. Thanks. -- Frederico Ferro Schuh MSN [EMAIL PROTECTED] ___ 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 h ___ 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 -- Frederico Ferro Schuh MSN [EMAIL PROTECTED] ___ 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] Best way to control game character animations
Hello list, I've been fiddling around with character animations for use in AS3 flash games. What's not clear to me is the animation control. What's the best way to switch the current animation of the character? I tried having each animation in its own MovieClip, and add/remove and play/stop them as necessary, but this causes blinking problems in slower machines (you can sometimes see the character disappearing and appearing when the animation switches), which's not a good thing. I believe this is related to the asyncronous nature of the flash player. What I'm doing now is have a master MovieClip that contains one character animation in each frame, and switch between them as needed. This looks a little clumsy to me, as objects get created/destroyed unnecessarily, and it's hard to manage them. Is this the only way to go, or is there a better solution? Any hints on this would be really appreciated. Thanks. -- Frederico Ferro Schuh MSN [EMAIL PROTECTED] ___ 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] Custom cursor leaves artifacts on the screen
Hello coders, I've been having a problem with custom cursors in AS3, where it sometimes leaves dirt on the screen, as if it hadn't been repainted on the region where the cursor just passed. It's also noticeable that the cursor's shape gets cut off while it moves, like some kind of tearing. The cursor is a simple MovieClip added to the stage, and the mouse cursor is hidden, though this doesn't seem to have anything to do with the problem itself. Has anyone come by a similar problem? Thanks. -- Frederico Ferro Schuh ___ 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] Custom cursor leaves artifacts on the screen
Oh cool, I didn't know about that method. Yeah, that did it. Thank goodness there was a trivial solution to this problem :) But it's strange that these sorts of problems happen... I was sure flash would only update the screen during the next frame redraw step... it seems like moving stuff on a MouseEvent and not on an EnterFrame event would mess things up somehow and the player wouldn't know which dirty regions to repaint. Thank you very much for the help. On 5/24/07, Muzak [EMAIL PROTECTED] wrote: Have you tried updateAfterEvent() ? http://livedocs.adobe.com/flash/9.0/main/1233.html http://livedocs.adobe.com/flash/9.0/ActionScriptLangRefV3/flash/events/MouseEvent.html#updateAfterEvent() regards, Muzak - Original Message - From: Frederico Ferro Schuh [EMAIL PROTECTED] To: flashcoders@chattyfig.figleaf.com Sent: Thursday, May 24, 2007 5:30 PM Subject: [Flashcoders] Custom cursor leaves artifacts on the screen Hello coders, I've been having a problem with custom cursors in AS3, where it sometimes leaves dirt on the screen, as if it hadn't been repainted on the region where the cursor just passed. It's also noticeable that the cursor's shape gets cut off while it moves, like some kind of tearing. The cursor is a simple MovieClip added to the stage, and the mouse cursor is hidden, though this doesn't seem to have anything to do with the problem itself. Has anyone come by a similar problem? Thanks. -- Frederico Ferro Schuh ___ 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 -- Frederico Ferro Schuh ICQ 20486081 MSN [EMAIL PROTECTED] ___ 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] (AS3) getChildAt() returns null children
Hi all, has anyone experienced this problem with getChildAt() returning null for some of its children? I have some movieclips which are rather complex animations with some nested stuff in them. My problem is that I have to make sure the nested movieclips (which have 2 frames each) stay stopped in either the first or second frame, at any one time. I know you can't mess around with a movieclip's animation before it's even appeared on the screen, so everything I'm doing happens AFTER it was added to the stage. What I try to do is simple: at each frame of the animation (I have an enterFrame listener on it), I run through every single of its children and call either gotoAndStop(1) or gotoAndStop(2) as needed. This was supposed to work, if I hadn't run into this strange issue with null children... Below is a sample code I used to check the current frame of each of the animation's children. Surprisingly, some of them are listed as being null, even though they are counted as valid children (from the numChildren property): for(var j:int = 0; j mc.numChildren; j++) { if(mc.getChildAt(j) is Shape) { // ignoring Shapes, as they have no frames continue; } var current:MovieClip = MovieClip(mc.getChildAt(j)); if(current != null) { trace( -- + current + : + current.currentFrame + [ + current.totalFrames + ]); } else { trace( -- + mc.getChildAt(j)); // always prints null } } I'm really confused here. Is this some kind of optimization Flash does with its animations? I have the same behavior either with Flash 9 Alpha or Flash CS3. -- Frederico Ferro Schuh ___ 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 9 Public Alpha stability issues
That's odd, but good to hear that not everyone is having problems. Maybe with some tweaking I may be able to avoid these crashes. Do you have any huge images in your project? I have a 1600x1200 jpeg image that represents the track. Maybe that has something to do with the crashes, since I don't remember having any problems when I was just prototyping the car's physics with no assets at all. I'm also using references to assets in other Fla files, but I don't thing those should be causing any problems, since Flash just copies them over into the main Fla file. On 1/29/07, James Marsden [EMAIL PROTECTED] wrote: Hey Frederico, I'm using 9 Alpha for a large game project, and the only problems I've had have been with my code. It seems just as stable as the Flash 8 IDE. There are a couple of things I'm not keen on though, and that's the inability to assign more than one MC to any one Class (which has been addressed in the Flash 9 IDE) and a 'cannot write to read only property' error when adding and manipulating display objects whose classes are loaded from child swfs... J Frederico Ferro Schuh wrote: Is anyone else developing with Flash 9 Alpha? Maybe you're also having such crash problems, but were able to find workarounds or know of any common pitfalls that can cause these problems? I'd appreciate any help, as I'd really like to know if it's too risky to go for developing a full product in this version of flash, or if it's better to just stay in the experimental phase and wait a little more. But we need the Flash IDE to develop our games, it's just not possible to do it with Flex alone. If Flash 9 alpha is really that unstable, we'll just have to keep developing in AS2 for a little longer. Thanks. ___ 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 -- Frederico Ferro Schuh ICQ 20486081 MSN [EMAIL PROTECTED] ___ 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] Flash 9 Public Alpha stability issues
Hi all, This is my first post in the list. I've been experimenting in some AS3 development with Flash 9 Public Alpha in our company, coding a racing game prototype. So far the experience has been great, at least from a coding perspective, as I'm using Flex 2 to write the code and Flash 9 to compile and run it. It's much cleaner to code in AS3, I found it very satisfying and much less ugly then AS2, not to mention the increased performance. Not everything went smoothly though. It's rather common to see Flash 9 crash while running the game, taking down the whole IDE with it. At first I thought it was a problem in the IDE itself, but then I started testing the game directly in Flash Player and Internet Explorer. Again, I get random crashes. It's funny, because being such a high level tool, I'm not supposed to be able to generate such violent crashes just by running Actionscript code, so it must certainly be a bug somewhere in the VM, or in the code generated by the Flash 9 Alpha compiler. I tested it in several different computers, all with the same results. It's not happening 100% of the times I test the game, but I can say it happens often enough to be considered alarming. The Fla file has a little over 10 megs, with the SWF being around 3 megs. I'm not using any sound so far, it's basically a lot of sprites and animations. The crashes can happen in just about any part of the game, but usually when the user clicks a button to change the current screen, though the screen itself is pretty much random. I also have noticed the crashes to have increased as I added more assets to the main Fla file, though this might not be true. Is anyone else developing with Flash 9 Alpha? Maybe you're also having such crash problems, but were able to find workarounds or know of any common pitfalls that can cause these problems? I'd appreciate any help, as I'd really like to know if it's too risky to go for developing a full product in this version of flash, or if it's better to just stay in the experimental phase and wait a little more. But we need the Flash IDE to develop our games, it's just not possible to do it with Flex alone. If Flash 9 alpha is really that unstable, we'll just have to keep developing in AS2 for a little longer. Thanks. -- Frederico Ferro Schuh ICQ 20486081 MSN [EMAIL PROTECTED] ___ 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