Re: [Flashcoders] Adobe to Open Source Flex!!!

2007-04-26 Thread Newsdee

Is the Flex Builder going to be open sourced?
Still, good news... must be a response to Java's open sourcing.
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Re: [Flashcoders] The great CS3 Swindle

2007-04-24 Thread Newsdee

I wouldn't hold my breath waiting for prices changing from this,
unfortunately.

At the end of the day pricing is purely a marketing function, and in that
world the only rule is to charge as much as the customer is willing to pay.
Then there are hundreds of ways to justify the price by calling accounting
and agreeing on what costs are being covered by the price. For all you know
the price difference is to pay for the private jets that the sales reps are
taking to go around Europe..! (*)

In addition, it is likely that the target for these prices are companies,
not individuals. Said companies can get the VAT off in some countries, and
may benefit from other tax cuts (e.g. passing this as an expense) which
makes them much more willing to foot the bill than your average developer
guy/gal, who has to pay from his/her net income and pay VAT on top of it.

So... I don't believe it's going to change unless some of the subsidiaries
see drops in profits. It's going to take some massive boycotting or perhaps
push from an open-source competitor product for things to change... both
unlikely.


(*) ...or more likely, it must be paying for a lot of local country
specialists, lawyers, etc. which are unique to each country, thus driving
the overhead costs through the roof.



On 4/24/07, Zárate <[EMAIL PROTECTED]> wrote:


Hi guys,

Sorry to bring this up again, but Danielle Libine has put up a really
interesting pdf about the subject. He gathers lots of data with really
clear graphics about prices and countries. Then a couple of questions
for Adobe:

http://web.mac.com/libine/iWeb/Site/Article.html

I think we really should keep the "pressure" up and "force" Adobe to
at least give a public, official explanation. Hopefully a review of
the prices.

Cheers,

Juan

On 4/7/07, Søren Christensen <[EMAIL PROTECTED]> wrote:
>
>
> Yes it is totally f*ckd up - production bundle upgrade:
> us: $1199 / €897 eu/spain: $2630 / €1967
>
> So guess which side of the atlantic i am buying my upgrade ;-)
>
> Cheers,
>  >B) Søren
>
> On Mar 28, 2007, at 4:27 PM, Joe Wheeler wrote:
>
> > Has anyone checked out the international prices on CS3?
> >
> > I can hardly believe how badly the UK is getting fleeced.
> >
> > I'm upgrading from CS1 Creative Suite and Studio 8 to CS3 Design
> > Premium. In
> > the US that's $599.00 dollars, but in the UK pounds it works out to
> > £703.82.
> > Take the exchange rate into account and UK customers are paying...
> >
> >
> > 1,384.51 USD!!!
> >
> > Sales tax in the UK is 17.5% but the Adobe price hike is a whopping
> > 231% - W
> > T F?
> >
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--
Juan Delgado - Zárate
http://zarate.tv
http://dandolachapa.com
http://loqueyosede.com
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Re: [Flashcoders] creating MovieClip frames via code?

2007-04-12 Thread Newsdee

Hi Dr.ache,

I see what you mean, it looks like some animation technique used on CSS
(animate by changing the underlying image). I guess I can give that a shot.

Hi Ben,

Actually that's not what I need, but thanks. I am already controlling the
enterFrame events of all clips from a centralized location, but I was
looking at what code I can run to do this. Dr.ache's method should do the
trick...

Regards,
Newsdee.

On 4/12/07, Smeets, Ben <[EMAIL PROTECTED]> wrote:


While reading this back, I think my answer had nothing to do with your
question. But heck, might do some gooed somewhere ;)

Ben

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Smeets,
Ben
Sent: donderdag 12 april 2007 11:51
To: [EMAIL PROTECTED]
Subject: RE: [Flashcoders] creating MovieClip frames via code?

You can use e.g. the technique described below in conjunction with the
onEnterFrame method of the movieclip object. It is not possible to
"create" frames through AS, but it is possible to react on a frame
change (a 1 framed mc also animates. It just sits on the same frame
conceptually).

Try something like this in frame 1 of your Movieclip to get the picture:
(make sure you draw something in it to see the effect)

this.onEnterFrame = function() {
this._x += 1;
}

You see? It will animate across the screen. Hope this helps you enough
to get the bigger picture.

Ben

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of dr.ache
Sent: donderdag 12 april 2007 0:49
To: [EMAIL PROTECTED]
Subject: Re: [Flashcoders] creating MovieClip frames via code?

try the following. load your grid bitmap (jpg) into an mc and mask it
with a movieclip with exactly the dimensions your single sprite on your
grid bitmap has.

now let the movieclip under your mask change position in a way that your
wanted animation bitmap looks through.

got it?

Newsdee schrieb:
> Hi all,
>
> I would like to import sprites using a single source image... in other

> words, take an image containing my animation in a grid, cut it up in
> single bitmaps, and create an animation with it.
>
> I have most of the code done, but I'm not sure how on the best way to
> go in order to animate the bitmaps.
>
> I figure the best performing solution would be to use Flash's internal

> MovieClip engine, but for this I would need to find a way to add a
> bitmap to different frames, on a movieclip created via code. Another
> option would be to use the BitmapData copy method (from a source
> array) but I get the feeling it would be too slow.
>
> Can this be done? I don't think in AS2, but maybe AS3 has more
options...
> Either way, I would be interested in knowing if anybody has attempted
> something similar.
>
>
> Thanks and regards,
> Newsdee.
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[Flashcoders] creating MovieClip frames via code?

2007-04-11 Thread Newsdee

Hi all,

I would like to import sprites using a single source image... in other
words, take an image containing my animation in a grid, cut it up in single
bitmaps, and create an animation with it.

I have most of the code done, but I'm not sure how on the best way to go in
order to animate the bitmaps.

I figure the best performing solution would be to use Flash's internal
MovieClip engine, but for this I would need to find a way to add a bitmap to
different frames, on a movieclip created via code. Another option would be
to use the BitmapData copy method (from a source array) but I get the
feeling it would be too slow.

Can this be done? I don't think in AS2, but maybe AS3 has more options...
Either way, I would be interested in knowing if anybody has attempted
something similar.


Thanks and regards,
Newsdee.
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Re: [Flashcoders] DisplacementMap -> Mode 7 (perspective distortion)

2007-03-10 Thread Newsdee

I would prefer to use actual Mode7... it's more suited for parallax.
With some work, you can adapt the following mode7 engine to your needs:

http://www.gotoandplay.it/_articles/2005/10/mode7.php
(source FLA provided on the page).

Regards,
Newsdee.


On 3/10/07, Latcho <[EMAIL PROTECTED]> wrote:



/

/

http://sandy.media-box.net/blog/distortimage-20-the-fastest-way-to-freely-distort-image-with-flash-in-actionscript.html





or (not my code, difficult to control :) -->


import flash.display.BitmapData;
import flash.filters.DisplacementMapFilter;
Stage.scaleMode = "noScale";
var W:Number = 120;
var H:Number = 120;
var org:BitmapData = new BitmapData(W, H, false);
var map:BitmapData = org.clone();
var hrs:BitmapData = org.clone();
var vrs:BitmapData = org.clone();
createEmptyMovieClip("mc0", 0).attachBitmap(org, 0);
createEmptyMovieClip("mc1", 1).attachBitmap(map, 0);
createEmptyMovieClip("mc2", 2).attachBitmap(hrs, 0);
createEmptyMovieClip("mc3", 3).attachBitmap(vrs, 0);
for (var i = 1; i < 4; ++i) {
getInstanceAtDepth(i)._x = W * i;
}
for (var y = H - 1; y >= 0; --y) {
var compG = (Math.round(0x100 * y * (4 / (H + y) - 2 / H)) + 0x80) <<
8;
for (var x = W - 1; x >= 0; --x) {
map.setPixel(x, y, Math.round(0x100 * (0.5 - x / W) * y / H) +
0x80 | compG);
if (x == W >> 2 || x == y * W / H >> 2) {
org.setPixel(x, y, 0xFF);
} else {
org.setPixel(x, y, (x ^ y) & 0x08 ? 0xCC : 0xFF);
}
}
}
var persh:DisplacementMapFilter = new DisplacementMapFilter(map, null,
4, 2, 0, 0, "ignore");
var persv:DisplacementMapFilter = persh.clone();
persh.scaleX = W / 2;
persv.scaleY = H / 2;
hrs.applyFilter(org, org.rectangle, null, persh);
vrs.applyFilter(hrs, hrs.rectangle, null, persv);



/

/
Regards,
Stijn AKA latcho

Henry Cooke wrote:
> 'lo all
>
> Apologies if this is an old topic, but I can't find anything in the
> Flashcoders archives, and Google just throws up some gnomic "it's
> possible"
> blog comments without any actual hints on *how* it's possible...
>
> I'm attempting to perspective distort a bitmap to use as a floor in a
> parallax scene - I achieved a similar effect in oldskool Flash 6 (lots
of
> progressively xscaled, 1px high masked MCs, yuck) at
> http://www.pd3.co.uk,
> but I'm sure such a thing should be possible in Flash 8 using a
> DisplacementMap filter.
>
> Does anyone have a good idea how this could be achieved? I've been
> spending
> a very long time staring at Photoshop, trying to come up with the right
> combination of gradients for the displacement map, but all I have to
> show is
> a headache and a nagging sense that I'm missing something...
>
> Of course, a more direct approach would be to slice & scale the source
> image
> using a whole bunch of draw()s and a Matrix with a changing xscale,
> but it
> feels like a Displacement would be a cleaner option?
>
> Happy Friday!
> Henry
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Re: [Flashcoders] limits to AS2 levels of OOP class inheritance?

2007-02-14 Thread Newsdee

Could be a related issue. You can try a few things:

- Clear the ASO cache and recompile.
- Force the type via a casting var a:ClassA = ClassA(yourVar)
- Ensure your files are not on a network drive (had a weird bug with classes
once and that fixed it!)
- Refactor to simpler class relationships (worst case but it did the trick
for me - had to duplicate code, ewww).

Regards,
Newsdee.


On 2/14/07, Dani Bacon <[EMAIL PROTECTED]> wrote:


Newsdee or anyone ... any ideas concerning this kind of problem ? im
having
a similar inheritance problem where class B extends class A and the
compiler
ignores it. class A isnt class B.__proto__ and instead class B.__proto__
equals Object ???
anyone ever encounter such a bug ?

On 10/01/07, Newsdee <[EMAIL PROTECTED]> wrote:
>
> Update... tried adding a get function, but it still doesn't work. Here's
> my
> code:
>
> In Game.as:
> private static var mainGame:Game;
> static function getGame():Game {
> if(mainGame == undefined) {
> mainGame = new Game();
> }
> return mainGame;
> }
>
> In Collider.as:
> var walls_mc:MovieClip = Game.getGame().level.walls_mc;
>
>
> It looks like a Flash bug to me at this point... but how can I work
around
> it?
>
>
>
> On 1/10/07, Newsdee <[EMAIL PROTECTED]> wrote:
> >
> > Here's how mainGame is defined. Maybe I need to make mainGame private
> and
> > use a get function?
> >
> >
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Re: [Flashcoders] limits to AS2 levels of OOP class inheritance?

2007-01-09 Thread Newsdee

Update... tried adding a get function, but it still doesn't work. Here's my
code:

In Game.as:
private static var mainGame:Game;
static function getGame():Game {
   if(mainGame == undefined) {
   mainGame = new Game();
   }
   return mainGame;
   }

In Collider.as:
var walls_mc:MovieClip = Game.getGame().level.walls_mc;


It looks like a Flash bug to me at this point... but how can I work around
it?



On 1/10/07, Newsdee <[EMAIL PROTECTED]> wrote:


Here's how mainGame is defined. Maybe I need to make mainGame private and
use a get function?



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Re: [Flashcoders] limits to AS2 levels of OOP class inheritance?

2007-01-09 Thread Newsdee

More on this... it' s getting quite weird. I've managed to track down this a
bit further.

The classes are fine, but the error happens in two other classes, "Game" and
"Collider". I can't explain why it happens but I managed to find out the
lines of code that are causing it.

Here's how I've spotted this. I've modified EnemyTank to have a "render2()"
function. This only does the following:

function render2() {
   trace(super.render);
}

I would expect this function to output "[type Function]" to the output
panel.
On my original FLA, it ourfputs "undefined" instead. But my test harness
works fine.

Fiddling around with these two, I've managed to find the code causing the
"undefined". It's inside Collider, every time I access my Game static
singleton:

var shells:Array = Game.mainGame.shells;
var bmpWall:BitmapData = Game.mainGame.level.wallBmp;
Even something as basic as:  trace(Game.mainGame); causes the undefined.

Commenting these lines out makes the trace(super.render) work again... but I
can't see how this would break the inheritance between EnemyTank and
Sprite... the class is unrelated!

Here's how mainGame is defined. Maybe I need to make mainGame private and
use a get function?

class Game {
  static var mainGame:Game;
}


What do you think?
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Re: [Flashcoders] limits to AS2 levels of OOP class inheritance?

2007-01-08 Thread Newsdee

Thanks for the responses guys.
I'm trying to replicate the error in a different FLA but it isn't simple...
my test seems to work fine!
Here is example (working) code. I'll keep trying and post back...

Thanks,
Gerard.
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[Flashcoders] limits to AS2 levels of OOP class inheritance?

2007-01-07 Thread Newsdee

Hi all,

A quick OOP question... is there a limit in AS2.0 on how many levels of
inheritance can be done?
My latest class is not recognizing any of the methods from it superclass',
even though the compiler doesn't raise any errors.

Here is the inheritance tree (I'm making a game, as you can guess):

- MovieClip (Flash built-in class)
- Sprite extends MovieClip
- Player extends Sprite
- Enemy extends Player

Sprite has a method called "render", Player has a method called "fire".
So I would expect that both render() and fire() are accessible to Enemy
without having to redeclare them (actually, render() works in Player without
defining it).

But nothing works in Enemy. I've tried redefining "render" and calling other
functions from it (in case the Enemy instance wasn't called).
And debugging I've found out that I do get to Enemy and my new render()
method, but any calls to other methods are just ignored [even using
super.method()].
Stranger still, every compiles without problems. So it seems like a problem
at runtime.

Has anybody seen this before, and hopefully has a way to work around it?

Thanks,
Gerard.
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[Flashcoders] BitmapData.paletteMap() and color replacament?

2006-02-02 Thread Newsdee
Hi List,

I'm trying to come up with a fast method to replace specific colors in a
BitmapData object. In other words, specify two RGB values and have one
replace the other without using getPixels (which would require scanning the
whole Bitmap).

I've seen on the docs that paletteMap can do something similar to this, but
it seems constrained to a single channel. It seems I can replace "Red 0xFF"
by "Red 0x00", but not tell it to replace "0xFF0" only (and ignore the
other pixels).

Can anyone point me to examples of using this function in any other way? Do
you know of another function that would do the effect I'm after?

Thanks,
Newsdee.
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Re: [Flashcoders] No Key.isDown() method in AS3?

2005-12-29 Thread Newsdee
It's a bit scary that Director has a similar problem... how do Director
programmers get around it?


On 12/29/05, Danny Kodicek <[EMAIL PROTECTED]> wrote:

In Director, at least on Windows, if you press the A key and then the B key,
> then release the A key, you get a keyUp event for B, not A. So writing a
> key
> manager without any way to poll the state of individual keys is very
> limited.
>
> Danny
>
>
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Re: [Flashcoders] No Key.isDown() method in AS3?

2005-12-28 Thread Newsdee
I can see a workaround though:

It would be not too hard to write a class that listesn to the keyboard, and
when an onKeyDown event is triggered, it reads the key and adds the keycode
to an array.

The keycode is then removed at an onKeyUp event. And the isDown method would
just have to look through the array.

Of course this is suboptimal, as it would never be as efficient as a
built-in method to detect the state of a key...



On 12/28/05, Joe Cutting <[EMAIL PROTECTED]> wrote:
>
> If this is correct then it sounds like a real pain and possible
> reason for not using
> Flash altogether. I'm currently using isDown() for all sorts of game
> like applications
> including some which rely on several keys being pressed at once.
> Does anyone know whether the new KeyboardEvent object will let you do this
> and if not how do we go about telling Adobe that there's going to be a
> problem.
>
> Cheers
>
> Joe
>
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Re: [Flashcoders] Binary IO ?

2005-12-28 Thread Newsdee
I've been able to load binary files in Flash 7 and 8 using a small trick...
I basically wrote a PHP script that reads a file and converts it to a string
in hexadecimal. Flash then loads the string and converts it back to binary
at runtime.

Of course, it only works because the files I'm using are all under 3 kb...
anything bigger would be overkill (since you're doubling the size of the
files you are using).

Anyway, it's still something that's available "now", without having to wait
for AS3 :-)




On 12/27/05, Robert A. Colvin <[EMAIL PROTECTED]> wrote:
>
> Flexbuilder get it at labs.macromedia.com
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Mark
> Ribau
> Sent: Tuesday, December 27, 2005 12:30 PM
> To: Flashcoders mailing list
> Subject: Re: [Flashcoders] Binary IO ?
>
> How do we use AS3 ?  I currently use Flash 8 Pro.
>
> Tyler Wright wrote:
>
> >Reading yes, in ActionScript 3.0 which is currently in public Alpha and
> >private Beta.  In fact, the new DOM for AS3 offers the same power of
> >streaming in files that the player uses for SWF's.  So you can ask for
> a
> >file, stream in a small portion (whatever you need) close the
> connection,
> >and start up again where you left off when you need more!  This is very
> >exciting for situations that require large amounts of data to be
> transfered,
> >the user doesn't have to wait for the whole thing to be able to benefit
> from
> >it.
> >
> >Writing, not without an additional script or application.  If you embed
> >Flash in a standalone application (exe) it can do the writing for you.
> >Server side all you need is a simple script that Flash sends the binary
> data
> >to that writes it to disk.  For writing Flash forces you to couple with
> >other technologies.
> >
> >Prior to AS3 binary handling has been hard to work with and slow.
> >Everything has to be read into a string and it can get messy with
> >null-terminating characters.  Hope this helps.
> >
> >Tyler
> >
> >
> >On 12/27/05, Mark Ribau <[EMAIL PROTECTED]> wrote:
> >
> >
> >>Is it possible to do either local computer or local website binary
> file
> >>reading and writing in Flash?
> >>--
> >>Mark Ribau
> >>Lead Windows Developer | My Tech Blog
> >>
> >>Redbug Technologies, Inc.  -
> www.redbugtech.com
> >>___
> >>Flashcoders mailing list
> >>Flashcoders@chattyfig.figleaf.com
> >>http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
> >>
> >>
> >>
> >___
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> >http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
> >
> >
> >
> >
> >
> >
>
>
> --
> Mark Ribau
> Lead Windows Developer | My Tech Blog
> 
> Redbug Technologies, Inc.  -
> www.redbugtech.com
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[Flashcoders] No Key.isDown() method in AS3?

2005-12-27 Thread Newsdee
Hi all,

I was going over the AS3 documentation and I've noticed that the isDown()
property was "removed for security reasons" from the new Keyboard class.
Is there another way of doing the same thing then? Are we now forced to use
the event-driven onKeyDown()?

isDown() is extremely useful... and usually faster than waiting for a key to
be pressed. :-(

Here's the page where I'm reading:
http://livedocs.macromedia.com/labs/1/flex/langref/migration.html

Thanks,
Newsdee.
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