Very weird.
As you have noticed, it seems facebook is not serving the file under some
circumstances (it returns a 404 http error code)
I could make it fail consistently if:
1) The referer is set and is in a "non facebook" domain
AND
2) The user agent is IE.
I got the request to work if I set
I'm sorry to gum up this thread (I'm so happy to be back in
flashcoders after months without!) - after reading this, I'm not certain
my objects are GPU accelerated. Good info here (despite the whining).
I'll reply to this thread with more info when I get it.
Kevin N.
On 9/21/10 9:19 AM, To
thanks.
I think the problem has been isolated,
on the URLRequest, the response is as follows:
http://pastebin.com/AmwCtAcD
in there, the 'referer' param is causing the file to 404 - if we remove it
then the video loads correctly.
anyone have any idea on how to either set that param(not possibl
I have to be honest, the only reason I haven't jumped ship to Unity3D
is because 1, it's a lot of new to learn, and I find time scarce, and 2,
the free version doesn't have the ability to output iphone apps, and
especially not from a PC - which is to say, I don't have the time or
money to purc
I've been attempting to tackle the same issues, and would love a lot
more info, if there is any available, on how to get the framerates to be
stable.
I've actually had a bit of luck, and I'm currently operating on the
theory that the problem lies with memory allocation/deallocation and the
g
https://bugs.adobe.com/jira/browse/FP-3550
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Hi Flashcoders (back to Apple again),
I'm wondering, having seen reports that developers are getting CS5 packager
content approved on the app store, if anyone knows of a decent Flash game / app
on iPhone?
I have just read this thread on Adobe labs:
http://forums.adobe.com/thread/718595?tstart=
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Yikes - I figured it out - one of the xml nodes was passing: 24.06,
when it is expecting a number - so the , is throwing it off - and sending this
particular mc way north as far as the y is concerned thus making the parent
Sprite way bigger than it should be
THANKS!!!
are you reading the height of the sprite before the image has finished loading
into it?
> From: ted_l...@federal.dell.com
> To: flashcoders@chattyfig.figleaf.com
> Date: Tue, 21 Sep 2010 08:44:16 -0400
> Subject: [Flashcoders] RE: Resizing
>
> OK - so I have discovered that it has something to
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OK - so I have discovered that it has something to do with the images I am
overlaying the map... So I have a sprite - that is holding a map I am then
overlaying dots on the map via some xml the height of the parent Sprite is
getting screwed up in this process
_
I have tried e.target.width.
and it seems to work - but it, obviously, is just affecting the map and not the
object overlaying them... I need a affect the Sprite
From: Lehr, Theodore
Sent: Tuesday, September 21, 2010 8:20 AM
To: Flash Coders List
Sub
So I have a sprite that is holding a map and some mc's overlaying the map
I am trying to resize the sprite (and thus everthing in it...)
Something weird happens with the height
The sprite is initially resized to, say, 500x500, and that works fine...
Then I have a listener set on when i
Thank you Kenneth, this explains what probably happens beneath the hood
On Tue, Sep 21, 2010 at 1:16 PM, Kenneth Kawamoto
wrote:
> If you "cancel" the TextFormat you should be able to apply textColor, i.e.
>
> _label.setStyle("textFormat", new TextFormat(null, null, null));
> _label.textField.tex
Last stab..
// Import the required component classes.
import fl.controls.Label;
// Create a new instance of the Font1 symbol from the document's
library.
var myFont:Font = new MyFont();
// Create a new TextFormat object, and set the font and size properties.
var myTextFormat:TextFormat = new
If you "cancel" the TextFormat you should be able to apply textColor, i.e.
_label.setStyle("textFormat", new TextFormat(null, null, null));
_label.textField.textColor = 0xff;
But then you may as well just do:
_label.setStyle("textFormat", new TextFormat(null, null, 0xff));
;)
Kenneth
Nope :-)
On Tue, Sep 21, 2010 at 11:57 AM, Karl DeSaulniers wrote:
> _label.label = 'should be red';
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Oops, sorry.
I meant.
_label.label = 'should be red';
Karl
On Sep 21, 2010, at 4:54 AM, Karl DeSaulniers wrote:
Try
_label.textField.label = 'should be red';
Best,
Karl
On Sep 21, 2010, at 4:47 AM, Alexander Farber wrote:
Thanks, but -
On Tue, Sep 21, 2010 at 11:36 AM, Karl DeSaulnier
Try
_label.textField.label = 'should be red';
Best,
Karl
On Sep 21, 2010, at 4:47 AM, Alexander Farber wrote:
Thanks, but -
On Tue, Sep 21, 2010 at 11:36 AM, Karl DeSaulniers
wrote:
Have you tried setting the text color before the background color?
I think you were assigning your text
Unfortunately there is no "html" property, and even this is not working:
var _label:Label = new Label();
_label.textField.background = true;
_label.textField.backgroundColor = 0x00FF00;
_label.textField.textColor = 0xFF;
_label.textField.text = "should be red";
_label.textField.htmlText = "sh
Thanks, but -
On Tue, Sep 21, 2010 at 11:36 AM, Karl DeSaulniers wrote:
> Have you tried setting the text color before the background color?
> I think you were assigning your text to _label not _label.textField.
> Is this what you wanted?
>
> Try
>
> var _label:Label = new Label();
> _label
Quite possibly could be that you need to set a html text field too.
_label.textField.html = true;
_label.textField.htmlText = "should be red";
JAT
Karl
On Sep 21, 2010, at 4:36 AM, Karl DeSaulniers wrote:
Have you tried setting the text color before the background color?
I think you were as
Have you tried setting the text color before the background color?
I think you were assigning your text to _label not _lavel.textField.
Is this what you wanted?
Try
var _label:Label = new Label();
_label.textField.textColor = 0xFF;
_label.textField.background = true;
_label.t
Hello,
does anybody please know, why I can only set the background color here?
var _label:Label = new Label();
_label.text = 'should be red';
_label.textField.background = true;
_label.textField.backgroundColor = 0x00FF00;
_label.textField.textColor = 0xFF;
addChild(_l
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