http://dougmccune.com/blog/2007/08/04/the-making-of-tileui/
Here y'go!
James Marsden
Creative Je Ne Sais Quoi | FuturLab Limited
+44 (0) 1273 420 367
+44 (0) 7547 775 705
-Original Message-
From: flashcoders-boun...@chattyfig.figleaf.com
[mailto:flashcoders-boun
There's this too:
http://www.ted.com/index.php/talks/anand_agarawala_demos_his_bumptop_des
ktop.html
Cheers,
James
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:)
Cheers,
James Marsden
Creative Je Ne Sais Quoi | FuturLab Limited
+44 (0) 1273 420 367
+44 (0) 7547 775 705
-Original Message-
From: flashcoders-boun...@chattyfig.figleaf.com
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of dr.ache
Sent: 13 March 2009 22:07
To: Flash Coders
stuff so I can check
yo skillz - james at futurlab co uk
Thanks!
James Marsden
Creative Je Ne Sais Quoi | FuturLab Limited
+44 (0) 1273 420 367
+44 (0) 7547 775 705
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you'll only get a performance hit if the textfields are updating
frequently. As soon as you apply a filter, the image is converted to a
bitmap anyhoo (I believe).
If your fields rarely change, it shouldn't be an issue.
J
EECOLOR wrote:
I do not know what the performance inpact is of
skillz, thanks :)
Muzak wrote:
Use javascript:
//HTML
script language=javascript
function getClipBoardText() {
var t = window.clipboardData.getData(TEXT);
return t;
}
/script
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Flashcoders@chattyfig.figleaf.com
To change your
try
var myStr:String = String(aArray[i]);// where 'i' is the increment.
J
Muzak wrote:
What is stored in the Array?
- Original Message -
From: [EMAIL PROTECTED]
To: Flash Coders flashcoders@chattyfig.figleaf.com
Sent: Tuesday, September 11, 2007 5:30 AM
Subject:
, where undo/redo does unexpected things,
and TextFormats aren't maintained throughout, but the guts of it are done!
http://www.futurlab.co.uk/clients/kowari/
J
dr.ache wrote:
show us! :)
James Marsden schrieb:
Hallo,
The text editor app is up and running now, thanks to those folks
is held down? Is it that
straightforward?
J
dr.ache wrote:
Command done on the text! A command representing the action and the
amount, like cut from location 3 to 24 of the text.
The text you cut of must also be saved, certainly!
James Marsden schrieb
Hello all,
I'm looking at building a very simple text editor application in Flash,
which needs an undo/redo stack of around 20.
My question is related to capturing the events in the stack; whether the
done thing is to capture the state of the text field contents at every
step, or just to
Hey Sherri,
I got it working, but it took a lot of code tweaking - I'd converted a
game engine from AS2, so there were endless compile errors on syntax etc.
J
Sherri wrote:
Just wondering if anyone has successfully used ASDoc with AS3 classes for
flash? I have used it for Flex projects
.
*.* Sherri
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of James
Marsden
Sent: Monday, July 23, 2007 11:24 AM
To: flashcoders@chattyfig.figleaf.com
Subject: Re: [Flashcoders] ASDoc with Flash CS3
Hey Sherri,
I got it working, but it took a lot of code tweaking
to create a bare bones ExtInt and LoCo test to see if
that works...
I'll post our findings back...
Thanks again,
James
Ian Thomas wrote:
For the record, SWFObject works fine on Vista - so it's not that.
Ian
On 6/8/07, James Marsden [EMAIL PROTECTED] wrote:
Hallo,
We've got a presentation
Hallo,
We've got a presentation to give with some Flash using a Vista laptop,
and reloading the page with the Flash on it causes the Flash to stall on
the first frame (no code executed either). We're using SWFObject to
embed, and it works fine on XP with IE 6, 7 and FF, and on OSX with both
Hey all,
I've just finished adding persistent AI to my game engine, and made a
little song and dance about it on my blog:
http://futurlab.blogspot.com/
Thanks to everyone that had suggestions!
James
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Hey all,
Having a bit of a mare with a 2 player game using WASD for player 1 and
cursor keys (UP, DOWN, LEFT, RIGHT) for player 2. It seems that the
keyboard will only trigger either RIGHT or D, not both together :(
If I change player 1's controls to SZXC (or ESDF) it works fine.
Has anyone
Hey Dan,
I've had a bit of a struggle with this too. I've tried a few ways of
doing it, but have settled on having all state/animations in a MovieClip
on the first frame of the character MovieClip, and then functions to
show and hide whichever animations you need eg:
turnRightFromLeft()
{
Hello all,
When building a game where collision detection for enemies is important
(such as a scrolling tile game), how do you create persistent AI for an
enemy when it's off-screen?
For example, walking away from the enemy causes it to be removed from
the game area, but the enemy needs to
to the screen center by the distance from the viewport
to the game object.
--- James Marsden [EMAIL PROTECTED] wrote:
Hello all,
When building a game where collision detection for
enemies is important
(such as a scrolling tile game), how do you create
persistent AI for an
enemy when it's off
that was the Flash 9 Alpha; just Flash 8 IDE with AS3 support. The
actual beta for the Flash 9 IDE has been privately running for a few
months, and I guess it ended a few days ago :)
James
Alias™ wrote:
The flash 9 beta has been available on adobe labs for quite some time
now.
ditto :)
Matthias Dittgen wrote:
We love Flash! And we hate Flash!
That's why we read [Flashcoders]. :-)
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Hey,
Try giving your library sound a Class linkage name such as 'MySound',
and instantiating with:
var mySound:Sound = new MySound();
// the Sound object will bind to the audio clip in the library, so you
should be able to do:
mySound.play();
We had the same issue today...
J
P.S.
this? Reading up on the new introspection API...
On 2/7/07, James Marsden [EMAIL PROTECTED] wrote:
Hey,
Try giving your library sound a Class linkage name such as 'MySound',
and instantiating with:
var mySound:Sound = new MySound();
// the Sound object will bind to the audio clip in the library
Yeah, cool.
btw if you want one of these let me know... :p
http://www.futurlab.co.uk/tshirt.jpg
J
Jason Boyd wrote:
Well it appears this is the shortest way:
var chromaticNames =
['a','aS','b','c','cS','d','dS','e','f','fS','g','gS'];
var loadedSounds:Array = new Array();
for (var
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
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
Hey all,
I have an irritating problem loading in a child swf with rollovers that
call up to the parent swf. The rollover is fine when testing standalone,
but triggers endlessly when loaded into a swf as a child. Every move of
the mouse over the item triggers a rollover.
Has anyone come
http://www.bit-101.com/blog/?p=922
:D
James Marsden wrote:
What a ing great conference! I feel very spoilt that it was here
on my doorstep.
I heard many of the speakers proclaim it was the best conference
they'd attended, so thank you very much to John Davey. I look forward
Hey all,
I have a problem instantiating a class that's defined in a child swf... It's not recognising the class
definitions.
eg:
a child swf has an MC in the library with a dynamically generated class
definition called 'Death_Tile_16x64'
then in the parent I'm trying to create that
Hey thanks,
I've just found this in the Programming Actionscript 3 livedocs, which
has done the trick..
http://livedocs.macromedia.com/labs/as3preview/docs/wwhelp/wwhimpl/common/html/wwhelp.htm?context=LiveDocs_Partsfile=0151.html#119371
it's all about ApplicationDomain in 2007...
:p
[apologies for cross posting with FCB]
Hey all,
I'm having problems loading swfs into a parent movie. It has to be
a Loader object used to load in content right? So do any dynamic holders
have to be of type Loader throughout the application?
Does a page of thumbnail images prepared for
I'll be there, I live in Brighton, woo hoo!
Zárate wrote:
I will be there,
Hope to meet a bunch of people : )
On 11/17/06, Pedro Furtado [EMAIL PROTECTED] wrote:
Who's going then?
http://www.flashonthebeach.com
___
Yeah!
I can't wait :)
I hope they give us all big badges to wear around the place...
J
Pedro Furtado wrote:
Good, let's have a flashcoders beer night :D lol
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of James
Marsden
Sent: sexta-feira, 17 de
And here are my recommendations for the rest of the conference...
http://sebleedelisle.com/?p=38
It's gonna be amazing, AMAZING I tell you
cheers!
Seb Lee-Delisle
(quite excited about the whole thing...)
On 17/11/06, James Marsden [EMAIL PROTECTED] wrote:
I'll be there, I live in Brighton, woo
Hi all,
How is it possible to do the equivalent of this in Flash 9 AS 3:
var mc = _root.attachMovie(clip_ + variable, variable, depth);
I realise attachMovie doesn't exist and you have to instantiate a class,
but how do you do dynamically choose the class name?
Thanks,
James
does anyone know if there are plans to extend the paste board width in
Flash 9?
Nick Weekes wrote:
Not much you can do if you need more than the 2880 max stage size.
Sounds like you need to move to actionscript based animation...
___
I'm assuming you're using AS 2.0 - inside WeatherManager.as:
class WeatherManager
{
// private var to hold interval
private var weatherTimer;
// constructor
public function WeatherManager()
{
weatherTimer = setInterval(mx.utils.Delegate.create(this,
changeWeather), 5000);
}
actually the private func there might need to be changed to public.
I've had headaches getting intervals to clear properly, and this way works
for us :)
Good luck!
J
I'm assuming you're using AS 2.0 - inside WeatherManager.as:
class WeatherManager
{
// private var to hold interval
Steven wrote:
Ah brilliant - thanks James, much appreciated!!
Will have to look up what this mx.utils.Delegate malarkey means though...
Paul
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of James
Marsden
Sent: 05 November 2006 09:22
To: Flashcoders mailing
Hey Paul,
You're spoiling the fun for yourself by asking how to do this stuff ;)
Work it out, and be proud of it..!
J
Paul Steven wrote:
Another aspect of the game I need to deal with is the sound effects.
Previously to play sounds in my games I simply imported the sound files into
the
Hey,
Most of what you've written here sounds good. You definitely have the
ideas right. A couple of the questions you're asking that can only really
be answered in context of your game further down the line. One of the best
things about OOP dev is that you can always keep tweaking the
Hi all,
I'm having a strange time with Flash 9 Alpha. My 'slightly' moving clips
aren't responding to their MouseEvent.ROLL_OVER events consistently. Has
anyone else found this?
If I remove any updates to the clips, and have them completely static,
the rollOvers work fine...
TIA,
James
apologies for the thread bump, but has nobody come across this? :'(
Thanks,
James
James Marsden wrote:
Hi all,
I'm having a strange time with Flash 9 Alpha. My 'slightly' moving
clips aren't responding to their MouseEvent.ROLL_OVER events
consistently. Has anyone else found
setting wmode = transparent for IE on windows will drastically speed up
the player speed - it'll run as fast as it does in the standalone player.
Just perform a browser check before setting the wmode - you can see an
example in the source here: http://www.futurlab.co.uk/games/prism/
Our game
Hey,
You request and write the session variables to and from a PHP script via
LoadVars.
There's no inbuilt/prescribed method for managing and interacting with
sessions using Flash (as far as I know), so you just need to have some
basic class/function templates to talk between Flash and PHP.
Hey,
It's a state of mind being able to separate tasks into object
relationships that only becomes natural with time and practice. I learnt
by following an AS 1.0 game tutorial*, transcoding to AS 2.0 as I
followed it. That way I didn't have to think at all about the actual
content or
I used to have a problem with this too, hating the 'verbal smokescreen'
as you put it, but it's crucial to be in sync with specialist language
and concepts in order to cut through misunderstanding between peers. I
don't think it's about making ourselves more important, but making sure
you're
tru tru...
Mike Mountain wrote:
I think (especially on forums and blogs
etc.) that some of this comes down to a basic good old fashioned I know
more oop than you do dick measuring competition. Once initiated into
this clique it then gives us a warm feeling to perpetuate the problem by
showing
Nice - at first I thought the nav was a little counter-intuitive, but
after a bit of playing, realised what you were up to. It's cool.
I have to say it looks a bit overly 'inspired' by www.plat4m.com though
J
sweet work man~ i love the tweening action! (zeh's mc_tween2.as ?)
one
Have you tried using ARP, the RIA Framework by Aral Balkan?
Cheers,
James
Dear List (I should say lists this going to Flash and Flex coders),
I am a very and I mean very experienced ActionScript coder. I have been
writng code and storing it for re-use for 7 years. I have just installed
Did ya'll know it's possible to code AS 3.0 in Flash 8 IDE now too?
June 28, 2006
Flash Professional 9 ActionScript 3.0 Preview Released on Labs
To coincide with the release of Flash Player 9
http://www.adobe.com/products/flashplayer/ and the underlying
ActionScript 3.0
Right, I see what you're disputing now - I read the words 'extends the
capabilities of Flash Professional 8', and just assumed Adobe knew what
they were writing...
James
Zeh Fernando wrote:
This seems pretty clear to me...
This preview extends the
capabilities of Flash Professional 8 to
The delegate class is a godsend for so many things...
// inside a class:
mc.onEnterFrame = mx.utils.Delegate.create(this, main);
function main()
{
// the mc is calling my method, and I can access all my properties
as if I was calling it myself
}
Stephen Ford wrote:
Hello All,
Can
Hello all,
(apologies for cross posting with bnm)
We're creating a simple interactive learning game in Flash 8, which uses
drag and drop functionality to complete the game successfully.
The initial controls we have created uses the mouse to pick up an
object, move it and drop it in the
Chopping up is better imo. We're developing a game with large scrolling
backgrounds and chopping them from 3000x3000 to 256x256 made a big
difference.
James
Peter O'Brien wrote:
Hey lee, thanks for your thoughts, but we'll only be scaling the
giant bitmaps (2 of them) up to about 300%.
that is inspiring!!
Great work.
Nick Weekes wrote:
That is a stunning piece of work...didnt realise director could interface
with DirectX.
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Hey folks,
I'm trying to customise the Tree component to intercept itemRollOver
events to stop the highlight on the component if a node is set to
'disabled'.
Can anyone point me to the right method/object in the hierarchy to
acheive this please?
TIA,
J
Hey,
Thanks for the reply. I was about to have a hernia. I've snooped
through as much of this component as I'm willing to bare.
If you mean this:
tree.addEventListener('itemRollOver', treeListener);
tree.addEventListener('itemRollOut', treeListener);
treeListener.itemRollOver =
Thanks again :)
Andrey Ermilkin wrote:
Then I suppose you can override onRowRollOver method in your subclass for
the tree component. You can find source code in the
mx.controls.listclasses.ScrollSelectList class. It is an ancestor of a tree
class.
If current row is disabled just skip drawRow
Hello games people,
I'm tasked with programming a bouncing laserbeam like in the following pic.
http://www.irem.co.jp/e/game/r/rtype/image/r1stg6.gif
Has anyone done this kind of thing before and can point me in the right
direction?
TIA,
James
Hey thanks Mike,
I've managed to do it rather simply with this in case anyone is interested:
// create laser point
var laser = {x:0, y:0, vx:10, vy:10, steps:[], count:0};
onEnterFrame = function()
{
// bounce off the walls
if (laser.x 400)
{
laser.vx *=-1;
}
else if
I haven't heard of that, but it sounds ace! Might have to have a go...
Mike Mountain wrote:
Cool - you've used fixed mirrors though? The versions of this game I've
played had the rotation of the mirror as part of the puzzle complexity.
So you have a selection of mirrors in a toolbox that
Hello,
Does anyone know if it's possible to dynamically apply a class file
reference to an mc created with createEmptyMovieClip or attachMovie?
Thanks,
James
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thanks, unfortunately I couldn't get it work - and found several threads
of other people not getting it to work either... :S
I've solved my problem another way...
Cheers,
J
Adrian Park wrote:
I think you might be looking for the Object.registerClass() method...
Hi folks,
Re: the post earlier today -
I managed to nail the collision detection, and now it works like a dream
:) If there are any other beginners struggling with collision detection
for scrolling tilebased games (particularly using Strille's supertile
engine[1]), check out TonyPa's vector
Hello games people,
Can anyone suggest a good resource/example of circle-line collision
detection and reaction for platform games? We have been through lots of
tutorials, including the ones in Jobe Makar's demystified book - the
simple examples work fine, but we can't get the examples to
Hey,
thanks for this. In fact the collision detection is prohibitive; the
woodpecker effect is the result of detecting more than one collision -
ie, in both directions with a line, so it bounces back and forward not
knowing which way to apply the radius 'buffer'.
All of our code is using
Hi,
Thanks for this, although we decided to work with circle-line based
detection as our game will require frame independent testing. If you're
suggesting we drop circle-line detection in favour of bitmap based
collision detection, how do you see it reducing the complexity of
managing the
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