Re: [Flashcoders] Isometic game - zdepth managing for multiple movablecharacters
kirupa.com has a ton of tutorials on Isometric stuff that I've found very useful. http://www.kirupa.com/developer/flash/index.htm#Isometry --- Jobe Makar [EMAIL PROTECTED] wrote: Hi Jiri, I've pasted below the isometric class that I wrote for one of my game books. It is a handy class that allows for easy translation between screen coords, and iso coords. In addition, it handles tile-based dept calculations as well. You asked how do you handle multiple per tile - check out the leeway variable in this class. If leeway is set to 5, and calculateDepth returns 1230, then you can place your item anywhere from 1230 to 1235. You just have to keep track of which depth is being used. You don't have to swap depths of every item every frame. You just have to swap depths on any items that has just changed tiles. There are two limitations with this technique: 1) It does the depth calculations based on the size of the map. For most uses this is fine. But if your map is like 5000 X 5000 tiles, then this depth calculation can probably quickly get too high for Flash to handle without further modifications. 2) A sortable item needs to be no bigger than a tile. If the base of this item takes up multiple tiles (like a couch, or bench, etc) then you need to either slice it up into tile-sized pieces, or change the depth approach. The approach that you use if you are not slicing it up does require resorting lots of item depths frequently rather than using just using unique depths per tile. //Isometric CLASS class com.electrotank.world.Isometric { private var maxx:Number; private var maxz:Number; private var theta:Number; private var alpha:Number; private var sinTheta:Number; private var cosTheta:Number; private var sinAlpha:Number; private var cosAlpha:Number; var leeway:Number; public function Isometric(x:Number, z:Number) { maxx = x; maxz = z; theta = 30; alpha = 45; theta *= Math.PI/180; alpha *= Math.PI/180; sinTheta = Math.sin(theta); cosTheta = Math.cos(theta); sinAlpha = Math.sin(alpha); cosAlpha = Math.cos(alpha); leeway = 5; } public function mapToScreen(xpp:Number, ypp:Number, zpp:Number):Array { var yp:Number = ypp; var xp:Number = xpp*cosAlpha+zpp*sinAlpha; var zp:Number = zpp*cosAlpha-xpp*sinAlpha; var x:Number = xp; var y:Number = yp*cosTheta-zp*sinTheta; return [x, y]; } public function mapToIsoWorld(screenX:Number, screenY:Number):Array { var z:Number = (screenX/cosAlpha-screenY/(sinAlpha*sinTheta))*(1/(cosAlpha/sinAlpha+sinAlpha/cosAlpha)); var x:Number = (1/cosAlpha)*(screenX-z*sinAlpha); return [x, z]; } public function setLeeway(value:Number) { leeway = value; } public function calculateDepth(x:Number, y:Number, z:Number):Number { var x:Number = Math.abs(x)*leeway; var y:Number = Math.abs(y); var z:Number = Math.abs(z)*leeway; var a:Number = maxx; var b:Number = maxz; var floor:Number = a*(b-1)+x; var depth:Number = a*(z-1)+x+floor*y; return depth; } } Jobe Makar http://www.electrotank.com http://www.electro-server.com phone: 252-627-8026 mobile: 919-609-0408 fax: 919-882-1121 - Original Message - From: Jiri Heitlager [EMAIL PROTECTED] To: flashcoders@chattyfig.figleaf.com Sent: Tuesday, September 11, 2007 8:50 AM Subject: [Flashcoders] Isometic game - zdepth managing for multiple movablecharacters He guys (and maybe girls), I have a question that is related to z-depth managing in an isometric game, that needs to be made in AS2. In the game I basically use one abstract layer that holds all the tiles and their information wheter or not a movable object is allowed to 'walk' over the tile. Then there is another layer that holds all the objects, so that includes a player, a computer controlled player and enviormental objects that players cannot walk through being the visualization of the first layer. Every object gets a z-depth assigned. For the players the zdpeth need to be set based on the tile they are at. This way the players can walk 'around' the enviorment objects. For the z-depth calculation I use the tile grid x and y plus the width of the row, this generates an unique z-depth number and makes sure that the higher the y, the bigger the z-depth , thus objects appear infront of objects with a lower y index. Here is the problem I am trying to figure out. If two movable objects, or even three of them are at the same time on the same tile, then the above described z-depth managing will fail. How do I deal with that? Then another question I have is this. Does every movable object needs to check/swap z-depth on every frame. Wouldn't that be to CPU intensive? I really hope someone can clear this up for me. thank you in advance, Jiri ___
Re: [Flashcoders] Isometic game - zdepth managing for multiple movablecharacters
A quick clarification on using _y value to control z depth: You don't need to make sure no two objects share the same _y value. Every object should have some sort of unique ID between 0 and whatever you're multiplying the Y value by. In the example, an ID between 0 and 99. EX: var limit:Number = 100; this.swapdepths(this._y * limit + this.id); This means two objects can have the same _y value without overwriting each other, depth-wise. --- Jiri Heitlager [EMAIL PROTECTED] wrote: First off, thanks that you people took the time to help me out and thank you Jobe for sending me your class. I appreciate that, but would really like to program the game myself from scratch to get a full understanding on how games like this are made. I am reading all the replies and trying to see if I am understand them correctly. Basically I have two options. Give every movable object the depth of the screen _y value and make sure that objects can never be on the same _y position. Second option. If the movable objects only move one tile at a time, meaning that their screen _y position could sometimes be the same, I need to assign for every tile a range of n numbers of depth that can be taken. Then check for an available depth within each tiles indivudual range of depth , when a movable objects is on a tile. @Danny, could please explain your comment on subsorting a bit more. I am not quit sure if I understand it. However, you can optimise quite a bit by sub-sorting - if you know that object 1 is in the rear 16 tiles and object 2 is in the front 16 tiles, no need to check the z-order. Jiri Danny Kodicek wrote: Every object gets a z-depth assigned. For the players the zdpeth need to be set based on the tile they are at. This way the players can walk 'around' the enviorment objects. For the z-depth calculation I use the tile grid x and y plus the width of the row, this generates an unique z-depth number and makes sure that the higher the y, the bigger the z-depth , thus objects appear infront of objects with a lower y index. Here is the problem I am trying to figure out. If two movable objects, or even three of them are at the same time on the same tile, then the above described z-depth managing will fail. How do I deal with that? If this is possible in your game then you'll need to either store sub-tile positions and z-sort further on those (you could, for example, assign ten z-slots per tile to ensure that you have more space) or randomly choose one to be in front of the other (if there's only one position per tile, then it doesn't matter which one gets drawn in front). Then another question I have is this. Does every movable object needs to check/swap z-depth on every frame. Wouldn't that be to CPU intensive? Depends how you do it. If there's only a few movable objects, this shouldn't be particularly hard on the machine - Flash isn't the fastest thing in the world, but it's fast enough for that. However, you can optimise quite a bit by sub-sorting - if you know that object 1 is in the rear 16 tiles and object 2 is in the front 16 tiles, no need to check the z-order. Danny ___ 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 Luggage? GPS? Comic books? Check out fitting gifts for grads at Yahoo! Search http://search.yahoo.com/search?fr=oni_on_mailp=graduation+giftscs=bz ___ 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] FMS 2 multiplayer game
You're running into the same latency problems I did when I tried to do a real-time game in Flash. The movement's fine, you're correcting for latency burps fine, but events like someone else stealing the ball is unpredictable. I can steal the ball from someone else, bu running halfway down the field away from everyone, and have the ball disappear and reappear next to someone else's icon. The ball-theft event is incredibly time-sensitive, so it's very important that people know when and where it happens. If you manage to find a workaround to this, post it on the list, because I really don't think it can be worked around without using UDP packets, and Flash doesn't support that, and none of the 3rd party projector apps allow you enough control over the packet to make UDP hole punching work, which is what you need to get past firewalls. --- Norman Cousineau [EMAIL PROTECTED] wrote: I recently made a multi-player soccer game prototype based on FMS 2. The purpose was to test latency...to see how well each player keeps up to where they're supposed to be on the field. To see for yourself, the url is: www.soccer.datasfaction.com To get the multiplayer effect, open multiple browser windows. That will add players. If you can't connect, it could be due to a firewall, or too many people connected. Feel free to email comments to me. Regards, Norm C ___ 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 Be a better Heartthrob. Get better relationship answers from someone who knows. Yahoo! Answers - Check it out. http://answers.yahoo.com/dir/?link=listsid=396545433 ___ 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] Synchronized game timing
Are you trying to do a real-time game? Because I've been playing around with real-time games with Flash and Java myself in the last month or so, and so far, my conclusion is that it's not workable. The big reason being that Flash can't handle UDP packets. TCP/IP is just way too slow to deal with real-time updates, even if you do have a ton of bandwidth, because of how many packets get dropped, and TCP/IP's guarantee that packets arrive in order. UDP is connectionless, and has no control of when, or if the packet arrives, meaning less overhead, and less latency. There are 3rd party projectors that have UDP functionality, but then you have to worry about firewalls. To get past the firewalls, you can use UDP hole punching, but that requires a level of control over the packet that none of the projector apps offer, so basically, if you want to do anything real-time, do it in C++, or Java. --- Mick G [EMAIL PROTECTED] wrote: I'm after a little theory here from people who have created multi-player games before. I have a java socket-server in place and all the functionality of the game working fine. I just need a way to synchronize the game (as best as I can). What I'm trying to do is restart a new game every 3 minutes. I have a way to get the server-time from the java socket server as a way of getting a constant time, but there is an inconsistency in when this time is received (sometimes it takes half a second or even a second from when it leaves the server to when it hits the client. This causes a difference at times of up to 2 seconds for different users. Any suggestions on how to handle this? ___ 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 Shape Yahoo! in your own image. Join our Network Research Panel today! http://surveylink.yahoo.com/gmrs/yahoo_panel_invite.asp?a=7 ___ 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] Synchronized game timing
So I'm assuming you want synchronization because if it's off, then more or less of the users scribbles could be erased when the screen clears, so different people would wind up seeing different things. Each message from the client to the server could have a unique ID(something incrementing so you know which message comes before which), and when the server fires the clear screen event, it could also tell the client which two IDs the clear event occurred between. This would require the client to keep a buffer of positions so that it could reconstruct what the user had drawn after the screen clear, but that shouldn't be too memory-intensive. --- Mick G [EMAIL PROTECTED] wrote: It doesn't have to be constant perfect timing. Basically it more of a casual multi-user scribble-pad. I only need synchronization to automatically clear the canvas every 5 minutes. That's the only thing that needs to be in sync and it can have a second inaccuracy but not much more. It's working OK now when I get the server time and just make it do the canvas clear on exactly every 3rd minute, there's just about a 2-3 second difference and I'm hoping to get that a little more accurate somehow. On 8/8/07, Joshua Sera [EMAIL PROTECTED] wrote: Are you trying to do a real-time game? Because I've been playing around with real-time games with Flash and Java myself in the last month or so, and so far, my conclusion is that it's not workable. The big reason being that Flash can't handle UDP packets. TCP/IP is just way too slow to deal with real-time updates, even if you do have a ton of bandwidth, because of how many packets get dropped, and TCP/IP's guarantee that packets arrive in order. UDP is connectionless, and has no control of when, or if the packet arrives, meaning less overhead, and less latency. There are 3rd party projectors that have UDP functionality, but then you have to worry about firewalls. To get past the firewalls, you can use UDP hole punching, but that requires a level of control over the packet that none of the projector apps offer, so basically, if you want to do anything real-time, do it in C++, or Java. --- Mick G [EMAIL PROTECTED] wrote: I'm after a little theory here from people who have created multi-player games before. I have a java socket-server in place and all the functionality of the game working fine. I just need a way to synchronize the game (as best as I can). What I'm trying to do is restart a new game every 3 minutes. I have a way to get the server-time from the java socket server as a way of getting a constant time, but there is an inconsistency in when this time is received (sometimes it takes half a second or even a second from when it leaves the server to when it hits the client. This causes a difference at times of up to 2 seconds for different users. Any suggestions on how to handle this? ___ 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 Shape Yahoo! in your own image. Join our Network Research Panel today! http://surveylink.yahoo.com/gmrs/yahoo_panel_invite.asp?a=7 ___ 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 Yahoo! oneSearch: Finally, mobile search that gives answers, not web links. http://mobile.yahoo.com/mobileweb/onesearch?refer=1ONXIC ___ 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] CDATA Html Text not working
Flash doesn't actuall support the CDATA tag. It sort of does, but all 's and 's get replaced with lt;'s and gt;'s. When you stick it in a text field, it correctly interprets the HTML entities, which leads to you getting HTML tags where they shouldn't be. --- Chris W. Paterson [EMAIL PROTECTED] wrote: here is the snipit of code: local.obCredits[this.firstChild.childNodes[i].firstChild.childNodes[j].nodeName] = this.firstChild.childNodes[i].firstChild.childNodes[j].childNodes; local.obCredits --- This is passed as an object later to a Class. [this.firstChild.childNodes[i].firstChild.childNodes[j].nodeName] --- this loops the node names and places them as properties of the local.obCredits object, one of them being the content this.firstChild.childNodes[i].firstChild.childNodes[j].childNodes;--- this is how I am trying to access the content of that node. First off, I'm guessing I should use .nodeValue? Will that give me the entire node with ![CDATA[]]? Is it even possible to read the html value for html text? Thanks so much! -Chris --- Danny Kodicek [EMAIL PROTECTED] wrote: XML: content![CDATA[Blah blah a href=somelink.comsomeLink/a b some bold text /b]]/content The problem is the XML Node is not reading as a string and the html text field reads the node as a literal string instead of html text. I mean it prints something like Blah blah a href=somelink.comsomeLink/a b some bold text /b in my text field. AS: var tt:TextField = m.createTextField(txt,m.getNextHighestDepth(),0,0,0,0); tt.autoSize = true; tt.selectable = false; tt.embedFonts = true; tt.antiAliasType = advanced; tt.html = true; tt.htmlText = local.ob.content; // myXml value How are you getting this local.ob.content? That's the key issue, really. Have you tried a trace() of this value? My guess is that you're including the [CDATA bit of the field, which means you're telling the field to render the text literally, which is exactly what it's doing. Danny ___ 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 Looking for a deal? Find great prices on flights and hotels with Yahoo! FareChase. http://farechase.yahoo.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 Be a better Heartthrob. Get better relationship answers from someone who knows. Yahoo! Answers - Check it out. http://answers.yahoo.com/dir/?link=listsid=396545433 ___ 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] Why is the CS3 IDE intercepting keypresses?
Why the devil is the IDE intercepting keypresses whike I'm testing a movie? Like, if I test movie, then hit Z, instead of sending that keypress to the movie, it thinks, Oh, The user's testing a movie, he must want to select the zoom tool! and selects the zoom tool. Is this some fancy new feature? How do I turn it off? Also, if anyone knows how to turn off the alpha fade transitions on the toolbar/panels when you give focus to the IDE, please let me know. Shape Yahoo! in your own image. Join our Network Research Panel today! http://surveylink.yahoo.com/gmrs/yahoo_panel_invite.asp?a=7 ___ 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] Why is the CS3 IDE intercepting keypresses?
BREATHE Thanks. Very helpful. --- Helmut Granda [EMAIL PROTECTED] wrote: On 7/23/07, Joshua Sera [EMAIL PROTECTED] wrote: Why the devil is the IDE intercepting keypresses whike I'm testing a movie? Like, if I test movie, then hit Z, instead of sending that keypress to the movie, it thinks, Oh, The user's testing a movie, he must want to select the zoom tool! and selects the zoom tool. Is this some fancy new feature? How do I turn it off? First take a deep breath... then.. while you are previewing your movie, on your menu select ControlDiable Keyboard Shorcuts Also, if anyone knows how to turn off the alpha fade transitions on the toolbar/panels when you give focus to the IDE, please let me know. ___ 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 Park yourself in front of a world of choices in alternative vehicles. Visit the Yahoo! Auto Green Center. http://autos.yahoo.com/green_center/ ___ 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] Backend compiled Java or scripted PHP?
You have to worry much less about Memory leaks, and syntactically, the language is simpler than C++, so saying that it's become more complicated than C++ is total bull. Still, they're just different beasts. I'd rather write most web apps in PHP, but you could never write your own server in PHP either. PHP is really just about doing things with HTML. The filesystem, image manipulation, and other functions are secondary to that. Java is meant for applications, which means that you can make it mangle HTML, but it takes longer. You could never write a server in PHP, but if you wanted to throw a simple XML file at a Flash application, Java would be total overkill. --- Weldon MacDonald [EMAIL PROTECTED] wrote: I've been using ActionScript for a while now, but my next project will require a lot more server side work. In the past I've used PHP, but only in a pidgin kind of way. alternatively, I have some Java skills, though not specifically for the web. Either way I have to spend some time developing an appropriate skill level, the question becomes, which skills. The times I've used PHP, it seemed straight forward enough, and from what I've read Java is a little trickier to implement on the web (correct?). On the other hand, PHP is a pretty specific niche whereas Java has a much wider usefulness (correct?) There are a lot of strong opinions out there. Andreessen: PHP succeeding where Java isn't http://news.com.com/2100-1012-5903187.html?tag=tb and in response, How they can compare PHP with Java at all? (most people who are praising PHP are either bad programmers or they are not programmers at all) http://news.com.com/5208-1012_3-0.html?forumID=1threadID=10712messageID=78718start=0 PHP is faster to develop, java is faster to run, or is that runs faster? PHP is harder to maintain, and Java has more tools ...etc... What's a guy to beloieve? Any opin... any more opinions? ___ 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 Get the free Yahoo! toolbar and rest assured with the added security of spyware protection. http://new.toolbar.yahoo.com/toolbar/features/norton/index.php ___ 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] Standalone projectors and UDP
That's probably a very good thing for me to check, or at the very least a good thing to keep in mind when other people come to me asking why my game doesn't work later on. I've actually managed to get UDP traffic through NAT now, with no port forwarding, tricks, or hacks on the client side. The downside, is that I've only managed to do this through Java. It seems like MDM Zinc might not be formatting their packets in the same way. I think it doesn't fill in the sending IP, or sending port fields. There also seems to be problems keeping a TCP/IP connection open, and sending UDP packets at the same time. I'll do some more research and try SWF Studio next. Anyway, the final thing I used was called UDP Hole Punching, and there's a really good wikipedia article about it. --- Jim Ault [EMAIL PROTECTED] wrote: One aspect of UDP to check is the max packet size handled by your equipment. Different computers and routers have varying limits, and the failure is silent. This means that you should test the firewall/equipment with very small packets to see if there is a connection, then increase the size to find the limit. Vonage uses UDP and many stock data feeds as well, largely due to the speed. I don't know the specifics, but there should be something out there that gives recommended packet sizes. Jim Ault 8:00? 8:25? 8:40? Find a flick in no time with the Yahoo! Search movie showtime shortcut. http://tools.search.yahoo.com/shortcuts/#news ___ 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] Standalone projectors and UDP
Thanks for the links. I'm pretty sure it's not a crossdomain.xml, or security sandbox problem tho. One thing to clarify: I'm using MDM Studio right now. I might be using SWF Studio later, but in both cases, just to use their UDP functionality. This is a client/server application. The server is receiving packets fine, I have port forwarding set up appropriately on the server end. The client's firewall is stopping UDP traffic. Because it's a game, I want as little setup on the client side as possible. The client shouldn't care about port forwarding, proxies, and whatnot. The server can do a ton of configuration for all I care, but the client shouldn't have to do anything beyond knowing where the server is. --- Palmer, Jim [EMAIL PROTECTED] wrote: I usually solve this by setting up a proxy on a host accepting data from flash apps through a known port. Case in point, if you utilize port 80 or port 443, they're commonly completely open through normal firewalls. I'd then setup either a kernel level proxy on Linux (if serving out of that) or setup a mod_proxy declaration through an Apache webserver. kernel proxy: http://www.overset.com/2007/07/13/simple-flash-remoting-proxy-through-linux/ Apache proxy: http://www.overset.com/2007/03/19/clustered-flash-remoting-through-coldfusion-redirection-problems/ You could also use the kernel proxy for using odd ports like DNS port. I would think the most likely port to be fully open for TCP/UDP traffic would be HTTPS on 443. Hope this helps some... -- Jim Palmer ! Mammoth Web Operations -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of Joshua Sera Sent: Monday, July 16, 2007 10:10 AM To: flashcoders@chattyfig.figleaf.com Subject: Re: [Flashcoders] Standalone projectors and UDP I'm curious to see what kind of luck you guys have with this. It'd be really cool if you could email me when you guys test from behind a firewall, just to tell me whether it was successful or not. Anyway, I actually started out using TCP/IP for this, but found (just like many game programmers before me) that it was way too slow for real-time games. (Although right now I'm still using TCP/IP for sending control info to the server) For animation purposes, a dropped packet just means a skipped frame, and a skipped frame here and there is no big deal. TCP/IP's guarantee that packets will get delivered in order means re-sending packets over and over, which leads to huge latency. It's possible to get UDP data through a firewall, Counterstrike does it, Skype does it, all multiplayer FPSes do it. I just have to figure out how to do it with a standalone projector. Skype's technique here: http://www.heise-security.co.uk/articles/82481 --- John Grden [EMAIL PROTECTED] wrote: all tests were local, we actually hadn't tried it with an external server / firewall situation On 7/15/07, Joshua Sera [EMAIL PROTECTED] wrote: Did you have problems getting the UDP packets through firewalls? That's what I'm getting stuck on now. --- John Grden [EMAIL PROTECTED] wrote: We did use ScreenweaverHX with UDP with Red5 for a multiplayer game (paperworld3d) and the intial tests worked well (speed-wize) On 7/15/07, Joshua Sera [EMAIL PROTECTED] wrote: Hi, I'm developing a multi-player game in Flash as a personal project, and I'm curious if anyone else knows of any standalone projectors besides MDM Zinc support UDP packets? Zinc seems to be having some issues with memory leaks. (Not my application, but Zinc itself.) Also, it seems like it's having some problems with AS2, and attaching movies. (I don't THINK it's my code, as the parts in question have been in pretty regular use since AS2 came out, but I'm not totally sure.) If I could use a different projector application, I could pin things down more easily, plus the memory leak (600 megs in an hour or so) makes me nervous. __ __ Need Mail bonding? Go to the Yahoo! Mail QA for great tips from Yahoo! Answers users. http://answers.yahoo.com/dir/?link=listsid=396546091 ___ 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] Standalone projectors and UDP
Hi, I'm developing a multi-player game in Flash as a personal project, and I'm curious if anyone else knows of any standalone projectors besides MDM Zinc support UDP packets? Zinc seems to be having some issues with memory leaks. (Not my application, but Zinc itself.) Also, it seems like it's having some problems with AS2, and attaching movies. (I don't THINK it's my code, as the parts in question have been in pretty regular use since AS2 came out, but I'm not totally sure.) If I could use a different projector application, I could pin things down more easily, plus the memory leak (600 megs in an hour or so) makes me nervous. Need Mail bonding? Go to the Yahoo! Mail QA for great tips from Yahoo! Answers users. http://answers.yahoo.com/dir/?link=listsid=396546091 ___ 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] Standalone projectors and UDP
Did you have problems getting the UDP packets through firewalls? That's what I'm getting stuck on now. --- John Grden [EMAIL PROTECTED] wrote: We did use ScreenweaverHX with UDP with Red5 for a multiplayer game (paperworld3d) and the intial tests worked well (speed-wize) On 7/15/07, Joshua Sera [EMAIL PROTECTED] wrote: Hi, I'm developing a multi-player game in Flash as a personal project, and I'm curious if anyone else knows of any standalone projectors besides MDM Zinc support UDP packets? Zinc seems to be having some issues with memory leaks. (Not my application, but Zinc itself.) Also, it seems like it's having some problems with AS2, and attaching movies. (I don't THINK it's my code, as the parts in question have been in pretty regular use since AS2 came out, but I'm not totally sure.) If I could use a different projector application, I could pin things down more easily, plus the memory leak (600 megs in an hour or so) makes me nervous. Need Mail bonding? Go to the Yahoo! Mail QA for great tips from Yahoo! Answers users. http://answers.yahoo.com/dir/?link=listsid=396546091 ___ 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 -- [ JPG ] ___ 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 Got a little couch potato? Check out fun summer activities for kids. http://search.yahoo.com/search?fr=oni_on_mailp=summer+activities+for+kidscs=bz ___ 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] Papervision 3D technique
Yeah, that pretty much looks like what's going on to me. A coworker came up with a similar technique that's in use on a few sites, but it wasn't taken anywhere near to Papervision's level, what with the phong shading and the like. --- Hans Wichman [EMAIL PROTECTED] wrote: Hi Joshua, can I conclude from the demo its cutting up and skewing? (even though I brutely simplify whats happening with this statement:)) greetz JC On 7/12/07, Joshua Sera [EMAIL PROTECTED] wrote: Actually, this demo made it pretty apparent what they're doing. Pretty cool. http://www.papervision3d.org/demos/LinearMapping/ --- Joshua Sera [EMAIL PROTECTED] wrote: So how does Papervision3D actually work? Are they just using a big BitmapData object, and using existing 3D techniques to render to that, or are they skewing/chopping movieclips into triangles? Basically, are they using ingenious hacks, or have they just written a software renderer? Moody friends. Drama queens. Your life? Nope! - their life, your story. Play Sims Stories at Yahoo! Games. http://sims.yahoo.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 Be a better Globetrotter. Get better travel answers from someone who knows. Yahoo! Answers - Check it out. http://answers.yahoo.com/dir/?link=listsid=396545469 ___ 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 Got a little couch potato? Check out fun summer activities for kids. http://search.yahoo.com/search?fr=oni_on_mailp=summer+activities+for+kidscs=bz ___ 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] Papervision 3D technique
So how does Papervision3D actually work? Are they just using a big BitmapData object, and using existing 3D techniques to render to that, or are they skewing/chopping movieclips into triangles? Basically, are they using ingenious hacks, or have they just written a software renderer? Moody friends. Drama queens. Your life? Nope! - their life, your story. Play Sims Stories at Yahoo! Games. http://sims.yahoo.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
Re: [Flashcoders] Papervision 3D technique
Actually, this demo made it pretty apparent what they're doing. Pretty cool. http://www.papervision3d.org/demos/LinearMapping/ --- Joshua Sera [EMAIL PROTECTED] wrote: So how does Papervision3D actually work? Are they just using a big BitmapData object, and using existing 3D techniques to render to that, or are they skewing/chopping movieclips into triangles? Basically, are they using ingenious hacks, or have they just written a software renderer? Moody friends. Drama queens. Your life? Nope! - their life, your story. Play Sims Stories at Yahoo! Games. http://sims.yahoo.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 Be a better Globetrotter. Get better travel answers from someone who knows. Yahoo! Answers - Check it out. http://answers.yahoo.com/dir/?link=listsid=396545469 ___ 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] Turn image around effect?
Awesome. That's a nice technique. --- Jesse Graupmann [EMAIL PROTECTED] wrote: http://www.reflektions.com/miniml/template_permalink.asp?id=344 -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Peter Geller Sent: Thursday, June 28, 2007 11:29 AM To: flashcoders@chattyfig.figleaf.com Subject: [Flashcoders] Turn image around effect? Hi list, can somebody give me an answer how this turn around effect was made when you click on the speech bubble? http://www.ja-ik-doe-mee.be/ ___ 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 Shape Yahoo! in your own image. Join our Network Research Panel today! http://surveylink.yahoo.com/gmrs/yahoo_panel_invite.asp?a=7 ___ 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] Mouse Velocity?
Well yeah. If you're doing a verlet integration-style thing where all you store about a particle is it's last position, and it's current position, and you're not using a constant time step, you have to do that. Storing the last 5 updates is a seperate thing. This is just to overcome the difference in time between the interval firing and the mouse moving. If the mouse is updated every 10 milliseconds, and your interval fires every 7, you're going to get intervals where the mouse position hasn't changed. The solutions, really, are to slow down your interval, or just average things. --- Ron Wheeler [EMAIL PROTECTED] wrote: Would you not eliminate the whole problem by keeping track of the time that the previous position was taken along with its coordinates and use that to calculate the time between the readings and divide that into the distance? Then you do not care if the set interval or on enter frame come at equally spaced intervals. Ron Joshua Sera wrote: It's indeed a setInterval problem, as the interval and mouse movement won't necessarily match up. onMouseMove can also be a problem, as you'll wind up with a lot of readings going straight up/down/right/left, rather than in the direction you're moving. What I've done for this problem is to average the mouse movement over 5 or so updates to get a more accurate reading. Demo here: http://www.yourmomsa.com/springexp/springexp2.swf Pick the guy up by the wheel to toss him. --- eric e. dolecki [EMAIL PROTECTED] wrote: I am calculating mouse velocity, but every now and then you get a 0 for velocity eventhough its not 0 (setInterval prob I suspect). Any better approach? var MouseX; var MouseY; function determineVelocity():Void { MouseX = _root._xmouse MouseY = _root._ymouse setTimeout( calc, 9 ); }; setInterval( determineVelocity, 20 ); function calc():Void { var newMouseX:Number = _root._xmouse; var newMouseY:Number = _root._ymouse; var deltaX = Math.abs(MouseX - newMouseX) deltaY = Math.abs(MouseY - newMouseY) dist = Math.sqrt((deltaX * deltaX) + (deltaY * deltaY)) velocity = dist*31; // 31 = fps trace( velocity ); }; ___ 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 Sick sense of humor? Visit Yahoo! TV's Comedy with an Edge to see what's on, when. http://tv.yahoo.com/collections/222 ___ 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 Get the free Yahoo! toolbar and rest assured with the added security of spyware protection. http://new.toolbar.yahoo.com/toolbar/features/norton/index.php ___ 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] Mouse Velocity?
It's indeed a setInterval problem, as the interval and mouse movement won't necessarily match up. onMouseMove can also be a problem, as you'll wind up with a lot of readings going straight up/down/right/left, rather than in the direction you're moving. What I've done for this problem is to average the mouse movement over 5 or so updates to get a more accurate reading. Demo here: http://www.yourmomsa.com/springexp/springexp2.swf Pick the guy up by the wheel to toss him. --- eric e. dolecki [EMAIL PROTECTED] wrote: I am calculating mouse velocity, but every now and then you get a 0 for velocity eventhough its not 0 (setInterval prob I suspect). Any better approach? var MouseX; var MouseY; function determineVelocity():Void { MouseX = _root._xmouse MouseY = _root._ymouse setTimeout( calc, 9 ); }; setInterval( determineVelocity, 20 ); function calc():Void { var newMouseX:Number = _root._xmouse; var newMouseY:Number = _root._ymouse; var deltaX = Math.abs(MouseX - newMouseX) deltaY = Math.abs(MouseY - newMouseY) dist = Math.sqrt((deltaX * deltaX) + (deltaY * deltaY)) velocity = dist*31; // 31 = fps trace( velocity ); }; ___ 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 Sick sense of humor? Visit Yahoo! TV's Comedy with an Edge to see what's on, when. http://tv.yahoo.com/collections/222 ___ 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] Grid / Math - getting neighbouring positions
The easy way to do this is like so. So you have a square at x,y, and you want to get all the squares n squares away. Get squares x+n, y x-n, y x+n, y+n x-n, y+n x+n, y-n x-n, y-n x, y+n x, y-n I suspect you want to do this for your version of that whale-ey thing though, so what you actually want to do is a bit different. First off, to find out which grid square a point fits into (this being the center of where your user is looking): You need the height and width of your grid squares. Take your point (x, y) Your point fits into grid square [Math.floor(x/squareWidth), Math.floor(y/squareHeight)] Apply this by figuring out where on the big picture your person is looking. After that, move left and up by half the screen width, and height, then right and down by the same amount, and you have the ranges of squares to get in order to display that part of the image. --- Jiri Heitlager | dadata.org [EMAIL PROTECTED] wrote: Please I really need help on this on, I am cracking my head over it. Bresenham algo is also not the way to go, because it is for circle's and to complex! I can only get one ring, arggg If I go one ring further then it results in many double values, calculate allready when doing the first ring. Here is the code.. var row = 0; var c:Number = 3; var ring:Number = 1; //take start pos [2,2] var x:Number = 2; var y:Number = 2; // while (rowc) { for (var i:Number = 0; ic; i++) { var rowID:Number = (x-ring)+i; var colID:Number = (y-ring)+row; if (rowID0 || colID0 /* || (rowID == sR colID == sC)*/) { continue; } trace('['+colID+','+rowID+']'); } row++; } ___ 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 ___ You snooze, you lose. Get messages ASAP with AutoCheck in the all-new Yahoo! Mail Beta. http://advision.webevents.yahoo.com/mailbeta/newmail_html.html ___ 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] open an .exe from swf across http
If you're doing this on your own server, you could have Flash call a php page with a shell_exec function on it. What are you trying to do anyway? --- Matt Muller [EMAIL PROTECTED] wrote: Anyone know any hacks?? No it cant be a projector. cheers MaTT ___ 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 Sucker-punch spam with award-winning protection. Try the free Yahoo! Mail Beta. http://advision.webevents.yahoo.com/mailbeta/features_spam.html ___ 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] seamless audio loops
Try importing the audio as a .wav. I've run into similar problems with MP3s since the dawn of time, and this seems to help. --- nik crosina [EMAIL PROTECTED] wrote: Hi Guys, We are having problems with seamlessly looping audio in Flash - is there a special way of doing this? We are using mp3 and even thought eh audio is perfect (tested in other apps) we can't get it to loop properly without gap! Thanks, Nik ___ 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 Yahoo! oneSearch: Finally, mobile search that gives answers, not web links. http://mobile.yahoo.com/mobileweb/onesearch?refer=1ONXIC ___ 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] Easy game in flash
That game's actually not as simple as you might think, unless you already have the math background (verlet integration/swept circle hit tests/camera or viewport systems) to replicate what this game does. If you don't already know the math/algorithms for what I'm talking about, you'll want to google them. The author might be using Flash's hitTest() method for collision detection, but I kind of doubt it. --- Pedro Kostelec [EMAIL PROTECTED] wrote: hi flash coders First of all scuse me for my English I'm quite new in flash and I want to create a game like this one in this website: http://www.teagames.com/games/tgmotocross3/play.php of course not so complicated, bcouse it would be my 1st flash file I was trying to do a motorbike riding on some ground with the hitTest() function, but It just doesn't work becouse the ground is a curved line and the bike just get stright it when the ground grown up. If someone knows a good tutorial for such things, please help me. ___ 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 Building a website is a piece of cake. Yahoo! Small Business gives you all the tools to get online. http://smallbusiness.yahoo.com/webhosting ___ 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] Easy game in flash
--- gareth gwyther [EMAIL PROTECTED] wrote: btw Apps are easy to create. Games are evil in comparison. They're both hard, but in different ways. Apps have a low, almost linear learning curve, but the time axis is huge. Games have a steep curve, but once you have the math down, you can kick out almost anything relatively quickly. I've done both, and what it comes down to is that I'd rather do applications/websites for a living, and occasional games for a hobby. That way, I'm constantly challenged (in a fun, moderately challenging way) by all the new things one has to learn in an application/business context, and I don't get burned out by having to do dead-simple games all the time. Plus, when I do want to do a hyper-complex game that would cost a team of professionals thousands of thousands of dollars to do and a lot of time, I can do it on my own time, and when the game fails to materialize for whatever reason, there's no client to tell that you spent their money on beer and comics. Anyway, the most dead-simple game I can think of to learn some game programming basics if probably Asteroids. There's practically no physics beyond simple inertia to worry about, since you dont have to worry about rock/rock collisions, just ship/rock, and bullet/rock collisions, and there's no AI. The next most simple might be Pang, or Buster Bros: http://en.wikipedia.org/wiki/Buster_Bros It has similar mechanics to Asteroids, but you add gravity, and bouncing. Plus, if you want to get more complicated, you add swept-circle collisions, (google it) and some of what it takes to make a platform game. Lastly, since you (the original poster) is 15, you definitely want to make sure you've got a lot of math experience, since modern and professional game programming requires a lot. Trig's important, calculus is good for physics and whatnot, and check linear algebra for 3D stuff. Get the Yahoo! toolbar and be alerted to new email wherever you're surfing. http://new.toolbar.yahoo.com/toolbar/features/mail/index.php ___ 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] AS3 Mouse suggestions?
That's a hard problem since you have no direct control over the mouse, other than hiding and showing it. I probably wouldn't hide the mouse in this case, since mouse movement and player movement aren't 1 to 1. That way people can see if they're moving the mouse out of the game area. It's uglier, but it might be necessary. That said, if you want to tie the player directly to the mouse, I would look into line-circle intersection algorithms, or swept-circle to circle collision detection. Every update, you draw a line from the previous player position to the new position. If it intersects a mushroom, store the previous position, find the first point of intersection, and stick the player there. Next update, go from the stored previous position to the current mouse position, check for intersection, etc. etc. until there's no intersection, then stick the player on the cursor again. --- Martin Scott Goldberg [EMAIL PROTECTED] wrote: Hey all, back again. I'm doing a remake of centipede, and am looking for suggestion on the mouse tracking routine (in as3). The enivronment: The player is of course at the bottom of the screen, and can only move up a specific distance. He may be blocked by mushrooms in this area as well. Speficially, I have two ways of player motion with the mouse I've tried and neither one is 100% accurate: 1) Set the player graphic equal to the mouse reading: thePlayer.x = this.mouseX; thePlayer.y = this.mouseY; This is the same as thePlayer.startDrag(), just chose to go this route. Player tracks the mouse motion perfectly this way of course. Then the code checks for mushroom collision, which stops the player motion. The issue I'm having is, whenever the player comes in contact with a mushroom in the lower player movement area, it's supposed to stop dead, forcing the player to move around it. With this method though, it stops for a second, but then skips over the mushroom once the mouse moves past it. Likewise, it creates a sticking at the upper, lower right, and left boundries since it sits there until the mouse enters back in to the player zone. 2) Record previous mouse motion in x and y, and compare it to current. If its moving right, move the player right 1 place. Mouse moving left, moving player left one space, etc.: if (previousMouseX this.mouseX) { thePlayer.x += playerSpeed; } else { thePlayer.x -= playerSpeed; } And similar for y direction. Now, this code works perfect with the mushroom obstruction dectection. But I'm having the opposite issue from the first code: The mouse tracking makes it harder to move in a straight line, and the mouse moves out of the stage very quickly, being out of proportion to the rate of the player motion. Upping the playerSpeed of course doesn't help, that just makes the player graphic jump around to quick. If anyone on this list that's played around with these types of issues before has an suggestions, I'd greatly appreciate it. Marty ___ 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 Take the Internet to Go: Yahoo!Go puts the Internet in your pocket: mail, news, photos more. http://mobile.yahoo.com/go?refer=1GNXIC ___ 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] Thoughts about circular references and memory leaks
So if the Garbage collector delete classes with no references to them immediately, but waits to do the more expensive check to see if the class has no references from the root, then with your classes that you know will have circular references, would it be a good idea to write a dispose method that does a for in loop on the instance, and deletes everything it can find? In other words, when you don't need an object, you just delete it, or make all references to it null, but if your object contains an object that has a reference to the original object, then there's still a reference. So you just include a method in the contained classes that delete all their references, and a method in the containing class that does the same thing, so if you do everything right, when you call that method, it takes care of eliminating all it's references, and gets cleaned up more quickly. Don't pick lemons. See all the new 2007 cars at Yahoo! Autos. http://autos.yahoo.com/new_cars.html ___ 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] Memory Leaks
Look into the BitmapData memory leak issue. http://www.gskinner.com/blog/archives/2005/10/major_flash_pla.html Failing that, look for circular references, or unused objects that you never delete. --- Michael Trim [EMAIL PROTECTED] wrote: Hi Flashcoders, What techniques do list members use for tracking down memory leaks in AS2? It's a problem with repetitive functions called by setInterval events. It's slow and cumulative but if you leave it on you can see the PF and Mem Usage, creep up. Can anyone out there share any of their tips, I'm tearing my hair out here, Thanks, Michael Michael Trim Senior Producer Instant Business a: 8-10 Colston Avenue, Bristol, UK, BS1 4ST t: +44 (0) 117 915 5175 msn:[EMAIL PROTECTED] w: www.ibltd.com Company number: 03857884 Registered office: Prospero House 46 -48 Rothesay Road, Luton, Bedfordshire, LU1 1QZ VAT Registration No. GB 753 1706 40 The information in this email is confidential and is intended solely for the addressee. Access to this email by anyone else is unauthorised. If you are not the intended recipient, you must not read, use or disseminate the information. Any views expressed in this message are those of the individual sender, except where the sender specifically states them to be the views of Instant Business Ltd. Instant Business servers have scanned this e-mail and any attachments for viruses and every reasonable attempt has been made to ensure that it does not contain any harmful data. It is the responsibility of the recipient to ensure that they are virus free and no responsibility is accepted by Instant Business Ltd for any loss of data or damage caused as a result of opening this message. ___ 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 8:00? 8:25? 8:40? Find a flick in no time with the Yahoo! Search movie showtime shortcut. http://tools.search.yahoo.com/shortcuts/#news ___ 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] drawing with mouse / pen
The drawing part's easy. For closing off the circle, just do what Flash does for the endFill() method, just connect the last point in the polygon you're creating with the first. The for selecting the right answer, it's a point in polygon problem. Now that I think about it, create an empty movie clip, do a beginFill(0,0) in the new clip, follow the mouse to draw, on release, endFill(), then do a hitTest with the center point of each answer and the movieclip you just created. If there's two center points that hit your clip, kill it and make the user draw again. --- nik crosina [EMAIL PROTECTED] wrote: Hi, I am working on a project that would possibly require the user to select an answer from a quiz by circling it with the mouse. Has anyone of you done something similar before - we want the user to roughly draw around the object, not necessary join the ends of the lines. I am thinking of providing a kind of doughnut shaped area into which the user has to draw. But how would I track the movement of the mouse in the right way? Thanks, Nik ___ 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 __ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.yahoo.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
Re: [Flashcoders] [FlashGameCoders] Persistent Game AI for Off-screen baddies
Separate your display code from your game logic. One thing that I see frequently is people inheriting directly from movie clips for their game objects. This is bad because it encourages overuse of inheritance, and makes display/game logic separation harder. Usually, I'll have my game object as separate items, with their own x and y properties, then a viewport object for determining where you're looking. To determine what gets displayed, I'll check to see if the game object is within half a screen distance from the viewport, and if it is, and not already displayed, I'll attach a new movieclip, and position it relative 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-screen? For example, walking away from the enemy causes it to be removed from the game area, but the enemy needs to keep wandering around the world in virtual terms, so the player can't easily tell where the enemy is going to be when returning to the same area. How do you maintain that interaction for the enemy, or is it not done like that because it's too processor intensive? Any tips or pointers to resources would be much appreciated. Thanks! James ___ 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 __ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.yahoo.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
RE: [Flashcoders] Wave effect
One thing you're doing right is that you're not using an easing function to move the center of magnification to the mouse pointer. I looked at that mandchou site, and it's really not good from a usability standpoint. OSX's magnification feature is directly tied to the pointer, which means that you don't have to chase icons down, which is something that you don't even have to know anything about usability to know to avoid. The thing causing that awkward pop on your version is that you're using the distance from the icon to the pointer to know when to magnify or not. This distance shrinks or grows depending on how big the icon is, which leads to weird feedback. Also, if you have a mac handy, turn on magnification on the dock. Notice that when you mouse over the dock, the icons move away from the magnified icons in both directions, whereas in your example, they only move away form the magnified ones downwards. Really, if you want that effect, follow OSX's example, and not mandchou's. --- Parvaiz Patel [EMAIL PROTECTED] wrote: Hi Guys, Actually I want to achieve the smoothness of that menu (created in http://www.mandchou.com/) I am developing an application for my client in which everything is loaded dynamically from MS-SQL server via ASP.Net frame work into flash. Here is the URL which is in the first stage of development. http://dev.mohawkind.com/vp/LeesVirtualPortfolio.html Here I use XML to communicate with database via asp.net The script I use on each dynamically loaded thumbnails to enlarge when mouse come closer is the following: onClipEvent (mouseMove) { dist = Math.sqrt(Math.pow(Math.abs(_xmouse), 2) + Math.pow(Math.abs(_ymouse), 2)); if (dist=_root.menutriggerdist) { currscale = (1 - dist / (_root.menumultiplier * _root.menutriggerdist)) * (_root.menumaxscale - 100); this._xscale = currscale; this._yscale = currscale; } else { this._xscale = 100; this._yscale = 100; } // end else if } / _root.menutriggerdist = 40; _root.menumaxscale = 580; _root.menumultiplier = 1.50E+000; / guys, please help me to make this smoother. Thanks very much. PP -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Gustavo Duenas Sent: Friday, April 27, 2007 8:52 PM To: flashcoders@chattyfig.figleaf.com Subject: Re: [Flashcoders] Wave effect I tell you marcelo, I've seen it every whereEven one with that idea won in thewfa.com, course not exactly at the mac is, but the spirit is in it. Regards Gustavo Duenas On Apr 27, 2007, at 10:49 AM, Marcelo de Moraes Serpa wrote: Very well made site btw... inspiring! I liked the mac dock effect even though it's said to be the new fashion among designers. On 4/27/07, Robert Brisita [EMAIL PROTECTED] wrote: This is MAC only. :) That's funny. Michael Stuhr wrote: Parvaiz Patel schrieb: Hi, Anybody knows how to create the wave effect shown in (http://www.mandchou.com/) at the bottom for dynamically loaded images. Pls let me know. Thanks regards, PP This is MAC only. micha *sorry couldn't resist. ___ 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 ___ 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 Gustavo Duenas Creative Director LEFT AND RIGHT SOLUTIONS LLC 1225 W. Beaver St. Suite 119 Jacksonville, Fl. 32204 904 . 2650330 www.leftandrightsolutions.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
Re: [Flashcoders] Curves question for math gurus
A bezier curve would be one way to go about it. Flash's curveTo method uses a quadtratic curve though, so using a cubic curve won't give you an accurate curve. If you know that the two endpoints of the curve are always going to have an equal x or y value, the you can just use the quadratic formula, and get the right Y value. If the endpoints are arbitrary, it's a bit more complicated. Bezier curves take a number from 0 to 1 and give you a point along the curve. Plugging 0 into the formula gives you the first endpoint, 1 gets you the last, and anything else gives you something in between. This means you're going to have to figure out where along the curve your MC is closest to, which involves some vector math. If you want, I can draw out the way I'd approach it. --- leolea [EMAIL PROTECTED] wrote: Hi, thanks for your reply! My curve isn't exactly a circle. Here's what my animated curve would look like: http://pages.videotron.com/poubou/flash/cannes01.html The curve is drawn using the drawing API: example: mc.moveTo(0,0); mc.curveTo(400,900,0,800); So, I know the 3 bezier points that define my curve: startpoint = 0,0 middlepoint = 400,900 endpoint = 800,0 With those values in hand, how can I apply them to your function: f(x) = A*x + x^2 Do I make any sense? On 4/25/07 3:50 PM, Jobe Makar [EMAIL PROTECTED] wrote: Hi, Your typical funciton looks something like this in math books: f(x) = A*x + x^2 //just an example Where f(x) is essentially 'y'. So, you just need the equation that defines your curve. The curve in your jpg appears to be a circle. y = sqrt(x^2 + r^2) //where r is the radius That actually yields + or - and you just pick what fits your situation best. So, you pump in an x and get you 2 y's. Pick the best y and use it. ___ 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 __ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.yahoo.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
Re: [Flashcoders] Curves question for math gurus
Actually, you're right. if your endpoints will never move, you can still use a quadratic bezier. The percentage would be (mc._x - firstpoint.x)/(lastpoint.x - firstpoint.x) Since you're using curveTo, you already have all the points you need for the formula Here's a function for you: import flash.geom.Point; function getPoint(first:Point, last:Point, control:Point, ratio:Number):Point { var pReturn:Point = new Point(); var b:Number = 1-ratio; pReturn.x = (b*b*first.x) + (2*ratio*b*control.x) + (ratio*ratio*last.x); pReturn.y = (b*b*first.y) + (2*ratio*b*control.y) + (ratio*ratio*last.y); return pReturn; } first if the first point in your curve, last is the last, control is the point specified by the first two arguments in the curveTo method. This will give you the closest point on the line to your MC's position. If you only want to snap if the MC is within a certain distance, just check the difference of the ys of your mc's position, and the returned point. --- leolea [EMAIL PROTECTED] wrote: On 4/25/07 5:31 PM, Joshua Sera [EMAIL PROTECTED] wrote: If you know that the two endpoints of the curve are always going to have an equal x or y value, the you can just use the quadratic formula, and get the right Y value. The two endpoints will never move. The middlepoint will be the only one moving. So now I just need the quadratic formula ... I googled quadratic formula and I couldn't figure it out nor translate it to my Flash needs. Like I said, I'm (almost) totally math impaired ! If the endpoints are arbitrary, it's a bit more complicated. Bezier curves take a number from 0 to 1 and give you a point along the curve. Plugging 0 into the formula gives you the first endpoint, 1 gets you the last, and anything else gives you something in between. This means you're going to have to figure out where along the curve your MC is closest to, which involves some vector math. Since I know the _x position of MC, in order to figure out where the MC is along the curve... Can't I use its _x percentage: MC._x / (lastpoint.x - firstpoint.x) Just curious, but I don't think I need this since my two endpoints will not move. If you want, I can draw out the way I'd approach it. Of course I'd be more than happy to see that. ___ 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 __ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.yahoo.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
Re: [Flashcoders] double clicking on swfs to click button
Sounds like you're using a mac. If you are, that's an OS issue. The mac makes you give focus to the window before it starts passing mouse events to whatever's in the window. You can't do a whole lot about it. --- nik crosina [EMAIL PROTECTED] wrote: Hi, Probably a silly question but I am building a site at the moment with an animated Navigation bar, what happens is that in order to click on a button to go to a different page, you have to first click on the swf to make it active, THEN click again to actually click the button. Also, without first clicking on it, no roll overs work in the swf. What is it I am doing wrong?! Thanks, -- Nik C ___ 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 Looking for earth-friendly autos? Browse Top Cars by Green Rating at Yahoo! Autos' Green Center. http://autos.yahoo.com/green_center/ ___ 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] basic flash games development issues
I'd look into using SharedObject for high scores. Why do you need to display PDFs? Instructions? Disclaimers? If they're instructions for the games, you can try importing them into the library. Alternately, if that gives you troubles, import them into Illustrator, then export them as .swfs. Then you can integrate them into the games themselves which is much better usability-wise. Really though, having the games link to PDFs isn't such a hot idea. --- nik crosina [EMAIL PROTECTED] wrote: Hi, I am putting together a quote for a client who needs to have a number of games developed for a DVD. I am new to games dev and running Flash from disks so my questions are now: Are there any special issues relating to putting (existing) games onto disks? How would we keep high scores, etc. Can Flash write to disks when run from a DVD? I am planning to use Zinc to run the swf in, which raises some questions regarding the needed compatibility: The interface of the thing will need to display also PDF files, something I never had to do in Flash. Is this possible and can they be displayed inside4 Flash or only opened externally with existing / installed Acrobats (or Acr. Readers)? Are there any viable alternatives to Zinc? All the above *needs* to run on Win 98, XP and Vista, and the client would be in 7th heaven if we can get it to work on Mac and Linux OSs. Are there any issues we could encounter or reasons why this would not work/ I am thinking along the lines of players not being available for any of the above platforms, or implementing things differently on different platforms. Is there a ball park guide line how long the development of a simple 'point and shoot/avoidance' game would take under the above restrictions? I hope this is not too OT, thanks for any responses. Nik C ___ 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 Bored stiff? Loosen up... Download and play hundreds of games for free on Yahoo! Games. http://games.yahoo.com/games/front ___ 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] simple code- should work but is not.
On frame 21, trace(wine back btn:+wine_mc.wineback_btn); This will tell you 1) If the playhead actually DOES reach frame 21 2) If the button in question is actually where you think it is. Frequently simple problems like this are because you've forgotten to put a symbol where you thought you put it, or because you have the wrong scope. --- Thomas Collins [EMAIL PROTECTED] wrote: Hi all, this is my first post on flashcoders. i think this is a simple fix and everything is basic, so i can't figure out why it isn't working. my code on the root timeline in the actions layer (frame 21) is simply: ** stop(); wine_mc.wineback_btn.onPress = function() { trace(hello); } might anyone know why my wineback_btn is not registering the onPress? i know for sure that my playhead reaches frame 21 where the code is. instance names are specified. any help would be much appreciated. thanks in advance. i've uploaded the .fla in case you want to take a closer look. http://download.yousendit.com/73F37C700CEE66C5 ___ 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 TV dinner still cooling? Check out Tonight's Picks on Yahoo! TV. http://tv.yahoo.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
Re: [Flashcoders] Flash and levels
Levels suck, try to avoid them. Anyway, I did this, and it worked: stop(); loadMovieNum(blank.swf, 5); this.onEnterFrame = function() { if (_level5 != undefined) { if (_level5.getBytesTotal() == _level5.getBytesTotal()) { var tmp = _level5.createEmptyMovieClip(foo, 10); trace(tmp); delete this.onEnterFrame; } } } My guess is that you're trying to create a clip on level 5 before it's fully loaded, and so it's failing. --- James Tu [EMAIL PROTECTED] wrote: Is there a way to createEmptyMovieClip on a level other than _level0? I tried doing this: var tmc = _level5.createEmptyMovieClip(foo, 10); trace(tmc); //gives me undefined I also tried to load a blank .swf into _level5 and then creating a movieclip on _level5 and that didn't work either. -James ___ 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 Food fight? Enjoy some healthy debate in the Yahoo! Answers Food Drink QA. http://answers.yahoo.com/dir/?link=listsid=396545367 ___ 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] OT - Installing PHP, MySQL?
I've installed them on a few of my own machines at home, and it's not difficult at all. Installing in on IIS was actually a bit easier than installing it on Apache. --- Dave Mennenoh [EMAIL PROTECTED] wrote: Anyone have any experience in this area? We're developing a Flash site for a new client, who keeps all their own web servers in-house. They are MS house using .net and such. They are setting up a new server just for their new site, and since they are not familiar with PHP or MySQL (which is what we develop with) they are asking us to install them. They will give us remote access to the server... How hard / not-hard is it to install PHP and MySQL on a remote server? Anything to be weary of? Is it something I should just skip attempting and hire an IT guy to do it? Dave - Head Developer www.blurredistinction.com Adobe Community Expert http://www.adobe.com/communities/experts/ ___ 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 Don't pick lemons. See all the new 2007 cars at Yahoo! Autos. http://autos.yahoo.com/new_cars.html ___ 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] Detecting embedded domain?
var domain:String = _root.url.split(/)[2]; if (domain != SI.com) { displayLogo(); } --- Perdue, Blake [EMAIL PROTECTED] wrote: Building a video player that can be embedded in a web page. We'd like to be able to detect what domain the page the player is embedded on lives. If the domain is not ours (eg, SI.com), we'd like to display a logo; if it is ours, we don't want to display the logo. Does anyone know how to detect what the domain is for a page that the SWF is embedded on? Blake Perdue | 212.522.1292 | AIM: blakepCNN ___ 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 Bored stiff? Loosen up... Download and play hundreds of games for free on Yahoo! Games. http://games.yahoo.com/games/front ___ 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] trig? calculus? put me out my misery
Here's the vector math solution: Get the vector from the mouse to the MC: var vToMouse:flash.geom.Point = new flash.geom.Point(); vToMouse.x = MC._parent._xmouse - MC._x; vToMouse.y = MC._parent._ymouse - MC._y; Normalize the vector. This means you set the length of the vector to 1. var vectorLength:Number = Math.sqrt(Math.pow(vToMouse.x, 2), Math.pow(vToMouse.y, 2)); vToMouse.x /= vectorLength; vToMouse.y /= vectorLength; Now, since multiplying a vector by a number means that you're multiplying the length of that vector by that number, you can multiply our vector by enough distance to send it off-screen. Let's say 400 pixels. vToMouse.x *= 400; vToMouse.y *= 400; Lastly, add the vector back to the position of the MC to the the offscreen position var vOffScreen:flash.geom.Point = new flash.geom.Point(); vOffScreen.x = MC._x + vToMouse.x; vOffScreen.y = MC._y + vToMouse.y; Now you can use a tween class, or whatever to send the MC off screen. --- Kurt Dommermuth [EMAIL PROTECTED] wrote: Hi all, I have what I initially thought was simple problem, but I've been racking my brains, searching the web and I just don't get it. I have a movieclip that the user can rotate . When they click the movieclip shoots off in the direction it's pointing. It's goes off the stage and simply stops. the speed is fixed. there is no gravity. How do I determine the _x and _y value somewhere off stage? I'd appreciate any help. even if someone could let me know what to search for. thank you! Kurt ___ 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 Be a PS3 game guru. Get your game face on with the latest PS3 news and previews at Yahoo! Games. http://videogames.yahoo.com/platform?platform=120121 ___ 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 + SWFObject + innerHTML + IE7 problem
Here's the situation: I've got a div, within which is a bunch of content. I'm passing the contents of that div to a SWFObject using document.getElementById(content).innerHTML using Flashvars. Everything works hunky-dory in Firefox, but the .swf gets nothing in IE7. Is this a result of IE7's stricter security? No need to miss a message. Get email on-the-go with Yahoo! Mail for Mobile. Get started. http://mobile.yahoo.com/mail ___ 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 + SWFObject + innerHTML + IE7 problem
Yup. I'm doing that, but that's not working either. It's also not working in Safari. ARGH! --- T. Michael Keesey [EMAIL PROTECTED] wrote: I haven't had that problem. Make sure you escape your data, since SWFObject doesn't do this automatically: function getInnerCode(id) { var element = document.getElementById(id); return escape(element.innerHTML.toString()); } On 3/5/07, Joshua Sera [EMAIL PROTECTED] wrote: Here's the situation: I've got a div, within which is a bunch of content. I'm passing the contents of that div to a SWFObject using document.getElementById(content).innerHTML using Flashvars. Everything works hunky-dory in Firefox, but the .swf gets nothing in IE7. Is this a result of IE7's stricter security? No need to miss a message. Get email on-the-go with Yahoo! Mail for Mobile. Get started. http://mobile.yahoo.com/mail ___ 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 -- T. Michael Keesey Director of Technology Exopolis, Inc. 2894 Rowena Avenue Ste. B Los Angeles, California 90039 -- The Dinosauricon: http://dino.lm.com Parry Carney: http://parryandcarney.com ISPN Forum: http://www.phylonames.org/forum/ ___ 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 Don't pick lemons. See all the new 2007 cars at Yahoo! Autos. http://autos.yahoo.com/new_cars.html ___ 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] simple math question...
For an arbitrary registration point, use var b:Object = mc.getBounds(mc._parent); var offset:Object = {x:(mc._x - b.xMin, y:instance._y - b.yMin)}; then mc._x = (_root.xmouse - mc._width/2) - offset.x; mc._y = (_root.ymouse - mc._height/2) - offset.y; --- Karina Steffens [EMAIL PROTECTED] wrote: If your mc's reg point is top left: mc._x = _root.xmouse - mc._width/2 mc._y = _root.ymouse - mc._height/2 if it's centered you need not bother about the width/2 etc, but if it's somewhere else, you'll need to change it or do other calcualtions. Karina -Original Message- From: [p e r c e p t i c o n] [mailto:[EMAIL PROTECTED] Sent: 01 March 2007 23:57 To: flashcoders Subject: [Flashcoders] simple math question... good people, how do i move a moviClip to center itself at (_xmouse, _ymouse)...i have the onPress part down...i just need to center it on those coordinates 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 ___ 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 Never miss an email again! Yahoo! Toolbar alerts you the instant new Mail arrives. http://tools.search.yahoo.com/toolbar/features/mail/ ___ 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] determining which object is displayed at agivenpoint
The only case in which depth would be identical for two movieclips is if they both were contained in different parent movieclips. In that case, check the parent's depth, and use that to resolve the conflict. If both of those are the same, continue going up until the conflict is resolved. --- Vishal Kapur [EMAIL PROTECTED] wrote: It looks like you spent some time on this response, I really appreciate that. As I mentioned in my first mail, depth, _visible and _alpha are the properties I'm checking right now to resolve conflicts. So my code looks very similar to your code below. This works sometimes, but I've run into cases where there are 2 movieclips for which hitTest() is true, _visible is true, _alpha is 100, and the depths are identical. One of the movieclips is obscured behind the other; there must be some way to distinguish them. Are there any other properties on movieclips (maybe hidden ones) that might be of use? The Flash runtime must be doing this internally for onRollOver event firing; anyone know how this works? Thanks, Vishal On 2/7/07, Karina Steffens [EMAIL PROTECTED] wrote: Ok, I see your problem, so lets think what else you can do with the hitTest approach... First of all, you can set the shape flag to true, so that the hit test will only return true if there's something there (as opposed to the entire bounding rect). Then you can test for _alpha (you might want to test for _visible also), thus eliminating invisible buttons, such as your big rectangle that obscures the rest. Finally, checking for different depths - I recently discovered that if you loop through a clip, it starts at the highest depth, even on the same layer: for (var i in _root) { trace(i + +_root[i].getDepth()); } $version clip3 -16379 clip2 -16381 clip1 -16383 So now you know which one has the highest depth: clip3, which also comes first in the loop. At this point, you can break the loop. If you need to go deeper, you can then recurse within that clip, and see if it has any child mcs, which one of those scores the highest hitTest and if that one has any children - etc. Here's some quickdirty code: for (var i in _root) { trace(i + +_root[i].getDepth()); } _root.onEnterFrame = function() { for (var i in this) { var clip = this[i]; if (!(clip instanceof MovieClip)) { continue; } if (clip._alpha == 0 || clip._visible == 0) { continue; } if (clip.hitTest(_root._xmouse, _root._ymouse, true)) { trace(clip); break; } } }; On the timeline, I placed three circular clips overlapping eachother, so that clip1 is at the lowest depth and clip3 at the highest. I made clip3 invisible by setting it's alpha to 0. After moving my mouse over the clips, starting from the third, the trace result was: $version clip3 -16379 clip2 -16381 clip1 -16383 _level0.clip2 _level0.clip2 _level0.clip2 _level0.clip2 _level0.clip2 _level0.clip2 _level0.clip2 _level0.clip1 _level0.clip1 _level0.clip1 Each time the trace picked out the highest visible part of a clip, thus resolving any conflicts. Hope this helps to point you in the right direction. Karina -Original Message- From: Vishal Kapur [mailto:[EMAIL PROTECTED] Sent: 07 February 2007 20:29 To: Flashcoders mailing list Subject: Re: [Flashcoders] determining which object is displayed at agivenpoint To respond to the recent activity on this thread: Erik, the core functionality that I need really does need to be comprehensive and fairly generic: so, given any 3rd party swf which I don't have a priori knowledge of, determine which object is currently underneath the mouse. It needs to work for any movieclip or TextField object. It's proprietary so I can't really disclose why I need it. You mention that implementing this would be process intensive: this is ok to start. The way I would like to tackle this problem is to get it working functionally, and worry about performance later. Karina, Jason, the approaches you are suggesting of looping through all the movieclips and calling hitTest() on each one is exactly what my first approach was (see my first email in this thread). The problem is that very often multiple movieclips will return hitTest()==true for a given mouse position (clips at different depths, clips obscuring others, etc). That's what I meant by 2 conflicting objects in my first mail. I'm trying to find an algorithm to resolve conflicts. There is another approach which Erik mentioned, which is to define/override the onRollOver
Re: [Flashcoders] text length difference
When you enable html in a textfield, Flash adds a bunch of formatting in HTML. If you trace the htmlText property of the textbox in question, you'll get something like: TEXTFORMAT LEADING=2P ALIGN=CENTERFONT FACE=Times New Roman SIZE=8 COLOR=#00 LETTERSPACING=0 KERNING=0BThis is a test/B/FONT/P/TEXTFORMAT If you trace the text property of that same textfield, it won't count the HTML tags, so you'll get a number less than what you'd expect from a string with HTML formatting. Lastly, when you enclose a string in the CDATA tag, it converts things to HTML entities, which can confuse things even more. --- PR Durand [EMAIL PROTECTED] wrote: Hi list! I have a text in a value, the text length is 502, I fill my htmlText with it, the htmlText.length is 651. Now I get the same text content from an xml file, within a CDATA node. trace (myNode.nodeValue.length) // outputs 502, ok I pass it through a localConnection to another flash, then I trace it trace (receivedText.length) // outputs 502, still ok I fill my html enabled textfield with my content : myTF.htmlText = receivedText; trace (myTF.htmlText.textLength); // Outputs 762 !!! what are those 111 new caracters??? they don't appear, but make my scroller appear :( any idea please? ++ PiR ___ 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 Now that's room service! Choose from over 150,000 hotels in 45,000 destinations on Yahoo! Travel to find your fit. http://farechase.yahoo.com/promo-generic-14795097 ___ 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] sort 2d array
Just as a fun thing to do on the side, I'd try researching priority queues, which were designed for exactly this sort of problem. They get used a lot in pathfinding algorithms for games, which probably makes them doubly relevant. --- [EMAIL PROTECTED] wrote: Hello, Can anybody tell me how to sort the following array based upon the second value within each array item myArray:Array = [ [20,40],[20,10],[30,15],[30,35],[40,100],[1000,1]]; this should be something like [[1000,1], [20,10], . Faster the better cos its for a game and gets called a lot of times. regards ___ 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 Don't pick lemons. See all the new 2007 cars at Yahoo! Autos. http://autos.yahoo.com/new_cars.html ___ 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] Q: offset x,y in StartDrag()
Just use localToGlobal to convert the coordinates from one space to another, then position the root movieclip before you call startDrag(). --- [EMAIL PROTECTED] wrote: Hi I have a nested MovieClip with an onPress handler. OnPress I create a mirror copy of this nested MovieClip but in _root and initiate a StartDrag(false) on this MovieClip. The problem is this mc ( in _root ) is offset from the Mouse position by the x,y coordinates of the nested MovieClip. How can I update the x,y coordinates of the _root mc so that it 1-initially mimics the exact position of the nested MC and 2-follows the mouse using StartDrag Hope this makes sense...I'm wondering if I should even try simulating a StartDrag using Mouse listeners and converting local to global coordinates. Any help appreciated. [e] jbach at bitstream.ca [c] 416.668.0034 [w] www.bitstream.ca ...all improvisation is life in search of a style. - Bruce Mau,'LifeStyle' ___ 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 8:00? 8:25? 8:40? Find a flick in no time with the Yahoo! Search movie showtime shortcut. http://tools.search.yahoo.com/shortcuts/#news ___ 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] Q:Preloader when TOTAL size of assets not known
What I'd probably do with this is not worry about total amount loaded over total amount. Instead, I might worry about percentage loaded for each image, then average all the percentages. --- [EMAIL PROTECTED] wrote: Hi Using a XML config file to load in a number of image assets. i was wondering what approach is best taken when you want to create some type of a 'percent loaded' display, not knowing the combined total size of all assets... Is there an easy solution to this without 'faking' it or hardcoding the total size? Perhaps using PHP on the back end? Thanks [e] jbach at bitstream.ca [c] 416.668.0034 [w] www.bitstream.ca ...all improvisation is life in search of a style. - Bruce Mau,'LifeStyle' ___ 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 Be a PS3 game guru. Get your game face on with the latest PS3 news and previews at Yahoo! Games. http://videogames.yahoo.com/platform?platform=120121 ___ 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] passing url variables to flash movie
You need to pass the variables in the GET query to flashvars in the object tag. You'll have to use JavaScript to write out the object tag, and insert the variables in the right place. --- Gustavo Duenas [EMAIL PROTECTED] wrote: Hi Guys, I'm really concerned for this, Iknow this might be easy for you, but I'm knocking my head against the wall. This is the code in the action script: var video1 = nbc6; var video = _root.video; if (video1 = video){ tellTarget(this.videoLoader){ gotoAndPlay(2); } } and this is the link in the text message: fullpage.html?video=nbc6 I'd appreciate your help. Thanks Gustavo Duenas ___ 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 Looking for earth-friendly autos? Browse Top Cars by Green Rating at Yahoo! Autos' Green Center. http://autos.yahoo.com/green_center/ ___ 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] Problem with BitmapData
An additional problem I've run into in Flash 9, is that sometimes the player won't even look for the crossdomain.xml file on the server you have the images on if you're JUST loading images. If you're still having trouble, force the player to look for the file by creating an XML object, and having that object load the crossdomain file. --- William Smith [EMAIL PROTECTED] wrote: Thanks you very much. I think I'll just migrate the code to flash 9. On 1/5/07, Zeh Fernando [EMAIL PROTECTED] wrote: Ok so I'm having problems with the bitmap data class. I am creating a marquee of images and duplicating them using the draw method. This works fine locally, but when uploaded it does nothing. I figure it has something to do with the fact the I have all my media on a separate server, but I thought I had all the security settings right to have it work. I have the domain allowed in the security settings. I have the cross domain policy file in place on the media server and loaded. Any ideas? Right now I have it jury rigged using the load clip method, but if someone leaves their browser on the page the flash with just eat bandwidth. It won't work. Even with all security, policy files and whatnot in place, you can't .draw content from a movieclip into a BitmapData if the movieclip has an image loaded from another server; it will render as white images instead. Same with remotely loaded video. You need to either: 1. Have the loaded images on the same server as the SWF; 2. Have a server proxy script on the SWF server that loads the images from the remote server and passes them to the SWF (so the SWF only loads from the original server); 3. Have a proxy SWF on the remote server that loads the images, grabs the data, then passes it to the original SWF. This SWF needs to set .allowDomain to the original server so it can use the data. 4. Use AS3 (Flash 9), as this has been fixed under the new VM. Zeh ___ 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 __ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.yahoo.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
Re: [Flashcoders] MultiLanguage Character support
Tahoma works for Windows machines too. Again, you have to use device fonts, or else your swf is going to be HGE. --- Rey Peralta [EMAIL PROTECTED] wrote: I'm currently working on a mini application that will be importing all it's text from an XML source. It needs to work in multiple languages, including English, Spanish, French, Italian, Russian, Hebrew, Japanese, Chinese, and Korean. This combination of characters makes for an interesting problem. I don't think there is one font that includes all those characters!?!? Any advice on how to ensure the display of all characters? The designer chose to go with Univers Condensed, but it does not include all the chars I need to display. Should I use _sans or is there another option available to me. I'm building this using Flash Pro 8, and will publish to Flash 7. Thanks! -r __ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.yahoo.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 __ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.yahoo.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
[Flashcoders] Chinese characters in mailto: link
I'm trying to use chinese characters in the body of a mailto: link, but all I'm getting is garbage. I'm getting them from an XML file. Flash is reading them fine, and displaying them fine in a text box. getURL(mailto:[EMAIL PROTECTED]subject=blabody=+chineseTextHere, _blank); gets me a line of garbage. Has anyone had any experience with this problem? __ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.yahoo.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