RE: [Flashcoders] Tweening Engines for AS3

2008-04-08 Thread Jack Doyle
I know this is an old thread, but I wanted to mention a few things that
might interest a few of you:

1) The entire TweenLite family now does synchronized tweens.

2) TweenLite's big brother, TweenMax, was just released and it adds
support for Bezier tweens, sequencing, hex color tweening, and a bunch more
features. It does everything TweenLite and TweenFilterLite do plus more.

3) In addition to normal Bezier tweening, TweenMax has a bezierThrough
feature that allows you to define points through which you want the bezier
curve to travel (instead of normal control points that simply attract the
curve)

There's an interactive demo that lets you play with the Bezier
functionality, as well as a feature comparison chart for TweenLite,
TweenFilterLite, and TweenMax, and a Bezier speed test all available at
www.TweenMax.com. Of course everything is available in AS2 and AS3.

Cheers!

Jack


-Original Message-
From: Meinte van't Kruis [mailto:[EMAIL PROTECTED] 
Sent: Monday, March 24, 2008 1:51 PM
To: Flash Coders List
Subject: Re: [Flashcoders] Tweening Engines for AS3

Tweenlite has one lil thingy against it though; tweens aren't synchronised.
It doesn't happen much that this becomes a problem, though I can imagine
projects where people want lots of tweens ending at the same time, which
simply won't happen with lots of objects in TweenLite, other than
that it's pretty sweet.

On Mon, Mar 24, 2008 at 7:20 PM, eric e. dolecki [EMAIL PROTECTED] wrote:

 third TweenLite and TweenFilterLite

 On Mon, Mar 24, 2008 at 1:51 PM, Dave Mennenoh [EMAIL PROTECTED]
 
 wrote:

  I prefer Tweener, and if you've ever used Fuse you'll like it's syntax.
  It's
  also quite small - adds about 8K.
 
  Dave -
  Head Developer
  http://www.blurredistinction.com
  Adobe Community Expert
  http://www.adobe.com/communities/experts/



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Re: [Flashcoders] Tweening Engines for AS3

2008-04-08 Thread Meinte van't Kruis
cool!

On Tue, Apr 8, 2008 at 8:33 AM, Jack Doyle [EMAIL PROTECTED] wrote:

 I know this is an old thread, but I wanted to mention a few things that
 might interest a few of you:

 1) The entire TweenLite family now does synchronized tweens.

 2) TweenLite's big brother, TweenMax, was just released and it adds
 support for Bezier tweens, sequencing, hex color tweening, and a bunch
 more
 features. It does everything TweenLite and TweenFilterLite do plus more.

 3) In addition to normal Bezier tweening, TweenMax has a bezierThrough
 feature that allows you to define points through which you want the bezier
 curve to travel (instead of normal control points that simply attract the
 curve)

 There's an interactive demo that lets you play with the Bezier
 functionality, as well as a feature comparison chart for TweenLite,
 TweenFilterLite, and TweenMax, and a Bezier speed test all available at
 www.TweenMax.com. Of course everything is available in AS2 and AS3.

 Cheers!

 Jack


 -Original Message-
 From: Meinte van't Kruis [mailto:[EMAIL PROTECTED]
 Sent: Monday, March 24, 2008 1:51 PM
 To: Flash Coders List
 Subject: Re: [Flashcoders] Tweening Engines for AS3

 Tweenlite has one lil thingy against it though; tweens aren't
 synchronised.
 It doesn't happen much that this becomes a problem, though I can imagine
 projects where people want lots of tweens ending at the same time, which
 simply won't happen with lots of objects in TweenLite, other than
 that it's pretty sweet.

 On Mon, Mar 24, 2008 at 7:20 PM, eric e. dolecki [EMAIL PROTECTED]
 wrote:

  third TweenLite and TweenFilterLite
 
  On Mon, Mar 24, 2008 at 1:51 PM, Dave Mennenoh 
 [EMAIL PROTECTED]
  
  wrote:
 
   I prefer Tweener, and if you've ever used Fuse you'll like it's
 syntax.
   It's
   also quite small - adds about 8K.
  
   Dave -
   Head Developer
   http://www.blurredistinction.com
   Adobe Community Expert
   http://www.adobe.com/communities/experts/



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Re: [Flashcoders] Tweening Engines for AS3

2008-03-27 Thread Pedro Kostelec
Sorry, my fault, sometimes I forgot I am on an international list.
You would cry if you see a paycheck of a programmer from a third-world
country ;)

I don't get it. I am not even in university so i am not employed and i have
no idea what this international list means??
I am curious,
Pedro


On Wed, Mar 26, 2008 at 7:43 PM, Wagner Amaral [EMAIL PROTECTED]
wrote:

 On Wed, Mar 26, 2008 at 2:38 PM, Steven Sacks [EMAIL PROTECTED]
 wrote:

   We are programmers, we can't afford Porsches! Better change that
   to bike and skate...
 
  You're joking, right?  Talented Flash developers are in extremely high
  demand right now.  Every day I get 3-5 emails from recruiters or
 companies.
   It's a seller's market and people are paying top dollar for AS3 and
 Flex
  devs.  Flash and Flex jobs are paying $75-$150/hr.  That's $150,000 -
  $300,000 a year.  If you can't afford a Porsche, you need to find a new
 job
  or grow a pair and ask for a raise.
 
  That being said, I don't own a Porsche because I've got better things to
  do with my money.  ;)
 


 Sorry, my fault, sometimes I forgot I am on an international list.
 You would cry if you see a paycheck of a programmer from a third-world
 country ;)
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 Flashcoders@chattyfig.figleaf.com
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Re: [Flashcoders] Tweening Engines for AS3

2008-03-27 Thread Paul Andrews
- Original Message - 
From: Pedro Kostelec [EMAIL PROTECTED]

To: Flash Coders List flashcoders@chattyfig.figleaf.com
Sent: Thursday, March 27, 2008 9:21 AM
Subject: Re: [Flashcoders] Tweening Engines for AS3



Sorry, my fault, sometimes I forgot I am on an international list.
You would cry if you see a paycheck of a programmer from a third-world
country ;)

I don't get it. I am not even in university so i am not employed and i 
have

no idea what this international list means??


People reading and posting to the list are from all over the world - 
international - rather than just being in the US. In that respect you can't 
assume that worldwide flash developers are all driving in shiny new 
Porsches.


Paul



I am curious,
Pedro


On Wed, Mar 26, 2008 at 7:43 PM, Wagner Amaral [EMAIL PROTECTED]
wrote:


On Wed, Mar 26, 2008 at 2:38 PM, Steven Sacks [EMAIL PROTECTED]
wrote:

  We are programmers, we can't afford Porsches! Better change that
  to bike and skate...

 You're joking, right?  Talented Flash developers are in extremely high
 demand right now.  Every day I get 3-5 emails from recruiters or
companies.
  It's a seller's market and people are paying top dollar for AS3 and
Flex
 devs.  Flash and Flex jobs are paying $75-$150/hr.  That's $150,000 -
 $300,000 a year.  If you can't afford a Porsche, you need to find a new
job
 or grow a pair and ask for a raise.

 That being said, I don't own a Porsche because I've got better things 
 to

 do with my money.  ;)



Sorry, my fault, sometimes I forgot I am on an international list.
You would cry if you see a paycheck of a programmer from a third-world
country ;)
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Re: [Flashcoders] Tweening Engines for AS3

2008-03-27 Thread laurent
sick. If you want to know for how little money projects are proposed and 
how fast programmer people on earth can work for go there:

http://www.getacoder.com

L


Paul Andrews a écrit :

- Original Message - From: Pedro Kostelec [EMAIL PROTECTED]
To: Flash Coders List flashcoders@chattyfig.figleaf.com
Sent: Thursday, March 27, 2008 9:21 AM
Subject: Re: [Flashcoders] Tweening Engines for AS3



Sorry, my fault, sometimes I forgot I am on an international list.
You would cry if you see a paycheck of a programmer from a third-world
country ;)

I don't get it. I am not even in university so i am not employed and 
i have

no idea what this international list means??


People reading and posting to the list are from all over the world - 
international - rather than just being in the US. In that respect you 
can't assume that worldwide flash developers are all driving in shiny 
new Porsches.


Paul



I am curious,
Pedro


On Wed, Mar 26, 2008 at 7:43 PM, Wagner Amaral [EMAIL PROTECTED]
wrote:

On Wed, Mar 26, 2008 at 2:38 PM, Steven Sacks 
[EMAIL PROTECTED]

wrote:

  We are programmers, we can't afford Porsches! Better change that
  to bike and skate...

 You're joking, right?  Talented Flash developers are in extremely 
high

 demand right now.  Every day I get 3-5 emails from recruiters or
companies.
  It's a seller's market and people are paying top dollar for AS3 and
Flex
 devs.  Flash and Flex jobs are paying $75-$150/hr.  That's $150,000 -
 $300,000 a year.  If you can't afford a Porsche, you need to find 
a new

job
 or grow a pair and ask for a raise.

 That being said, I don't own a Porsche because I've got better 
things  to

 do with my money.  ;)



Sorry, my fault, sometimes I forgot I am on an international list.
You would cry if you see a paycheck of a programmer from a third-world
country ;)
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RE: [Flashcoders] Tweening Engines for AS3

2008-03-27 Thread Dwayne Neckles
Yea guys I I know we are off the issue topic.
but its disgusting...

i could be wrong but I feel getacoder and elance all i feel cheapen us as 
coders and flashers.. but this is a digression..



 Date: Thu, 27 Mar 2008 16:24:08 +0100
 From: [EMAIL PROTECTED]
 To: flashcoders@chattyfig.figleaf.com
 Subject: Re: [Flashcoders] Tweening Engines for AS3
 
 sick. If you want to know for how little money projects are proposed and 
 how fast programmer people on earth can work for go there:
 http://www.getacoder.com
 
 L
 
 
 Paul Andrews a écrit :
  - Original Message - From: Pedro Kostelec [EMAIL PROTECTED]
  To: Flash Coders List flashcoders@chattyfig.figleaf.com
  Sent: Thursday, March 27, 2008 9:21 AM
  Subject: Re: [Flashcoders] Tweening Engines for AS3
 
 
  Sorry, my fault, sometimes I forgot I am on an international list.
  You would cry if you see a paycheck of a programmer from a third-world
  country ;)
 
  I don't get it. I am not even in university so i am not employed and 
  i have
  no idea what this international list means??
 
  People reading and posting to the list are from all over the world - 
  international - rather than just being in the US. In that respect you 
  can't assume that worldwide flash developers are all driving in shiny 
  new Porsches.
 
  Paul
 
 
  I am curious,
  Pedro
 
 
  On Wed, Mar 26, 2008 at 7:43 PM, Wagner Amaral [EMAIL PROTECTED]
  wrote:
 
  On Wed, Mar 26, 2008 at 2:38 PM, Steven Sacks 
  [EMAIL PROTECTED]
  wrote:
 
We are programmers, we can't afford Porsches! Better change that
to bike and skate...
  
   You're joking, right?  Talented Flash developers are in extremely 
  high
   demand right now.  Every day I get 3-5 emails from recruiters or
  companies.
It's a seller's market and people are paying top dollar for AS3 and
  Flex
   devs.  Flash and Flex jobs are paying $75-$150/hr.  That's $150,000 -
   $300,000 a year.  If you can't afford a Porsche, you need to find 
  a new
  job
   or grow a pair and ask for a raise.
  
   That being said, I don't own a Porsche because I've got better 
  things  to
   do with my money.  ;)
  
 
 
  Sorry, my fault, sometimes I forgot I am on an international list.
  You would cry if you see a paycheck of a programmer from a third-world
  country ;)
  ___
  Flashcoders mailing list
  Flashcoders@chattyfig.figleaf.com
  http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
 
 
 
 
  -- 
  Pedro D.K.
  ___
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  http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
 
 
  ___
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  http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
 
 
 
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Re: [Flashcoders] Tweening Engines for AS3

2008-03-27 Thread Allandt Bik-Elliott (Receptacle)

i couldn't afford to pay my bills on those prices


On 27 Mar 2008, at 16:15, Dwayne Neckles wrote:


Yea guys I I know we are off the issue topic.
but its disgusting...

i could be wrong but I feel getacoder and elance all i feel cheapen  
us as coders and flashers.. but this is a digression..





Date: Thu, 27 Mar 2008 16:24:08 +0100
From: [EMAIL PROTECTED]
To: flashcoders@chattyfig.figleaf.com
Subject: Re: [Flashcoders] Tweening Engines for AS3

sick. If you want to know for how little money projects are  
proposed and

how fast programmer people on earth can work for go there:
http://www.getacoder.com

L


Paul Andrews a écrit :
- Original Message - From: Pedro Kostelec  
[EMAIL PROTECTED]

To: Flash Coders List flashcoders@chattyfig.figleaf.com
Sent: Thursday, March 27, 2008 9:21 AM
Subject: Re: [Flashcoders] Tweening Engines for AS3



Sorry, my fault, sometimes I forgot I am on an international list.
You would cry if you see a paycheck of a programmer from a third- 
world

country ;)

I don't get it. I am not even in university so i am not employed  
and

i have
no idea what this international list means??


People reading and posting to the list are from all over the world -
international - rather than just being in the US. In that respect  
you
can't assume that worldwide flash developers are all driving in  
shiny

new Porsches.

Paul



I am curious,
Pedro


On Wed, Mar 26, 2008 at 7:43 PM, Wagner Amaral  
[EMAIL PROTECTED]

wrote:


On Wed, Mar 26, 2008 at 2:38 PM, Steven Sacks
[EMAIL PROTECTED]
wrote:


We are programmers, we can't afford Porsches! Better change that
to bike and skate...


You're joking, right?  Talented Flash developers are in extremely

high

demand right now.  Every day I get 3-5 emails from recruiters or

companies.
 It's a seller's market and people are paying top dollar for  
AS3 and

Flex
devs.  Flash and Flex jobs are paying $75-$150/hr.  That's  
$150,000 -

$300,000 a year.  If you can't afford a Porsche, you need to find

a new
job

or grow a pair and ask for a raise.

That being said, I don't own a Porsche because I've got better

things  to

do with my money.  ;)




Sorry, my fault, sometimes I forgot I am on an international list.
You would cry if you see a paycheck of a programmer from a  
third-world

country ;)
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Re: [Flashcoders] Tweening Engines for AS3

2008-03-26 Thread Allandt Bik-Elliott (Receptacle)
i've never used tweenlite but i have used tweener and one of the  
things that blew me away was the ability to tween properties and  
variables rather than just clips/sprites


example from current project:

[CODE]
// read/write percentage value relates directly to the slider
public function get percent():Number { return slider.percent; }
public function set percent( p:Number ):void { slider.percent = p; }

 public function arrowPressed( e:MouseEvent ):void
 {
var dir:int = (e.target.name == left_arrow) ? -1 : 1;
var total:Number = slider.percent + (dir * scrollSpeed);
	Tweener.addTween(slider,{percent:total, time: .5,  
transition:easeInOutQuad}); // Tweens set() method

}
[/CODE]

you may be able to do this with tweenlite, i don't know


On 25 Mar 2008, at 23:46, Jack Doyle wrote:

First let me say that Tweener is fantastic, and a lot of people  
rely on it
for good reason. If quantity of features is your top priority, you  
should

seriously consider using Tweener.

Let me briefly address a few of the TweenLite-related concerns  
folks have

mentioned:

SPEED
-
TweenLite's speed advantage isn't only a factor when you're doing  
hundreds

of simultaneous tweens - it can be important even with a single tween.
Imagine a button that initiates a tween when you rollover it, and  
the user
rolls their mouse on/off/on/off quickly. Even a slight pause can  
degrade the

experience. Speed is also critical for mobile devices that have slower
processors, less memory, etc.

FILE SIZE
-
File size can be a huge factor in certain scenarios, especially for  
banner
ads. But for those who don't deal with strict file size  
requirements, it's a

non-issue.

FEATURES

Bezier tweens - Coming soon (well, as soon as I can clear my over- 
filled

plate) to TweenMax which is a class that extends TweenLite, adding
non-essential features. That way, the base class will remain very  
lean 
mean, but if you need the extra features and are willing to trade  
off some

file size and performance, TweenMax will take care of you.

Rounding numbers - Possible now with TweenLite's onUpdate feature.  
It does
require some extra steps, though. If it gets added to the base  
class, every
tween takes a slight performance hit because of the added  
conditional logic

required just to see whether or not each tween needs rounding. Calling
Math.round() on every frame is expensive in terms of performance too.

Transitions/easing - There aren't fewer transition options in  
TweenLite. You
can use ANY function as long as it conforms to the standard ease  
format that

all of Adobe's and Penner's do. Elastic, Strong, Back, etc. are all
available.

You may actually find that there are a few features that the TweenLite
family of classes (TweenLite, TweenFilterLite, and TweenMax) has that
Tweener is missing, but in general, I'd say Tweener is more feature- 
packed.
It just comes a the price of file size and performance. That's not  
to say
Tweener performs poorly, though - it depends on the scenario which  
is why

this speed test might be helpful:
http://blog.greensock.com/tweening-speed-test/

So, again, this isn't a good/bad issue - they're just different  
tools that

you can choose from to get the job done. TweenLite wasn't built to be
everything to everyone, and I'm pretty sure Tweener wasn't built to  
be a
super-compact engine that's perfect for banner ads. I'd encourage  
folks to

give 'em both a shot and see what feels best.

Tweener: http://code.google.com/p/tweener/
TweenLite: http://www.TweenLite.com

Jack


-Original Message-
From: Cory Petosky [mailto:[EMAIL PROTECTED]
Sent: Monday, March 24, 2008 1:43 PM
To: Flash Coders List
Subject: Re: [Flashcoders] Tweening Engines for AS3

TweenLite doesn't have bezier curve support, can't store the duration
in the options object, doesn't support auto-rounding of pixels, and
has significantly fewer transition options. I think TweenLite is great
-- if I ever need to tween 1200 things at once, I'll certainly choose
it -- but these features in Tweener make it a better choice for many
of my projects.

On Mon, Mar 24, 2008 at 1:16 PM, Steven Sacks  
[EMAIL PROTECTED]

wrote:

Tweener is proven to be significantly slower than TweenLite, and it's
 almost 300% larger (TweenLite is 3k vs Tweener's 8k).

 I'm not telling you what to do. You're welcome to your preference. I
 prefer to write better, faster, smaller, more efficient code.   
Different

 strokes for different folks, I guess.  :)


 Dave Mennenoh wrote:

I prefer Tweener, and if you've ever used Fuse you'll like it's
syntax. It's also quite small - adds about 8K.

Dave -
Head Developer
http://www.blurredistinction.com
Adobe Community Expert
http://www.adobe.com/communities/experts/




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Re: [Flashcoders] Tweening Engines for AS3

2008-03-26 Thread Matt S.
One thing I keep seeing is all this talk of the 8k+ that Tweener, Fuse
etc add to the file size. And while I absolutely understand the need
for keeping projects as barebones tiny as possible, I guess it just
doesnt seem like that much, especially since a project that involves
heavy, repeated and complex tweening, 9 times out of 10, is chock full
o' jpegs, flvs, complex vector graphics etc, all of which might make
8k seem like the least of one's concerns. Am I missing something? Is
that 8k per tween?

.m
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Re: [Flashcoders] Tweening Engines for AS3

2008-03-26 Thread Kenneth Kawamoto
Then I'll tell you TweenLite can tween anything. It can even tween Array 
(of numbers).


The last time I checked Tweener did not have filter tweens, that's why I 
picked TweenLite/TweenFilterLite. But things may have changed.


Jack has even fixed a little (albeit non-critical) buggish TweenLite 
behaviour for me earlier this year in a few days. Big respect!


Kenneth Kawamoto
http://www.materiaprima.co.uk/

Allandt Bik-Elliott (Receptacle) wrote:
i've never used tweenlite but i have used tweener and one of the things 
that blew me away was the ability to tween properties and variables 
rather than just clips/sprites


example from current project:

[CODE]
// read/write percentage value relates directly to the slider
public function get percent():Number { return slider.percent; }
public function set percent( p:Number ):void { slider.percent = p; }

 public function arrowPressed( e:MouseEvent ):void
 {
var dir:int = (e.target.name == left_arrow) ? -1 : 1;
var total:Number = slider.percent + (dir * scrollSpeed);
Tweener.addTween(slider,{percent:total, time: .5, 
transition:easeInOutQuad}); // Tweens set() method

}
[/CODE]

you may be able to do this with tweenlite, i don't know

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Re: [Flashcoders] Tweening Engines for AS3

2008-03-26 Thread Zeh Fernando
No. Classes add their size per SWF file, not per use. So yes, it's 8kb 
added to the file regardless of the number of uses.



Zeh

Matt S. wrote:

One thing I keep seeing is all this talk of the 8k+ that Tweener, Fuse
etc add to the file size. And while I absolutely understand the need
for keeping projects as barebones tiny as possible, I guess it just
doesnt seem like that much, especially since a project that involves
heavy, repeated and complex tweening, 9 times out of 10, is chock full
o' jpegs, flvs, complex vector graphics etc, all of which might make
8k seem like the least of one's concerns. Am I missing something? Is
that 8k per tween?

.m
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RE: [Flashcoders] Tweening Engines for AS3

2008-03-26 Thread Cor
Hi Kenneth,

That's interesting.
How can I tween an Array.
Do you perhaps  have a little example code?

TIA
Cor

-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens Kenneth Kawamoto
Verzonden: woensdag 26 maart 2008 14:45
Aan: Flash Coders List
Onderwerp: Re: [Flashcoders] Tweening Engines for AS3

Then I'll tell you TweenLite can tween anything. It can even tween Array (of
numbers).

The last time I checked Tweener did not have filter tweens, that's why I
picked TweenLite/TweenFilterLite. But things may have changed.

Jack has even fixed a little (albeit non-critical) buggish TweenLite
behaviour for me earlier this year in a few days. Big respect!

Kenneth Kawamoto
http://www.materiaprima.co.uk/

Allandt Bik-Elliott (Receptacle) wrote:
 i've never used tweenlite but i have used tweener and one of the 
 things that blew me away was the ability to tween properties and 
 variables rather than just clips/sprites
 
 example from current project:
 
 [CODE]
 // read/write percentage value relates directly to the slider public 
 function get percent():Number { return slider.percent; } public 
 function set percent( p:Number ):void { slider.percent = p; }
 
  public function arrowPressed( e:MouseEvent ):void  {
 var dir:int = (e.target.name == left_arrow) ? -1 : 1;
 var total:Number = slider.percent + (dir * scrollSpeed);
 Tweener.addTween(slider,{percent:total, time: .5, 
 transition:easeInOutQuad}); // Tweens set() method } [/CODE]
 
 you may be able to do this with tweenlite, i don't know
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Re: [Flashcoders] Tweening Engines for AS3

2008-03-26 Thread Allandt Bik-Elliott (Receptacle)

no total

it only really matters with flash banners where you have to keep  
below a ridiculously low filesize (usually 20-30k for expanding ones)  
to not delay the content on the site


on sites / media it doesn't really add up to that much


On 26 Mar 2008, at 13:11, Matt S. wrote:


One thing I keep seeing is all this talk of the 8k+ that Tweener, Fuse
etc add to the file size. And while I absolutely understand the need
for keeping projects as barebones tiny as possible, I guess it just
doesnt seem like that much, especially since a project that involves
heavy, repeated and complex tweening, 9 times out of 10, is chock full
o' jpegs, flvs, complex vector graphics etc, all of which might make
8k seem like the least of one's concerns. Am I missing something? Is
that 8k per tween?

.m
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RE: [Flashcoders] Tweening Engines for AS3

2008-03-26 Thread Merrill, Jason
 I'd encourage folks to give 
'em both a shot and see what feels best. 

Tweener: http://code.google.com/p/tweener/
TweenLite: http://www.TweenLite.com 

Jack, I just have to commend you for such an unbiased post - that's very
rare these days in online communities.  Kudos, espeically when you're
the developer of TweenLite.

Jason Merrill
Bank of America  
GTO and Risk LLD Solutions Design  Development 
eTools  Multimedia 

Bank of America Flash Platform Developer Community


Are you a Bank of America associate interested in innovative learning
ideas and technologies? 
Check out our internal  GTO Innovative Learning Blog  subscribe.



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RE: [Flashcoders] Tweening Engines for AS3

2008-03-26 Thread Dwayne Neckles
I don't get the big deal either about size.. I mean I really don't...

except for ads maybe that have a tight 30k limit( which needs to be upped)

sites are like 2 megs these lols...



 Date: Wed, 26 Mar 2008 10:36:16 -0300
 From: [EMAIL PROTECTED]
 To: flashcoders@chattyfig.figleaf.com
 Subject: Re: [Flashcoders] Tweening Engines for AS3
 
 No. Classes add their size per SWF file, not per use. So yes, it's 8kb 
 added to the file regardless of the number of uses.
 
 
 Zeh
 
 Matt S. wrote:
  One thing I keep seeing is all this talk of the 8k+ that Tweener, Fuse
  etc add to the file size. And while I absolutely understand the need
  for keeping projects as barebones tiny as possible, I guess it just
  doesnt seem like that much, especially since a project that involves
  heavy, repeated and complex tweening, 9 times out of 10, is chock full
  o' jpegs, flvs, complex vector graphics etc, all of which might make
  8k seem like the least of one's concerns. Am I missing something? Is
  that 8k per tween?
  
  .m
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RE: [Flashcoders] Tweening Engines for AS3

2008-03-26 Thread Merrill, Jason
I don't get the big deal either about size.. I mean I really don't...

except for ads maybe that have a tight 30k limit( which needs 
to be upped)

You add 40k here for some media. 60k there for some code, you're up to
100k.  If you have download requirements of 100k max in some client
environments (like we do in some environments), 8k makes a difference.

Jason Merrill
Bank of America  
GTO and Risk LLD Solutions Design  Development 
eTools  Multimedia 

Bank of America Flash Platform Developer Community


Are you a Bank of America associate interested in innovative learning
ideas and technologies? 
Check out our internal  GTO Innovative Learning Blog  subscribe.




 
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Re: [Flashcoders] Tweening Engines for AS3

2008-03-26 Thread Martin Klasson
It is not that much to figure out Dwayne,
if you really care about filesizes - especially when doing banners - than
choosing
a lighter Tweening-engine might do the trick of keeping the filesize as low
as it must be

But you can use any tweening engine you like, as long as you agree with
yourself that
it is a tweening engine you want to use ;)

/m

2008/3/26, Dwayne Neckles [EMAIL PROTECTED]:

 I don't get the big deal either about size.. I mean I really don't...

 except for ads maybe that have a tight 30k limit( which needs to be upped)

 sites are like 2 megs these lols...



  Date: Wed, 26 Mar 2008 10:36:16 -0300
  From: [EMAIL PROTECTED]
  To: flashcoders@chattyfig.figleaf.com
  Subject: Re: [Flashcoders] Tweening Engines for AS3
 
  No. Classes add their size per SWF file, not per use. So yes, it's 8kb
  added to the file regardless of the number of uses.
 
 
  Zeh
 
  Matt S. wrote:
   One thing I keep seeing is all this talk of the 8k+ that Tweener, Fuse
   etc add to the file size. And while I absolutely understand the need
   for keeping projects as barebones tiny as possible, I guess it just
   doesnt seem like that much, especially since a project that involves
   heavy, repeated and complex tweening, 9 times out of 10, is chock full
   o' jpegs, flvs, complex vector graphics etc, all of which might make
   8k seem like the least of one's concerns. Am I missing something? Is
   that 8k per tween?
  
   .m
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RE: [Flashcoders] Tweening Engines for AS3

2008-03-26 Thread Dwayne Neckles
Gys



I'm very clear that when doing banners the is the big concern about size.. I 
was saying before that I understand that...

I do banners everyday


but that when it comes to BIG sites (2 megs )etc that I don't understand
the concern .most sites on FWA are big you know thats all?




Other than banners whats the big deal? Who cares about file sizes.. those sites 
on FWA are pretty huge..



Put me on.. I'm just asking 






 Date: Wed, 26 Mar 2008 11:04:30 -0400
 From: [EMAIL PROTECTED]
 Subject: RE: [Flashcoders] Tweening Engines for AS3
 To: flashcoders@chattyfig.figleaf.com
 
 I don't get the big deal either about size.. I mean I really don't...
 
 except for ads maybe that have a tight 30k limit( which needs 
 to be upped)
 
 You add 40k here for some media. 60k there for some code, you're up to
 100k.  If you have download requirements of 100k max in some client
 environments (like we do in some environments), 8k makes a difference.
 
 Jason Merrill
 Bank of America  
 GTO and Risk LLD Solutions Design  Development 
 eTools  Multimedia 
 
 Bank of America Flash Platform Developer Community
 
 
 Are you a Bank of America associate interested in innovative learning
 ideas and technologies? 
 Check out our internal  GTO Innovative Learning Blog  subscribe.
 
 
 
 
  
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Re: [Flashcoders] Tweening Engines for AS3

2008-03-26 Thread Kenneth Kawamoto

Sure.

package {
import gs.TweenLite;

public class ArrayTweenExample {
private var arr:Array;

public function ArrayTweenExample():void {
arr = [2.34, 100, -666];
trace(arr);
			TweenLite.to(arr, 1, {endArray:[567.8, 999, 0], 
onUpdate:onArrayValueChange})

}

private function onArrayValueChange():void {
trace(arr);
}
}   
}

Output:
2.34,100,-666
67.0959137399,202.952581,-589.730346
98.5128713399,252.9010210001,-552.727386
133.8795670398,309.1289759997,-511.072416
165.9564164596,360.1265489995,-473.292234
195.8850833397,407.708821,-438.042186
224.6556881397,453.4499409997,-404.156106
252.2682308596,497.3499089997,-371.6339940003
279.5307538393,540.693395999,-339.524136
304.7909829595,580.853524,-309.772584
328.89314,619.17249,-281.385005
351.837254959,655.650324,-254.3613840004
374.285451499,691.339725,-227.92185
394.877242859,724.077709,-203.668794
414.310972139,754.974540999,-180.7797060003
432.586639339,784.030221,-159.2545860002
450.220509439,812.065536,-138.4853759997
466.1438630387,837.381375999,-119.730816
480.909154558,860.856063998,-102.3402240003
494.516383999,882.4896,-86.313606
507.335927659,902.870829001,-71.2147139996
518.590843499,920.764524999,-57.9586534
528.687697259,936.817069,-46.066554
537.62648894,951.028460999,-35.5384260007
545.631706159,963.755604,-26.10986400016
552.218184239,974.227155999,-18.35229600138
557.646600239,982.857555999,-11.95869600032
561.916954159,989.646804,-6.92906400039
565.10784494,994.719861,-3.170826000337
567.025885259,997.769268999,-0.911754000872
567.785863499,998.977524999,-0.01665000140608
567.8,999,0


Kenneth Kawamoto
http://www.materiaprima.co.uk/

Cor wrote:

Hi Kenneth,

That's interesting.
How can I tween an Array.
Do you perhaps  have a little example code?

TIA
Cor

-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens Kenneth Kawamoto
Verzonden: woensdag 26 maart 2008 14:45
Aan: Flash Coders List
Onderwerp: Re: [Flashcoders] Tweening Engines for AS3

Then I'll tell you TweenLite can tween anything. It can even tween Array (of
numbers).

The last time I checked Tweener did not have filter tweens, that's why I
picked TweenLite/TweenFilterLite. But things may have changed.

Jack has even fixed a little (albeit non-critical) buggish TweenLite
behaviour for me earlier this year in a few days. Big respect!

Kenneth Kawamoto
http://www.materiaprima.co.uk/

Allandt Bik-Elliott (Receptacle) wrote:
i've never used tweenlite but i have used tweener and one of the 
things that blew me away was the ability to tween properties and 
variables rather than just clips/sprites


example from current project:

[CODE]
// read/write percentage value relates directly to the slider public 
function get percent():Number { return slider.percent; } public 
function set percent( p:Number ):void { slider.percent = p; }


 public function arrowPressed( e:MouseEvent ):void  {
var dir:int = (e.target.name == left_arrow) ? -1 : 1;
var total:Number = slider.percent + (dir * scrollSpeed);
Tweener.addTween(slider,{percent:total, time: .5, 
transition:easeInOutQuad}); // Tweens set() method } [/CODE]


you may be able to do this with tweenlite, i don't know

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Re: [Flashcoders] Tweening Engines for AS3

2008-03-26 Thread Kenneth Kawamoto

Sure.

package {
import gs.TweenLite;

public class ArrayTweenExample {
private var arr:Array;

public function ArrayTweenExample():void {
arr = [2.34, 100, -666];
trace(arr);
TweenLite.to(arr, 1, {endArray:[567.8, 999, 0],
onUpdate:onArrayValueChange});
}

private function onArrayValueChange():void {
trace(arr);
}
}   
}

Output:
2.34,100,-666
67.0959137399,202.952581,-589.730346
98.5128713399,252.9010210001,-552.727386
133.8795670398,309.1289759997,-511.072416
165.9564164596,360.1265489995,-473.292234
195.8850833397,407.708821,-438.042186
224.6556881397,453.4499409997,-404.156106
252.2682308596,497.3499089997,-371.6339940003
279.5307538393,540.693395999,-339.524136
304.7909829595,580.853524,-309.772584
328.89314,619.17249,-281.385005
351.837254959,655.650324,-254.3613840004
374.285451499,691.339725,-227.92185
394.877242859,724.077709,-203.668794
414.310972139,754.974540999,-180.7797060003
432.586639339,784.030221,-159.2545860002
450.220509439,812.065536,-138.4853759997
466.1438630387,837.381375999,-119.730816
480.909154558,860.856063998,-102.3402240003
494.516383999,882.4896,-86.313606
507.335927659,902.870829001,-71.2147139996
518.590843499,920.764524999,-57.9586534
528.687697259,936.817069,-46.066554
537.62648894,951.028460999,-35.5384260007
545.631706159,963.755604,-26.10986400016
552.218184239,974.227155999,-18.35229600138
557.646600239,982.857555999,-11.95869600032
561.916954159,989.646804,-6.92906400039
565.10784494,994.719861,-3.170826000337
567.025885259,997.769268999,-0.911754000872
567.785863499,998.977524999,-0.01665000140608
567.8,999,0


Kenneth Kawamoto
http://www.materiaprima.co.uk/

Cor wrote:

Hi Kenneth,

That's interesting.
How can I tween an Array.
Do you perhaps  have a little example code?

TIA
Cor

-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens Kenneth Kawamoto
Verzonden: woensdag 26 maart 2008 14:45
Aan: Flash Coders List
Onderwerp: Re: [Flashcoders] Tweening Engines for AS3

Then I'll tell you TweenLite can tween anything. It can even tween Array (of
numbers).

The last time I checked Tweener did not have filter tweens, that's why I
picked TweenLite/TweenFilterLite. But things may have changed.

Jack has even fixed a little (albeit non-critical) buggish TweenLite
behaviour for me earlier this year in a few days. Big respect!

Kenneth Kawamoto
http://www.materiaprima.co.uk/

Allandt Bik-Elliott (Receptacle) wrote:
i've never used tweenlite but i have used tweener and one of the 
things that blew me away was the ability to tween properties and 
variables rather than just clips/sprites


example from current project:

[CODE]
// read/write percentage value relates directly to the slider public 
function get percent():Number { return slider.percent; } public 
function set percent( p:Number ):void { slider.percent = p; }


 public function arrowPressed( e:MouseEvent ):void  {
var dir:int = (e.target.name == left_arrow) ? -1 : 1;
var total:Number = slider.percent + (dir * scrollSpeed);
Tweener.addTween(slider,{percent:total, time: .5, 
transition:easeInOutQuad}); // Tweens set() method } [/CODE]


you may be able to do this with tweenlite, i don't know


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RE: [Flashcoders] Tweening Engines for AS3

2008-03-26 Thread Jack Doyle
You're right, Dwayne, for a lot of non-banner work, 8k vs 3k really doesn't
matter. It can, however, come into play in local memory as tweens are
created. For example, if an instance of Tweener has 8k worth of code driving
it (not that every instance would take 8k in memory - I'm just talking about
the variables/properties/methods stored for each instance) and you create
300 instances, it's that much more that has to get pushed into memory and
chewed on by the CPU verses 3k worth of code. Again, with today's
desktop/laptop processors and Gigabytes of RAM, it's not much of an issue
unless you're working with a LOT of tweens, but in some cases it's
important, especially for mobile devices. Some developers prefer
lightweight, efficient and speedy whereas some would rather trade for a
broader feature set. I'd encourage you to compare the feature sets because
if you need a Tweener-specific feature, your choice is a no-brainer. But
many developers find everything they need and more in TweenLite, so they
feel all warm  fuzzy inside when they get the size and speed benefits too.

When you're driving around town, there ain't much difference between a
Hummer and a Porche. They both get you from point A to B. If you're gonna do
some off-roading, better warm up the Hummer. If you need speed and agility,
get your racing gloves on and hop into the Porsche. :-)

Jack

-Original Message-
From: Dwayne Neckles [mailto:[EMAIL PROTECTED] 
Sent: Wednesday, March 26, 2008 10:29 AM
To: Flash Coders List
Subject: RE: [Flashcoders] Tweening Engines for AS3

Gys

I'm very clear that when doing banners the is the big concern about size.. I
was saying before that I understand that...

I do banners everyday

but that when it comes to BIG sites (2 megs )etc that I don't understand
the concern .most sites on FWA are big you know thats all?

Other than banners whats the big deal? Who cares about file sizes.. those
sites on FWA are pretty huge..

Put me on.. I'm just asking 

 Date: Wed, 26 Mar 2008 11:04:30 -0400
 From: [EMAIL PROTECTED]
 Subject: RE: [Flashcoders] Tweening Engines for AS3
 To: flashcoders@chattyfig.figleaf.com
 
 I don't get the big deal either about size.. I mean I really don't...
 
 except for ads maybe that have a tight 30k limit( which needs 
 to be upped)
 
 You add 40k here for some media. 60k there for some code, you're up to
 100k.  If you have download requirements of 100k max in some client
 environments (like we do in some environments), 8k makes a difference.
 
 Jason Merrill
 Bank of America  
 GTO and Risk LLD Solutions Design  Development 
 eTools  Multimedia 



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RE: [Flashcoders] Tweening Engines for AS3

2008-03-26 Thread Dwayne Neckles
Thank you Jack.. didnt know that - I'lll check out TweenLite

and as some mentioned much kudos for the earllier non biased review by the 
way



 From: [EMAIL PROTECTED]
 To: flashcoders@chattyfig.figleaf.com
 Subject: RE: [Flashcoders] Tweening Engines for AS3
 Date: Wed, 26 Mar 2008 11:38:16 -0500
 
 You're right, Dwayne, for a lot of non-banner work, 8k vs 3k really doesn't
 matter. It can, however, come into play in local memory as tweens are
 created. For example, if an instance of Tweener has 8k worth of code driving
 it (not that every instance would take 8k in memory - I'm just talking about
 the variables/properties/methods stored for each instance) and you create
 300 instances, it's that much more that has to get pushed into memory and
 chewed on by the CPU verses 3k worth of code. Again, with today's
 desktop/laptop processors and Gigabytes of RAM, it's not much of an issue
 unless you're working with a LOT of tweens, but in some cases it's
 important, especially for mobile devices. Some developers prefer
 lightweight, efficient and speedy whereas some would rather trade for a
 broader feature set. I'd encourage you to compare the feature sets because
 if you need a Tweener-specific feature, your choice is a no-brainer. But
 many developers find everything they need and more in TweenLite, so they
 feel all warm  fuzzy inside when they get the size and speed benefits too.
 
 When you're driving around town, there ain't much difference between a
 Hummer and a Porche. They both get you from point A to B. If you're gonna do
 some off-roading, better warm up the Hummer. If you need speed and agility,
 get your racing gloves on and hop into the Porsche. :-)
 
 Jack
 
 -Original Message-
 From: Dwayne Neckles [mailto:[EMAIL PROTECTED] 
 Sent: Wednesday, March 26, 2008 10:29 AM
 To: Flash Coders List
 Subject: RE: [Flashcoders] Tweening Engines for AS3
 
 Gys
 
 I'm very clear that when doing banners the is the big concern about size.. I
 was saying before that I understand that...
 
 I do banners everyday
 
 but that when it comes to BIG sites (2 megs )etc that I don't understand
 the concern .most sites on FWA are big you know thats all?
 
 Other than banners whats the big deal? Who cares about file sizes.. those
 sites on FWA are pretty huge..
 
 Put me on.. I'm just asking 
 
  Date: Wed, 26 Mar 2008 11:04:30 -0400
  From: [EMAIL PROTECTED]
  Subject: RE: [Flashcoders] Tweening Engines for AS3
  To: flashcoders@chattyfig.figleaf.com
  
  I don't get the big deal either about size.. I mean I really don't...
  
  except for ads maybe that have a tight 30k limit( which needs 
  to be upped)
  
  You add 40k here for some media. 60k there for some code, you're up to
  100k.  If you have download requirements of 100k max in some client
  environments (like we do in some environments), 8k makes a difference.
  
  Jason Merrill
  Bank of America  
  GTO and Risk LLD Solutions Design  Development 
  eTools  Multimedia 
 
 
 
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Re: [Flashcoders] Tweening Engines for AS3

2008-03-26 Thread Wagner Amaral
On Wed, Mar 26, 2008 at 1:38 PM, Jack Doyle [EMAIL PROTECTED] wrote:

 When you're driving around town, there ain't much difference between a
 Hummer and a Porche. They both get you from point A to B. If you're gonna
 do
 some off-roading, better warm up the Hummer. If you need speed and
 agility,
 get your racing gloves on and hop into the Porsche. :-)


We are programmers, we can't afford Porsches! Better change that to bike and
skate...

Anyway, I really think that most size optimizations should be made in your
asset library, not in your code.
So, you have a 80Kb filesize limit. Will 8Kb really make that much a
difference? And if it does, well maybe your images could be encoded
differently, or maybe you have a whole huge font embedded, which could be
stripped down to a subset of characters that you really need.
There's plenty of room to do size optimizations in your graphics, so you
don't have to give up on code features.

On the other hand, if a smaller code library fits you well enough, then just
forget about all that ;)

In the company I work, we use Tweener. Not actually by my own choice, but
because the animation guys know how to use it well, so the tweens are
already programmed when I touch the code. So much the better for me, will
not complain ;)
Still, I've never had any problems with filesize, not even on banners, which
could only be solved by stripping some code out of it.

Wagner Amaral
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Re: [Flashcoders] Tweening Engines for AS3

2008-03-26 Thread Wagner Amaral
On Wed, Mar 26, 2008 at 1:38 PM, Jack Doyle [EMAIL PROTECTED] wrote:

 You're right, Dwayne, for a lot of non-banner work, 8k vs 3k really
 doesn't
 matter. It can, however, come into play in local memory as tweens are
 created. For example, if an instance of Tweener has 8k worth of code
 driving
 it (not that every instance would take 8k in memory - I'm just talking
 about
 the variables/properties/methods stored for each instance) and you create
 300 instances, it's that much more that has to get pushed into memory and
 chewed on by the CPU verses 3k worth of code.


About that, I was just looking at Tweener's code, and I don't think that
would be a problem either. It is basically a static class, so there's no
extra memory allocation for tween added, except for a relatively small
TweenListObj pushed into an array.

Or maybe I am wrong and Zeh can correct me ;)

Wagner Amaral
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Re: [Flashcoders] Tweening Engines for AS3

2008-03-26 Thread Steven Sacks
A few years ago, I went to work at a company and a guy had written an 
AS2 variable height data grid component.  It was over 2000 lines of code 
in 3-4 classes.  It had bugs and it was slow to render.  He had been 
working on it for over two months.


I sat down and wrote a variable height data grid with the same exact 
functionality in 41 lines of AS1 in about 2 hours.  No bugs, instant 
rendering.


While the above example is a far cry from 3k vs 8k, the point I'm making 
is if the extra lines of code aren't benefiting you, why compile them?


For most purposes, TweenLite gets the job done.  If you're doing 
Papervision 3D and need bezier curves and such, Tweener is the obvious 
choice.


Both are fantastic.  I choose TweenLite most of the time purely for 
speed, size and efficiency.  If I need something more robust, I use 
Tweener.  They're the two obvious winners.

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Re: [Flashcoders] Tweening Engines for AS3

2008-03-26 Thread Zeh Fernando
Correct, but just as a matter of clarity, it's important to be clear 
that the exported SWF size is completely unrelated to how much memory 
each 'instance' takes in memory.



Zeh

Jack Doyle wrote:

You're right, Dwayne, for a lot of non-banner work, 8k vs 3k really doesn't
matter. It can, however, come into play in local memory as tweens are
created. For example, if an instance of Tweener has 8k worth of code driving
it (not that every instance would take 8k in memory - I'm just talking about
the variables/properties/methods stored for each instance) and you create
300 instances, it's that much more that has to get pushed into memory and
chewed on by the CPU verses 3k worth of code. Again, with today's
desktop/laptop processors and Gigabytes of RAM, it's not much of an issue
unless you're working with a LOT of tweens, but in some cases it's
important, especially for mobile devices. Some developers prefer
lightweight, efficient and speedy whereas some would rather trade for a
broader feature set. I'd encourage you to compare the feature sets because
if you need a Tweener-specific feature, your choice is a no-brainer. But
many developers find everything they need and more in TweenLite, so they
feel all warm  fuzzy inside when they get the size and speed benefits too.

When you're driving around town, there ain't much difference between a
Hummer and a Porche. They both get you from point A to B. If you're gonna do
some off-roading, better warm up the Hummer. If you need speed and agility,
get your racing gloves on and hop into the Porsche. :-)

Jack

-Original Message-
From: Dwayne Neckles [mailto:[EMAIL PROTECTED] 
Sent: Wednesday, March 26, 2008 10:29 AM

To: Flash Coders List
Subject: RE: [Flashcoders] Tweening Engines for AS3

Gys

I'm very clear that when doing banners the is the big concern about size.. I
was saying before that I understand that...

I do banners everyday

but that when it comes to BIG sites (2 megs )etc that I don't understand
the concern .most sites on FWA are big you know thats all?

Other than banners whats the big deal? Who cares about file sizes.. those
sites on FWA are pretty huge..

Put me on.. I'm just asking 


Date: Wed, 26 Mar 2008 11:04:30 -0400
From: [EMAIL PROTECTED]
Subject: RE: [Flashcoders] Tweening Engines for AS3
To: flashcoders@chattyfig.figleaf.com


I don't get the big deal either about size.. I mean I really don't...

except for ads maybe that have a tight 30k limit( which needs 
to be upped)

You add 40k here for some media. 60k there for some code, you're up to
100k.  If you have download requirements of 100k max in some client
environments (like we do in some environments), 8k makes a difference.

Jason Merrill
Bank of America  
GTO and Risk LLD Solutions Design  Development 
eTools  Multimedia 




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Re: [Flashcoders] Tweening Engines for AS3

2008-03-26 Thread Steven Sacks

We are programmers, we can't afford Porsches! Better change that
to bike and skate...


You're joking, right?  Talented Flash developers are in extremely high demand 
right now.  Every day I get 3-5 emails from recruiters or companies.  It's a 
seller's market and people are paying top dollar for AS3 and Flex devs.  Flash 
and Flex jobs are paying $75-$150/hr.  That's $150,000 - $300,000 a year.  If 
you can't afford a Porsche, you need to find a new job or grow a pair and ask 
for a raise.

That being said, I don't own a Porsche because I've got better things to do 
with my money.  ;)

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Re: [Flashcoders] Tweening Engines for AS3

2008-03-26 Thread Zeh Fernando

About that, I was just looking at Tweener's code, and I don't think that
would be a problem either. It is basically a static class, so there's no
extra memory allocation for tween added, except for a relatively small
TweenListObj pushed into an array.

Or maybe I am wrong and Zeh can correct me ;)


Every engine will have additional memory spent for new instances - with 
Tweener, it's TweenListObj on the current version, which is basically an 
array containing references and data about timing and tweening parameters.


But obviously there are many reasons why the byte size of the compiled 
class isn't duplicated for new instances. This would be the case even 
for instances of a non-static class or for a single class (Tweener code 
is split on few different classes). The very reason we have classes is 
to keep code centralized instead of duplicating similar methods for 
every new object. The SWF byte code is completely different from the 
'code' in memory anyway too.



Zeh
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Re: [Flashcoders] Tweening Engines for AS3

2008-03-26 Thread laurent
I never use more than one instance as it's static objectWhat do you 
mean ?


Zeh Fernando a écrit :
Correct, but just as a matter of clarity, it's important to be clear 
that the exported SWF size is completely unrelated to how much memory 
each 'instance' takes in memory.



Zeh

Jack Doyle wrote:
You're right, Dwayne, for a lot of non-banner work, 8k vs 3k really 
doesn't

matter. It can, however, come into play in local memory as tweens are
created. For example, if an instance of Tweener has 8k worth of code 
driving
it (not that every instance would take 8k in memory - I'm just 
talking about
the variables/properties/methods stored for each instance) and you 
create
300 instances, it's that much more that has to get pushed into memory 
and

chewed on by the CPU verses 3k worth of code. Again, with today's
desktop/laptop processors and Gigabytes of RAM, it's not much of an 
issue

unless you're working with a LOT of tweens, but in some cases it's
important, especially for mobile devices. Some developers prefer
lightweight, efficient and speedy whereas some would rather trade for a
broader feature set. I'd encourage you to compare the feature sets 
because

if you need a Tweener-specific feature, your choice is a no-brainer. But
many developers find everything they need and more in TweenLite, so they
feel all warm  fuzzy inside when they get the size and speed 
benefits too.


When you're driving around town, there ain't much difference between a
Hummer and a Porche. They both get you from point A to B. If you're 
gonna do
some off-roading, better warm up the Hummer. If you need speed and 
agility,

get your racing gloves on and hop into the Porsche. :-)

Jack

-Original Message-
From: Dwayne Neckles [mailto:[EMAIL PROTECTED] Sent: 
Wednesday, March 26, 2008 10:29 AM

To: Flash Coders List
Subject: RE: [Flashcoders] Tweening Engines for AS3

Gys

I'm very clear that when doing banners the is the big concern about 
size.. I

was saying before that I understand that...

I do banners everyday

but that when it comes to BIG sites (2 megs )etc that I don't understand
the concern .most sites on FWA are big you know thats all?

Other than banners whats the big deal? Who cares about file sizes.. 
those

sites on FWA are pretty huge..

Put me on.. I'm just asking

Date: Wed, 26 Mar 2008 11:04:30 -0400
From: [EMAIL PROTECTED]
Subject: RE: [Flashcoders] Tweening Engines for AS3
To: flashcoders@chattyfig.figleaf.com


I don't get the big deal either about size.. I mean I really don't...

except for ads maybe that have a tight 30k limit( which needs to 
be upped)

You add 40k here for some media. 60k there for some code, you're up to
100k.  If you have download requirements of 100k max in some client
environments (like we do in some environments), 8k makes a difference.

Jason Merrill
Bank of America  GTO and Risk LLD Solutions Design  Development 
eTools  Multimedia 




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Re: [Flashcoders] Tweening Engines for AS3

2008-03-26 Thread Wagner Amaral
On Wed, Mar 26, 2008 at 2:38 PM, Steven Sacks [EMAIL PROTECTED]
wrote:

  We are programmers, we can't afford Porsches! Better change that
  to bike and skate...

 You're joking, right?  Talented Flash developers are in extremely high
 demand right now.  Every day I get 3-5 emails from recruiters or companies.
  It's a seller's market and people are paying top dollar for AS3 and Flex
 devs.  Flash and Flex jobs are paying $75-$150/hr.  That's $150,000 -
 $300,000 a year.  If you can't afford a Porsche, you need to find a new job
 or grow a pair and ask for a raise.

 That being said, I don't own a Porsche because I've got better things to
 do with my money.  ;)



Sorry, my fault, sometimes I forgot I am on an international list.
You would cry if you see a paycheck of a programmer from a third-world
country ;)
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Re: [Flashcoders] Tweening Engines for AS3

2008-03-26 Thread Jason Van Pelt

I've used Fuse a great deal in AS2, and both Tweenlite and Tweener in
AS2/3. I tend to stick with tweener primarily for the beziers. I think
adding even a hint of a curve when moving from A to B makes a movement look
much more natural.

I'm wondering, though, if anyone on the list has gotten into GO(ASAP) at
all? I'm very curious about it, but I don't know how involved I want to get
in rolling my own when there are already tweening engines out there that
are usable.

I've also seen no mention of Boostworthy. I personally don't care for the
syntax. Is this the general concensus?


Jason Van Pelt
Interactive Developer
504.210.1232 (p) / 504.581.2731 (f)
Peter A. Mayer Advertising, Inc.
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Re: [Flashcoders] Tweening Engines for AS3

2008-03-25 Thread Meinte van't Kruis
true, but knowing so saves a lot of wtf's when you do have lots of stuff
tweening and want it in sync ;)

On Mon, Mar 24, 2008 at 7:58 PM, Zeh Fernando [EMAIL PROTECTED]
wrote:

 While I agree with the speed thing, let's just keep this in context -
 it's so when you have a lot of tweenings going on at the exact same
 time. A few tweens won't produce a difference in terms of framerate. If
 they do, there's something else wrong.

 Still, I think we should be glad there are so many alternatives. :)


 Zeh

 Steven Sacks wrote:
  Tweener is proven to be significantly slower than TweenLite, and it's
  almost 300% larger (TweenLite is 3k vs Tweener's 8k).
 
  I'm not telling you what to do. You're welcome to your preference. I
  prefer to write better, faster, smaller, more efficient code.  Different
  strokes for different folks, I guess.  :)
 
 
  Dave Mennenoh wrote:
  I prefer Tweener, and if you've ever used Fuse you'll like it's
  syntax. It's also quite small - adds about 8K.
 
  Dave -
  Head Developer
  http://www.blurredistinction.com
  Adobe Community Expert
  http://www.adobe.com/communities/experts/
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RE: [Flashcoders] Tweening Engines for AS3

2008-03-25 Thread Jack Doyle
First let me say that Tweener is fantastic, and a lot of people rely on it
for good reason. If quantity of features is your top priority, you should
seriously consider using Tweener.

Let me briefly address a few of the TweenLite-related concerns folks have
mentioned:

SPEED
-
TweenLite's speed advantage isn't only a factor when you're doing hundreds
of simultaneous tweens - it can be important even with a single tween.
Imagine a button that initiates a tween when you rollover it, and the user
rolls their mouse on/off/on/off quickly. Even a slight pause can degrade the
experience. Speed is also critical for mobile devices that have slower
processors, less memory, etc. 

FILE SIZE
-
File size can be a huge factor in certain scenarios, especially for banner
ads. But for those who don't deal with strict file size requirements, it's a
non-issue.

FEATURES

Bezier tweens - Coming soon (well, as soon as I can clear my over-filled
plate) to TweenMax which is a class that extends TweenLite, adding
non-essential features. That way, the base class will remain very lean 
mean, but if you need the extra features and are willing to trade off some
file size and performance, TweenMax will take care of you. 

Rounding numbers - Possible now with TweenLite's onUpdate feature. It does
require some extra steps, though. If it gets added to the base class, every
tween takes a slight performance hit because of the added conditional logic
required just to see whether or not each tween needs rounding. Calling
Math.round() on every frame is expensive in terms of performance too.

Transitions/easing - There aren't fewer transition options in TweenLite. You
can use ANY function as long as it conforms to the standard ease format that
all of Adobe's and Penner's do. Elastic, Strong, Back, etc. are all
available.

You may actually find that there are a few features that the TweenLite
family of classes (TweenLite, TweenFilterLite, and TweenMax) has that
Tweener is missing, but in general, I'd say Tweener is more feature-packed.
It just comes a the price of file size and performance. That's not to say
Tweener performs poorly, though - it depends on the scenario which is why
this speed test might be helpful:
http://blog.greensock.com/tweening-speed-test/

So, again, this isn't a good/bad issue - they're just different tools that
you can choose from to get the job done. TweenLite wasn't built to be
everything to everyone, and I'm pretty sure Tweener wasn't built to be a
super-compact engine that's perfect for banner ads. I'd encourage folks to
give 'em both a shot and see what feels best. 

Tweener: http://code.google.com/p/tweener/
TweenLite: http://www.TweenLite.com

Jack


-Original Message-
From: Cory Petosky [mailto:[EMAIL PROTECTED] 
Sent: Monday, March 24, 2008 1:43 PM
To: Flash Coders List
Subject: Re: [Flashcoders] Tweening Engines for AS3

TweenLite doesn't have bezier curve support, can't store the duration
in the options object, doesn't support auto-rounding of pixels, and
has significantly fewer transition options. I think TweenLite is great
-- if I ever need to tween 1200 things at once, I'll certainly choose
it -- but these features in Tweener make it a better choice for many
of my projects.

On Mon, Mar 24, 2008 at 1:16 PM, Steven Sacks [EMAIL PROTECTED]
wrote:
 Tweener is proven to be significantly slower than TweenLite, and it's
  almost 300% larger (TweenLite is 3k vs Tweener's 8k).

  I'm not telling you what to do. You're welcome to your preference. I
  prefer to write better, faster, smaller, more efficient code.  Different
  strokes for different folks, I guess.  :)


  Dave Mennenoh wrote:
   I prefer Tweener, and if you've ever used Fuse you'll like it's
   syntax. It's also quite small - adds about 8K.
  
   Dave -
   Head Developer
   http://www.blurredistinction.com
   Adobe Community Expert
   http://www.adobe.com/communities/experts/



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RE: [Flashcoders] Tweening Engines for AS3

2008-03-24 Thread Merrill, Jason
I'll second TweenLite...

Jason Merrill
Bank of America  
GTO and Risk LLD Solutions Design  Development 
eTools  Multimedia 

Bank of America Flash Platform Developer Community


Are you a Bank of America associate interested in innovative learning
ideas and technologies? 
Check out our internal  GTO Innovative Learning Blog  subscribe.




 

-Original Message-
From: [EMAIL PROTECTED] 
[mailto:[EMAIL PROTECTED] On Behalf 
Of Steven Sacks
Sent: Saturday, March 22, 2008 5:35 PM
To: Flash Coders List
Subject: Re: [Flashcoders] Tweening Engines for AS3

TweenLite and TweenFilterLite are the undisputed kings of 
Tween engines.  They're the most efficient, best performing 
and most lightweight.  I distribute them with my Gaia 
framework.  Jack Doyle is actually working on an improved 
version of TweenFilterLite right now which should be released soon.

http://blog.greensock.com/tweenliteas3/
http://blog.greensock.com/tweenfilterliteas3/
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Re: [Flashcoders] Tweening Engines for AS3

2008-03-24 Thread Dave Mennenoh
I prefer Tweener, and if you've ever used Fuse you'll like it's syntax. It's 
also quite small - adds about 8K.


Dave -
Head Developer
http://www.blurredistinction.com
Adobe Community Expert
http://www.adobe.com/communities/experts/ 


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Re: [Flashcoders] Tweening Engines for AS3

2008-03-24 Thread Cory Petosky
TweenLite doesn't have bezier curve support, can't store the duration
in the options object, doesn't support auto-rounding of pixels, and
has significantly fewer transition options. I think TweenLite is great
-- if I ever need to tween 1200 things at once, I'll certainly choose
it -- but these features in Tweener make it a better choice for many
of my projects.

On Mon, Mar 24, 2008 at 1:16 PM, Steven Sacks [EMAIL PROTECTED] wrote:
 Tweener is proven to be significantly slower than TweenLite, and it's
  almost 300% larger (TweenLite is 3k vs Tweener's 8k).

  I'm not telling you what to do. You're welcome to your preference. I
  prefer to write better, faster, smaller, more efficient code.  Different
  strokes for different folks, I guess.  :)




  Dave Mennenoh wrote:
   I prefer Tweener, and if you've ever used Fuse you'll like it's
   syntax. It's also quite small - adds about 8K.
  
   Dave -
   Head Developer
   http://www.blurredistinction.com
   Adobe Community Expert
   http://www.adobe.com/communities/experts/
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Re: [Flashcoders] Tweening Engines for AS3

2008-03-24 Thread Meinte van't Kruis
Tweenlite has one lil thingy against it though; tweens aren't synchronised.
It doesn't happen much that this becomes a problem, though I can imagine
projects where people want lots of tweens ending at the same time, which
simply won't happen with lots of objects in TweenLite, other than
that it's pretty sweet.

On Mon, Mar 24, 2008 at 7:20 PM, eric e. dolecki [EMAIL PROTECTED] wrote:

 third TweenLite and TweenFilterLite

 On Mon, Mar 24, 2008 at 1:51 PM, Dave Mennenoh [EMAIL PROTECTED]
 
 wrote:

  I prefer Tweener, and if you've ever used Fuse you'll like it's syntax.
  It's
  also quite small - adds about 8K.
 
  Dave -
  Head Developer
  http://www.blurredistinction.com
  Adobe Community Expert
  http://www.adobe.com/communities/experts/
 
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Re: [Flashcoders] Tweening Engines for AS3

2008-03-24 Thread Zeh Fernando
While I agree with the speed thing, let's just keep this in context - 
it's so when you have a lot of tweenings going on at the exact same 
time. A few tweens won't produce a difference in terms of framerate. If 
they do, there's something else wrong.


Still, I think we should be glad there are so many alternatives. :)


Zeh

Steven Sacks wrote:
Tweener is proven to be significantly slower than TweenLite, and it's 
almost 300% larger (TweenLite is 3k vs Tweener's 8k).


I'm not telling you what to do. You're welcome to your preference. I 
prefer to write better, faster, smaller, more efficient code.  Different 
strokes for different folks, I guess.  :)



Dave Mennenoh wrote:
I prefer Tweener, and if you've ever used Fuse you'll like it's 
syntax. It's also quite small - adds about 8K.


Dave -
Head Developer
http://www.blurredistinction.com
Adobe Community Expert
http://www.adobe.com/communities/experts/
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Re: [Flashcoders] Tweening Engines for AS3

2008-03-24 Thread Steven Sacks
For things like Papervision 3D, where bezier curves are important, 
Tweener is the obvious choice.  For general purposes, though, Tweener is 
probably overkill.  I'm not bashing Tweener or Fuse or any of the other 
tweening engines out there.  For a lot of situations, TweenLite is more 
than sufficient.  When you need the special functionality that Tweener 
provides, TweenLite is obviously not going to cut it.






Zeh Fernando wrote:
While I agree with the speed thing, let's just keep this in context - 
it's so when you have a lot of tweenings going on at the exact same 
time. A few tweens won't produce a difference in terms of framerate. 
If they do, there's something else wrong.


Still, I think we should be glad there are so many alternatives. :)


Zeh

Steven Sacks wrote:
Tweener is proven to be significantly slower than TweenLite, and it's 
almost 300% larger (TweenLite is 3k vs Tweener's 8k).


I'm not telling you what to do. You're welcome to your preference. I 
prefer to write better, faster, smaller, more efficient code.  
Different strokes for different folks, I guess.  :)



Dave Mennenoh wrote:
I prefer Tweener, and if you've ever used Fuse you'll like it's 
syntax. It's also quite small - adds about 8K.


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RE: [Flashcoders] Tweening Engines for AS3

2008-03-24 Thread Dwayne Neckles
ALso 
Tweener allows you to tween frames in movieclips WITH easy... 
which is pretty darn useful and amazing if you ask me..

I dunno if tweenlite allows that..

Dwayne



 Date: Mon, 24 Mar 2008 12:08:44 -0700
 From: [EMAIL PROTECTED]
 To: flashcoders@chattyfig.figleaf.com
 Subject: Re: [Flashcoders] Tweening Engines for AS3
 
 For things like Papervision 3D, where bezier curves are important, 
 Tweener is the obvious choice.  For general purposes, though, Tweener is 
 probably overkill.  I'm not bashing Tweener or Fuse or any of the other 
 tweening engines out there.  For a lot of situations, TweenLite is more 
 than sufficient.  When you need the special functionality that Tweener 
 provides, TweenLite is obviously not going to cut it.
 
 
 
 
 
 Zeh Fernando wrote:
  While I agree with the speed thing, let's just keep this in context - 
  it's so when you have a lot of tweenings going on at the exact same 
  time. A few tweens won't produce a difference in terms of framerate. 
  If they do, there's something else wrong.
 
  Still, I think we should be glad there are so many alternatives. :)
 
 
  Zeh
 
  Steven Sacks wrote:
  Tweener is proven to be significantly slower than TweenLite, and it's 
  almost 300% larger (TweenLite is 3k vs Tweener's 8k).
 
  I'm not telling you what to do. You're welcome to your preference. I 
  prefer to write better, faster, smaller, more efficient code.  
  Different strokes for different folks, I guess.  :)
 
 
  Dave Mennenoh wrote:
  I prefer Tweener, and if you've ever used Fuse you'll like it's 
  syntax. It's also quite small - adds about 8K.
 
  Dave -
  Head Developer
  http://www.blurredistinction.com
  Adobe Community Expert
  http://www.adobe.com/communities/experts/
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Re: [Flashcoders] Tweening Engines for AS3

2008-03-24 Thread Steven Sacks

Dwayne Neckles wrote:
ALso 
Tweener allows you to tween frames in movieclips WITH easy... 
which is pretty darn useful and amazing if you ask me..


I dunno if tweenlite allows that..

Dwayne
  


TweenLite:

*Frame tweening* - you can tween to any frame in a MovieClip, like 
TweenLite.to(my_mc, 2, {frame:125});

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RE: [Flashcoders] Tweening Engines for AS3

2008-03-24 Thread Dwayne Neckles
Cool didn't know.. take that back..



 Date: Mon, 24 Mar 2008 13:00:57 -0700
 From: [EMAIL PROTECTED]
 To: flashcoders@chattyfig.figleaf.com
 Subject: Re: [Flashcoders] Tweening Engines for AS3
 
 Dwayne Neckles wrote:
  ALso 
  Tweener allows you to tween frames in movieclips WITH easy... 
  which is pretty darn useful and amazing if you ask me..
 
  I dunno if tweenlite allows that..
 
  Dwayne

 
 TweenLite:
 
 *Frame tweening* - you can tween to any frame in a MovieClip, like 
 TweenLite.to(my_mc, 2, {frame:125});
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Re: [Flashcoders] Tweening Engines for AS3

2008-03-24 Thread laurent
Yes TweenLight shown faster than Tweener on a thousandsss tweens. Then 
for the 2k/8k size of each it does not make any difference on a 1Mo 
project. Rest this bezier functionnality that is awesome, in 3D as in 
2D. I nerver used Fuse, but choosing between TweenLight and Tweener 
depends on your project, if it needs tones of tweens like particles, or 
if it needs multiple point bezier animation.


L


Dwayne Neckles a écrit :

Cool didn't know.. take that back..



  

Date: Mon, 24 Mar 2008 13:00:57 -0700
From: [EMAIL PROTECTED]
To: flashcoders@chattyfig.figleaf.com
Subject: Re: [Flashcoders] Tweening Engines for AS3

Dwayne Neckles wrote:

ALso 
Tweener allows you to tween frames in movieclips WITH easy... 
which is pretty darn useful and amazing if you ask me..


I dunno if tweenlite allows that..

Dwayne
  
  

TweenLite:

*Frame tweening* - you can tween to any frame in a MovieClip, like 
TweenLite.to(my_mc, 2, {frame:125});

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RE: [Flashcoders] Tweening Engines for AS3

2008-03-23 Thread Cor
FlashDevelop
In combination with Flex SDK to compile
All free and very lightweight, and a very nice auto-completion.
It will make your workload much more easy

-Oorspronkelijk bericht-
Van: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Namens Jesse Warden
Verzonden: zaterdag 22 maart 2008 21:57
Aan: flashcoders@chattyfig.figleaf.com
Onderwerp: [Flashcoders] Tweening Engines for AS3

What are people using nowadays besides Flash CS3's built-in ones and Flex
3's built in ones?  Looking for something lightweight and that has no Flash
or Flex dependencies.
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[Flashcoders] Tweening Engines for AS3

2008-03-22 Thread Jesse Warden
What are people using nowadays besides Flash CS3's built-in ones and Flex
3's built in ones?  Looking for something lightweight and that has no Flash
or Flex dependencies.
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Re: [Flashcoders] Tweening Engines for AS3

2008-03-22 Thread Jeroen Beckers
I heard a lot of people used http://blog.greensock.com/tweenliteas3/ . Not
sure if it's dependent on Flex / Flash, but I don't really think so.

On Sat, Mar 22, 2008 at 9:57 PM, Jesse Warden [EMAIL PROTECTED]
wrote:

 What are people using nowadays besides Flash CS3's built-in ones and Flex
 3's built in ones?  Looking for something lightweight and that has no
 Flash
 or Flex dependencies.
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Re: [Flashcoders] Tweening Engines for AS3

2008-03-22 Thread Steven Sacks
TweenLite and TweenFilterLite are the undisputed kings of Tween 
engines.  They're the most efficient, best performing and most 
lightweight.  I distribute them with my Gaia framework.  Jack Doyle is 
actually working on an improved version of TweenFilterLite right now 
which should be released soon.


http://blog.greensock.com/tweenliteas3/
http://blog.greensock.com/tweenfilterliteas3/
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Re: [Flashcoders] Tweening Engines for AS3

2008-03-22 Thread Jesse Warden
Exactly what I was looking for, thanks a bunch!

On Sat, Mar 22, 2008 at 5:12 PM, Jeroen Beckers [EMAIL PROTECTED]
wrote:

 I heard a lot of people used http://blog.greensock.com/tweenliteas3/ . Not
 sure if it's dependent on Flex / Flash, but I don't really think so.

 On Sat, Mar 22, 2008 at 9:57 PM, Jesse Warden [EMAIL PROTECTED]
 wrote:

  What are people using nowadays besides Flash CS3's built-in ones and
 Flex
  3's built in ones?  Looking for something lightweight and that has no
  Flash
  or Flex dependencies.
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Re: [Flashcoders] Tweening Engines for AS3

2008-03-22 Thread richard carr
Hey Jeese,

Zeh 's Tweener
http://code.google.com/p/tweener/



On Sat, Mar 22, 2008 at 3:12 PM, Jeroen Beckers [EMAIL PROTECTED]
wrote:

 I heard a lot of people used http://blog.greensock.com/tweenliteas3/ . Not
 sure if it's dependent on Flex / Flash, but I don't really think so.

 On Sat, Mar 22, 2008 at 9:57 PM, Jesse Warden [EMAIL PROTECTED]
 wrote:

  What are people using nowadays besides Flash CS3's built-in ones and
 Flex
  3's built in ones?  Looking for something lightweight and that has no
  Flash
  or Flex dependencies.
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