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BladePoint's Achievements


Newbie (1/14)



  1. Thanks, that's an interesting read! But I'm hoping that my SWF will get spread around the internet like wildfire instead of people only accessing it through my website. In that case, it seems I have to host the data on my own server so I can set permission for the data to be accessed from anywhere, correct?
  2. When I test my Flash in Flash Professional (by pressing ctrl + enter) everything works fine, but when I try to play the SWF embedded in a local .html file or in a standalone player, I get the DataLoader Error #2048. It seems that has something to do with security permissions. I'm using a DataLoader to download a binary that I uploaded to my sites.google.com account. I was hoping to use that as a host for some data that my Flash will download when necessary. Is that not possible to do unless I'm the owner of the webhost so I can set my own permissions?
  3. My Flash runs at 60 fps and I have a MovieClip that is 10 frames long. I'm using TweenMax to play it over 10 seconds. TweenMax.to(mc1,10,{frame:10}); I would like to call a function every time TweenMax advances to the next frame of the MovieClip. If I use onUpdate, the function gets called 60 times a second instead of being called 1 time per frame. Adding an Event.ENTER_FRAME listener to mc1 calls the callback 60 times a second as well instead of each time the MovieClip advances to the next frame. Is there a way to do this with TweenMax? I'm trying to play two MovieClips synchronized. Using onUpdate with gotoAndStop works, but it gets called way more often than it needs to be.
  4. I had the same problem. I was using updateTo on values that were constantly changing and my onComplete didn't fire. I fixed it by giving my tween a variable name and then tweening it's time like this: TweenMax.to(myTween,duration,{time:duration,onComplete:myOnComplete}); I may still join Club GreenSock at some point though. Quick question, if I buy a single developer annual Business Green membership for $150 and decide to upgrade it to a permanent license within that same year, can I pay $600 instead of $750?
  5. Ah, thanks, I didn't know about the data thing. That should be very useful!
  6. I have identified the MP3loader I want to move by doing: var MP3loader:MP3Loader = LoaderMax.getLoader("myLoader"); I tried doing this to remove it from whichever loader it might be in and into the loader I want it to be in: MP3loader.parent.remove(MP3loader); targetLoaderMax.append(MP3loader); But apparently, "parent" is not a property of MP3Loader. How do I get the parent loaderMax of MP3loader, and is that even necessary? Does appending it to targetLoaderMax automatically remove it from the loaderMax it was previously in?
  7. I was just wondering if there was a TweenMax method that you could call during onUpdate that would tell it not to update for that tick. I didn't see anything in the docs, so I guess not. It's fine though, what I did seems to work well enough.
  8. Thanks, that idea worked. var tweenPoint:Point = new Point(1,0); // (scaleX,tick counter) TweenMax.to(tweenPoint,4,{x:1.015,onUpdate:updateFunction}); function updateFunction():void { tweenPoint.y += 1; if (tweenPoint.y % 2 == 0) myObject.scaleX = tweenPoint.x; } Out of curiosity, is there another way to make TweenMax directly skip an update during onUpdate?
  9. I am tweening a large, background object containing a high number of transparencies, and it seems to be causing a bit of a performance hit. I am just tweening its scaleX property from 1 to 1.015 and back on a yoyo loop over several seconds, so its a very subtle effect. My Flash is running at 60 fps, but this particular object probably doesn't need to be updated by TweenMax that often since the visual effect is so subtle. Is there a way to change the TweenMax's ticker speed just for this tween, so I can reduce the number of redraws and improve performance?
  10. Is it possible to change a loaderMax's onProgress, onComplete, and onError handlers after it has been created? I'm asking because my preloader uses a loaderMax to load some external content, and once it is done I would like to pass the loaderMax and it's loaded content into my main Flash. Alternatively, I could create a new loaderMax in my main Flash and pass the preloader's loaderMax content which is already loaded. Would a for loop of this work? mainLoader.append(preLoader.getChildAt(i));
  11. Nevermind, found this thread: http://greensock.com/forums/topic/7543-loading-bytes-with-swfloader/
  12. I am trying to switch over to LoaderMax because of all the added features, but I can't seem to convert my old Loader code to what LoaderMax needs. Here's my old code: import flash.display.Loader; [Embed(source="localBA.ba", mimeType="application/octet-stream")] var BAClass:Class; var BA:ByteArray = new BAClass as ByteArray; BA.inflate(); var loader:Loader = new Loader(); loader.contentLoaderInfo.addEventListener(Event.COMPLETE,loaded); loader.loadBytes(BA); var mySprite:Sprite; function loaded(evt:Event):void { mySprite = loader.getChildAt(0) as Sprite; } And my new code: var dataLoader:DataLoader = new DataLoader("localBA.ba",name:"localBA",format:"binary",estimatedBytes:10000,onComplete:dataLoaded}); var mySprite:Sprite; function dataLoaded(evt:LoaderEvent):void { var BA:ByteArray = LoaderMax.getContent("D20BA"); BA.inflate(); mySprite = BA as Sprite; //mySprite apparently is null addChild(mySprite); } Any ideas about what I'm doing wrong? What is the DataLoader version of loadBytes?
  13. I'm working on a Flash that will stream large amounts of audio. I would like to be able to cache the audio on the user's computer so it doesn't have to get re-downloaded every time the user goes to my website and views my Flash. Does LoaderMax have any capabilities like that? If not, I was thinking of saving the audio with SharedObject or FileReference. If a cache of the audio file doesn't exist, or the CRC doesn't match, it gets downloaded from the server instead.
  14. I remember reading that you should call TweenLite instead of TweenMax if you're doing something that doesn't require TweenMax's added functionality, such as TweenLite.delayedCall, because it will be slightly faster. Is this still the case? I kind of remember reading somewhere that it doesn't matter now and you can just call TweenMax for everything.