[timer] Submovie Very Slow
Hi all,
my application creates popups (in flash). A popup is a actual MC in the .FLA file, but is not shown. The popup is created using a custom createPopup() function in the Document Class. When the popup is created I want it to start 'floating'. I've written this code to let the dropshadow grow based on a timer.
Code: var pop:popup = new popup(); var timer:Timer = new Timer(100,5); var dropShadow:DropShadowFilter = new DropShadowFilter(); var filtersArray:Array = new Array(dropShadow);
timer.addEventListener(TimerEvent.TIMER, onTimer); timer.start(); and
Code: private function onTimer(event:TimerEvent):void { dropShadow.strength = timer.currentCount/5; pop.filters = filtersArray; trace(timer.currentCount); pop.x = 50 + timer.currentCount; pop.y = 85 + timer.currentCount; pop.alpha = .4 + timer.currentCount / 5; } The problem is that the main movie is fast (50 fps) but the dropshadow 'grows' very slow. The timer is set to Timer(100,5) so that's very weird.
Anyone?
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Get Timer Slow Down
Hi,
I've got some digital clock code, that creates minutes/seconds and milliseconds., and it works great, i'm using it with a game. The problem I've got is that i've noticed that when the game is running on a slower computer, the clock runs at the same speed, which means that the faster the computer you are running my game on, the higher the score you can get! is there anyway to link the speed of the clock to the processing speed of the computer??
thanks
boombanguk
Create Slow Motion WIth A Timer?
I had asked in another forum if it was possible to have 2 different FPS's in a movie. And the answer was no. What i wanted to do was have some slow motion parts in my movie. The same person who answered said that it is possible with a timer. I have never used a timer. And all the research i do on it comes up with Countdown timers, and clocks, everything but what i would assume i need. Can anyone help or clarify this for me?
I am making a sprite movie ( i know learn how to draw). I think there fun. And mine are a bit more creative than most as far as story and things in it. But there are some parts of the action that i would like to slow down.
Let me know if you need anymore info.
Thanks.
Timer Counts Too Fast On Slow Machines?
Hi all
I am doing intro at the frame rate of 30...I have different scences after the end of every scence it jumps to next scence...this is done with delay timer from pixellogic and here is the script...
// set reference to this smartClip on the maintimeline
_root.pausePixelClip = this;
// making this smartclip graphic invisible
_visible = false;
// pause the parent layer
_parent.stop();
// set the delay value to milliseconds
delay *= 1000;
// set the startTime var which is used to determine if a second has passed
startTime = getTimer();
// function checkTime() checks to see if the timer is finished
function ckTime () {
// set the current time
currentTime = getTimer();
// check to see if the delay time is over
// if it is continue playing
if (currentTime > (startTime + delay)) {
// remove all the variables
delete delay;
delete currentTime;
delete startTime;
// tell the _parent timeline to play
_parent.play()
}
}
this works on fast machines but on sloy it counts too fast....is there any trick...??? or a timer that reads real time fromsystem and jumps only when that given time is over?
any soultion??
many thanks
pilotx
Can I SetProperty Of A Submovie?
Can I setProperty of a submovie?
I have a movie (B) in a movie (A).
I put the parent movie (A) onto the main timeline.
Is it possible for me to change an attribute of the submovie by using setProperty?
i.e. setProperty (MovieA.MovieB, _visible, "0");
I've tried experimenting... but each time I make a call... the parent movie gets set the attribute I'm trying to change.
Or, should I be using different syntax?
[Like square brackets or something?]
I'd apprecite if someone could confirm or deny if the above is possible or not.
Thanks.
Jam
Test For When Submovie Is Done
hi,
this is for AS experts in loading external swf's. the question is, what is the best test for when a submovie finishes running.
i have a movie named sigsfade.fla that loads a submovie signature.swf numerous times. signature.swf draws a sign and takes about 3 seconds to complete. after submovie completes, the maintimeline then runs another routine that fades the submovie out.
the program works fine, but being that im a little new at loadMovie, im not certain if the test method i use to signify submovie doneness is optimum or even recommended. i have enclosed a zip with both movies. the technique i use is outlined in a comment in the main() routine on sigsfade.fla. basically i create an object with property=submovie clip name that is assigned "true" when submovie completes.
i would VERY MUCH appreciate commentary and improvements!!
brint
ps 99% of the code is in frame 1 of the movies, so it should be easy for actionscripters to figure out whats going on
How Do I Automatic Load A Submovie?
Hi! I need help!!
I want to know how to automaticly load a submovie into a main movie. i'm not a pro at this so plz help me out with the Actionscript. thankz
Using Mediaplayback Component In Submovie
Hi, I've got a media playback component in an external swf which im loading into my main movie using loadmovie. When it gets to the playback though it freezes the movie and comes up with an error "A script in the movie caused an error click yes to terminate the script" and it won't get past that.
I'm really stuck for ideas and it's holding up my entire project, thanks for your help.
Possible To Detect On Which Level A Submovie Is Playing?
let's try to explain my problem...
I've got a main movie, an external navigation movie with 5 buttons in it, and 5 external submovies.
what I want is my submovies on top of the main movie, and the navigation movie on top of this all, and when i load a new submovie I want to unload the previous one. So for no problem for me,
BUT: the new movie has to be on top of the previous movie. (i designed it that way)
so if I should say submovie 1 goes to level 1, submov 2 goes to level 2 etc, and after submovie 2 is loaded I unload the movie on level 1, that's ok. but if somebody goes from submovie 5 tot submovie 2, the submovie 2 will not be visible 'cause movie 5 is on a higher level....
so here's finally the question
is there a possibility to check on which level the current movie is playing and to say that the new movie has to load one level higher? and is there a way to say that the other movie has to unload at a certain time?
I'm not a hero in scriping and didn't sleep last night because of this.. can somebody help me, please??
Bassic Submovie Passing A Button Action
Simple question but i am stuck so please help.
i have a basic movie in MX with a movie clip. In the clip i have 5 buttons. I require thes butons to be in all scenes so i place the sub movie into the various scense.
I scrip each button with the following sort of script but the action is not recognised. What an i doing Wrong?
on (release) {
_level0.gotoandplay ("scene6",1)
}
I assume to go from the submovie you have to go back to the main movie which i believe is __level0. Alternatively i have tried _parent with no effect either.
Help!
Simple but learning
moose
Combobox Componnt Stops Working In Submovie
I have four comboboxes with four xml connectors, loading into a dropzone mc. The problem is that they work fine when I publish them in the test environment (ctrl-f12) but when they are loaded into the main movie they stop working, a path problem you may think, however the combos are just sat in the main timeline of the submovie, with
Code:
myXc1.trigger();
myXc2.trigger();
myXc3.trigger();
myXc4.trigger();
as the actionscript to trigger the xml connnectors so i don't see how that can be the problem. Has anyone else encountered something similar?
Site Online , Preloaders Don't Work When Opening Submovie In Clip
hi there
this is the second time i am posting my problem... nobody seems to know the answer...:O/
this is the website:
http://www.pasha.be/new/alper%20index.htm
i used both methods:
-opening a movie on a new level
-opening a movie in a clip
Using the first method, i don't see any problems with my preloader, but all the movies that open up, after clicking the buttons (and who open up in a clip), the Preloaders are just not to be seen... the movie itself opens up without any problems...
if you open the movies seperately in explorer you DO see the preloaders
this is the preloader coding
frame1:
var total = _root.getBytesTotal();
var loaded = _root.getBytesLoaded();
var perc = (loaded/total)*100;
percent = perc+"%";
setProperty("progress", _xscale, perc);
if (loaded == total) {
percent = "complete";
gotoAndPlay("31");
}
frame 2
gotoAndPlay("nope");
the clip that build up to 100%:
onClipEvent (load) {
textPre = " ";
}
onClipEvent (enterFrame) {
textPre = _root.getBytesLoaded()/1000+"Kb"+"/"+_root.getBytesTotal()/1000+"kB";
if (_root.getBytesTotal() == _root.getBytesLoaded()) {
textPre = "Loaded";
}
}
BIG HELP NEEDED!!!!!!!!
m
Large Images / Alfa Tween / Slow Slow Slow... Help Please
I'm working on a site at the moment and one of the main eyecatchers is there is a slideshow-type of animation running in the background the whole time.
There's a dozen (large in pixels, but not in kb) .jpgs that have a minute long fade between images, a few seconds pause and then onto the next fade.
I've tried just making a normal alfa tween, I've tried making the slideshow as a seperate .swf, I've tried dynamic images with .xml, I've even tried making the .fla background transparent and making the slideshow on the html page using javascript.
But all make the site run very slowly. Text scrolling is slow, short rollover animations are slow, etc. etc.
My question is: Is there a way of making a super light alfa tween with large images?
99% of the threads regarding slideshows here at Flashkit have many views but no replies. I need help, and soon. Many many thanx to anyone that can point me in the right (or any) direction.
SLOW SLOW External Text File
Hi,
I have created a .fla that consists of 3 scenes, each of which contains the same scrolling text box that loads the same external text file. The .fla is fairly CPU intensive already, and maybe the addition of the text pushed it over the edge, but when it plays, the text takes a long time to load when switching scenes (the text box appears, but it takes up to 30 seconds to load the text depending on the computer I use), and the scrolling is hit-and-miss.
My questions are:
1) Would it be faster if I hard-coded the text right into the textbox?
2) Should I get rid of the other 2 scenes and put everything into 1 scene?
3) Any suggestions?
Thanks,
sreebar
Difference Between Timer.stop() And Timer.reset()?
Hello,
What is the difference between Timer.stop() and Timer.reset() functions because it seems that the 2 functions do the same thing? I image Timer.stop() to stop the timer and when Timer.start() is called the timer starts from where it stopped. For example, if I have a 3 sec. timer (3000 ms). If I stop the timer after 2.5 sec. and start the timer again, I would expect the timer to expire/trip within .5 sec. Is this a correct assumption?
Thanks,
Nilang
Difference Between Timer.stop() And Timer.reset()?
Hello,
What is the difference between Timer.stop() and Timer.reset() functions because it seems that the 2 functions do the same thing? I image Timer.stop() to stop the timer and when Timer.start() is called the timer starts from where it stopped. For example, if I have a 3 sec. timer (3000 ms). If I stop the timer after 2.5 sec. and start the timer again, I would expect the timer to expire/trip within .5 sec. Is this a correct assumption? Code is attached below.
Thanks,
Nilang
Attach Code
// Declarations
var url:URLRequest;// Url
var snd:Sound;// Sound Object
var sndChan:SoundChannel;// Sound Channel Object
var sndPosition:Number;// File offset
var tmr:Timer;// Timer object
var isPlaying:Boolean;// Flag to indicate whether file is
// playing or not
var isPlayDelayed:Boolean;// Flag to indicate whether starting
// of file has been delayed or not
var hours:Number = 0;// Hours
var minutes:Number = 0;// Minutes
var seconds:Number = 0;// Seconds
var milli:Number = 0;// Milliseconds
var pauseTime:Number = 0;// Time when paused
var pauseLength:Number = 0;// Length of pause
var buttonPressTime:Number = 0;//
var timing:Boolean = false;// Flag
// Initialize variables.
isPlaying = false;
isPlayDelayed = true;
sndPosition = 0;
// Get url
url = new URLRequest("sound1.mp3");
// Create new Sound object
snd = new Sound();
// Create new SoundChannel Object
sndChan = new SoundChannel();
// Create a new Timer Object with timeout of 5 sec.
// and repeat it only once.
tmr = new Timer(5000, 1);
// Load the audio file
snd.load(url);
// Enable Event Listeners
tmr.addEventListener(TimerEvent.TIMER_COMPLETE, onTimerComplete);
stop_btn.addEventListener(MouseEvent.CLICK, onStop);
pause_btn.addEventListener(MouseEvent.CLICK, onPause);
play_btn.addEventListener(MouseEvent.CLICK, onPlay);
this.addEventListener(Event.ENTER_FRAME, onEnterFrameHandler);
// Start time
pauseElapsedTime(false);
// Start Timer
tmr.start();
// Function that handles timer events
function onTimerComplete(e:TimerEvent):void
{
// Play audio file when timer complete event is received
sndChan = snd.play(sndPosition);
// Set the isPlaying to true to indicate file is playing
isPlaying = true;
// Set the isPlayDelayed to false
isPlayDelayed = false;
trace("onTimerComplete: " + e);
trace("target: " + e.target);
trace("current target: " + e.currentTarget);
}
// Function that captures frame events
function onEnterFrameHandler(e:Event):void
{
// Local variables
var totalTime:Number = (getTimer()/1000)-pauseLength;
var goTime:Number = totalTime-buttonPressTime;
// If flag is true, then calculate the time that has elapsed
if( timing )
{
// Calculate time
hours = Math.floor(goTime/3600);
minutes = Math.floor((goTime/3600-hours)*60);
seconds = Math.floor(((goTime/3600-hours)*60-minutes)*60);
milli = Math.floor((goTime-(seconds+(minutes*60)+(hours*3600)))*100);
// Display elapsed time
timeText.text = format(hours) + ":" + format(minutes) + ":" + format(seconds) + "." + format(milli);
}
}
// Function that captures mouse click events when user clicks stop button
function onStop(me:MouseEvent):void
{
// Reset time
restartElapsedTime();
if (isPlaying)
{
// If audio file is playing then stop the audio file, set file offset to zero,
// and set isPlaying flag to false
sndChan.stop();
sndPosition = 0;
isPlaying = false;
isPlayDelayed = true;
}
else if (isPlayDelayed)
{
// If audio playback is delayed then reset the timer and
// set isPlaying to false
tmr.reset();
isPlaying = false;
}
}
// Function that captures mouse click events when user clicks pause button
function onPause(me:MouseEvent):void
{
// Pause time
pauseElapsedTime(true);
if (isPlaying)
{
// If audio file is playing then stop the audio file,
// set file offset to current offset, and set isPlaying flag to false
sndChan.stop();
sndPosition = sndChan.position;
isPlaying = false;
}
else if (isPlayDelayed)
{
// If audio playback is delayed then stop the timer and
// set isPlaying to false
tmr.stop();
isPlaying = false;
}
}
// Function that captures mouse click events when user clicks play button
function onPlay(me:MouseEvent):void
{
// Start time
pauseElapsedTime(false);
if (!isPlaying)
{
if (!isPlayDelayed)
{
// If the audio file is not playing and playback is not delayed, then
// play the audio file from the last offset and set isPlaying to true
sndChan = snd.play(sndPosition);
isPlaying = true;
}
else
{
// If the audio file is not playing and playback is delayed, then
// start the timer and set isPlaying to false
tmr.start();
isPlaying = false;
}
}
}
// Function that sets the time to 00:00:00.00 (default)
function restartElapsedTime():void
{
timeText.text = "00:00:00.00";
buttonPressTime = (getTimer()/1000)-pauseLength;
pauseElapsedTime(true);
}
// Function that pauses time
function pauseElapsedTime(b:Boolean):void
{
if( b )
{
pauseTime = getTimer()/1000;
}
else
{
pauseLength = ((getTimer()/1000)-pauseTime)+pauseLength;
}
timing = !b;
}
// Function adds 0 to the front of the number when it is < 10 and
// returns a String
function format(n:Number):String
{
if( n < 10 )
{
return ("0"+n);
}
return n.toString();
}
Timer - Not Timer Class, But Time Taken To Do Certain Events
So i'm making a little game and want to know how to start a timer and display the number of milliseconds between the start and finish of two different events. I do not want to run a function after 5000 milliseconds or whatever, just record the length of time taken to say click two buttons.
Basically a stopwatch.
I saw the getTimer(); function but i'm not sure of how to use it or if that is what i need.
Once again, thanks for your time.
Slow...slow...slow Animation
hey guys,
im making an animation to a voiceover.
i want to sync the images with the voice.
it seems everytime i play the movie (i am publishing it as an exe to view because this is to be my final platform), the images play at a different speed.
what is this and how do i fix it?
also, does the way i have put the audio in make any difference to the speed it all plays back at?at the moment ive just got it on its own layer in the timeline.
cheers.
Running Timer And Timer With Offset
Hello all,
I'm trying to set up two timers in that dare feed the time in minutes and seconds from the server.
Basically, I've got a master running timer in seconds and minutes but also want to have a second cloned timer that is feed some seconds via flashVars to add to the the master time.
Both of these timers once set by the sever time feed in, and with one being offset, are called every second by a setInterval function call so they count up.
Setting up the master running timer isn't a problem but with my coding skills is a little messy..
Code:
_global.masterRunningTimeInMinutes = 59;
_global.masterRunningTimeInSeconds = 55;
if (_global.masterRunningTimeInSeconds>0 && _global.masterRunningTimeInSeconds<59) {
_global.masterRunningTimeInSeconds++;
} else {
_global.masterRunningTimeInSeconds = 0;
_global.masterRunningTimeInSeconds++;
if (_global.masterRunningTimeInMinutes>=0 && _global.masterRunningTimeInMinutes<=58) {
_global.masterRunningTimeInMinutes++;
} else if (_global.masterRunningTimeInMinutes>=59 && _global.masterRunningTimeInSeconds>=0) {
_global.masterRunningTimeInMinutes = 0;
}
}
if (_global.masterRunningTimeInSeconds<10) {
_global.masterRunningTimeInSeconds = "0"+_global.masterRunningTimeInSeconds;
}
_root.runningTime.text = "v"+_global.masterRunningTimeInMinutes+":"+_global.masterRunningTimeInSeconds;
Ideally I wanted to to get the master running time to display MM:SS so if anyone can help with that that would be great!
I suppose the real problem I'm having is is setting up the pattern for determining the cloned time with the offset.
This is becoming a real headache but if anyone can help I would really appreciate it! Basically I just wanted to have the running time with the cloned time always a certain amount of seconds ahead.
Many thanks, amp3
Why So Slow?
I've created a short animation intended as a possible splash page/site introduction. Why does it run so slowly at 56K (runs well on broadband)? What can I do to tweak it to run more smoothly at 56K?
See: http://www.jmrcreative.com/flash/pri...cepounder.html
Thanks!
Why So Slow ?
I've written a 'simple' flash game that uses lots of ActionScript code.. and it all runs just fine my Pc (1Ghz lots of memory etc).. but when others run it on their 300Hz systems it runs very slowly (what a suprise!).. where is the best place to start looking to see where I can get some performance gains ? (ie what to cut out/ tune)
Is It Slow?
Take a look at this movie. I wonder whether it runs slow on different pc's. Please tell you configuration.
http://dasher.flashmaster.ru/swamp.htm
Slow SWF
So I'm realitivly new to flash here, so forgive me if this belongs in the newbies section.
My problem is that the SWF I have created runs really slow and seems to lag the browser it is running in.
The movie relys on jpgs for the majority of its appearance. I created a movieclip that is supposed to resemble particles, the movieclip has 6 vector circles, the largest being 3px by 3px. I then used about 15 or so instances of this movieclip to get the effect I wanted. My movie is set at 25fps, yet it runs at no more than 5fps. I checked and when I load the movie in a browser the cpu usage doubles. How can I fix this? Or can I? Thanks in advance.
Why So Slow?
Hey, i have programmed this guy to walk left and right by scaling the backround 3 pixels, but the problem is, is that he does it so slow, like it takes a while for him to start moving (seconds but still...) how can i make it fluent and fast?
Heres the code I have on the backround:
onClipEvent (keyDown) {
if (Key.isDown( key.RIGHT)) {
_x-=3;
}
}
onClipEvent (keyDown) {
if (Key.isDown( key.LEFT)) {
_x+=3;
}
}
Thanks guys,
Mike
Slow 'else'?
Hey,
I'm working on a TileBased game...
For the movement code I use something like this (removed some lines to short in post):
PHP Code:
if (bussy == false and move == false) {
if (Key.isDown(Key.DOWN)) {
dir = "d";
if (map[heroY+1][heroX][1] == 1) {
oldX = tiles._x;
move = true;
}
} else if (Key.isDown(Key.UP)) {
dir = "u";
if (map[heroY-1][heroX][1] == 1) {
oldX = tiles._x;
move = true;
}
}
} else if (move == true) {
if (dir == "u" && tiles._x+tileW>oldX) {
tiles._x -= 5;
tiles._y += 2.5;
tiles.hero._x += 5;
tiles.hero._y -= 2.5;
} else if (dir == "d" && tiles._x-tileW<oldX) {
tiles._x += 5;
tiles._y -= 2.5;
tiles.hero._x -= 5;
tiles.hero._y += 2.5;
} else {
scroll();
move = false;
}
}
This all works well, but it's kinda shocky, the weird thing is that if I remove the else between controls and moving the shocky is almost fully removed!
So code looks like:
PHP Code:
if (bussy == false and move == false) {
if (Key.isDown(Key.DOWN)) {
dir = "d";
if (map[heroY+1][heroX][1] == 1) {
oldX = tiles._x;
move = true;
}
} else if (Key.isDown(Key.UP)) {
dir = "u";
if (map[heroY-1][heroX][1] == 1) {
oldX = tiles._x;
move = true;
}
}
}
if (move == true) {
if (dir == "u" && tiles._x+tileW>oldX) {
tiles._x -= 5;
tiles._y += 2.5;
tiles.hero._x += 5;
tiles.hero._y -= 2.5;
} else if (dir == "d" && tiles._x-tileW<oldX) {
tiles._x += 5;
tiles._y -= 2.5;
tiles.hero._x -= 5;
tiles.hero._y += 2.5;
} else {
scroll();
move = false;
}
}
I was wondering why this is, does that meen I better not use 'else' statement to gain speed?
Why Is It So Slow
hello, i just put up a temp page for a client. but it is taking forever to download and the .html page is only 876kb. i have it named default. in the folder is the flash file and the html file only.
how do i trouble shot this?
www.rccbrooknam.comhttp://www.rccbrooknam.com
Slow Down
Hi,
I have been making a website in flash, and although the final file size is only 55kb, the movie does have a huge number of small components (lots and lots of small graphics blocks).
The movie has a preloader, which loads up the entire site before the first proper scene is visable, but my question is this...
Can having a large number of components have a negative effect on the outputted movie even with a small file size?
For example, the whole thing appears to slow down, and the movements appear to be a bit jerky - is it my imagination or is something wrong?
Does it perhaps depent on my processor?
Any help is greatly appreciated.
Damaged
How Do I Slow It Down?
I've been trying to figure out how to tweek this script to make the object gradually slow down as it approaches its goal, could someone enlighten me? I'm including the unadultered code:
Code:
MovieClip.prototype.follow = function (leaderX, leaderY, speed) {
// only move if we're not at the destination
if (this._x != leaderX) {
// determine distance between clip and destination
deltaX = this._x - leaderX;
deltaY = this._y - leaderY;
dist = math.sqrt((deltaX * deltaX) + (deltaY * deltaY));
// allocate speed between x and y axes
moveX = speed * (deltaX / dist);
moveY = speed * (deltaY / dist);
// if the clip has enough speed to overshoot the destination,
// just go to the destination. otherwise move according to
// the clip's speed
if (speed >= dist) {
this._x = leaderX;
this._y = leaderY;
} else {
this._x -= moveX;
this._y -= moveY;
}
}
}
Button:
Code:
on(release) {
_root.box.onEnterFrame = function () {
_root.box.follow (300, 50, 20)
}
}
Lag/Slow Down
Ive just made a short .fla movie and have noticed in some parts it lags (slows down) is this a common occurance? Any way to prevent it?
Slow PC Sim - How Do I Slow Down?
Hi, kids.
Um, I built some stuff in Flash, which I thought was kinda groovy, and then I took it to a mates place, and he has an old computer (celeron something something), and it looked like, well, horrible.
I was hoping someone may know of a piece of software which would slow down my computer ie. make my P4 think it's a P3 (or P2) or something. I was hoping this because, the thing I did had lots of alpha in it, which is kinda nice, but on a slow box, just looked awful and chunky, and was hoping to preview it on an 'old box' so I could go and optimise the code/take out all the alpha bits.
Incidentally, I found a program called "Web Optimiser" at xat.com, which is sort of useful -> you can set it up so that you can look at a web file on your hard drive through the software, and slow it down, so that it's like looking at it on a slow modem (without having to upload to the internet)->you can also see the preloaders working too, so that's cool.
Um, yeah. I've heard of Mo'Slo, but that seems to be more for old retro gaming under DOS, and I was looking for Windows friendly device.
Thanks muchly!
Too Slow
my web page run to slowly. i think it need to much processor.
what can i do to make it work fast?
www.cisternasltda.cl
Slow Slow Slow
I am making a simple flash document to highlight web pages. They fade in and out using a motion tween and tint. I made the images into buttons so they can go to the actual website.
Most of these frames work really well, but almost to the end, the frames slow down and nearly stop. You can see how each frame is moving and it is jerky. Does anyone know why this could happen???? How can I fix it?
Thanks.
Going TOO SLOW
Hi!
I'm making several flash movies that combine to make a website calledCondiff Photography and im havig a little trouble with the size of the movies, especially the movies with the pix in them. The movies are just taking awhile to load and i dont know what to do. I've already resized the pictures. and have done other things to try to make it faster. In my website i am working on (weddings>>>smith/durham). My problem is with the thumbnails and with the pix. Thanx in advance.
Austin Condiff
Go to: http://www.condiffphotography.com
Slow Mo
Hey i was just wondering, is there a way to make a movie play in slow mo by pressing a button instead of extending frames or changing the fps in the whole movie, such as an actionscript alternative maybe?
well just wondering cause that would be cool to have a slow mo button that could slow down the movie, then another to speed it up and so forth, but if there isnt oh well,
thanx if u can help.
or could you help me understand the code in this site?
tuneUp() [fps]
Why's It Slow?
Anyone help me tweak this code? It's slow....
code:
if (_root.platform == 1) {
// Mac platform
_root.Buttonclose._x = 5;
gotoAndStop(3);
} else if (_root.platform == 2) {
// Windows platform
_root.Buttonclose._x = 775;
gotoAndStop(3);
} else {
nextFrame();
}
Thanks!
EDIT: Added [ as ] tags - jbum
Why So Slow?
Hey all,
I have a page located at: http://www.deetonline.org/new
For some reason, everytime someone views this page, one's computer resources get extremely low. Checking the task manager will reveal that the computer is using close to 100% of the computer's resources. Is it because of the "bubbly" effects that were included? Any insight would be much appreciated. Thank you.
Don Ho
Slow On Mac, Not On Pc
why is there such a big difference in the speed of a swf on a MAC and PC. Viewing the same swf-on a MAC, it appears so slow..and on a PC it is fast. Why?
Everything Is SLOW
I'm kinda new to FLASH but I'm making this site:
http://infostarproductions.com/to_Mike/mikey/newsite
and even with preloading everything, the ammount of stuff going on is making it run SOOOOOO SLOWWW! Is there any way I can fix this?
Hey I Need Some Help With Slow Down
I am createing a graphic arts flash peice right now and I am having trouble. I have had this problem before but it wasnt this bad. I am creating a really large file. It has a rain animation and when the rain animation plays instead of going smoothly it doesnt go from frame to frame fast enough. In other wordes it goes to frame 1. stops fora second then goes to frame 2. It is so bad that I am having trouble doing anything in the workpace becuase you have to click on something wait a minute for it to register, then move it, then wait for it to register ,ect,ect. I have seen on the internet larger and for complicated flash movies and they dont have any problem but a long load time. I had compressed previouly and that was slowing it doewn so I uncompressed it and that helped. I think the problem is that it is running off hard-drive memory, when it needs to be using the video board. I dont know if that is true though. If it is what should I do. Please help
Maybe I Am Slow
My question for all the masters out there is. How do they use or how do they get real life color.. for instance chrome or something that looks metalic? are they just using a real photo or is there just something i am missing? i hope you understand what I mean. Thanks.
Slow Swf
I finally finished my site ( I had some help) and when I test the fla and swf in the fla folder everything works well. I copied the swf to a html folder and suddenly the swf plays very slowly. The music plays at the correct rate, but all of the animations are playing too slow. Any help would be greatly appreciated.
As3 Slow
this goes in part with the preloader question i asked on another thread, but maybe someone can clear this up for me:
Code:
//MC_Ground is the movie clip that i have exported to the first frame via library.
private function build_layer(build_layer:Sprite) {
for (var i:int = 0; i<tile_row; ++i) {
for (var j:int = 0; j<tile_col; ++j) {
var layer:MC_Ground = new MC_Ground();
layer.gotoAndStop(4);
layer.name = 't_'+i+'_'+j;
layer.x = (j*tile_width);
layer.y = (i*tile_height);
layer.width = tile_width;
layer.height = tile_height;
layer.gotoAndStop(1);
build_layer.addChild(layer);
}
}
layerStage.addChild(build_layer);
}
why does this cause flash (using as3) to slow/freeze while loading
while
Code:
for (var i = 0; i<map.length; ++i) {
for (var j = 0; j<map[0].length; ++j) {
var newname = 't_'+i+'_'+j;
layers.attachMovie(type, newname, ++tileDepth);
layers[newname]._x = (j*width+(width/2));
layers[newname]._y = (i*height+(height/2));
layers[newname].gotoAndStop(1);
}
}
for example (my older as2) code runs immeditaley without the slowdown?
Is my as3 bad coding? as I thought the as3 code should execute much more quickly.
Why So SLOW?
I've had this issue for at least a year and I'm finally fed up enough to post the question: does anyone know why Flash gets so SLOW if you are working with graphics you've drawn yourself that contain many (as in hundreds) of lines and text boxes? Is this normal? Is there any way to fix this?
These graphics are not drawings, they are mock-ups of government forms -- basically we put forms (some of them 3 or 4 pages long) into flash using lines and text boxes so that we can demonstrate the correct way for employees to complete them. We "draw" the forms, then convert them to graphics to work with them.
By the way, when I say slow I'm referring to the workspace, not the export or loading speed. I will click a keyframe and literally have to wait three or four seconds for the frame to highlight. My co-workers who work on these same types of Flash files have the same problem. And no, it's not a RAM or other hardware related problem.
Is this just my fate b/c there are so many items on the page or am I being an idiot and missing some step I need to take to make my life easier?
Why So Slow On A Mac?
I recently switched from Flash 8 Pro on a PC to the same on a Mac G5. For some reason doing even trivial things on the Mac version seem to be at least 5 times slower then (using the same file) on a PC. I don't think there is a lot of different in the processor speeds, at least not enough for what I am seeing.
When I flip out to a different application and then back into the flash, it freezes up for about 30 to 45 seconds before it lets me continue. Which is really a fricking pain when you are trying to flip in and out to copy and paste text in.
Also publishing this small file (404kb) takes about 10 minutes. Compared to much more complicated flash files that I have built on the PC this is crazy. The same file on my PC is about 30 seconds to publish.
Has anyone else had similar issues? Is there an update or something I can do? Is it something to do with Suitcase?
Any info would be appreciated!
Too Slow
Heya all, Im having a problem with the refreshrate of this movie, im simply moving an mc across the screen, using a bit of actionscript, but for some reason, no matter how high I set the fps, it still runs juddery like. Now the MC im using is quite big, and is all vector graphics, but surely it shouldn run quite so slow should it?
Any ideas how I can make it run a little more efficiently?
Run. Then Slow Down.
i want my movie clips to run, then slow down. so far i have this working nicely. THE CATCH! it's not triggered by an onKeyDown, because I have cpus in the game, not just the main character. I have a group of functions achieving my goal, but I know there must be a better, less messy way!! could you give me a hand?
ActionScript Code:
topSpeed = 2;
xSpeed = 0;
ySpeed = 0;
weight = 2;
var i = 0;
function checkFall() { //this keeps my character just above the ground in case he falls through, but if he is not touching he will fall. i would like to find a different method for this as well. but i can easily just change it so he goes to the _y of the ground.
if (this.hitTest(_root.bg) == false) {
if (ySpeed<10) {
ySpeed += .05;
}
this._y += ySpeed;
} else {
ySpeed = 0;
this._y -= .05;
}
}
function walk(topSpeed) {
if (xSpeed<topSpeed) {
xSpeed += weight/10;
}
if (xSpeed>topSpeed) {
xSpeed -= weight/10;
}
this._x += xSpeed;
checkFall();
walking = true;
}
function slowDown() {
if (xSpeed>0) {
xSpeed -= .01;
}
if (xSpeed<0) {
xSpeed += .01;
}
this._x += xSpeed;
checkFall();
}
onEnterFrame = function () {
walking = false;
if (i<120) { //this tells the character to walk for 1 second, then slow down to a stop.
walk(topSpeed);
i += 1;
}
if (walking == false) {
slowDown();
}
};
This is the swf
Swf In Swf Slow
I'm developing a website in Flash and to decrease load times I slit it up in several SWFs. There's the main SWF (containing background, menu, etc) that loads all other SWFs. I noticed that when I do that, the loaded the SWFs are becoming slower than they should be, let's say their fps gets halved.
What is happening is that the CPU shoots all the way up to 100%. When viewing the SWFs "standalone" (not loaded by the main SWF) the CPU usage is "only" around 75%, so something is definitely wrong with (some of) my SWFs.
test site: http://twsteel.com.php5.nognietonline.eu/
flash files: http://twsteel.com.php5.nognietonline.eu/flash/
- All SWFs run at the same fps, 36.
- The slow SWFs have hand made animations
- slow SWFs use transparency
The slow SWFs are: manual, distribution and intro.
I'm going to test now if it could be the transparent objects we used. Hope to post the results asap.
Has anyone any experience with this and/or a solution to it?
Thanks in advance,
-FB
Take A Look, Slow MC
http://personales.ciudad.com.ar/diabolus/
Ok,Im pissed off cos the scrollbar is damn slow! its a movie clip
what Im scrolling,is that the reason? and how can I improve it?
Too Slow
my web page run to slowly. i think it need to much processor.
what can i do to make it work fast?
www.cisternasltda.cl
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