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blanius
10-11-2004, 07:28 PM
now that I have the example files I've taken some time to look them over.
I'm very curious about the Kcomponents thing.
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Are they made in KM?
How are these different from the ones in the tool bar?
can we make or are there more in the works?
Where can I get information or source examples of existing Kcomponents to look at?
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docree
10-11-2004, 11:23 PM
KC components code is provided by Wilbert Brants.
It has kind of nothing to do with creating your own components
for KoolMoves. You can create nice [excellent] dynamic texts
with these components.
It would be cool to have the ability to add self made components.
We allready do have a way to create our own text/motion effects.
DocRee
Bob Hartzell
10-12-2004, 09:53 AM
I'll let Wilbert respond but I think you can add your own components. It is just action script code.
w.brants
10-12-2004, 10:33 AM
Originally posted by blanius [list=1]
Are they made in KM?
How are these different from the ones in the tool bar?
can we make or are there more in the works?
Where can I get information or source examples of existing Kcomponents to look at?
[/list=1]
1. Yes they are :D
2. I don't know what you mean :confused:
3 + 4. It took me a long time to create them but I'm not developing them any further. However, there is an example of how to extend the code with other components ( check out examples > components > very advanced example ).
Another option would be to create a 'better' (open source ?) version from scratch.
I don't know if Bob is still working on a KM implementation of a symbol library. That should make things easier I guess.
Bob Hartzell
10-12-2004, 12:52 PM
I don't know if Bob is still working on a KM implementation of a symbol library. That should make things easier I guess.
-> Some foundational elements were put in place with this new version. It is still in the works.
What I am planning for the next version:
1. Ability to adjust tweens in the Actions and Sounds screen.
2. Automatically adjust Play in Web Browser screen to the swf size.
3. Smaller .fun file size and internal memory structures
4. Rich text (using invisible groups).
5. Templates in Wizard interface mode for common animation structures (e.g. intro animation going to a web page from a button, etc.)
6. Redo timeline dialog code for greater stability
7. Maybe add a timeline mode that shows the time extent of each keyframe and the ability to drag keyframe times smaller and larger
8. Try allocating heap memory as a linker option for greater stability
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