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Type: Posts; User: skewq
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well this might get you started http://active.tutsplus.com/tutorials/actionscript/create-a-custom-color-picker-in-flash/
its not a circle, but just for you to get an idea..
otherwise, what i think...
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i think that gifs are smaller filesize, but pngs look better, also look into flashes image compression in flash symbol library, its pretty good, and you can see how it will look with what quality...
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yes box2d seems to be the leader, also i heard a lot of good words about nape. its written in haxe (hence the speed) but can be used in as3 projects with the swc, i recommend checking it out
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youre talking about classes, thats the only thing that can be created with "new", well jsut read up about basic as3 oop
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hello i am going for an adventure type game, like scumm engine. I am researching how to make the walking, now can anybody tell me, if its a good way to use a bitmap hittest for the area one might...
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simply store it in a variable.
myvar = trkChannel1.position;
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its an old problem, here is a thread with a demo http://www.coldhardflash.com/phpbb/viewtopic.php?f=2&t=277
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you can hire someone at the freelancers subforum, i dont think anybody will just code it for you. however if you try to do this by yourself, you are welcome to post questions
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so the second button that you click makes an another tween on the same object, right? You could use a second different tween object for the second button to work with, or if you dont want anything to...
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no that part is on the movieclip which's frame should change. Sorry for the typo, it should be MCcenter.emptyMC.nextFrameFunc
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yes the sprite will be cleaned from memory by the garbage collector after some time if you have no more references to it
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the biggest slow down in movieclips or sprites comes from having to redraw vector graphics each frame, however if you dont need to, or using cacheasbitmap(uses more memory) it may be faster.
Yes...
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you may be right about balancing, however it depends on the type of mechanics you want to create, becouse when using the y component you get constant x speed, while using angle the speed of both y...
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either set 'alpha' to 0 or 'visible' to false to your buttons
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from the looks of it the problem might be - 180/Pi not 45/Pi
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yes, externally loaded or runtime generated bitmaps are treated the same, the only difference is that you use more memory by having both the vector and the bitmap versions in memory, im talking about...
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i know that you can make squares isometric by just rotating by 90 degrees and setting height to 50%, since circles dont need to be rotated try just scaling height to 50%
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you can embed javascript in the geturl like this: getURL("javascript:OpenNewWindow('yourfile name.html','window name','height=300,width=800,top=10,left=100,toolbar=no,scrollbars=yes') ");
it should...
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it could be that the onclipevent(data) event doesnt fire, i had a similar problem before, try tracing from that function to just see if it even gets called. If yes, and the problem is really...
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i dont think it is possible that it just somehow plays even when you put a stop() command, you need to check if there arent any play functions that may be called on some event
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i dont have timo read all the source code fully, but i suggest instantiating a new movieclip for each new image loading, this can be done easily in your code, store them in the same variables
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not necessarily, one might want to redraw the backround when scrolling for example.
i would go for bitmapdata and copypixels, those are the fastest generally
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i think you need to embed the font to your library first. And please post to flash general help, this is not related to as3
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there are lots of ways. you can do tile based, bitmap or sprite based or physic based, and all of these can be mixed. I dont know what for are you doing with the motion tween, but i guess youre...
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who says im not using as3 and oop? Yes i know, you dont have to reinvent the wheel, but i like the wheel to be different, to be exactly something that i need for my project.
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