I've been trying to find a simple entry on the board that explains how to write a custom pre-loader for KM. I have a file with a large sound content and wanted a simple animation at the start. I couldn't work out how to use the KM preloader option to load a .fun file so I was following an example that was for Macromedia Flash MX and couldn't get it to work for KM.

The posts I found seemed to say it wasn't possible / was quite difficult to write a preloader, but I think I've written my own version (you can see it here) The trick seems to be that in Koolmoves you need to set the export settings to "Put image and sound data just before they are needed" It was this key step I've not seen referred to anywhere?

If you don't do this bit then it tries to load all the sound before the movies starts, so the preloader gets skipped.

Apologies if I am repeating something that everybody else already knows, but I couldn't find a post that explained it to me clearly on this board, hence my post.

All I have is a frame one with three objects on (the progress bar, text and rotating graphic). In frame two I have the same objects and this script:

Code:
percent = Math.Floor( getBytesLoaded() / getBytesTotal() * 100);

barmc._xscale = percent;
txtLoad.text = percent + "%";

mcLoad._rotation = mcLoad._rotation + 5;

if ( percent<99 ) {
    gotoAndPlay(1);
}
So I'm using the script to rotate my loading message. The bar scaling bit is cobbled together from the original KM loader itself and it's similar to code I saw in the MX example. It all seems to work quite nicely.

If someone on the board thinks my description above is wrong then feel free to correct it - I'm just a learner

Please post if you find the preloader doesn't work - it's only had limited testing (ie me) so any feedback would be appreciated.