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I was doing an example to see how the movie clip works and I followed the following example from a flash book with, of course, modifications for koolmoves. But it does not work. Will someone be nice enough to point out my mistakes? The three files are at http://www.merajsami.com/koolmoves/m...lipexample.zip
1) Start a new flash movie.
2) Create a movie clip symbol named ball that contains a circle shape.
3) On the main stage, rename layer 1 to ball.
4) On the ball layer, place an instance of the ball symbol.
5) Name the instance of the ball clip, ball.
6) Select Insert - > New Symbol to create a blank movie clip symbol.
7) Name the clip symbol process.
8) On frame1 of the process clip, attach the following code:
_root.ball._x +=10;
9) On frame 2 of the process clip, add the following code
gotoandplay(1)
10) Return to the main movie timeline and create a layer called scripts.
11) On the scripts layer, place an instance processMoveBall
12) Select Control -> Test Movie
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the Ball slowly moves across the Screen for me. I had to be sure that Ball.swf and process.swf are in the exact same directory.
You also have a slight delay becuse you have Tween Frames in the Process AS.
Easy way to do this- in less steps.
1. Open 1 instance of KoolMoves- Draw something or make a movie and export it.
2. Open a 2'nd instance of KoolMoves (This is possible becuse it is real light on resources). Import the swf you created in instance 1 of KoolMoves as a SWF Object. Rename it ball.
3. Open A 3'rd instance of KM:
Add these scripts to the Frame actions:
(if you have 2.80)
_parent.ball._x +=5;
(If you have 2.71)
_root.ball._x +=5;
In the next frame set up a goto and play Action for the previous frame.
Export as SWF. Make sure that it is in the same directory as your other swf.
4. Go back to the 2 instance of KM and import your new swf into it.
5. Preview in the same directory as your 2 swfs.
- That's it.
This would be easier if we had an internal clip editor which is still a few versions away.
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The files in the ZIP when used with version 2.8 do not work, but do work in 2.7.
Why is that?
Hilary
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I have no Idea-
I didn't even test it in the beta.
Let me try it in 2.8 and see if I get errors- If I do its a big fat bug.
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Tried some other things in 2.8b:
These don't work for me in 2.8b (ok in 2.7)
swf1._yscale = 50;
swf1._xscale = 50;
swf1._alpha = 50;
This one does not work in either:
swf1._visible = false;
They are just some that I tried.
I have also been having problems with:
loadvariables: will only load into current level, cannot load into another level. I.E if you have a movie loaded into level1 and you put this in level0
loadvariables("somefile.txt",_level1); it won't work (also tried this: loadvariables("somefile.txt",1); which seems to work in MMFlash5)
Also, can't do this from say level3:
loadmovie("chatwhoson.swf",_level4); but the built in Load Movie action will work.
Hilary
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Johnie,
Thanks again -- I tried your example too in 2.8 and it does not work for me.
Hilary -- I tried all those examples a while ago too. In fact, I was trying to rotate a movieclip and that did not work for me so I tried the other properties and they did not work either. I thought I was doing something wrong so I came down to a basic example right out of a book thatI knew worked in flash. Maybe Bob will have to addres the issue when he comes back from vacation.
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_x
_y
_xscale
_yscale
_alpha
and _visable all seem to be btoken in 2.8 B 2
In fact all the old Flash 4 properties seem broken in 2.8 B 2
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This is not a movieclip related post but talking about what works and what does not work in 2.8 b.
It seems that of the three ways that you can create array only one of them works. All the other method of array works though.
This does not work.
var myArray;
myArray=new Array();
myArray[0]="element1";
myArray[1]="element2";
This does not work either.
var myArray;
myArray=new Array(2);
myArray[0]="element1";
myArray[1]="element2";
This works.
var myArray;
myArray=new Array("element1","elemenr2");
I have put up a file with all the methods of array and how they work at http://www.merajsami.com/koolmoves/a...arraytest.html
The fun file is at
http://www.merajsami.com/koolmoves/a.../arraytest.fun
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Ooops..I will post it in the right thread -- just saw it.
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I thought that you cannot move the movie on the main timeline (main movie), but if you do the following it does..
1) Create a new movie in Koolmoves with three frames.
2) Name the frames one, two and three.
3) Go to frame two and draw any shape. Go to the "Sound and Actions" of the Frames and attach the following code
this._x += 20;
4) Go to frame three -- Go to "Sound And Actions" of the Frames and attach the following code
gotoandplay("two");
Now if you play the movie in the stand alone player, it may ask for the swf reference file -- just click continue.
It will move the main movie.
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A kind of continuation of the previous post -- It seems that I am also able to apply the methods specific to the MovieClip to the main movie. For example I can drag the main movie. Here is an example.
http://merajsami.com/koolmoves/examples/mainmovdrag.fun
You can view it
http://merajsami.com/koolmoves/examp...inmovdrag.html
Is this how it is supposed to be?
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Hmm...
Not sure on this, but has some possibilities - maybe another KM first?
I have also been playing with startDrag, stopDrag, _dropTarget and the colour object.
http://www.bridel.org/koolmoves/demo.../dragdrop.html
Hilary
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Hilary,
I did an example too at http://www.merajsami.com/koolmoves/e...aganddrop.html
and it works as it should when you are using it with movieclips -- but my questions is that it lets me drag the main movie too like in the link I posted in the previous post. Is it supposed to drag the main movie with the startDrag(), even though it applies to only movieclips?
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Like I said, I am not sure if it is sopposed to work on the main movie.
I Like the example! I think I will steal your code to flick the object back to it's starting position 
Keep up the great work!
Hilary
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Can I put your code on Koolface?
thanks.
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I never saw a huge use for Drag and Drop- but I was always more interested in making Games than Apps with it...
Anyhow I have made a Random # Generator with this script:
On(press){
a = Math.random() * 100 ;
a = Math.round(a);
txt1= a;
}
Well anyhow this weekend I plan on making a real basic game using Movie Clips and will post it here.
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gonedigital,
I am not sure whether your question was directed at me or Hilary -- but if you asked me, yes you can download and put any files of mine anywhere from the links that I post on here..
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I never saw a huge use for Drag and Drop- but I was always more interested in making Games than Apps with it...
Anyhow I have made a Random # Generator with this script:
On(press){
a = Math.random() * 100 ;
a = Math.round(a);
txt1= a;
}
Well anyhow this weekend I plan on making a real basic game using Movie Clips and will post it here.
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I have also been playing with the Math object in 2.7 Beta3 and produced a clock and other ramblings.....
http://www.bridel.org/koolmoves/demo/math/clock.html
Hilary
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Kinda funny -- I was experimenting with Javascript and Koolmoves and clock is what I did too. Mine is in Javascript though so I guess it will not work in Netscape.
http://www.merajsami.com/koolmoves/examples/clock.html
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