Hey Jonathan,

Thanks for the reply.
I was already trying the same solution now.

Only bad thing is.. that if the level wasn't laoded yet.. there will be a freeze moment.. not animated loading or percentage.

Dennis

----- Original Message ----- From: "jonathan howe" <jonathangh...@gmail.com>
To: "Flash Coders List" <flashcoders@chattyfig.figleaf.com>
Sent: Thursday, April 16, 2009 4:11 PM
Subject: Re: [Flashcoders] Smart Preloading


Actually, there is a crude way to do it which is uncheck the "export on
first frame" and then place each level on a subsequent keyframe in the main
timeline (frames you'll never actually reach during playback). Flash will
load the keyframes in order so essentially, it will do what you're seeking
to do.

On Thu, Apr 16, 2009 at 10:08 AM, jonathan howe <jonathangh...@gmail.com>wrote:

Does it have to be in the Library? Seems like you would have to externalize
it to get any control over when it was loaded anyway.

On Thu, Apr 16, 2009 at 9:55 AM, allandt bik-elliott (thefieldcomic.com) <
alla...@gmail.com> wrote:

in as3, i'd recommend looking up the Loader class in the helpfiles

:)

On Thu, Apr 16, 2009 at 2:48 PM, Dennis - I Sioux <den...@isioux.nl>
wrote:

> Hey,
>
> Tried to use a UILoader to check the bytes loaded of a single
movieclip(in
> the library).. but this isn't working.
> Has anyone got a suggestion to check the loaded bytes of an mc?
>
> Thought the LoaderInfo only reffers to the mc's owner.
>
> Goal is to preload each game level seperately when it is needed.(if it
> hasn't loaded while playing the previous level yet).
>
> With kind regards,
>
> Dennis
> Isioux
> _______________________________________________
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> Flashcoders@chattyfig.figleaf.com
> http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
>
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