Re: [Flashcoders] Isometric Graphics Libraries
Thanks Chris and Michael, I was looking for artwork assets - not code, had a search on exchange and only 1 library listed in there - seems there's not much about - less than I expected anyhow. Will post back if I hit upon anything - any isometric designers out there - take note, might be a freelance contract for this one in a few weeks! Cheers Tom On 8 Sep 2010, at 23:56, Chris Foster wrote: Assuming that you're after AS3 libraries, go here: http://fluxdb.fluxusproject.org/ and type 'Isometric' into the 'Search' box in the top-right corner. C: -Original Message- From: flashcoders-boun...@chattyfig.figleaf.com [mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Tom Gooding Sent: Thursday, 9 September 2010 12:43 AM To: Flash Coders List Subject: [Flashcoders] Isometric Graphics Libraries Hi - is anyone aware of any pre-existing free or commercial isometric graphic libraries - for characters and props? ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders This e-mail, including any attached files, may contain confidential and privileged information for the sole use of the intended recipient. Any review, use, distribution, or disclosure by others is strictly prohibited. If you are not the intended recipient (or authorized to receive information for the intended recipient), please contact the sender by reply e-mail and delete all copies of this message. ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] Best (fastest/memory efficient) way to animate bitmaps
i was always under the impression that the best way of doing that (for games sprite animations for instance) is bitmap 'blitting' where you use a tilesheet and then use bitmap draw to pull the current frame you want to show into your actual sprite a quick search turned this up which looks pretty comprehensive: http://www.8bitrocket.com/2008/07/02/tutorial-as3-the-basics-of-tile-sheet-animation-or-blitting/ http://www.8bitrocket.com/2008/07/02/tutorial-as3-the-basics-of-tile-sheet-animation-or-blitting/ best a On 8 September 2010 20:21, Zeh Fernando z...@zehfernando.com wrote: Just have them all on stage and set visible on and off. No crazy setup needed. Zeh On Wed, Sep 8, 2010 at 2:50 PM, Kevin Newman capta...@unfocus.com wrote: What is the fastest way to animate a series of bitmaps (say 20 frames). Here's a couple of ideas: A single big image behind a frame sized mask, move it one frame onEnterFrame. A series of memory cached Bitmap objs, swap them using addChild/removeChild (or set visible?) onEnterFrame. A series of memory cached BitmapData objs swap them by resetting bmp.bitmapData onEnterFrame. Anything faster is nice too - particularly on mobile. Thanks! Kevin N. ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] Best (fastest/memory efficient) way to animate bitmaps
allandt bik-elliott (thefieldcomic.com) skriver: i was always under the impression that the best way of doing that (for games sprite animations for instance) is bitmap 'blitting' where you use a tilesheet and then use bitmap draw to pull the current frame you want to show into your actual sprite I think that's not the fastest way. It's still copying the pixels. I am fairly sure that not copying the pixels is infinitely faster. My money is on the one Bitmap/multiple BitmapData solution. It should be using the least amount of memory and have no data copying at all. ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] Best (fastest/memory efficient) way to animate bitmaps
but for frame by frame animation (ie: one bitmap per frame), the method Zeh said is the fastest... all bitmaps on stage, visible=true or visible=false var currentFrame:int = 0; var bitmaps:Array = [ ... push the bitmap instances into this array ... ]; function enterFrameLoop (e:Event):void { animateBitmaps(); currentFrame++; if (currentFrame = 20) { // loop play currentFrame = 0; } } function animateBitmaps ():void { var i:int = 0; var iLen:int = 20; for (i; iiLen; i++) { bitmaps[i].visible = false; } bitmaps[currentFrame].visible = true; } addEventListener(Event.ENTER_FRAME, enterFrameLoop); cedric allandt bik-elliott (thefieldcomic.com) skriver: i was always under the impression that the best way of doing that (for games sprite animations for instance) is bitmap 'blitting' where you use a tilesheet and then use bitmap draw to pull the current frame you want to show into your actual sprite I think that's not the fastest way. It's still copying the pixels. I am fairly sure that not copying the pixels is infinitely faster. My money is on the one Bitmap/multiple BitmapData solution. It should be using the least amount of memory and have no data copying at all. ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] Best (fastest/memory efficient) way to animate bitmaps
We use the single Bitmap many BitmapData method on expensive animations (having pre-cached various timelines as arrays of BitmapData) outputting them on the frame rate by reassignment of the Bitmap.bitmapData property. It's been a while since I wrote the engine we use for it but I optimised/benchmarked it a lot and I think it was the best way - especially if you've multiple instances. Many, many times faster than playing a movieclip that's for sure - and faster than doing copyPixels from a master sheet. Of course - it can have a hefty memory footprint for longer animations so management / cleanup is important. On 9 Sep 2010, at 11:29, Henrik Andersson wrote: allandt bik-elliott (thefieldcomic.com) skriver: i was always under the impression that the best way of doing that (for games sprite animations for instance) is bitmap 'blitting' where you use a tilesheet and then use bitmap draw to pull the current frame you want to show into your actual sprite I think that's not the fastest way. It's still copying the pixels. I am fairly sure that not copying the pixels is infinitely faster. My money is on the one Bitmap/multiple BitmapData solution. It should be using the least amount of memory and have no data copying at all. ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
RE: [Flashcoders] Impossible?
From: k...@designdrumm.com Subject: Re: [Flashcoders] Impossible? Date: Wed, 8 Sep 2010 16:18:36 -0500 To: flashcoders@chattyfig.figleaf.com On Sep 8, 2010, at 1:15 PM, George Jones wrote: if (gp 1050112) { _redArray.push(0); _alphaArray.push(255); _greenArray.push(0); _blueArray.push(255); Shouldn't this be _blueArray.push(0); and only alphaArray should be set to 255? That may be why your getting a blue background. First up, I fixed the flame coming back. As I supposed, that was easy. The problem remains with making the background disappear. I've reworked the code some: gp = _fireColor.getPixel(i, 0); if (_bitmapFlag == true gp 1050112) { _redArray.push(255); _alphaArray.push(0); _greenArray.push(255); _blueArray.push(255); } else if (_bitmapFlag == false gp 1050112) { _redArray.push(gp); _alphaArray.push(0); _greenArray.push(255); _blueArray.push(255); } else { _redArray.push(gp); _alphaArray.push(0); _greenArray.push(0); _blueArray.push(0); } I've changed the if statement. Values of gp less than 1050112 are that which are not the flame, therefore are the background which should be set to alpha=0. When _bitmapFlag == true, then it's the mask that's being painted; otherwise, the sprite being masked (the else if statement). The final else statement is for the flame itself. Interestingly, changing the value of either the blue, green or alpha of that final else statement to 255 gives a blue flame with white border and very attractive, though not what I want. I wonder why changing the alpha especially would have that effect. I guess what I'm not clear about is the values I'm pushing. If I push 255 for the red, green and blue arrays, does that result in white? If I push 0 for alpha, is that the same as alpha=0 or alpha=1? Here again is the code for building the sprites: private function _onLoadedAll(e:Event):void { _onLoadedContent(e, _bitmapFlag = false); _onLoadedContent(e, _bitmapFlag = true); } private function _onLoadedContent(e:Event, _bitmapFlag:Boolean):void { _fireColor = Bitmap(LoaderInfo(e.target).loader.content).bitmapData; ... if (_bitmapFlag == false) { _fire = new BitmapData(865, 92, _bitmapFlag, 0xff); addChild(new Bitmap(_fire)); _fireSprite.addChild(new Bitmap(_fireMask)); addChild(_fireSprite); _fireSprite.mask = _fireMaskSprite; _fireSprite.cacheAsBitmap = true; } else { _fireMask = new BitmapData(865, 92, _bitmapFlag, 0xff); _fireMaskSprite.addChild(new Bitmap(_fireMask)); addChild(_fireMaskSprite); _fireMaskSprite.cacheAsBitmap = true; } I'm wondering now if this is possible, to mask the flame only and let the background show. The following combinations give me a blue background and flame: if (gp 1050112) { _redArray.push(255); _alphaArray.push(0); _greenArray.push(255); _blueArray.push(255); if (gp 1050112) { _redArray.push(0); _alphaArray.push(255); _greenArray.push(0); _blueArray.push(255); if (gp 1050112) { _redArray.push(0); _alphaArray.push(255); _greenArray.push(255); _blueArray.push(255); if (gp 1050112) { _redArray.push(255); _alphaArray.push(255); _greenArray.push(255); _blueArray.push(255); This gives me a black background: if (gp 1050112) { _redArray.push(0); _alphaArray.push(255); _greenArray.push(0); _blueArray.push(0); TIA, George ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] Impossible?
I believe this will get you transparent black pixels? _redArray.push(0); _alphaArray.push(255); _greenArray.push(0); _blueArray.push(0); Best, Karl On Sep 9, 2010, at 7:28 AM, George Jones wrote: From: k...@designdrumm.com Subject: Re: [Flashcoders] Impossible? Date: Wed, 8 Sep 2010 16:18:36 -0500 To: flashcoders@chattyfig.figleaf.com On Sep 8, 2010, at 1:15 PM, George Jones wrote: if (gp 1050112) { _redArray.push(0); _alphaArray.push(255); _greenArray.push(0); _blueArray.push(255); Shouldn't this be _blueArray.push(0); and only alphaArray should be set to 255? That may be why your getting a blue background. First up, I fixed the flame coming back. As I supposed, that was easy. The problem remains with making the background disappear. I've reworked the code some: gp = _fireColor.getPixel(i, 0); if (_bitmapFlag == true gp 1050112) { _redArray.push(255); _alphaArray.push(0); _greenArray.push(255); _blueArray.push(255); } else if (_bitmapFlag == false gp 1050112) { _redArray.push(gp); _alphaArray.push(0); _greenArray.push(255); _blueArray.push(255); } else { _redArray.push(gp); _alphaArray.push(0); _greenArray.push(0); _blueArray.push(0); } I've changed the if statement. Values of gp less than 1050112 are that which are not the flame, therefore are the background which should be set to alpha=0. When _bitmapFlag == true, then it's the mask that's being painted; otherwise, the sprite being masked (the else if statement). The final else statement is for the flame itself. Interestingly, changing the value of either the blue, green or alpha of that final else statement to 255 gives a blue flame with white border and very attractive, though not what I want. I wonder why changing the alpha especially would have that effect. I guess what I'm not clear about is the values I'm pushing. If I push 255 for the red, green and blue arrays, does that result in white? If I push 0 for alpha, is that the same as alpha=0 or alpha=1? Here again is the code for building the sprites: private function _onLoadedAll(e:Event):void { _onLoadedContent(e, _bitmapFlag = false); _onLoadedContent(e, _bitmapFlag = true); } private function _onLoadedContent(e:Event, _bitmapFlag:Boolean):void { _fireColor = Bitmap(LoaderInfo (e.target).loader.content).bitmapData; ... if (_bitmapFlag == false) { _fire = new BitmapData(865, 92, _bitmapFlag, 0xff); addChild(new Bitmap(_fire)); _fireSprite.addChild(new Bitmap(_fireMask)); addChild(_fireSprite); _fireSprite.mask = _fireMaskSprite; _fireSprite.cacheAsBitmap = true; } else { _fireMask = new BitmapData(865, 92, _bitmapFlag, 0xff); _fireMaskSprite.addChild(new Bitmap(_fireMask)); addChild(_fireMaskSprite); _fireMaskSprite.cacheAsBitmap = true; } I'm wondering now if this is possible, to mask the flame only and let the background show. The following combinations give me a blue background and flame: if (gp 1050112) { _redArray.push(255); _alphaArray.push(0); _greenArray.push(255); _blueArray.push(255); if (gp 1050112) { _redArray.push(0); _alphaArray.push(255); _greenArray.push(0); _blueArray.push(255); if (gp 1050112) { _redArray.push(0); _alphaArray.push(255); _greenArray.push(255); _blueArray.push(255); if (gp 1050112) { _redArray.push(255); _alphaArray.push(255); _greenArray.push(255); _blueArray.push(255); This gives me a black background: if (gp 1050112) { _redArray.push(0); _alphaArray.push(255); _greenArray.push(0); _blueArray.push(0); TIA, George ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com
Re: [Flashcoders] Impossible?
Sorry, didn't see your comment at the bottom. Karl On Sep 9, 2010, at 7:28 AM, George Jones wrote: From: k...@designdrumm.com Subject: Re: [Flashcoders] Impossible? Date: Wed, 8 Sep 2010 16:18:36 -0500 To: flashcoders@chattyfig.figleaf.com On Sep 8, 2010, at 1:15 PM, George Jones wrote: if (gp 1050112) { _redArray.push(0); _alphaArray.push(255); _greenArray.push(0); _blueArray.push(255); Shouldn't this be _blueArray.push(0); and only alphaArray should be set to 255? That may be why your getting a blue background. First up, I fixed the flame coming back. As I supposed, that was easy. The problem remains with making the background disappear. I've reworked the code some: gp = _fireColor.getPixel(i, 0); if (_bitmapFlag == true gp 1050112) { _redArray.push(255); _alphaArray.push(0); _greenArray.push(255); _blueArray.push(255); } else if (_bitmapFlag == false gp 1050112) { _redArray.push(gp); _alphaArray.push(0); _greenArray.push(255); _blueArray.push(255); } else { _redArray.push(gp); _alphaArray.push(0); _greenArray.push(0); _blueArray.push(0); } I've changed the if statement. Values of gp less than 1050112 are that which are not the flame, therefore are the background which should be set to alpha=0. When _bitmapFlag == true, then it's the mask that's being painted; otherwise, the sprite being masked (the else if statement). The final else statement is for the flame itself. Interestingly, changing the value of either the blue, green or alpha of that final else statement to 255 gives a blue flame with white border and very attractive, though not what I want. I wonder why changing the alpha especially would have that effect. I guess what I'm not clear about is the values I'm pushing. If I push 255 for the red, green and blue arrays, does that result in white? If I push 0 for alpha, is that the same as alpha=0 or alpha=1? Here again is the code for building the sprites: private function _onLoadedAll(e:Event):void { _onLoadedContent(e, _bitmapFlag = false); _onLoadedContent(e, _bitmapFlag = true); } private function _onLoadedContent(e:Event, _bitmapFlag:Boolean):void { _fireColor = Bitmap(LoaderInfo (e.target).loader.content).bitmapData; ... if (_bitmapFlag == false) { _fire = new BitmapData(865, 92, _bitmapFlag, 0xff); addChild(new Bitmap(_fire)); _fireSprite.addChild(new Bitmap(_fireMask)); addChild(_fireSprite); _fireSprite.mask = _fireMaskSprite; _fireSprite.cacheAsBitmap = true; } else { _fireMask = new BitmapData(865, 92, _bitmapFlag, 0xff); _fireMaskSprite.addChild(new Bitmap(_fireMask)); addChild(_fireMaskSprite); _fireMaskSprite.cacheAsBitmap = true; } I'm wondering now if this is possible, to mask the flame only and let the background show. The following combinations give me a blue background and flame: if (gp 1050112) { _redArray.push(255); _alphaArray.push(0); _greenArray.push(255); _blueArray.push(255); if (gp 1050112) { _redArray.push(0); _alphaArray.push(255); _greenArray.push(0); _blueArray.push(255); if (gp 1050112) { _redArray.push(0); _alphaArray.push(255); _greenArray.push(255); _blueArray.push(255); if (gp 1050112) { _redArray.push(255); _alphaArray.push(255); _greenArray.push(255); _blueArray.push(255); This gives me a black background: if (gp 1050112) { _redArray.push(0); _alphaArray.push(255); _greenArray.push(0); _blueArray.push(0); TIA, George ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Karl DeSaulniers Design Drumm http://designdrumm.com ___
RE: [Flashcoders] Impossible?
From: k...@designdrumm.com Subject: Re: [Flashcoders] Impossible? Date: Thu, 9 Sep 2010 07:39:51 -0500 To: flashcoders@chattyfig.figleaf.com Sorry, didn't see your comment at the bottom. Yeah. I'm about ready to throw in the towel on this one. I don't think it's possible. George Karl On Sep 9, 2010, at 7:28 AM, George Jones wrote: From: k...@designdrumm.com Subject: Re: [Flashcoders] Impossible? Date: Wed, 8 Sep 2010 16:18:36 -0500 To: flashcoders@chattyfig.figleaf.com On Sep 8, 2010, at 1:15 PM, George Jones wrote: if (gp 1050112) { _redArray.push(0); _alphaArray.push(255); _greenArray.push(0); _blueArray.push(255); Shouldn't this be _blueArray.push(0); and only alphaArray should be set to 255? That may be why your getting a blue background. First up, I fixed the flame coming back. As I supposed, that was easy. The problem remains with making the background disappear. I've reworked the code some: gp = _fireColor.getPixel(i, 0); if (_bitmapFlag == true gp 1050112) { _redArray.push(255); _alphaArray.push(0); _greenArray.push(255); _blueArray.push(255); } else if (_bitmapFlag == false gp 1050112) { _redArray.push(gp); _alphaArray.push(0); _greenArray.push(255); _blueArray.push(255); } else { _redArray.push(gp); _alphaArray.push(0); _greenArray.push(0); _blueArray.push(0); } I've changed the if statement. Values of gp less than 1050112 are that which are not the flame, therefore are the background which should be set to alpha=0. When _bitmapFlag == true, then it's the mask that's being painted; otherwise, the sprite being masked (the else if statement). The final else statement is for the flame itself. Interestingly, changing the value of either the blue, green or alpha of that final else statement to 255 gives a blue flame with white border and very attractive, though not what I want. I wonder why changing the alpha especially would have that effect. I guess what I'm not clear about is the values I'm pushing. If I push 255 for the red, green and blue arrays, does that result in white? If I push 0 for alpha, is that the same as alpha=0 or alpha=1? Here again is the code for building the sprites: private function _onLoadedAll(e:Event):void { _onLoadedContent(e, _bitmapFlag = false); _onLoadedContent(e, _bitmapFlag = true); } private function _onLoadedContent(e:Event, _bitmapFlag:Boolean):void { _fireColor = Bitmap(LoaderInfo (e.target).loader.content).bitmapData; ... if (_bitmapFlag == false) { _fire = new BitmapData(865, 92, _bitmapFlag, 0xff); addChild(new Bitmap(_fire)); _fireSprite.addChild(new Bitmap(_fireMask)); addChild(_fireSprite); _fireSprite.mask = _fireMaskSprite; _fireSprite.cacheAsBitmap = true; } else { _fireMask = new BitmapData(865, 92, _bitmapFlag, 0xff); _fireMaskSprite.addChild(new Bitmap(_fireMask)); addChild(_fireMaskSprite); _fireMaskSprite.cacheAsBitmap = true; } I'm wondering now if this is possible, to mask the flame only and let the background show. The following combinations give me a blue background and flame: if (gp 1050112) { _redArray.push(255); _alphaArray.push(0); _greenArray.push(255); _blueArray.push(255); if (gp 1050112) { _redArray.push(0); _alphaArray.push(255); _greenArray.push(0); _blueArray.push(255); if (gp 1050112) { _redArray.push(0); _alphaArray.push(255); _greenArray.push(255); _blueArray.push(255); if (gp 1050112) { _redArray.push(255); _alphaArray.push(255); _greenArray.push(255); _blueArray.push(255); This gives me a black background: if (gp 1050112) {
[Flashcoders] Apple changes their guidelines
http://www.apple.com/pr/library/2010/09/09statement.html ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
RE: [Flashcoders] Apple changes their guidelines
wow! wasn't expecting that. Date: Thu, 9 Sep 2010 15:46:00 +0200 From: he...@henke37.cjb.net To: flashcoders@chattyfig.figleaf.com Subject: [Flashcoders] Apple changes their guidelines http://www.apple.com/pr/library/2010/09/09statement.html ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] Apple changes their guidelines
how does cs5 generate files for iphone? Does it create a swf and then use a cocoa framework to make it work or does it transcode the file directly into objective c? suddenly looks very interesting again a On 9 September 2010 14:46, Henrik Andersson he...@henke37.cjb.net wrote: http://www.apple.com/pr/library/2010/09/09statement.html ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] Apple changes their guidelines
Some magic voodoo turns it all into an executable for the iPhone. No SWF. Google Voice: (508) 656-0622 Twitter: eric_dolecki XBoxLive: edolecki PSN: eric_dolecki http://blog.ericd.net On Thu, Sep 9, 2010 at 9:59 AM, allandt bik-elliott (thefieldcomic.com) alla...@gmail.com wrote: how does cs5 generate files for iphone? Does it create a swf and then use a cocoa framework to make it work or does it transcode the file directly into objective c? suddenly looks very interesting again a On 9 September 2010 14:46, Henrik Andersson he...@henke37.cjb.net wrote: http://www.apple.com/pr/library/2010/09/09statement.html ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] Apple changes their guidelines
shit. I don't want to read their damn agreement. What the hell does this mean? On Thu, Sep 9, 2010 at 9:59 AM, allandt bik-elliott (thefieldcomic.com) alla...@gmail.com wrote: how does cs5 generate files for iphone? Does it create a swf and then use a cocoa framework to make it work or does it transcode the file directly into objective c? suddenly looks very interesting again a On 9 September 2010 14:46, Henrik Andersson he...@henke37.cjb.net wrote: http://www.apple.com/pr/library/2010/09/09statement.html ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
[Flashcoders] Apple backing off. Why?
I would like to understand the real reason why Apple is backing off -- as from what I have seen in the past, I can't believe it is for the love of developers.. . Corporate pressure? (which has been hinted at). . Possibility of Federal trade restriction lawsuits? . possibly a lack of new *significant* apps, as developers began to consider other platforms? Personally, I am not interested in the iPad/iPhone as a target, until Steve Jobs apologizes. (which means, never again ;-) Lovin' Android, ~Bill -- Date: Thu, 09 Sep 2010 15:46:00 +0200 From: Henrik Andersson he...@henke37.cjb.net Subject: [Flashcoders] Apple changes their guidelines To: Flash Coders List flashcoders@chattyfig.figleaf.com Message-ID: 4c88e518.9090...@henke37.cjb.net Content-Type: text/plain; charset=UTF-8; format=flowed http://www.apple.com/pr/library/2010/09/09statement.html ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] Apple changes their guidelines
It supposedly compiles the AS code into native iOS binary code, with an internal framework that duplicates Flash's capabilities. So there's no middle SWF (AVM) or objective C code being generated. Zeh On Thu, Sep 9, 2010 at 9:59 AM, allandt bik-elliott (thefieldcomic.com) alla...@gmail.com wrote: how does cs5 generate files for iphone? Does it create a swf and then use a cocoa framework to make it work or does it transcode the file directly into objective c? suddenly looks very interesting again a On 9 September 2010 14:46, Henrik Andersson he...@henke37.cjb.net wrote: http://www.apple.com/pr/library/2010/09/09statement.html ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
[Flashcoders] Bounce Backs
Does anyone else get these every time that they post to the list (as I do)? If so, would it make any sense to remove them? The eBay one feels odd anyway. ~Bill #1 Reporting-MTA: dns; hmc.hanyang.ac.kr Final-Recipient: rfc822;woo...@hmc.hanyang.ac.kr Diagnostic-Code: smtp; 501 error - Zettamail - woo...@hmc.hanyang.ac.kr User Unknown(10.0.0.14) Action: failed Status: 5.0.0 #2 From: securitydisclosure securitydisclos...@autoreply.corp.ebay.com Date: Thu, 09 Sep 2010 07:33:34 -0700 Message-ID: react-205695...@csa001.corp.ebay.com X-Autogenerated: Reply MIME-Version: 1.0 Content-Type: text/plain;charset=windows-1252 Subject: Re: [Flashcoders] Apple backing off. Why? In-Reply-To: a724ea070cb0418fb0b30ba037450...@foa X-CFilter: Scanned X-SmarterMail-Spam: SPF_None, ORDB X-Antivirus: avast! (VPS 100909-0, 09/09/2010), Inbound message X-Antivirus-Status: Clean Thank you for contacting Security Disclosure at eBay. If you have submitted an eBay - specific security vulnerability, a member of our team will respond to you as soon as possible. If you have submitted your issue to Security Disclosure in error and require assistance on a security-related customer service issue, please visit the HELP page at the link below to get help with your issue. http://pages.ebay.com/securitycenter/ Thank you, Security Disclosure ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
RE: [Flashcoders] Apple backing off. Why?
Probably a little of everything. Also, there's going to be about 50 tablets released in the next year... most of which will probably play Flash. gregb -Original Message- From: flashcoders-boun...@chattyfig.figleaf.com [mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Bill S. Sent: Thursday, September 09, 2010 9:28 AM To: flashcoders@chattyfig.figleaf.com Subject: [Flashcoders] Apple backing off. Why? I would like to understand the real reason why Apple is backing off -- as from what I have seen in the past, I can't believe it is for the love of developers.. . Corporate pressure? (which has been hinted at). . Possibility of Federal trade restriction lawsuits? . possibly a lack of new *significant* apps, as developers began to consider other platforms? Personally, I am not interested in the iPad/iPhone as a target, until Steve Jobs apologizes. (which means, never again ;-) Lovin' Android, ~Bill -- Date: Thu, 09 Sep 2010 15:46:00 +0200 From: Henrik Andersson he...@henke37.cjb.net Subject: [Flashcoders] Apple changes their guidelines To: Flash Coders List flashcoders@chattyfig.figleaf.com Message-ID: 4c88e518.9090...@henke37.cjb.net Content-Type: text/plain; charset=UTF-8; format=flowed http://www.apple.com/pr/library/2010/09/09statement.html ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] Apple changes their guidelines
That link is not even a page long... Nathan Mynarcik nat...@mynarcik.com 254.749.2525 www.mynarcik.com On Thu, Sep 9, 2010 at 10:13 AM, Kurt Dommermuth k...@kurtdommermuth.comwrote: shit. I don't want to read their damn agreement. What the hell does this mean? On Thu, Sep 9, 2010 at 9:59 AM, allandt bik-elliott (thefieldcomic.com) alla...@gmail.com wrote: how does cs5 generate files for iphone? Does it create a swf and then use a cocoa framework to make it work or does it transcode the file directly into objective c? suddenly looks very interesting again a On 9 September 2010 14:46, Henrik Andersson he...@henke37.cjb.net wrote: http://www.apple.com/pr/library/2010/09/09statement.html ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] Apple changes their guidelines
Nathan Mynarcik skriver: That link is not even a page long... True, but it's not the actual agreement either. ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] Apple changes their guidelines
apple doesn't like to make a big show of bowing to pressure - i'm surprised it didn't turn up in the middle of a eula for iTunes a On 9 September 2010 15:53, Nathan Mynarcik nat...@mynarcik.com wrote: That link is not even a page long... Nathan Mynarcik nat...@mynarcik.com 254.749.2525 www.mynarcik.com On Thu, Sep 9, 2010 at 10:13 AM, Kurt Dommermuth k...@kurtdommermuth.com wrote: shit. I don't want to read their damn agreement. What the hell does this mean? On Thu, Sep 9, 2010 at 9:59 AM, allandt bik-elliott (thefieldcomic.com) alla...@gmail.com wrote: how does cs5 generate files for iphone? Does it create a swf and then use a cocoa framework to make it work or does it transcode the file directly into objective c? suddenly looks very interesting again a On 9 September 2010 14:46, Henrik Andersson he...@henke37.cjb.net wrote: http://www.apple.com/pr/library/2010/09/09statement.html ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] Apple changes their guidelines
thanks guys - it came up in a conversation in the office a On 9 September 2010 15:25, Zeh Fernando z...@zehfernando.com wrote: It supposedly compiles the AS code into native iOS binary code, with an internal framework that duplicates Flash's capabilities. So there's no middle SWF (AVM) or objective C code being generated. Zeh On Thu, Sep 9, 2010 at 9:59 AM, allandt bik-elliott (thefieldcomic.com) alla...@gmail.com wrote: how does cs5 generate files for iphone? Does it create a swf and then use a cocoa framework to make it work or does it transcode the file directly into objective c? suddenly looks very interesting again a On 9 September 2010 14:46, Henrik Andersson he...@henke37.cjb.net wrote: http://www.apple.com/pr/library/2010/09/09statement.html ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
RE: [Flashcoders] Apple changes their guidelines
Flash CS5 still ships with the iOS export option right? Sweet. Jason Merrill Instructional Technology Architect Bank of America Global Learning Join the Bank of America Flash Platform Community and visit our Instructional Technology Design Blog (Note: these resources are only available for Bank of America associates) -Original Message- From: flashcoders-boun...@chattyfig.figleaf.com [mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of allandt bik-elliott (thefieldcomic.com) Sent: Thursday, September 09, 2010 11:09 AM To: Flash Coders List Subject: Re: [Flashcoders] Apple changes their guidelines thanks guys - it came up in a conversation in the office a On 9 September 2010 15:25, Zeh Fernando z...@zehfernando.com wrote: It supposedly compiles the AS code into native iOS binary code, with an internal framework that duplicates Flash's capabilities. So there's no middle SWF (AVM) or objective C code being generated. Zeh On Thu, Sep 9, 2010 at 9:59 AM, allandt bik-elliott (thefieldcomic.com) alla...@gmail.com wrote: how does cs5 generate files for iphone? Does it create a swf and then use a cocoa framework to make it work or does it transcode the file directly into objective c? suddenly looks very interesting again a On 9 September 2010 14:46, Henrik Andersson he...@henke37.cjb.net wrote: http://www.apple.com/pr/library/2010/09/09statement.html ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] Bounce Backs
I have them automatically filtered as Spam and deleted before they hit my inbox. To answer your question, yes, I used to get them every time I posted. Nathan Mynarcik nat...@mynarcik.com 254.749.2525 www.mynarcik.com On Thu, Sep 9, 2010 at 10:38 AM, Bill S. lists...@fo.com wrote: Does anyone else get these every time that they post to the list (as I do)? If so, would it make any sense to remove them? The eBay one feels odd anyway. ~Bill #1 Reporting-MTA: dns; hmc.hanyang.ac.kr Final-Recipient: rfc822;woo...@hmc.hanyang.ac.krrfc822%3bwoo...@hmc.hanyang.ac.kr Diagnostic-Code: smtp; 501 error - Zettamail - woo...@hmc.hanyang.ac.kr User Unknown(10.0.0.14) Action: failed Status: 5.0.0 #2 From: securitydisclosure securitydisclos...@autoreply.corp.ebay.com Date: Thu, 09 Sep 2010 07:33:34 -0700 Message-ID: react-205695...@csa001.corp.ebay.com X-Autogenerated: Reply MIME-Version: 1.0 Content-Type: text/plain;charset=windows-1252 Subject: Re: [Flashcoders] Apple backing off. Why? In-Reply-To: a724ea070cb0418fb0b30ba037450...@foa X-CFilter: Scanned X-SmarterMail-Spam: SPF_None, ORDB X-Antivirus: avast! (VPS 100909-0, 09/09/2010), Inbound message X-Antivirus-Status: Clean Thank you for contacting Security Disclosure at eBay. If you have submitted an eBay - specific security vulnerability, a member of our team will respond to you as soon as possible. If you have submitted your issue to Security Disclosure in error and require assistance on a security-related customer service issue, please visit the HELP page at the link below to get help with your issue. http://pages.ebay.com/securitycenter/ Thank you, Security Disclosure ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] Bounce Backs
Thanks Nathan: I can filter them too of course; but it may make sense to remove them once, rather than making all users (including new ones), go through the steps to filter bad addresses. And again, the eBay one looks odd. Fair? Thanks ~Bill - Original Message - From: Nathan Mynarcik To: Bill S. ; Flash Coders List Sent: Thursday, September 09, 2010 11:12 AM Subject: Re: [Flashcoders] Bounce Backs I have them automatically filtered as Spam and deleted before they hit my inbox. To answer your question, yes, I used to get them every time I posted. Nathan Mynarcik nat...@mynarcik.com 254.749.2525 www.mynarcik.com On Thu, Sep 9, 2010 at 10:38 AM, Bill S. lists...@fo.com wrote: Does anyone else get these every time that they post to the list (as I do)? If so, would it make any sense to remove them? The eBay one feels odd anyway. ~Bill #1 Reporting-MTA: dns; hmc.hanyang.ac.kr Final-Recipient: rfc822;woo...@hmc.hanyang.ac.kr Diagnostic-Code: smtp; 501 error - Zettamail - woo...@hmc.hanyang.ac.kr User Unknown(10.0.0.14) Action: failed Status: 5.0.0 ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] Bounce Backs
I agree. I think it has been brought up in the past. Not exactly sure what made of it last time it was discussed. Nathan Mynarcik nat...@mynarcik.com 254.749.2525 www.mynarcik.com On Thu, Sep 9, 2010 at 11:20 AM, Bill S. lists...@fo.com wrote: Thanks Nathan: I can filter them too of course; but it may make sense to remove them once, rather than making all users (including new ones), go through the steps to filter bad addresses. And again, the eBay one looks odd. Fair? Thanks ~Bill - Original Message - *From:* Nathan Mynarcik nat...@mynarcik.com *To:* Bill S. lists...@fo.com ; Flash Coders Listflashcoders@chattyfig.figleaf.com *Sent:* Thursday, September 09, 2010 11:12 AM *Subject:* Re: [Flashcoders] Bounce Backs I have them automatically filtered as Spam and deleted before they hit my inbox. To answer your question, yes, I used to get them every time I posted. Nathan Mynarcik nat...@mynarcik.com 254.749.2525 www.mynarcik.com On Thu, Sep 9, 2010 at 10:38 AM, Bill S. lists...@fo.com wrote: Does anyone else get these every time that they post to the list (as I do)? If so, would it make any sense to remove them? The eBay one feels odd anyway. ~Bill #1 Reporting-MTA: dns; hmc.hanyang.ac.kr Final-Recipient: rfc822;woo...@hmc.hanyang.ac.krrfc822%3bwoo...@hmc.hanyang.ac.kr Diagnostic-Code: smtp; 501 error - Zettamail - woo...@hmc.hanyang.ac.kr User Unknown(10.0.0.14) Action: failed Status: 5.0.0 ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] Apple changes their guidelines
I think (and hope) so. Looks like my new business expense actually calls for the upgrade to CS5 now. Nathan Mynarcik nat...@mynarcik.com 254.749.2525 www.mynarcik.com On Thu, Sep 9, 2010 at 11:10 AM, Merrill, Jason jason.merr...@bankofamerica.com wrote: Flash CS5 still ships with the iOS export option right? Sweet. Jason Merrill Instructional Technology Architect Bank of America Global Learning Join the Bank of America Flash Platform Community and visit our Instructional Technology Design Blog (Note: these resources are only available for Bank of America associates) -Original Message- From: flashcoders-boun...@chattyfig.figleaf.com [mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of allandt bik-elliott (thefieldcomic.com) Sent: Thursday, September 09, 2010 11:09 AM To: Flash Coders List Subject: Re: [Flashcoders] Apple changes their guidelines thanks guys - it came up in a conversation in the office a On 9 September 2010 15:25, Zeh Fernando z...@zehfernando.com wrote: It supposedly compiles the AS code into native iOS binary code, with an internal framework that duplicates Flash's capabilities. So there's no middle SWF (AVM) or objective C code being generated. Zeh On Thu, Sep 9, 2010 at 9:59 AM, allandt bik-elliott (thefieldcomic.com) alla...@gmail.com wrote: how does cs5 generate files for iphone? Does it create a swf and then use a cocoa framework to make it work or does it transcode the file directly into objective c? suddenly looks very interesting again a On 9 September 2010 14:46, Henrik Andersson he...@henke37.cjb.net wrote: http://www.apple.com/pr/library/2010/09/09statement.html ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] Apple changes their guidelines
Hi Nathan, It's the agreement they are referring to where the legalese is that sucks to read. The article is fine. At this point I've read enough to feel confident that they will accept CS5 as a development tool, but what I'm curious about is the statement as long as code isn't downloaded. What does that mean? On Thu, Sep 9, 2010 at 10:53 AM, Nathan Mynarcik nat...@mynarcik.comwrote: That link is not even a page long... Nathan Mynarcik nat...@mynarcik.com 254.749.2525 www.mynarcik.com On Thu, Sep 9, 2010 at 10:13 AM, Kurt Dommermuth k...@kurtdommermuth.com wrote: shit. I don't want to read their damn agreement. What the hell does this mean? On Thu, Sep 9, 2010 at 9:59 AM, allandt bik-elliott (thefieldcomic.com) alla...@gmail.com wrote: how does cs5 generate files for iphone? Does it create a swf and then use a cocoa framework to make it work or does it transcode the file directly into objective c? suddenly looks very interesting again a On 9 September 2010 14:46, Henrik Andersson he...@henke37.cjb.net wrote: http://www.apple.com/pr/library/2010/09/09statement.html ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] Apple changes their guidelines
It means no external application logic can be loaded and executed; you can load visual assets but no runtime code libraries. This is how it was originally envisaged before they canned flash altogether. Guess the race is on to write a Flash CS5 / iPhone app that doesn't run like a dog. On 9 Sep 2010, at 16:37, Kurt Dommermuth wrote: Hi Nathan, It's the agreement they are referring to where the legalese is that sucks to read. The article is fine. At this point I've read enough to feel confident that they will accept CS5 as a development tool, but what I'm curious about is the statement as long as code isn't downloaded. What does that mean? On Thu, Sep 9, 2010 at 10:53 AM, Nathan Mynarcik nat...@mynarcik.comwrote: That link is not even a page long... Nathan Mynarcik nat...@mynarcik.com 254.749.2525 www.mynarcik.com On Thu, Sep 9, 2010 at 10:13 AM, Kurt Dommermuth k...@kurtdommermuth.com wrote: shit. I don't want to read their damn agreement. What the hell does this mean? On Thu, Sep 9, 2010 at 9:59 AM, allandt bik-elliott (thefieldcomic.com) alla...@gmail.com wrote: how does cs5 generate files for iphone? Does it create a swf and then use a cocoa framework to make it work or does it transcode the file directly into objective c? suddenly looks very interesting again a On 9 September 2010 14:46, Henrik Andersson he...@henke37.cjb.net wrote: http://www.apple.com/pr/library/2010/09/09statement.html ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] Apple changes their guidelines
Kurt Dommermuth skriver: ... but what I'm curious about is the statement as long as code isn't downloaded. What does that mean? You are not to make any application that can run code that is not distributed with the application. Or as it applies to flash applications: no loading of swf files at runtime. ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] Apple changes their guidelines
I am guessing you App cannot be a shell for other code that is not downloaded from the AppStore - so your Flash iPhone app has to be totally self-contained, not like you can download the Flex Framework, etc. as external resources. You might be allowed to download graphics. Depending on the legalese, you could argue that reading websites that display source is downloading other code, but then I am guessing the agreement is better worded than that. e.g. you can't write your own App store, web-browser that runs js, etc. Glen On 09/09/2010 16:37, Kurt Dommermuth wrote: Hi Nathan, It's the agreement they are referring to where the legalese is that sucks to read. The article is fine. At this point I've read enough to feel confident that they will accept CS5 as a development tool, but what I'm curious about is the statement as long as code isn't downloaded. What does that mean? On Thu, Sep 9, 2010 at 10:53 AM, Nathan Mynarciknat...@mynarcik.comwrote: That link is not even a page long... Nathan Mynarcik nat...@mynarcik.com 254.749.2525 www.mynarcik.com On Thu, Sep 9, 2010 at 10:13 AM, Kurt Dommermuthk...@kurtdommermuth.com wrote: shit. I don't want to read their damn agreement. What the hell does this mean? On Thu, Sep 9, 2010 at 9:59 AM, allandt bik-elliott (thefieldcomic.com) alla...@gmail.com wrote: how does cs5 generate files for iphone? Does it create a swf and then use a cocoa framework to make it work or does it transcode the file directly into objective c? suddenly looks very interesting again a On 9 September 2010 14:46, Henrik Anderssonhe...@henke37.cjb.net wrote: http://www.apple.com/pr/library/2010/09/09statement.html ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] Apple changes their guidelines
Exactly. It appears that all of the sudden we are all iApp developers. On Thu, Sep 9, 2010 at 11:37 AM, Nathan Mynarcik nat...@mynarcik.comwrote: I think (and hope) so. Looks like my new business expense actually calls for the upgrade to CS5 now. Nathan Mynarcik nat...@mynarcik.com 254.749.2525 www.mynarcik.com ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] Apple changes their guidelines
I understand. I have slight concerns about that statement too. And the fact that it's to Apple's discretion on what they really mean... For example: Can we not access XML data stored on the web from our Apps? Nathan Mynarcik nat...@mynarcik.com 254.749.2525 www.mynarcik.com On Thu, Sep 9, 2010 at 11:37 AM, Kurt Dommermuth k...@kurtdommermuth.comwrote: Hi Nathan, It's the agreement they are referring to where the legalese is that sucks to read. The article is fine. At this point I've read enough to feel confident that they will accept CS5 as a development tool, but what I'm curious about is the statement as long as code isn't downloaded. What does that mean? On Thu, Sep 9, 2010 at 10:53 AM, Nathan Mynarcik nat...@mynarcik.com wrote: That link is not even a page long... Nathan Mynarcik nat...@mynarcik.com 254.749.2525 www.mynarcik.com On Thu, Sep 9, 2010 at 10:13 AM, Kurt Dommermuth k...@kurtdommermuth.com wrote: shit. I don't want to read their damn agreement. What the hell does this mean? On Thu, Sep 9, 2010 at 9:59 AM, allandt bik-elliott (thefieldcomic.com ) alla...@gmail.com wrote: how does cs5 generate files for iphone? Does it create a swf and then use a cocoa framework to make it work or does it transcode the file directly into objective c? suddenly looks very interesting again a On 9 September 2010 14:46, Henrik Andersson he...@henke37.cjb.net wrote: http://www.apple.com/pr/library/2010/09/09statement.html ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
[Flashcoders] access a mc in stage from a class
hi, i'm trying to migrate from as2... and I need to access a mc named mc1 that is on stage. no class associated with this mc, only 1 class for the entire movie. I have the following class: package { import flash.display.*; import flash.events.*; public class foo { //constructor public function foo():void { trace(hi) mc1.x+=30; - don't work. } } how can I inform the class that I have a mc (mc1) in the stage in order to access i´'s properties and methods? tried with addChild too but had no luck. thanks, rodrigo. ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
RE: [Flashcoders] access a mc in stage from a class
Did you set this one Class as Document Class in the properties panel? Groeten, Cor van Dooren -- There are only 10 types of people in the world: Those who understand binary and those who dont. -Original Message- From: flashcoders-boun...@chattyfig.figleaf.com [mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Rodrigo Augusto Guerra Sent: donderdag 9 september 2010 18:18 To: Flash Coders List Subject: [Flashcoders] access a mc in stage from a class hi, i'm trying to migrate from as2... and I need to access a mc named mc1 that is on stage. no class associated with this mc, only 1 class for the entire movie. I have the following class: package { import flash.display.*; import flash.events.*; public class foo { //constructor public function foo():void { trace(hi) mc1.x+=30; - don't work. } } how can I inform the class that I have a mc (mc1) in the stage in order to access i´'s properties and methods? tried with addChild too but had no luck. thanks, rodrigo. ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Geen virus gevonden in het binnenkomende-bericht. Gecontroleerd door AVG - www.avg.com Versie: 9.0.851 / Virusdatabase: 271.1.1/3123 - datum van uitgifte: 09/08/10 19:41:00 ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
RE: [Flashcoders] Apple changes their guidelines
I don't think Apple would consider XML as code - it would be data. If that were the case, that would restricts thousands and thousands of existing apps that do the same thing. I think for security reasons they mean runtime code that executes and is external to the app itself. Jason Merrill Instructional Technology Architect Bank of America Global Learning Join the Bank of America Flash Platform Community and visit our Instructional Technology Design Blog (Note: these resources are only available for Bank of America associates) -Original Message- From: flashcoders-boun...@chattyfig.figleaf.com [mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Nathan Mynarcik Sent: Thursday, September 09, 2010 12:04 PM To: Flash Coders List Subject: Re: [Flashcoders] Apple changes their guidelines I understand. I have slight concerns about that statement too. And the fact that it's to Apple's discretion on what they really mean... For example: Can we not access XML data stored on the web from our Apps? Nathan Mynarcik nat...@mynarcik.com 254.749.2525 www.mynarcik.com On Thu, Sep 9, 2010 at 11:37 AM, Kurt Dommermuth k...@kurtdommermuth.comwrote: Hi Nathan, It's the agreement they are referring to where the legalese is that sucks to read. The article is fine. At this point I've read enough to feel confident that they will accept CS5 as a development tool, but what I'm curious about is the statement as long as code isn't downloaded. What does that mean? On Thu, Sep 9, 2010 at 10:53 AM, Nathan Mynarcik nat...@mynarcik.com wrote: That link is not even a page long... Nathan Mynarcik nat...@mynarcik.com 254.749.2525 www.mynarcik.com On Thu, Sep 9, 2010 at 10:13 AM, Kurt Dommermuth k...@kurtdommermuth.com wrote: shit. I don't want to read their damn agreement. What the hell does this mean? On Thu, Sep 9, 2010 at 9:59 AM, allandt bik-elliott (thefieldcomic.com ) alla...@gmail.com wrote: how does cs5 generate files for iphone? Does it create a swf and then use a cocoa framework to make it work or does it transcode the file directly into objective c? suddenly looks very interesting again a On 9 September 2010 14:46, Henrik Andersson he...@henke37.cjb.net wrote: http://www.apple.com/pr/library/2010/09/09statement.html ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
RE: [Flashcoders] access a mc in stage from a class
Is foo the Document class in your .fla? If so, you can just call the instance name from that class. Jason Merrill Instructional Technology Architect Bank of America Global Learning Join the Bank of America Flash Platform Community and visit our Instructional Technology Design Blog (Note: these resources are only available for Bank of America associates) -Original Message- From: flashcoders-boun...@chattyfig.figleaf.com [mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Rodrigo Augusto Guerra Sent: Thursday, September 09, 2010 12:18 PM To: Flash Coders List Subject: [Flashcoders] access a mc in stage from a class hi, i'm trying to migrate from as2... and I need to access a mc named mc1 that is on stage. no class associated with this mc, only 1 class for the entire movie. I have the following class: package { import flash.display.*; import flash.events.*; public class foo { //constructor public function foo():void { trace(hi) mc1.x+=30; - don't work. } } how can I inform the class that I have a mc (mc1) in the stage in order to access i´'s properties and methods? tried with addChild too but had no luck. thanks, rodrigo. ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] Apple changes their guidelines
Exactly. I don't think XML would be considered code, but they could justify anything they want. All in all, I'm pretty damn excited. Personally I was crushed when Apple blocked CS5 and unfortunately for Adobe I couldn't justify an upgrade. Now I can. I'm sure I'm not alone. I bet Adobe's sales will be up quite a bit in the coming weeks. Now that Apple seems to be making rational business decisions it makes me think that flash players will be on their mobile devices soon too. Maybe within a year. On Thu, Sep 9, 2010 at 12:04 PM, Nathan Mynarcik nat...@mynarcik.comwrote: I understand. I have slight concerns about that statement too. And the fact that it's to Apple's discretion on what they really mean... For example: Can we not access XML data stored on the web from our Apps? Nathan Mynarcik nat...@mynarcik.com 254.749.2525 www.mynarcik.com ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] Apple changes their guidelines
the downloaded code thing prevents oracle from creating a jvm and adobe from creating flash plugin although why they need it as it's already in their eula a On 9 September 2010 17:27, Kurt Dommermuth k...@kurtdommermuth.com wrote: Exactly. I don't think XML would be considered code, but they could justify anything they want. All in all, I'm pretty damn excited. Personally I was crushed when Apple blocked CS5 and unfortunately for Adobe I couldn't justify an upgrade. Now I can. I'm sure I'm not alone. I bet Adobe's sales will be up quite a bit in the coming weeks. Now that Apple seems to be making rational business decisions it makes me think that flash players will be on their mobile devices soon too. Maybe within a year. On Thu, Sep 9, 2010 at 12:04 PM, Nathan Mynarcik nat...@mynarcik.com wrote: I understand. I have slight concerns about that statement too. And the fact that it's to Apple's discretion on what they really mean... For example: Can we not access XML data stored on the web from our Apps? Nathan Mynarcik nat...@mynarcik.com 254.749.2525 www.mynarcik.com ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] Apple changes their guidelines
It seems like everyone is concerned about the details of getting Flash on iDrones. Does this statement by Apple make anyone more upset with them? On Thu, Sep 9, 2010 at 12:47 PM, allandt bik-elliott (thefieldcomic.com) alla...@gmail.com wrote: the downloaded code thing prevents oracle from creating a jvm and adobe from creating flash plugin although why they need it as it's already in their eula a On 9 September 2010 17:27, Kurt Dommermuth k...@kurtdommermuth.com wrote: Exactly. I don't think XML would be considered code, but they could justify anything they want. All in all, I'm pretty damn excited. Personally I was crushed when Apple blocked CS5 and unfortunately for Adobe I couldn't justify an upgrade. Now I can. I'm sure I'm not alone. I bet Adobe's sales will be up quite a bit in the coming weeks. Now that Apple seems to be making rational business decisions it makes me think that flash players will be on their mobile devices soon too. Maybe within a year. On Thu, Sep 9, 2010 at 12:04 PM, Nathan Mynarcik nat...@mynarcik.com wrote: I understand. I have slight concerns about that statement too. And the fact that it's to Apple's discretion on what they really mean... For example: Can we not access XML data stored on the web from our Apps? Nathan Mynarcik nat...@mynarcik.com 254.749.2525 www.mynarcik.com ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders -- Ktu; The information contained in this message may be privileged and/or confidential. If you are NOT the intended recipient, please notify the sender immediately and destroy this message. ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
[Flashcoders] TweenMax.allTo()
So in Greensock's TweenMax, you can tween and stagger (delay) the tweens of multiple sprites at once, via giving a method like, allTo an array of objects (in this example, _blockViews): TweenMax.allTo(_blockViews, 1, { alpha:1, y:150 }, .2); However, this assumes you want all the tweens to tween to the same property value. What if I wanted all the objects to end up at various Y locations instead of 150? As it is in the code above, they all tween to y=150. Is there a way to provide an array of y locations that each object moves to and have then staggered (as you can with the allTo() method)? I can of course accomplish this by writing some Timer event code to tween each object individually and accomplish what I want - ending up at varying Y locations, but I'd rather not have to write all that code - shouldn't there be a way to do this with TweenMax's sequencing capabilities? Would this be a case where you would use TimelineMax and append several tweens? If so, how would you also stagger them? Jason Merrill Instructional Technology Architect Bank of America Global Learning Join the Bank of America Flash Platform Community http://sharepoint.bankofamerica.com/sites/tlc/flash/default.aspx and visit our Instructional Technology Design Blog http://sharepoint.bankofamerica.com/sites/SDTeam/itdblog/default.aspx (Note: these resources are only available for Bank of America associates) ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
RE: [Flashcoders] access a mc in stage from a class
Not to the constructor of a document class, but you should think about what you're trying to accomplish. I would recommend if you're moving to AS3 classes, you break this project into varying classes that are instantiated from the document class. You can of course send arguments to the constructors of other classes. I wouldn't recommend mixing timeline code and external classes. Jason Merrill Instructional Technology Architect Bank of America Global Learning Join the Bank of America Flash Platform Community and visit our Instructional Technology Design Blog (Note: these resources are only available for Bank of America associates) -Original Message- From: flashcoders-boun...@chattyfig.figleaf.com [mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Rodrigo Augusto Guerra Sent: Thursday, September 09, 2010 2:43 PM To: 'Flash Coders List' Subject: Re: [Flashcoders] access a mc in stage from a class cor, jason. that did the trick thanks and led to a new problem. declaring as a class document makes the contructor rum automatically when the movie loads correct? can I pass some parameters to the document class constructor? - Original Message - From: Cor c...@chello.nl To: 'Rodrigo Augusto Guerra' rodr...@alumni.org.br; 'Flash Coders List' flashcoders@chattyfig.figleaf.com Sent: Thursday, September 09, 2010 1:25 PM Subject: RE: [Flashcoders] access a mc in stage from a class Did you set this one Class as Document Class in the properties panel? Groeten, Cor van Dooren -- There are only 10 types of people in the world: Those who understand binary and those who don't. -Original Message- From: flashcoders-boun...@chattyfig.figleaf.com [mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Rodrigo Augusto Guerra Sent: donderdag 9 september 2010 18:18 To: Flash Coders List Subject: [Flashcoders] access a mc in stage from a class hi, i'm trying to migrate from as2... and I need to access a mc named mc1 that is on stage. no class associated with this mc, only 1 class for the entire movie. I have the following class: package { import flash.display.*; import flash.events.*; public class foo { //constructor public function foo():void { trace(hi) mc1.x+=30; - don't work. } } how can I inform the class that I have a mc (mc1) in the stage in order to access i´'s properties and methods? tried with addChild too but had no luck. thanks, rodrigo. ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Geen virus gevonden in het binnenkomende-bericht. Gecontroleerd door AVG - www.avg.com Versie: 9.0.851 / Virusdatabase: 271.1.1/3123 - datum van uitgifte: 09/08/10 19:41:00 ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
RE: [Flashcoders] TweenMax.allTo()
Nevermind, looks like you can only do that with the DynamicProps plug in you have to buy with a Club Greensock membership. I'll roll my own with the Timer class I guess unless someone knows of an easier way. Jason Merrill Instructional Technology Architect Bank of America Global Learning Join the Bank of America Flash Platform Community and visit our Instructional Technology Design Blog (Note: these resources are only available for Bank of America associates) -Original Message- From: flashcoders-boun...@chattyfig.figleaf.com [mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Merrill, Jason Sent: Thursday, September 09, 2010 2:43 PM To: Flash Coders List Subject: [Flashcoders] TweenMax.allTo() So in Greensock's TweenMax, you can tween and stagger (delay) the tweens of multiple sprites at once, via giving a method like, allTo an array of objects (in this example, _blockViews): TweenMax.allTo(_blockViews, 1, { alpha:1, y:150 }, .2); However, this assumes you want all the tweens to tween to the same property value. What if I wanted all the objects to end up at various Y locations instead of 150? As it is in the code above, they all tween to y=150. Is there a way to provide an array of y locations that each object moves to and have then staggered (as you can with the allTo() method)? I can of course accomplish this by writing some Timer event code to tween each object individually and accomplish what I want - ending up at varying Y locations, but I'd rather not have to write all that code - shouldn't there be a way to do this with TweenMax's sequencing capabilities? Would this be a case where you would use TimelineMax and append several tweens? If so, how would you also stagger them? Jason Merrill Instructional Technology Architect Bank of America Global Learning Join the Bank of America Flash Platform Community http://sharepoint.bankofamerica.com/sites/tlc/flash/default.aspx and visit our Instructional Technology Design Blog http://sharepoint.bankofamerica.com/sites/SDTeam/itdblog/default.aspx (Note: these resources are only available for Bank of America associates) ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
RE: [Flashcoders] access a mc in stage from a class
Of course I agree with Jason. Another option in this case is not using the Document class (which is the best practice), but in your first frame at the top of your actionscript, something like this: var myFoo:Foo = new Foo(); Groeten, Cor van Dooren -Original Message- From: flashcoders-boun...@chattyfig.figleaf.com [mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Merrill, Jason Sent: donderdag 9 september 2010 20:50 To: Flash Coders List Subject: RE: [Flashcoders] access a mc in stage from a class Not to the constructor of a document class, but you should think about what you're trying to accomplish. I would recommend if you're moving to AS3 classes, you break this project into varying classes that are instantiated from the document class. You can of course send arguments to the constructors of other classes. I wouldn't recommend mixing timeline code and external classes. Jason Merrill Instructional Technology Architect Bank of America Global Learning Join the Bank of America Flash Platform Community and visit our Instructional Technology Design Blog (Note: these resources are only available for Bank of America associates) -Original Message- From: flashcoders-boun...@chattyfig.figleaf.com [mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Rodrigo Augusto Guerra Sent: Thursday, September 09, 2010 2:43 PM To: 'Flash Coders List' Subject: Re: [Flashcoders] access a mc in stage from a class cor, jason. that did the trick thanks and led to a new problem. declaring as a class document makes the contructor rum automatically when the movie loads correct? can I pass some parameters to the document class constructor? - Original Message - From: Cor c...@chello.nl To: 'Rodrigo Augusto Guerra' rodr...@alumni.org.br; 'Flash Coders List' flashcoders@chattyfig.figleaf.com Sent: Thursday, September 09, 2010 1:25 PM Subject: RE: [Flashcoders] access a mc in stage from a class Did you set this one Class as Document Class in the properties panel? Groeten, Cor van Dooren -- There are only 10 types of people in the world: Those who understand binary and those who don't. -Original Message- From: flashcoders-boun...@chattyfig.figleaf.com [mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Rodrigo Augusto Guerra Sent: donderdag 9 september 2010 18:18 To: Flash Coders List Subject: [Flashcoders] access a mc in stage from a class hi, i'm trying to migrate from as2... and I need to access a mc named mc1 that is on stage. no class associated with this mc, only 1 class for the entire movie. I have the following class: package { import flash.display.*; import flash.events.*; public class foo { //constructor public function foo():void { trace(hi) mc1.x+=30; - don't work. } } how can I inform the class that I have a mc (mc1) in the stage in order to access i´'s properties and methods? tried with addChild too but had no luck. thanks, rodrigo. ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Geen virus gevonden in het binnenkomende-bericht. Gecontroleerd door AVG - www.avg.com Versie: 9.0.851 / Virusdatabase: 271.1.1/3123 - datum van uitgifte: 09/08/10 19:41:00 ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Geen virus gevonden in het binnenkomende-bericht. Gecontroleerd door AVG - www.avg.com Versie: 9.0.851 / Virusdatabase: 271.1.1/3123 - datum van uitgifte: 09/08/10 19:41:00 ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] TweenMax.allTo()
What if you did it like this: function getRandY():Number{ var randY:Number = Math.random()*stage.stageHeight; return randY; } TweenMax.allTo(_blockViews, 1, { alpha:1, y:getRandY() }, .2); Nathan Mynarcik nat...@mynarcik.com 254.749.2525 www.mynarcik.com On Thu, Sep 9, 2010 at 2:43 PM, Merrill, Jason jason.merr...@bankofamerica.com wrote: So in Greensock's TweenMax, you can tween and stagger (delay) the tweens of multiple sprites at once, via giving a method like, allTo an array of objects (in this example, _blockViews): TweenMax.allTo(_blockViews, 1, { alpha:1, y:150 }, .2); However, this assumes you want all the tweens to tween to the same property value. What if I wanted all the objects to end up at various Y locations instead of 150? As it is in the code above, they all tween to y=150. Is there a way to provide an array of y locations that each object moves to and have then staggered (as you can with the allTo() method)? I can of course accomplish this by writing some Timer event code to tween each object individually and accomplish what I want - ending up at varying Y locations, but I'd rather not have to write all that code - shouldn't there be a way to do this with TweenMax's sequencing capabilities? Would this be a case where you would use TimelineMax and append several tweens? If so, how would you also stagger them? Jason Merrill Instructional Technology Architect Bank of America Global Learning Join the Bank of America Flash Platform Community http://sharepoint.bankofamerica.com/sites/tlc/flash/default.aspx and visit our Instructional Technology Design Blog http://sharepoint.bankofamerica.com/sites/SDTeam/itdblog/default.aspx (Note: these resources are only available for Bank of America associates) ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
[Flashcoders] map componment
anyone know of a FREE map component? ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] TweenMax.allTo()
You could also do an onComplete call to a function that will add to a counter variable that you can then access as nameOfArray[counter] for the Y parameter. Of course, I have not used the allTo function. But this has worked for the regular to and from methods. Nathan Mynarcik nat...@mynarcik.com 254.749.2525 www.mynarcik.com On Thu, Sep 9, 2010 at 3:02 PM, Merrill, Jason jason.merr...@bankofamerica.com wrote: Nevermind, looks like you can only do that with the DynamicProps plug in you have to buy with a Club Greensock membership. I'll roll my own with the Timer class I guess unless someone knows of an easier way. Jason Merrill Instructional Technology Architect Bank of America Global Learning Join the Bank of America Flash Platform Community and visit our Instructional Technology Design Blog (Note: these resources are only available for Bank of America associates) -Original Message- From: flashcoders-boun...@chattyfig.figleaf.com [mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Merrill, Jason Sent: Thursday, September 09, 2010 2:43 PM To: Flash Coders List Subject: [Flashcoders] TweenMax.allTo() So in Greensock's TweenMax, you can tween and stagger (delay) the tweens of multiple sprites at once, via giving a method like, allTo an array of objects (in this example, _blockViews): TweenMax.allTo(_blockViews, 1, { alpha:1, y:150 }, .2); However, this assumes you want all the tweens to tween to the same property value. What if I wanted all the objects to end up at various Y locations instead of 150? As it is in the code above, they all tween to y=150. Is there a way to provide an array of y locations that each object moves to and have then staggered (as you can with the allTo() method)? I can of course accomplish this by writing some Timer event code to tween each object individually and accomplish what I want - ending up at varying Y locations, but I'd rather not have to write all that code - shouldn't there be a way to do this with TweenMax's sequencing capabilities? Would this be a case where you would use TimelineMax and append several tweens? If so, how would you also stagger them? Jason Merrill Instructional Technology Architect Bank of America Global Learning Join the Bank of America Flash Platform Community http://sharepoint.bankofamerica.com/sites/tlc/flash/default.aspx and visit our Instructional Technology Design Blog http://sharepoint.bankofamerica.com/sites/SDTeam/itdblog/default.aspx (Note: these resources are only available for Bank of America associates) ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] access a mc in stage from a class
Rodrigo Augusto Guerra skriver: can I pass some parameters to the document class constructor? Well, who is instantiating the class? The one instantiating it has to know what arguments to pass. That one is the player and the player has no idea what to pass. ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
RE: [Flashcoders] TweenMax.allTo()
Because the number needs to not be random, but correspond with the item being tweened - I guess I could keep a counter and create an array of Y locations and return those, but I went ahead and just used a Timer with TweenMax.to() and a counter I incremented... works fine, I was just hoping it could be done easily with allTo() and not having to write a bunch of extra code - ; So yeah, good suggestions though, thanks! I didn't realize the property could be a function as well - great idea. I might try and use that if I get sick of the Timer class way. Jason Merrill Instructional Technology Architect Bank of America Global Learning Join the Bank of America Flash Platform Community and visit our Instructional Technology Design Blog (Note: these resources are only available for Bank of America associates) -Original Message- From: flashcoders-boun...@chattyfig.figleaf.com [mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Nathan Mynarcik Sent: Thursday, September 09, 2010 3:21 PM To: Flash Coders List Subject: Re: [Flashcoders] TweenMax.allTo() What if you did it like this: function getRandY():Number{ var randY:Number = Math.random()*stage.stageHeight; return randY; } TweenMax.allTo(_blockViews, 1, { alpha:1, y:getRandY() }, .2); Nathan Mynarcik nat...@mynarcik.com 254.749.2525 www.mynarcik.com On Thu, Sep 9, 2010 at 2:43 PM, Merrill, Jason jason.merr...@bankofamerica.com wrote: So in Greensock's TweenMax, you can tween and stagger (delay) the tweens of multiple sprites at once, via giving a method like, allTo an array of objects (in this example, _blockViews): TweenMax.allTo(_blockViews, 1, { alpha:1, y:150 }, .2); However, this assumes you want all the tweens to tween to the same property value. What if I wanted all the objects to end up at various Y locations instead of 150? As it is in the code above, they all tween to y=150. Is there a way to provide an array of y locations that each object moves to and have then staggered (as you can with the allTo() method)? I can of course accomplish this by writing some Timer event code to tween each object individually and accomplish what I want - ending up at varying Y locations, but I'd rather not have to write all that code - shouldn't there be a way to do this with TweenMax's sequencing capabilities? Would this be a case where you would use TimelineMax and append several tweens? If so, how would you also stagger them? Jason Merrill Instructional Technology Architect Bank of America Global Learning Join the Bank of America Flash Platform Community http://sharepoint.bankofamerica.com/sites/tlc/flash/default.aspx and visit our Instructional Technology Design Blog http://sharepoint.bankofamerica.com/sites/SDTeam/itdblog/default.aspx (Note: these resources are only available for Bank of America associates) ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] TweenMax.allTo()
look at TimelineMax for sequencing, or do a loop through all your objects and assign them different tweens. On 9 September 2010 21:38, Merrill, Jason jason.merr...@bankofamerica.comwrote: Because the number needs to not be random, but correspond with the item being tweened - I guess I could keep a counter and create an array of Y locations and return those, but I went ahead and just used a Timer with TweenMax.to() and a counter I incremented... works fine, I was just hoping it could be done easily with allTo() and not having to write a bunch of extra code - ; So yeah, good suggestions though, thanks! I didn't realize the property could be a function as well - great idea. I might try and use that if I get sick of the Timer class way. Jason Merrill Instructional Technology Architect Bank of America Global Learning Join the Bank of America Flash Platform Community and visit our Instructional Technology Design Blog (Note: these resources are only available for Bank of America associates) -Original Message- From: flashcoders-boun...@chattyfig.figleaf.com [mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Nathan Mynarcik Sent: Thursday, September 09, 2010 3:21 PM To: Flash Coders List Subject: Re: [Flashcoders] TweenMax.allTo() What if you did it like this: function getRandY():Number{ var randY:Number = Math.random()*stage.stageHeight; return randY; } TweenMax.allTo(_blockViews, 1, { alpha:1, y:getRandY() }, .2); Nathan Mynarcik nat...@mynarcik.com 254.749.2525 www.mynarcik.com On Thu, Sep 9, 2010 at 2:43 PM, Merrill, Jason jason.merr...@bankofamerica.com wrote: So in Greensock's TweenMax, you can tween and stagger (delay) the tweens of multiple sprites at once, via giving a method like, allTo an array of objects (in this example, _blockViews): TweenMax.allTo(_blockViews, 1, { alpha:1, y:150 }, .2); However, this assumes you want all the tweens to tween to the same property value. What if I wanted all the objects to end up at various Y locations instead of 150? As it is in the code above, they all tween to y=150. Is there a way to provide an array of y locations that each object moves to and have then staggered (as you can with the allTo() method)? I can of course accomplish this by writing some Timer event code to tween each object individually and accomplish what I want - ending up at varying Y locations, but I'd rather not have to write all that code - shouldn't there be a way to do this with TweenMax's sequencing capabilities? Would this be a case where you would use TimelineMax and append several tweens? If so, how would you also stagger them? Jason Merrill Instructional Technology Architect Bank of America Global Learning Join the Bank of America Flash Platform Community http://sharepoint.bankofamerica.com/sites/tlc/flash/default.aspx and visit our Instructional Technology Design Blog http://sharepoint.bankofamerica.com/sites/SDTeam/itdblog/default.aspx (Note: these resources are only available for Bank of America associates) ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
[Flashcoders] Licence servers
I would like my Flash program (most likely implemented as a desktop application) to have commercial license (unique serial numbers?) protection. It seems that the most effective modern method is to use a commercial service providing online license validation. Does anybody have any experience with implementing such a system with a Flash program, and can they recommend any particular methods? ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
[Flashcoders] RE: map componment
Yahoo! Maps AS3 Component: http://developer.yahoo.com/flash/maps/ _ _ _ Erik Mattheis Senior Web Developer Minneapolis T 952 346 6610 C 612 377 2272 Weber Shandwick Advocacy starts here. PRWeek Global Agency Report Card 2009 - Gold Medal Winner The Holmes Report Global Agency of the Year PR News Agency of the Year -Original Message- From: flashcoders-boun...@chattyfig.figleaf.com [mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Lehr, Theodore Sent: Thursday, September 09, 2010 2:23 PM To: Flash Coders List Subject: [Flashcoders] map componment anyone know of a FREE map component? ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] access a mc in stage from a class
the first version I tried to do was like you mentioned. but had the first problem (access the mc on stage) and swiched to the document class.. the project is a recorder, so I did 3 classes, connection, mic and recorder. in the main timeline I import all the 3 classes then I create a instance of each (timeline code not document class). the problem start here because i want a mic and recorder instance ONLY if the connection class could connect. that is different from : //this will ceatae them all at once without care about connection ok or no.. mymic:CustomMic = new CustomMic() myconn:CustomConn = new CustomConn() myRecorder:CustomRec = new CustomRec() how can I have something like listening for the connection class event NetConnection.Connect.Success and then this something would create the mic and the recorder instances. I can not tie any creation of new instances of the recorder and mic class to the NetConnection.Connect.Success because this conn class will be used in other projects and it's not always that i would need them. thanks, rodrigo. - Original Message - From: Merrill, Jason jason.merr...@bankofamerica.com To: Flash Coders List flashcoders@chattyfig.figleaf.com Sent: Thursday, September 09, 2010 3:49 PM Subject: RE: [Flashcoders] access a mc in stage from a class Not to the constructor of a document class, but you should think about what you're trying to accomplish. I would recommend if you're moving to AS3 classes, you break this project into varying classes that are instantiated from the document class. You can of course send arguments to the constructors of other classes. I wouldn't recommend mixing timeline code and external classes. Jason Merrill Instructional Technology Architect Bank of America Global Learning Join the Bank of America Flash Platform Community and visit our Instructional Technology Design Blog (Note: these resources are only available for Bank of America associates) -Original Message- From: flashcoders-boun...@chattyfig.figleaf.com [mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Rodrigo Augusto Guerra Sent: Thursday, September 09, 2010 2:43 PM To: 'Flash Coders List' Subject: Re: [Flashcoders] access a mc in stage from a class cor, jason. that did the trick thanks and led to a new problem. declaring as a class document makes the contructor rum automatically when the movie loads correct? can I pass some parameters to the document class constructor? - Original Message - From: Cor c...@chello.nl To: 'Rodrigo Augusto Guerra' rodr...@alumni.org.br; 'Flash Coders List' flashcoders@chattyfig.figleaf.com Sent: Thursday, September 09, 2010 1:25 PM Subject: RE: [Flashcoders] access a mc in stage from a class Did you set this one Class as Document Class in the properties panel? Groeten, Cor van Dooren -- There are only 10 types of people in the world: Those who understand binary and those who don't. -Original Message- From: flashcoders-boun...@chattyfig.figleaf.com [mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Rodrigo Augusto Guerra Sent: donderdag 9 september 2010 18:18 To: Flash Coders List Subject: [Flashcoders] access a mc in stage from a class hi, i'm trying to migrate from as2... and I need to access a mc named mc1 that is on stage. no class associated with this mc, only 1 class for the entire movie. I have the following class: package { import flash.display.*; import flash.events.*; public class foo { //constructor public function foo():void { trace(hi) mc1.x+=30; - don't work. } } how can I inform the class that I have a mc (mc1) in the stage in order to access i´'s properties and methods? tried with addChild too but had no luck. thanks, rodrigo. ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Geen virus gevonden in het binnenkomende-bericht. Gecontroleerd door AVG - www.avg.com Versie: 9.0.851 / Virusdatabase: 271.1.1/3123 - datum van uitgifte: 09/08/10 19:41:00 ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] Impossible?
Oh but your so close. :) Do you have a link to the results your getting? All you want is red fire on a transparent background right? I know that in PHP image creation, you have to set how the pixels blend as well after you get the color matrix. EG: overlay, subtract, add, etc. Is there maybe something missing here? Blendmode? also, if the pixels that are gp are the ones you want transparent, would if (_bitmapFlag == true gp 1050112) { _redArray.push(gp); _alphaArray.push(0); _greenArray.push(0); _blueArray.push(0); } else if (_bitmapFlag == false gp 1050112) { _redArray.push(255); _alphaArray.push(0); _greenArray.push(gp); _blueArray.push(gp); } else { _redArray.push(255); _alphaArray.push(0); _greenArray.push(0); _blueArray.push(0); } work? Karl On Sep 9, 2010, at 7:47 AM, George Jones wrote: From: k...@designdrumm.com Subject: Re: [Flashcoders] Impossible? Date: Thu, 9 Sep 2010 07:39:51 -0500 To: flashcoders@chattyfig.figleaf.com Sorry, didn't see your comment at the bottom. Yeah. I'm about ready to throw in the towel on this one. I don't think it's possible. George Karl On Sep 9, 2010, at 7:28 AM, George Jones wrote: From: k...@designdrumm.com Subject: Re: [Flashcoders] Impossible? Date: Wed, 8 Sep 2010 16:18:36 -0500 To: flashcoders@chattyfig.figleaf.com On Sep 8, 2010, at 1:15 PM, George Jones wrote: if (gp 1050112) { _redArray.push(0); _alphaArray.push(255); _greenArray.push(0); _blueArray.push(255); Shouldn't this be _blueArray.push(0); and only alphaArray should be set to 255? That may be why your getting a blue background. First up, I fixed the flame coming back. As I supposed, that was easy. The problem remains with making the background disappear. I've reworked the code some: gp = _fireColor.getPixel(i, 0); if (_bitmapFlag == true gp 1050112) { _redArray.push(255); _alphaArray.push(0); _greenArray.push(255); _blueArray.push(255); } else if (_bitmapFlag == false gp 1050112) { _redArray.push(gp); _alphaArray.push(0); _greenArray.push(255); _blueArray.push(255); } else { _redArray.push(gp); _alphaArray.push(0); _greenArray.push(0); _blueArray.push(0); } I've changed the if statement. Values of gp less than 1050112 are that which are not the flame, therefore are the background which should be set to alpha=0. When _bitmapFlag == true, then it's the mask that's being painted; otherwise, the sprite being masked (the else if statement). The final else statement is for the flame itself. Interestingly, changing the value of either the blue, green or alpha of that final else statement to 255 gives a blue flame with white border and very attractive, though not what I want. I wonder why changing the alpha especially would have that effect. I guess what I'm not clear about is the values I'm pushing. If I push 255 for the red, green and blue arrays, does that result in white? If I push 0 for alpha, is that the same as alpha=0 or alpha=1? Here again is the code for building the sprites: private function _onLoadedAll(e:Event):void { _onLoadedContent(e, _bitmapFlag = false); _onLoadedContent(e, _bitmapFlag = true); } private function _onLoadedContent(e:Event, _bitmapFlag:Boolean):void { _fireColor = Bitmap(LoaderInfo (e.target).loader.content).bitmapData; ... if (_bitmapFlag == false) { _fire = new BitmapData(865, 92, _bitmapFlag, 0xff); addChild(new Bitmap(_fire)); _fireSprite.addChild(new Bitmap(_fireMask)); addChild(_fireSprite); _fireSprite.mask = _fireMaskSprite; _fireSprite.cacheAsBitmap = true; } else { _fireMask = new BitmapData(865, 92, _bitmapFlag, 0xff); _fireMaskSprite.addChild(new Bitmap(_fireMask)); addChild(_fireMaskSprite); _fireMaskSprite.cacheAsBitmap = true; } I'm wondering now if this is possible, to mask the flame only and let the background show. The following combinations give me a blue background and flame: if (gp 1050112) { _redArray.push(255);
RE: [Flashcoders] access a mc in stage from a class
Forget the timeline. Associate each of your movieclips in your library with a corresponding class that extends Sprite or MovieClip. Then instantiate and add each as children to your document class. I won't go into design patterns like MVC and how you would do that, but this would be a basic setup and allow you total control over all instances. Jason Merrill Instructional Technology Architect Bank of America Global Learning Join the Bank of America Flash Platform Community and visit our Instructional Technology Design Blog (Note: these resources are only available for Bank of America associates) -Original Message- From: flashcoders-boun...@chattyfig.figleaf.com [mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Rodrigo Augusto Guerra Sent: Thursday, September 09, 2010 6:44 PM To: Flash Coders List Subject: Re: [Flashcoders] access a mc in stage from a class the first version I tried to do was like you mentioned. but had the first problem (access the mc on stage) and swiched to the document class.. the project is a recorder, so I did 3 classes, connection, mic and recorder. in the main timeline I import all the 3 classes then I create a instance of each (timeline code not document class). the problem start here because i want a mic and recorder instance ONLY if the connection class could connect. that is different from : //this will ceatae them all at once without care about connection ok or no.. mymic:CustomMic = new CustomMic() myconn:CustomConn = new CustomConn() myRecorder:CustomRec = new CustomRec() how can I have something like listening for the connection class event NetConnection.Connect.Success and then this something would create the mic and the recorder instances. I can not tie any creation of new instances of the recorder and mic class to the NetConnection.Connect.Success because this conn class will be used in other projects and it's not always that i would need them. thanks, rodrigo. - Original Message - From: Merrill, Jason jason.merr...@bankofamerica.com To: Flash Coders List flashcoders@chattyfig.figleaf.com Sent: Thursday, September 09, 2010 3:49 PM Subject: RE: [Flashcoders] access a mc in stage from a class Not to the constructor of a document class, but you should think about what you're trying to accomplish. I would recommend if you're moving to AS3 classes, you break this project into varying classes that are instantiated from the document class. You can of course send arguments to the constructors of other classes. I wouldn't recommend mixing timeline code and external classes. Jason Merrill Instructional Technology Architect Bank of America Global Learning Join the Bank of America Flash Platform Community and visit our Instructional Technology Design Blog (Note: these resources are only available for Bank of America associates) -Original Message- From: flashcoders-boun...@chattyfig.figleaf.com [mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Rodrigo Augusto Guerra Sent: Thursday, September 09, 2010 2:43 PM To: 'Flash Coders List' Subject: Re: [Flashcoders] access a mc in stage from a class cor, jason. that did the trick thanks and led to a new problem. declaring as a class document makes the contructor rum automatically when the movie loads correct? can I pass some parameters to the document class constructor? - Original Message - From: Cor c...@chello.nl To: 'Rodrigo Augusto Guerra' rodr...@alumni.org.br; 'Flash Coders List' flashcoders@chattyfig.figleaf.com Sent: Thursday, September 09, 2010 1:25 PM Subject: RE: [Flashcoders] access a mc in stage from a class Did you set this one Class as Document Class in the properties panel? Groeten, Cor van Dooren -- There are only 10 types of people in the world: Those who understand binary and those who don't. -Original Message- From: flashcoders-boun...@chattyfig.figleaf.com [mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Rodrigo Augusto Guerra Sent: donderdag 9 september 2010 18:18 To: Flash Coders List Subject: [Flashcoders] access a mc in stage from a class hi, i'm trying to migrate from as2... and I need to access a mc named mc1 that is on stage. no class associated with this mc, only 1 class for the entire movie. I have the following class: package { import flash.display.*; import flash.events.*; public class foo { //constructor public function foo():void { trace(hi) mc1.x+=30; - don't work. } } how can I inform the class that I have a mc (mc1) in the stage in order to access i´'s properties and methods? tried with addChild too but had no luck. thanks, rodrigo. ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com
RE: [Flashcoders] TweenMax.allTo()
No need to use a Timer. Wouldn't it be as simple as this?: var targets:Array = [mc1, mc2, mc3]; var positions:Array = [0, 100, 200]; var stagger:Number = 0.2; for (var i:int = 0; i targets.length; i++) { TweenMax.to(targets[i], 1, {y:positions[i], delay:i * stagger}); } If you need to control the entire sequence as a whole (pause(), resume(), reverse(), restart(), gotoAndPlay(), etc.), definitely insert() them into a TimelineLite or TimelineMax. If you aren't familiar with TimelineLite/Max, check out the brief video at http://www.greensock.com/timeline-basics/. But again, a simple loop along with the delay special property should be all you need for most situations. Jack -Original Message- From: Merrill, Jason [mailto:jason.merr...@bankofamerica.com] Sent: Thursday, September 09, 2010 1:43 PM To: Flash Coders List Subject: [Flashcoders] TweenMax.allTo() So in Greensock's TweenMax, you can tween and stagger (delay) the tweens of multiple sprites at once, via giving a method like, allTo an array of objects (in this example, _blockViews): TweenMax.allTo(_blockViews, 1, { alpha:1, y:150 }, .2); However, this assumes you want all the tweens to tween to the same property value. What if I wanted all the objects to end up at various Y locations instead of 150? As it is in the code above, they all tween to y=150. Is there a way to provide an array of y locations that each object moves to and have then staggered (as you can with the allTo() method)? I can of course accomplish this by writing some Timer event code to tween each object individually and accomplish what I want - ending up at varying Y locations, but I'd rather not have to write all that code - shouldn't there be a way to do this with TweenMax's sequencing capabilities? Would this be a case where you would use TimelineMax and append several tweens? If so, how would you also stagger them? Jason Merrill ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
[Flashcoders] Licence servers
Hi Nigel: We have a license server that can be used with or without hardware dongles, that might be of interest. http://www.fo.com/getpage.asp?strfile=pda/folicense.htm Email me if interested. Thanks ~Bill Message: 20 Date: Thu, 9 Sep 2010 22:29:04 +0100 From: Nigel Williams nigelwilli...@orlogikstudio.com Subject: [Flashcoders] Licence servers To: flashcoders@chattyfig.figleaf.com Message-ID: f06240803c8af00f05...@[192.168.1.253] Content-Type: text/plain; charset=us-ascii ; format=flowed I would like my Flash program (most likely implemented as a desktop application) to have commercial license (unique serial numbers?) protection. It seems that the most effective modern method is to use a commercial service providing online license validation. Does anybody have any experience with implementing such a system with a Flash program, and can they recommend any particular methods? ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: RE: [Flashcoders] TweenMax.allTo()
Said from the man himself. Great suggestion! On Sep 9, 2010 6:58 PM, Jack Doyle j...@greensock.com wrote: No need to use a Timer. Wouldn't it be as simple as this?: var targets:Array = [mc1, mc2, mc3]; var positions:Array = [0, 100, 200]; var stagger:Number = 0.2; for (var i:int = 0; i targets.length; i++) { TweenMax.to(targets[i], 1, {y:positions[i], delay:i * stagger}); } If you need to control the entire sequence as a whole (pause(), resume(), reverse(), restart(), gotoAndPlay(), etc.), definitely insert() them into a TimelineLite or TimelineMax. If you aren't familiar with TimelineLite/Max, check out the brief video at http://www.greensock.com/timeline-basics/. But again, a simple loop along with the delay special property should be all you need for most situations. Jack -Original Message- From: Merrill, Jason [mailto:jason.merr...@bankofamerica.com] Sent: Th... Subject: [Flashcoders] TweenMax.allTo() So in Greensock's TweenMax, you can tween and stagger (dela... ___ Flashcoders mailing list flashcod...@chattyfig.figle... ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] Bounce Backs
Does anyone else get these every time that they post to the list (as I do)? If so, would it make any sense to remove them? I've unsubscribed them. Dave Watts, CTO, Fig Leaf Software http://www.figleaf.com/ http://training.figleaf.com/ Fig Leaf Software is a Veteran-Owned Small Business (VOSB) on GSA Schedule, and provides the highest caliber vendor-authorized instruction at our training centers, online, or onsite. ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
RE: [Flashcoders] TweenMax.allTo()
Ah, thanks Jack. I didn't realize there was a delay property... I could have found that with code hinting if I had dug a little deeper. Jason Merrill Instructional Technology Architect Bank of America Global Learning Join the Bank of America Flash Platform Community and visit our Instructional Technology Design Blog (Note: these resources are only available for Bank of America associates) -Original Message- From: flashcoders-boun...@chattyfig.figleaf.com [mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Jack Doyle Sent: Thursday, September 09, 2010 6:59 PM To: 'Flash Coders List' Subject: RE: [Flashcoders] TweenMax.allTo() No need to use a Timer. Wouldn't it be as simple as this?: var targets:Array = [mc1, mc2, mc3]; var positions:Array = [0, 100, 200]; var stagger:Number = 0.2; for (var i:int = 0; i targets.length; i++) { TweenMax.to(targets[i], 1, {y:positions[i], delay:i * stagger}); } If you need to control the entire sequence as a whole (pause(), resume(), reverse(), restart(), gotoAndPlay(), etc.), definitely insert() them into a TimelineLite or TimelineMax. If you aren't familiar with TimelineLite/Max, check out the brief video at http://www.greensock.com/timeline-basics/. But again, a simple loop along with the delay special property should be all you need for most situations. Jack -Original Message- From: Merrill, Jason [mailto:jason.merr...@bankofamerica.com] Sent: Thursday, September 09, 2010 1:43 PM To: Flash Coders List Subject: [Flashcoders] TweenMax.allTo() So in Greensock's TweenMax, you can tween and stagger (delay) the tweens of multiple sprites at once, via giving a method like, allTo an array of objects (in this example, _blockViews): TweenMax.allTo(_blockViews, 1, { alpha:1, y:150 }, .2); However, this assumes you want all the tweens to tween to the same property value. What if I wanted all the objects to end up at various Y locations instead of 150? As it is in the code above, they all tween to y=150. Is there a way to provide an array of y locations that each object moves to and have then staggered (as you can with the allTo() method)? I can of course accomplish this by writing some Timer event code to tween each object individually and accomplish what I want - ending up at varying Y locations, but I'd rather not have to write all that code - shouldn't there be a way to do this with TweenMax's sequencing capabilities? Would this be a case where you would use TimelineMax and append several tweens? If so, how would you also stagger them? Jason Merrill ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] Apple changes their guidelines
adobe's current official response: http://blogs.adobe.com/conversations/2010/09/great-news-for-developers.html Apple’s announcement today that it has lifted restrictions on its third-party developer guidelines has direct implications for Adobe’s Packager for iPhone, a feature in the Flash Professional CS5 authoring tool. This feature was created to enable Flash developers to quickly and easily deliver applications for iOS devices. The feature is available for developers to use today in Flash Professional CS5, and we will now resume development work on this feature for future releases. This is great news for developers and we’re hearing from our developer community that Packager apps are already being approved for the App Store. We do want to point out that Apple’s restriction on Flash content running in the browser on iOS devices remains in place. Adobe will continue to work to bring full web browsing with Flash Player 10.1 as well as standalone applications on AIR to a broad range of devices, working with key industry partners including Google, HTC, Microsoft, Motorola, Nokia, Palm/HP, RIM, Samsung and others. colin On 09/09/10 09:46, Henrik Andersson wrote: http://www.apple.com/pr/library/2010/09/09statement.html ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders