Re: [Flashcoders] Converting .swf playback to .mov

2009-10-22 Thread Jim McIntyre
This does work just fine with CS4, scripted animation and all. A couple 
of tips:


- Export the movie at 100% size. I've found the exporter does a lousy 
job of scaling. If you need to scale the output, use minimal QT 
compression, then use a tool like MPEG Streamclip or ffmpeg to scale and 
compress the final QT files.


- Remember: Unless you've told it to stop at a particular timecode, the 
exporter will play the movie until it reaches the end of the timeline. 
Therefore, if there's a loop or stop action in the timeline, the 
exporter will *never* reach the end of the timeline, and the export 
process will hang.


-Jim


Ashim D'Silva wrote:

Pretty sure CS4 handles it fine. Including actionscripted animation.
Haven't pushed it hard, but worth a shot.

2009/10/21 Joel Stransky :

Ok, I'm well aware of the limitation in exporting an .fla to quicktime. You
only get the main timeline, no sub clips or scripted animation. What I'm
asking is if there's some new product on the market that has tackled this
issue successfully. So far is looks like a screen reader is the way to go,
I'd just like to get some alpha (key) control over the output that doesn't
require me recording it over a green background.

Thanks for any direction.


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Re: [Flashcoders] Timeline Streaming Sounds Playing Early?

2009-10-19 Thread Jim McIntyre

Dave Dev wrote:

I have a frame with a stop actionscript command. The next frame has a
streaming sounds and a frame label. At runtime, Flash stops at the stop
command frame, but then plays a very brief portion of the streaming sound in
the next frame. Placing some frames in between the sound and command seems
to fix(?) the problem. This occurs on Windows XP, but not Mac OS X using
Flash Player 8. Has anybody else encountered this? I want to make sure my
fix stays fix in different player versions and Os's.


We had the same problem. In our case it also happened on MacOS, playing 
the movie on slower CPUs. Our project was published for FP9 or later. 
(FWIW, we were developing in AS2.)


We worked around it in a similar manner - we created several extra 
frames after the frame containing the stop action - and it seems to be OK.


-Jim
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Re: [Flashcoders] Distributing packaged file on the Mac

2009-01-02 Thread Jim McIntyre

Paul,

Simplest route: If your app is self-contained, just place it in a 
folder, then drag the folder onto the Disk Utility application 
(installed in /Applications/Utilities). Choose "compressed" for the 
format - which will also make the volume read-only, and choose a location.


If you want to tweak the appearance of the Finder window that opens when 
the disk image is mounted, then choose the "read/write" format instead 
of "compressed". After the image has been created, mount it and make the 
changes you want, unmount it, and use Disk Utility to convert it to a 
compressed image. There are a couple of tools out there to help you 
customize the image - just Google. (I haven't used any so I can't 
recommend one.)


A very unscientific test just now suggests that a compressed disk image 
adds about 50 K of overhead to the size of the material (after compression).


Hope this helps,
Jim



Paul Steven wrote:

Thanks Jim

I did look into the disk image option but it appears to create huge files.
My game is self contained and approx 7 mb in size however it seems to create
a disk image that is about 40mb.

Any advice on how to create the disk image much appreciated.

Thanks

Paul


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Re: [Flashcoders] Distributing packaged file on the Mac

2008-12-31 Thread Jim McIntyre

Depends on the target audience, and the requirements of your application.

Many smaller Mac apps, especially shareware or freeware published 
online, is distributed in .dmg (disk image) format. Double-clicking the 
.dmg file mounts the image, which can be in a compressed, read-only 
format. The appearance of the Finder window that opens when the image is 
mounted can be customized to include design elements and simple 
instructions.


One common technique is to place an alias to /Applications at the root 
level of the disk image, allowing the user to copy your application's 
folder into their Applications folder. Firefox and Thunderbird both use 
this approach.


That works only if your application is self-contained, and doesn't need 
to install files into other locations before first launch.


Let me know if you want more info.

-Jim

Paul Steven wrote:

I have created a game using Flash CS3 and would like to distribute it for
the PC and Mac. For the PC, I am using the free "Inno" installer to create
an installer. However for the Mac, I am not having much joy finding a
suitable installer application. Can anyone recommend a Mac installer? This
is a one off job so I don't want to spend too much on the Mac installer
software. The game is a single file with all assets embedded so I am not
looking for anything too complex.

I guess the alternative is just to zip the file and distribute it as a zip
but my client is keen to have an installer to make it really simple for
users.

Thanks and a happy new year to everyone!!

Paul

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Re: [Flashcoders] frameworks and flash

2008-11-17 Thread Jim McIntyre

Micky Hulse wrote:
Can anyone suggest a framework that would work best for 
cartoon/experimental animations (vs. a website-oriented framework.)


To reiterate what some have said: take a look at Gaia. I used it on a 
large (for us, anyway) site that includes lots of cartoon animation:


  http://www.ftc.gov/youarehere

I don't know how I could have done it without a framework like Gaia. The 
asset management features alone are invaluable. Let me know (maybe 
off-list) if you have any specific questions.


-Jim
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Re: [Flashcoders] Fwd: Reasonable Expectations (might be off topic)

2008-11-13 Thread Jim McIntyre

Bo Parker wrote:
I have recently completed a project for a client that involved a heavy 
video component (by their request).



[snip]


The ones that weren't working were IBM thinkpads running a 1 ghz 
celeron processor with 512MB of RAM. That's the only thing that I can 
think of that is caused the hiccup.





According to the Flash Player system requirements[1], the minimum 
recommended config for stanard or hi-def video playback is a Pentium 4 
2.33 GHz. Surely they understand system requirements? I think you have 
some ground to stand on, especially if they requested Flash and video.


I can only speculate - and it's a totally unfair judgment - but the 
first thing that comes to mind is they're looking to cut costs.



[1] http://www.adobe.com/products/flashplayer/systemreqs/

-Jim
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Re: [Flashcoders] Disabling Print Screen key

2008-10-24 Thread Jim McIntyre
If you have any Macs in your target audience, remember that the OS's 
screen capture routine doesn't involve the clipboard, but creates a PNG 
file directly on the desktop.


Remember too that there is a variety of screen grab utilities out there 
on either platform... this might be a losing battle.


-Jim

Pedro Taranto wrote:
In AS2 I used to create an onEnterFrame loop to overwrite the clipboard 
content using the System.setClipboard(string) function, it still works 
in AS3


Bests,

--
Pedro Taranto


Andrew Murphy wrote:

Hi. :)

I'm attempting to disable using the Print Screen button for an AS3 
movie on
a web page.  The stage doesn't appear to fire a KeyboardEvent.KEY_DOWN 
when

the Print Screen key is pressed.

Is there a way to detect the Print Screen key?  Or another method for
disabling the user's ability to do a Print Screen screen cap of a Flash
movie?

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Re: [Flashcoders] Printing filters from the Flash Player

2008-10-24 Thread Jim McIntyre

Gert-Jan van der Wel wrote:

Hi there,

We use filters (shadows and glows) to make the scene look better. At 
some point a user can print what they've created, but the print shows no 
filters. Is there an easy way to get the filters on the print?




Have you tried printAsBitmap? I found that was the only way to get some 
stuff to print the same way it was displayed, even when filters weren't 
involved (like some hand-drawn shadows using transparent fills).


My project was written in AS2; I don't know whether the implications are 
different for code running in AVM2.


(code simplified from my app, untested)

--

private function printPoster():Void {
  var posterPrintJob:PrintJob = new PrintJob();
  if (posterPrintJob.start()) {
var pgsQueued:Number = 0;
this.printPg._visible = true; //printPg is the MovieClip to print
var printArea:Object = {xMin:0, xMax:printPg._width, yMin:0, 
yMax:printPg._height};

var printOptions:Object = {printAsBitmap:true};
if (posterPrintJob.addPage('printPg', printArea, printOptions)) {
  pgsQueued++;
}
if (pgsQueued) {
  posterPrintJob.send();
}
  }
}

--
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Re: [Flashcoders] Compare brightness of RGB values

2008-07-24 Thread Jim McIntyre

Hans Wichman wrote:

Hi,
just guessing here, but i think converting them to HSB first might work.
Then you only need the B value.

hth
JC

On Thu, Jul 24, 2008 at 8:55 PM, Jim McIntyre <[EMAIL PROTECTED]> wrote:


Does anyone know a good formula for comparing brightness of RGB color
values?



Thanks. I found this, the beginning of which should work:

http://www.easyrgb.com/index.php?X=MATH&H=18#text18


-Jim
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Re: [Flashcoders] ColorPicker.selectedValue to #hex?

2008-07-24 Thread Jim McIntyre

Merrill, Jason wrote:
If you're manipulating the number, as opposed to storing or 
displaying it, 


Thanks, but yeah, the purpose is to display the hex #, the full 6
digits, to the user as #006699.  thanks though!



The function I included at the bottom should do that. I modified it to 
pad the output with a pound sign and leading zeroes.


//--
function decimalToHex(decVal:Number):String {
  var digits:String = "012345689ABCDEF";
  var returnStr:String = "";
  while (decVal) {
returnStr += digits.substr(decVal & 15 -1, 1);
decVal >>= 4;
  }
  return "#" + ("00" + returnStr).substr(-6,6);
}

trace(decimalToHex(65535));

// outputs "#00"

//--


-Jim
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[Flashcoders] Compare brightness of RGB values

2008-07-24 Thread Jim McIntyre
Does anyone know a good formula for comparing brightness of RGB color 
values?


Obviously, 0xCC is brighter than 0x33. But one can't always 
infer that a larger number is brighter than a smaller: 0x33 is a 
larger number, but much darker than, 0x00.


Would averaging (or simply adding) the three color components work, or 
is it more nuanced than that?


Thanks,
Jim
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Re: [Flashcoders] ColorPicker.selectedValue to #hex?

2008-07-24 Thread Jim McIntyre

Merrill, Jason wrote:

How can I translate the ColorPicker.selectedValue to a 6 digit hex
number?  i.e. if the color selected is, 66, if I trace
ColorPicker.selectedColor, traces 102.  I tried gooling for an
Actionscript hex converter, but didn't come up with anything.  Thanks.




This may not help, but you can get each RGB color value from the 
selectedValue:


//--
  redValue = selectedValue >> 16;
  greenValue = (selectedValue >> 8) & 255;
  blueValue = selectedValue & 255;
//--

If you're manipulating the number, as opposed to storing or displaying 
it, can't you just work with it in decimal, even if you're using hex 
numbers as operands? This should change the green value to 256:


//--
  newColorValue = selectedValue | 0x00FF00;
//--


If you do need to convert it, what about something like this? (Tested 
only in AS2, but you get the idea.):


//--
function decimalToHex(decVal:Number):String {
  var digits:String = "012345689ABCDEF";
  var returnStr:String = "";
  while (decVal) {
returnStr += digits.substr(decVal & 15 -1, 1);
decVal >>= 4;
  }
  return returnStr;
}

trace(decimalToHex(65535));

// outputs ""

//--

-jim

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Re: [Flashcoders] AS3 - Problem with first item in Array

2008-07-17 Thread Jim McIntyre

Kerry Thompson wrote:

Jim McIntyre wrote:


I got the impression from the AS2 documentation that one *should* set an
initial value for a variable in the class body, as long as the initial
value could be defined at compile time.

However, I've seen many folks leave the value undefined by not assigning
anything in the class body, like your example below.

What's the real deal? Is there a reason it's better (or worse) to favor
one practice over the other?


I'm not  sure what you mean by "class body", but in the example you cited,
the variable is initialized in the constructor. That guarantees that the
variable will be initialized.

As for initializing it in the variable declaration vs. in the constructor,
it's purely a matter of style and circumstance. Sometimes you can't
initialize a variable until the class is constructed--for example, a path.

It's crucial to initialize your variables--uninitialized variables are the
source of more bugs than any other single thing I can think of. It doesn't
matter a lot where you initialize the variables, though.



Sorry for my sloppy terminology! By saying "class body" I meant 
initializing it here, which is what the documentation recommends:


class myClass
{
  public var myVar:Number = 10;
}

as opposed to here:

class myClass
{
  public var myVar:Number;
  public function myClass()
  {
this.myVar = 10;
  }
}


Thanks for the input, though. The documentation I cited is in the 
section dealing with coding practices and style, after all, so I guess 
there's no real technical reason to do it one way or the other... as 
long as it's done.


-Jim
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Re: [Flashcoders] AS3 - Problem with first item in Array

2008-07-17 Thread Jim McIntyre
I got the impression from the AS2 documentation that one *should* set an 
initial value for a variable in the class body, as long as the initial 
value could be defined at compile time.


http://livedocs.adobe.com/flash/9.0/main/wwhelp/wwhimpl/common/html/wwhelp.htm?context=LiveDocs_Parts&file=1116.html

However, I've seen many folks leave the value undefined by not assigning 
anything in the class body, like your example below.


What's the real deal? Is there a reason it's better (or worse) to favor 
one practice over the other?


-Jim

jonathan howe wrote:

Hi, SJM,

Hypothesis: Don't know if this is different for AS3 (couldn't find the
appropriate documentation in a quick search) but I got into the habit of
avoiding assigning values for declared variables in the class body unless
they are static variables. My recommendation would be declare variables like
your arrays in the class body:

public var containerX:Number;

And then initialize them in your mainClass() function

containerX = (stage.stageWidth / 5);

Otherwise you may get unpredictable results based on what's in memory at the
time.







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Re: [Flashcoders] Is there any way to get a list of the classescompiled into a SWF?

2008-06-18 Thread Jim McIntyre
The OP mentioned in another post he's on a Mac - so am I. I'd love to 
use Flash Develop too but it seems it is Windows-only. Is that true?


Romuald Quantin wrote:

I think Flash develop should show you the content of your SWF. Sothink
decompiler will do the job as well, but PC software.

I remember FDT is showing the content of a SWC, you might be able to do the
same with a SWF.

Romu
www.soundstep.com


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Piers
Cowburn
Sent: 17 June 2008 11:07
To: Flash Coders List
Subject: Re: [Flashcoders] Is there any way to get a list of the
classescompiled into a SWF?

AS3, and I'm using Flash CS3. I wouldn't be opposed to using  
something else though!


Piers


On 17 Jun 2008, at 10:53, Hans Wichman wrote:


Hi,

as2 or as3?

In as2 i'd use the verbose option on mtasc.

greetz
JC

On Tue, Jun 17, 2008 at 11:33 AM, Piers Cowburn  
<[EMAIL PROTECTED]> wrote:


I'm trying to nail down where a reference to an unwanted class is  
coming
from, and I need to be able to work out which classes are being  
compiled

from my classpath.

The reason is because I'm trying to take small element out of a  
larger
project and put it into its own SWF. I've done this by extending  
the classes
that are involved to override anything which has references to  
parts of the

app which won't be in the smaller SWF, but one of them is still being
included from somewhere, and I can't work out where.




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[Flashcoders] Underscore in class file path name: no-no?

2008-05-05 Thread Jim McIntyre
Flash (CS3, Mac, working in AS2) is silently crashing every time I 
compile a movie. The movie compiled fine until I started moving and 
renaming class files (cleaning up after myself).


The path to the class files causing the problem is:

  gov.xyz.adv_shuman_game.ClassName

If I remove the underscores from the last directory name (and adjust 
everything else accordingly), all is well. Is this a known issue, am 
I ignorant of naming limitations, or is something else going on?


I haven't created a test case yet to see if it's replicable - I'll do 
so and file a support request if it's warranted.


Thanks,
Jim
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[Flashcoders] Function Scope with Listener Objects (AS2)

2008-05-05 Thread Jim McIntyre
I'm working on a small game that uses a bunch of buttons that perform 
similar actions. In the main class for the game I've set up a 
listener object ("gameButtonListener") to detect all the button 
clicks and call the appropriate game functions, which are also 
defined in the main class.


Here's a simplified version of the relevant code. (Broadcasting the 
"buttonReleased" message is handled in the button's class.)


---
var gameBroadcaster:Object;
var gameButtonListener:Object;

AsBroadcaster.initialize(this.gameBroadcaster);
this.gameBroadcaster.addListener(this.gameButtonListener);

this.gameButtonListener.buttonReleased = function(b:MovieClip) {
  doButtonClick(b);
}

private function doButtonClick(b:MovieClip):Void {
  trace('button clicked!');
  // do some other stuff with b's properties
}
---

The code above doesn't work, of course, because doButtonClick() is 
not a method of the gameButtonListener object. right?


How should I be specifying the scope of the doButtonClick() function 
in the anonymous function defined for the listener? Although "_root" 
and "_level0" would work in a standalone situation I know they're not 
good ideas (and the latter would break when the game's loaded into 
another level), and "_parent" doesn't work with Objects the way it 
does with MovieClips.


Thanks,
Jim
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[Flashcoders] AS2 class definition problem, Gaia framework

2008-04-28 Thread Jim McIntyre
I'm working in a framework for the first time (Gaia). I'll be 
including games on some of the site's "pages," and most of the games 
will need to load a few external SWFs.


In the (AS2) class file for the page I'm trying to modify, I'm trying 
to add this code inside the class constructor function (which is 
provided in the Gaia AS template), so that the SWF is loaded when the 
page is initialized:


--code begins--
  private var posterMc:MovieClip = this.createEmptyMovieClip('posterMc',100);
  this.posterMc.loadMovie('adv_saleposter.swf');
--code ends--

The second line of the above code is producing a compile error that 
says "This statement is not permitted in a class definition." (The 
script is actually full of lines that produce the same error, which 
indicates I'm way off base.)


Can someone help me pull my head out of my AS2 and tell me what's 
wrong with my approach? I'm sure this points to a bigger design 
problem than I realize...


TIA,
Jim
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RE: [Flashcoders] semi-OT: Pseudo-random number sequence

2006-07-19 Thread Jim McIntyre

At 10:50 AM +0100 7/19/06, Danny Kodicek wrote:

 > I get the impression it is a set number of turns. In that case,

 you'll need
 to be a bit canny, doing something like biasing the roll according to the
 distance to the goal.


I enjoyed this problem way too much, so I've written an implementation (in
Lingo, I'm afraid - it's my first language. But it should be easy enough to
follow)



Danny,

Wow! Thanks. I ended up doing something much simpler, basically 
because I don't really care too much about the apparent distribution. 
Yours is way more elegant.


Here's what I did. In pseudo-code (mostly because I'm embarrassed 
this is still AS1):




To move S squares in N turns

- Fill an array of length N with random numbers

- While the sum of array members' values does not equal S:

  * Sort the array

  * Calculate the difference between S and the sum

  * If the difference is positive, increase the value of the
first array member by the difference or by 5, whichver is
smaller

  * If the difference is negative, decrease the value of the
last array member by the difference or by 5, whichever is
smaller

- Sort the array

- If the last array member is smaller than the number of spaces
  to move plus one minus the number of remaining turns, start over

- Remove the last array member and store in a variable

- Randomize the array order, then push the last member to the array



I'm not 100% sure this will work, especially the test near the end to 
determine if the final roll is big enough to allow extra turns to be 
added.


Thanks again.

-Jim
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Re: [Flashcoders] semi-OT: Pseudo-random number sequence

2006-07-19 Thread Jim McIntyre

At 1:58 AM -0500 7/19/06, ryanm wrote:

 - there are n integers in the sequence
 - the sum of the integers in the sequence is x
 - the value of each integer in the sequence is between 1 and 6, inclusive



   There are a couple of things that I'm not following.

1. Does the board have a static number of spaces?


Yes (25 in this case).


2. Are there a set number of turns, or can it take as long as it takes?


There are a minimum of 7 turns, and a maximum of 9. Each turn 
consists of a roll, a move on the board, and a question for the 
player to answer. If a player answers all questions correctly, the 
game must consist of exactly 7 turns. If they get one or two wrong, 
one or two turns need to be added so they can still achieve a perfect 
winning score. If they get more than two wrong, they can't get the 
perfect score (we have only 9 questions to work with, so the game 
can't be extended beyond that).


3. Why do you need to know all of the rolls in advance, can't you 
just make your "roll" function ensure that the last roll is always 
exactly the right number of spaces?


I don't need to know the rolls in advance, but the player has to be 
able to reach the end on the last roll. Given 7 turns, 25 spaces and 
a six-sided die, if a random-only solution produced [1,3,4,2,1,2] for 
the first six rolls, it would be impossible to reach the end space on 
the seventh roll.


I figure the best way to do this is generate the roll sequence based 
on where they are, examine it to make sure they can reach, adjust it 
if necessary, and redo the whole thing if the number of turns changes.


-Jim
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[Flashcoders] semi-OT: Pseudo-random number sequence

2006-07-18 Thread Jim McIntyre

Hi,

I'm trying to come up with a way to generate a pseudo-random sequence 
of integers that meet the following conditions:


 - there are n integers in the sequence
 - the sum of the integers in the sequence is x
 - the value of each integer in the sequence is between 1 and 6, inclusive

Basically, I'm trying to create a game in which users roll a die and 
move their piece along a game board, but arranging things so that on 
the last turn they reach the "finish" space exactly. (It's all for 
fun, so there are no ethical concerns about "rigging.")


There are a few times during the game where the number of turns 
remaining might increase by one, so I have to be able to recalculate 
the sequence on the fly based on the player's current board position. 
I suppose I'll also have to make sure the player doesnt' get too 
close to the finish space on the penultimate turn, in case an extra 
turn needs to be added.


If anyone has any ideas, I'd be most appreciative!

Thanks in advance,
Jim
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Re: [Flashcoders] Calc max radius of a circle

2005-11-23 Thread Jim McIntyre



The difficult part of the question is that the circle is really a 3D

object

ie it can be rotate about the x or y axis.



Do you mean rotate into the "z" axis?  X and Y are still just 2-D

spaces.

'rotating around the x-axis' is a perfectly reasonable statement for 
a 3D object: rotate something in the x-y plane by 90 degrees about 
the x-axis and it will end up in the x-z plane. Rotating around the 
z-axis would keep it in the same plane. You can't rotate a 2-d 
object about an axis at all, only a point.




Well, then, if you rotate a circle around the global x or y axis by 
90 degrees (picture a coin standing on edge), the radius of the 
largest circle that would fit in a rectangular bounding box would be 
1/2 the diagonal of that rectangle, or ((x^2 + y^2)^0.5)/2.


...because you can then rotate the circle around the global z axis 
until its local x-y plane is parallel to the diagonal of the 
rectangle.


OP, is that what you were looking for?

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