Re: [Flashcoders] commercial flash multi-touch projects?

2007-06-04 Thread zehfernando
 Hi Jason,
   As I understand it, some multitouch systems (no idea about MS!) use
 a process to track and broadcast multitouch data to listeners on a
 socket.

   There'd be nothing stop AS3 reading data from that socket,
 presumably... or (I guess) some container app interpreting the socket
 data and passing it to Flash via ExternalInterface or some other
 means...

   You wouldn't be able to use standard mouse events.

In relation to that, John Grden posted on his blog an experiment that can
be seen as a multi-pointer control: he used two wiimotes (from the wii)
with wiiflash and red5 to control two virtual pointers. With that he was
able to play a virtual drum inside flash, using the wiimotes as if theu
were the sticks.

Check it out, second video:
http://www.rockonflash.com/blog/?p=52


Zeh

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RE: [Flashcoders] Flash CS3 Announced

2007-03-30 Thread zehfernando
 What I'm wondering is where does that XML code go?  just into a window
 in the IDE so you can copy and paste and use in your code,or in a
 framescript, or does it write out an XML file? Anyone know?

If the screenshots of past presentations (available on a few blogs) are
any indication: one can simply copy the timeline tweenings then paste it
on the code itself (it pastes XML data). The XML data gets read by some
class/method and transformed into executable tweenings (it just gets
parsed, no secret here, after all, anyone can do this with simple XML data
and any tweening class). So yes, the XML is on the code itself.

Personally, I think it's a pretty bogus feature, one of those things that
look nice on paper but when you stop to look at it it's far from useful
except on extremely specific cases and still far from the magic that will
save lives like many people tend to think it is. It's still better to
either use direct code tweening where it fits, or use timeline tweening
where it fits (animated characters and so on). But it's not out yet, so I
don't know if I've missed something.


Zeh

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Re: [Flashcoders] Set Interval Question

2007-03-02 Thread zehfernando
 10 seconds.  In that 10 second interval, I load, fade in, pause on,
 and fade out, that image.  That is working mostly fine.  Accept I have
 a seperate setInterval starting for the images fade in and fade out
 functions (1.25 sec * 2).  And have it pausing for the remainder which
 should be 7.5 seconds.  Problem is it doesn't work out, and by the 4th
 or 5th image it is noticably offset.  I am guessing this is because of
 the time it takes to process the code, didn't seem likely at first,
 but It is not off by much, and it seems to be increasing marginally
 which means that not much, becomes significant.  Long story short,
 well...point being that I want to be able to call the main timer, and
 tap into it at 0-1.25 seconds and then again at 7.5 -10 seconds to run
 the image fade in and fade out.  Can I do this, from

Honestly, just use any other tweening extension instead. They'll mostly
(all?) let you use delays that are properly synced without having to
resort to setIntervals at all.

You can chose MC Tween, lmc tween, Tweener, Fuse Kit, Animation Package,
etc. You'll be doing a favor to yourself when you stop using setIntervals
and complex events for something that's supposed to be so simple.


Zeh

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