Re: flash members vs. bitmap members

2004-08-21 Thread Ross Clutterbuck
Ian:
> setting the #commonPlayer property on the Flash members should help
> considerably (all the Flash sprites share the same instance).

Forgot about this...thanks for the reminder!

Ross


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Re: Sound queueing

2004-08-21 Thread Tab Julius
No, that's how I know about it; these are clips that have audio right up 
next to each other.

I know how to work around it, but it'd be much easier to see if there was a 
special tweak I'm missing to the sound settings; I suspect when the sound 
queuing was tested, it wasn't tested for this level of granularity, but for 
this particular application it needs to be consistent with zero breaks.

- Tab
At 03:44 PM 8/21/04, John R. Sweeney Jr wrote:
on 8/20/04 10:29 PM, Tab Julius at [EMAIL PROTECTED] wrote:
> Anybody come across this and any insights on how to work around it?
>
> - Tab
Do you have variable silence at the end of each clip? I've gone in and
trimmed down the dead area at the end of an audio clip and that smoothes
things out.
L8R,
John
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Re: flash members vs. bitmap members

2004-08-21 Thread Colin Holgate
Great test!
Did you use lock-step for the flash member(s), by the way?
I suspect not, but right now the behavior is quite realistic, with 
fewer girls moving more quickly  to cover more ground...
Yes, I used lock-step, otherwise it wouldn't have been a fair test. 
The bitmaps were film loops, so neither the Flash or bitmap versions 
needed any scripting to make the walk cycle loop.

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Re: Sound queueing

2004-08-21 Thread Colin Holgate
Anybody come across this and any insights on how to work around it?
What is your sounddevice set to?
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Re: flash members vs. bitmap members

2004-08-21 Thread Bertil Flink
Great test! 
Did you use lock-step for the flash member(s), by the way?

I suspect not, but right now the behavior is quite realistic, with fewer girls moving 
more quickly  to cover more ground...


Bertil Flink
Creative Media


- Original Message - 
From: "Colin Holgate" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Saturday, August 21, 2004 5:18 PM
Subject: Re:  flash members vs. bitmap members


> I was tempted to do a quick reply earlier to give an opinion, but I 
> decided to try making something first, to see if I was right. Here's 
> what I made:
> 
> http://staff.funnygarbage.com/colin/walkers.html
> 
> The walk cycle you'll see is seven images long, made up from 360x240, 
> 32-bit with alpha channel bitmaps. There are 30 of them at the stage 
> at the same time, all of them scaled to different amounts. It's 
> probably as hard a test for bitmaps in Director as I can think of.
> 
> When the page loads you'll be seeing those 30 sets of seven images 
> scaled, and depending on your machine it will be sluggish or slow. If 
> you click somewhere, or type 2, you'll switch to a 30 Flash sprite 
> version, which will be a bit smoother. You may also notice that the 
> scaling on the Flash sprites is slightly cleaner than the bitmap ones.
> 
> That might seem like a win for Flash, but click again, or press 3, 
> and you'll see a bitmap version where I scaled the bitmaps to 180 x 
> 120 before using. That takes them closer to the intended use size. 
> You should see a noticeable improvement in speed.
> 
> So, even in a fairly worse case of 32-bit sprites with alpha 
> channels, bitmaps of about the right size for the job should perform 
> very well.

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Re: Sound queueing

2004-08-21 Thread John R. Sweeney Jr
on 8/20/04 10:29 PM, Tab Julius at [EMAIL PROTECTED] wrote:

> Anybody come across this and any insights on how to work around it?
> 
> - Tab

Do you have variable silence at the end of each clip? I've gone in and
trimmed down the dead area at the end of an audio clip and that smoothes
things out. 

L8R,
John


===
John R. Sweeney Jr.([EMAIL PROTECTED])
Interactive Multimedia Developer/
Digital Media Specialist

OnDemand - Interactive, Inc.
847.651.4469 (cell)  847.310.5959 (office/fax)
=== 

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RE: flash members vs. bitmap members

2004-08-21 Thread Ian Thomas
A couple of extra thoughts for you.

Ross suggests that the number of Flash instances will be an issue - setting
the #commonPlayer property on the Flash members should help considerably
(all the Flash sprites share the same instance). I've had a couple of
problems with this, but only with heavily-actionscripted movies - for simple
animations it should be fine...

Secondly, we do a great deal of our graphics in Flash, and then when
fine-tuning for performance we sometimes decide to turn members into
bitmaps, and it helps a great deal. However, we don't do it manually - you
can easily get Director to either create on-the-fly or precreate a set of
bitmaps from a source Flash member.

In a nutshell - we create it in Flash first (for flexibility) and then nail
some of it down into bitmaps as and when necessary.

Cheers,
Ian

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ross Clutterbuck
Sent: 21 August 2004 15:29
To: [EMAIL PROTECTED]
Subject: Re:  flash members vs. bitmap members

Andrew:

If deadlines are tight then stick with what you know. My only concern about
using Flash members for all your sprites is the significant load you're
going to be putting on Director with so many instances of the Flash Asset
running at once - hence my suggestion to create the entire thing in Flash
and how only 1 Flash instance running.

Are your sprites going to be animated in any way? If not then bitmaps for
sprites will be sufficient (and depending on your target system and sprite
size you might be able to get away with using PNGs so you've got in-build
transparency even with a Director Copy ink). If you do have animated sprites
then with the numbers you've given so far then you might see a performance
hit regardless of the approach you take.

Exactly what is this animation you're doing? Once I got a clearer idea of
what you're trying to achieve I can better offer suggestions.

Ross


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Re: flash members vs. bitmap members

2004-08-21 Thread KLGC Studio
That is a great test Colin.  Even on a high end machine the differences 
are noticeable. 

I had gone through a similar type of test earlier where with six basic 
images I wanted a random animation of.  I tested with six PNGs and six 
single frame swfs.  There was a similar noticeable difference as between 
your 1 & 2.  The deciding factor, though, was a loss of crispness in the 
rastor images because of the scaling (max x2.5).   I went with the swfs, 
but it was more of a pain to implement.  The rotating was no problem, 
but the scaling and member swaping with swf members was more "involved" 
as I'm sure your are aware.  Anyway, earlier I posted what it took to 
accomplish. 

Your number 3 is what caught my attention.  As an after thought, my test 
might have been better scaling down, or from the middle.  So often we 
(or at least I) miss the obvious :) 

Lee C
Colin Holgate wrote:
I was tempted to do a quick reply earlier to give an opinion, but I 
decided to try making something first, to see if I was right. Here's 
what I made:

http://staff.funnygarbage.com/colin/walkers.html
The walk cycle you'll see is seven images long, made up from 360x240, 
32-bit with alpha channel bitmaps. There are 30 of them at the stage 
at the same time, all of them scaled to different amounts. It's 
probably as hard a test for bitmaps in Director as I can think of.

When the page loads you'll be seeing those 30 sets of seven images 
scaled, and depending on your machine it will be sluggish or slow. If 
you click somewhere, or type 2, you'll switch to a 30 Flash sprite 
version, which will be a bit smoother. You may also notice that the 
scaling on the Flash sprites is slightly cleaner than the bitmap ones.

That might seem like a win for Flash, but click again, or press 3, and 
you'll see a bitmap version where I scaled the bitmaps to 180 x 120 
before using. That takes them closer to the intended use size. You 
should see a noticeable improvement in speed.

So, even in a fairly worse case of 32-bit sprites with alpha channels, 
bitmaps of about the right size for the job should perform very well.

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Re: flash members vs. bitmap members

2004-08-21 Thread Colin Holgate
I was tempted to do a quick reply earlier to give an opinion, but I 
decided to try making something first, to see if I was right. Here's 
what I made:

http://staff.funnygarbage.com/colin/walkers.html
The walk cycle you'll see is seven images long, made up from 360x240, 
32-bit with alpha channel bitmaps. There are 30 of them at the stage 
at the same time, all of them scaled to different amounts. It's 
probably as hard a test for bitmaps in Director as I can think of.

When the page loads you'll be seeing those 30 sets of seven images 
scaled, and depending on your machine it will be sluggish or slow. If 
you click somewhere, or type 2, you'll switch to a 30 Flash sprite 
version, which will be a bit smoother. You may also notice that the 
scaling on the Flash sprites is slightly cleaner than the bitmap ones.

That might seem like a win for Flash, but click again, or press 3, 
and you'll see a bitmap version where I scaled the bitmaps to 180 x 
120 before using. That takes them closer to the intended use size. 
You should see a noticeable improvement in speed.

So, even in a fairly worse case of 32-bit sprites with alpha 
channels, bitmaps of about the right size for the job should perform 
very well.

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Re: flash members vs. bitmap members

2004-08-21 Thread KLGC Studio
The general criteria I go by is where I need scalability with crispness 
and/or compactness in an animation I use vector graphics, otherwise I 
use raster graphics.

The main drawback with vector graphics animations of any complexity in 
Director, is that MM has never incorporated a respectable vector member 
because of their marketing “guidance” to rather interface their 
multimedia-for-the-masses product.

So making the best of what there is, where I use vector graphics 
animations, I use swf. But I never swallowed MM marketing’s hook line 
and sinker. I create my vector graphics with AI and export them to swf, 
then sync with any sound in Director. I’ve used AI and PS nearly from 
their beginning, and they are still the best vector and raster graphics 
packages out there. Just a Director is still the best general high-end 
multimedia package - it’s just sad that it could be so much more if it 
was not for MM’s marketing doodles. As I said - making the best with 
what there is, until something better comes along :)

Lee C

Andrew Dempsey wrote:
I think you'll see better performance with bitmap animations.
Especially if you can use a fast ink (copy or background
transparent). That said, you could start with swf sprites. If they
begin to slow things down, export them from flash as bitmaps.
--
Cole
   

Right. Thanks for the ink tip.  I think I'll start with Flash, as you
suggest, and see how it goes.
Just in case any Macromedia frequent-flyer scouts are reading this, I should
note that I am actually creating the illustrations in Freehand, animating
them in Flash, and importing them into Director.  That's $2000 + worth of
MX2004 for ya... (since I just bit the bullet and bought all the new stuff,
I have to publically pat myself on the back somewhere!).  Did I mention
Dreamweaver and Fireworks for the product website? :)
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Re: flash members vs. bitmap members

2004-08-21 Thread Ross Clutterbuck
Oh, and if your application is writing to the user's drive then Director is
the way to go anyway, but make sure you're not using repeat loops or writing
a lot of data/continuous data as more of Director/CPU time will go to those
operations, not processing your animation.

Ross


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Re: flash members vs. bitmap members

2004-08-21 Thread Ross Clutterbuck
Andrew:

If deadlines are tight then stick with what you know. My only concern about
using Flash members for all your sprites is the significant load you're
going to be putting on Director with so many instances of the Flash Asset
running at once - hence my suggestion to create the entire thing in Flash
and how only 1 Flash instance running.

Are your sprites going to be animated in any way? If not then bitmaps for
sprites will be sufficient (and depending on your target system and sprite
size you might be able to get away with using PNGs so you've got in-build
transparency even with a Director Copy ink). If you do have animated sprites
then with the numbers you've given so far then you might see a performance
hit regardless of the approach you take.

Exactly what is this animation you're doing? Once I got a clearer idea of
what you're trying to achieve I can better offer suggestions.

Ross


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Re: flash members vs. bitmap members

2004-08-21 Thread Andrew Dempsey

>
> I think you'll see better performance with bitmap animations.
> Especially if you can use a fast ink (copy or background
> transparent). That said, you could start with swf sprites. If they
> begin to slow things down, export them from flash as bitmaps.
>
> -- 
> Cole

Right. Thanks for the ink tip.  I think I'll start with Flash, as you
suggest, and see how it goes.

Just in case any Macromedia frequent-flyer scouts are reading this, I should
note that I am actually creating the illustrations in Freehand, animating
them in Flash, and importing them into Director.  That's $2000 + worth of
MX2004 for ya... (since I just bit the bullet and bought all the new stuff,
I have to publically pat myself on the back somewhere!).  Did I mention
Dreamweaver and Fireworks for the product website? :)

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Re: flash members vs. bitmap members

2004-08-21 Thread Andrew Dempsey
Thanks Ross.

I had considered (briefly) the Flash projector idea, but there is a lot of
writing to the user's hard drive going on, and I think that's better done
from Director?  Whatever the case, all of my experience is in director, and
I have good script libraries to do so, which makes me want to stick with
Director.

I had also considered doing the whole animation in Flash.  It's just that
since I am feeling like a Flash noob right now(newb, newbie, new-bie...
"newcomer"), I am not confident I can pull it off without a larger
investment of time than I am able to make before the deadline I am under.
If the performace boost were considerable, though, I might be convinced to
go for it.  What do you think?


- Original Message - 
From: "Ross Clutterbuck" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Saturday, August 21, 2004 3:40 PM
Subject: Re:  flash members vs. bitmap members


> Hi Andrew
>
> What about building the whole animation in Flash itself then importing a
> single Flash movine into Director? And if your Director project is only
this
> animation then you might be better off creating it in Flash and building a
> Flash projector anyway...
>
> Ross
>
>
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>

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RE: Sound queueing

2004-08-21 Thread Tab Julius
No, they're .WAV files.
I tried .MP3, and they do have a more noticeable gap, but there's still a 
short hitch there with the .WAV.

- Tab
At 09:02 AM 8/21/04, Stany De Roos wrote:
Hi Tab,
Are that MP3 files you're playing? MP3 files have a small but noticeable
noise gap at the start, that why they can't be looped either. Maybe that
is the reason why you hear those short breaks in between different
members.
Stany
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RE: Sound queueing

2004-08-21 Thread Stany De Roos
Hi Tab,

Are that MP3 files you're playing? MP3 files have a small but noticeable
noise gap at the start, that why they can't be looped either. Maybe that
is the reason why you hear those short breaks in between different
members.

Stany

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Re: flash members vs. bitmap members

2004-08-21 Thread Cole Tierney
I don't have much experience yet using flash members (but just bought flash
mx 2004 pro, eagerly working my way through the training), but my question
is, is it better to use the trusty old way of using alternating bitmaps for
this, or to use flash animations (imported SWF files).  In terms of
performance, memory, and any other considerations.
I think you'll see better performance with bitmap animations. 
Especially if you can use a fast ink (copy or background 
transparent). That said, you could start with swf sprites. If they 
begin to slow things down, export them from flash as bitmaps.

--
Cole
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Re: flash members vs. bitmap members

2004-08-21 Thread Ross Clutterbuck
Hi Andrew

What about building the whole animation in Flash itself then importing a
single Flash movine into Director? And if your Director project is only this
animation then you might be better off creating it in Flash and building a
Flash projector anyway...

Ross


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flash members vs. bitmap members

2004-08-21 Thread Andrew Dempsey
I'd like to draw on the pool of experience here as I plan a project.

I am trying to decide whether to use animated flash members or bitmap
members to create an animation.  There will be a screen on which there will
be instances of an object being made by a parent script - up to say 50 on
the screen at a time.  Each of these instances will be represented on screen
by a small animation (in the range of 15x15 pixels) of a person walking to
random points on the screen.  There will be 5 or 6 different people
animations available that will be randomly chosen from for each instance.

I don't have much experience yet using flash members (but just bought flash
mx 2004 pro, eagerly working my way through the training), but my question
is, is it better to use the trusty old way of using alternating bitmaps for
this, or to use flash animations (imported SWF files).  In terms of
performance, memory, and any other considerations.

thanks,

Andrew

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RE: Shockwave Player Public Beta 10.0.2 Available

2004-08-21 Thread Petro Bochan
What surprisingly is in this compact installer is that it doesn't show in
the Add/Remove Programs list on my Win2000 (English). The 10.0.1 one did
show up like that. The thing that i don't see it there doens't bother me at
all but along that i don't have any quick method of unintstalling it. After
this i installed the 10.0.1 installer and it has succesfully overwritten the
previous one plus i got Add/Remove Programs list add-in.


---
All the best
Petro Bochan


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