RE: lingo-l Dir MX 2004 and MP3

2004-01-06 Thread Quixadá
hi, tom
good news for miaws, but all these new settings (cast members masks for 
non-rectangular miaws and projectors,  icons, buttons on the title bar, 
etc) may be set using lingo? and what do you mean by Mask animation?
q

At 14:57 6/1/2004, you wrote:
Troy,

 I see the projector publishing... but what are the MIAW changes?
 Docking? For tool xtras?
The changes to MIAWs are _awesome_ IM-not so-HO:

1. Official support for non-rectangular MIAWs and non-rectangular stage
windows! Windows can now also mask themselves. Mask animation is _much_
smoother to boot!
2. Support for drag masks so that you can get OS dragging on various
window areas (esp. if you use masked windows) instead of having to roll your
own dragging code.
3. Instead of a single windowType property you now have full control over
the elements that appear in your window: close box, minimize box, maximize
box, border or no border, etc., and a metal appearance (OSX only) and you
can define an icon (bitmap member) to be used in the MIAW's title bar (Win
only)!
7. All of this window structure is now settable via the Property Inspector
on a new tab, Display Settings. This allows you to set up a template of
sorts for how that movie will appear when opened as a MIAW. Then you just
open that window and move on, no need to format the window everytime you
open it in your code. Of course you can aways create the window object then
over-ride the template settings before opening, your choice.
I'm sure there are a few other items in there I'm not remembering at the
moment, but the above should get you interested enough, I hope. :) Yes,
backwards compatibility is in the product so your old movies with their old
MIAW code will still behave as they always have.
Cheers,
Tom Higgins
Product Specialist - Director Team
Macromedia
Announcing Director MX 2004, de lekkerste!
http://www.macromedia.com/software/director
...
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Re: Dir MX 2004 - MIAW's (was: RE: lingo-l Dir MX 2004 and MP3)

2004-01-06 Thread Quixadá
that´s what i thought, i asked just to be sure. :^)

the projector itself (not a miaw) may have the non-retangular animated 
window as well? let´s see if my guess is right again! :^)
q

At 15:30 6/1/2004, you wrote:
 hi, tom and what do you mean by Mask animation?

Well, I'm the fussy sort and thought that I'd like to make a non-rectangular
MIAW using a masking bitmap member. But wait, I'm even fussier than that and
I want to animate that mask image (using imaging code for example), well, I
can now update (a.k.a. animate) the applied mask at run-time to have a
window whose shape is not only non-rectangular but that non-rectangular
shape animates over time! Shazaam!


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Re: lingo-l tooltips

2003-07-14 Thread Quixadá
there´s a behavior on the library that does it.
q
At 09:14 14/7/2003 -0400, you wrote:
Hi list...

Is there any lingo to make a tooltip on a sprite, like alt text in html?

Thanks,
Michael M.
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Re: lingo-l scriptInstanceList

2003-06-25 Thread Quixadá
hi, warren
yes, you´re right, but it wouldn´t solve the problem. to create an instance 
of the script did. interesting that when you assign a script to the 
scripinstancelist of several sprites they act like one. probably they refer 
to the same memory adress or something like that. but it´s unexpected.
thanks,
q

At 16:48 24/6/2003 -0500, you wrote:
On Tuesday, Jun 24, 2003, at 16:11 America/Chicago, Quixadá wrote:

hi, rob
yes, you´re right, that´s exactly my problem. i´ve made a simple dir just 
to show what´s happening. here are the scripts:
The very first thing you should do is put the sendAllSprites call 
*outside* of your repeat loop.

Try this.

on startMovie
  repeat with i = 1 to 3
puppetSprite i,TRUE
sprite(i).member = member 1 of castLib 1
sprite(i).loc = point(400 + random(70),300 + random(70))
sprite(i).scriptInstanceList.add(script(zoom))
  end repeat
  updateStage
  sendAllSprites(#change,1)
end
Warren Ockrassa | President,  nightwares LLC  [EMAIL PROTECTED]
 nightwares LLC | Consulting  Programming http://www.nightwares.com/
  Developer | Structor, a presentation development/programming tool
  Info and demo | http://www.nightwares.com/structor/
 Author | Director 8.5 Shockwave Studio: A Beginner's Guide
Chapter samples | http://www.nightwares.com/director_beginners_guide/
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Re: lingo-l scriptInstanceList

2003-06-25 Thread Quixadá
thanks, evan, that´s what i did.
q
At 18:00 24/6/2003 -0400, you wrote:
ok, so my movie, while needs much explaining on it's own, shows a method 
of puppeting a sprite, then adding an instance of a script directly after. 
in short, you just need to do something like...

y = new(script zoom)
sprite(i).scriptInstanceList.add(y)
Cheers,
Evan


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Re: lingo-l scriptInstanceList

2003-06-25 Thread Quixadá
while we´re on this subject, what handler should be executed when an 
instance of a script is added to a sprite scriptinstancelist? the on 
beginsprite doesn´t seem to be executed, so that´s why i have to send 
sprites messages. and even those seem not work sometimes.
q

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RE: lingo-l scriptInstanceList

2003-06-24 Thread Quixadá
hi, kerry
yes, i don´t have placeholders, but the problem affects sprites on 
different channels, i mean, i´m looping on frame 1 and creating sprites 
from channel 2 to 41. if i try to change the parameter on sprite 10 , for 
instance, on frame 1, all sprites from 2 to 41 change as well. actually, i 
can use place holders on this project, but that´s weird.it doesn´t work.
thanks kerry
regards,
q
btw, zero pixel bitmap? is it possible?

At 16:08 24/6/2003 -0400, you wrote:
 hi, folks
 it seems i´m going around in circles, so here it is: i´m
 creating sprites
 on the fly, then adding a script to them using the
 scriptInstanceList;
 that´s ok, it works. the problem comes when i try to change a
 parameter
 inside that script in only a specific sprite, because all the
 sprites have
 their parameters changed.
I'm guessing you don't have placeholder sprites. This sounds like a
known issue with sprites created on the fly without placeholders.
The issue is actually that fiddling with the scriptInstanceList affects
the whole sprite channel--locks it up so other scriptInstanceList
changes don't take.
The fix is to use placeholder sprites. It only takes a minute to create
a zero-pixel bitmap and fill 500 channels with it.
Cordially,

Kerry Thompson

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Re: lingo-l scriptInstanceList

2003-06-24 Thread Quixadá
hi, rob
yes, you´re right, that´s exactly my problem. i´ve made a simple dir just 
to show what´s happening. here are the scripts:

movie script
--##
on startMovie
  repeat with i = 1 to 3
puppetSprite i,TRUE
sprite(i).member = member 1 of castLib 1
sprite(i).loc = point(400 + random(70),300 + random(70))
sprite(i).scriptInstanceList.add(script(zoom))
sendAllSprites(#change,1)
updateStage
  end repeat
end
--##
the script attached to the sprites, named zoom
--##
property pTest
on beginSprite me
  pTest = 1
end
on change me,a
  pTest = a
end
on findout
  put pTest
end
--##
just create a bitmap on cast member 1 of castlib 1, and if you like put it 
on channel 4, upper left corner (doesn´t matter where) and assign the 
script above. it´ll show you how a sprite that was not created on the fly 
behaves. use sendSprite(anynumberfrom1to4,#change,anyparameteryouwant) on 
the message window to test. if you type sendSprite(2,#change,10) and hit 
enter, and then type sendSprite(3,#findout), you´ll see that sprite 3 pTest 
has changed and are equal to 10, and it shouldn´t, because i´ve sent a 
message to sprite 2 only. all sprites have changed, except sprite 4, that 
was not created on the fly.

thanks and regards,
q
At 16:42 24/6/2003 -0400, you wrote:
Hi,

Kerry suggested one possibility but I think I'm reading your problem a little
differently. You have a bunch of sprites lets say 1 to 10 which are all 
created on
the fly sending a message to one of them affects them all right?

Kerry I think the problem you are describing is if you create a sprite on 
the fly in
channel 2 frame 5, lets say, and then jump to fram 500 where a score created
sprite exists, the script instancelist applied in frame 5 mucks up the 
score one in
frame 500. Let me know if I'm wrong.

Anyway I think the problem Quixada is having stems from how the behaviours 
are
attached to the sprite on the fly. Sounds to me like each sprite is not 
getting a
unique instance of the behaviour but rather pointers to the same instance.

Quixada if you can post some of your code you use to attach the behaviours 
that
may help us solve the problem.

-Rob

24/06/2003 3:42:56 PM, Quixadá [EMAIL PROTECTED] wrote:

hi, folks

that´s ok, it works. the problem comes when i try to change a parameter
inside that script in only a specific sprite, because all the sprites have
their parameters changed.

but same results.
i think i don´t need to put the entire behaviors here, because it´s all
about how on-the-fly scripts deal with sendsprite messages.

win xp, d 8.5.1

thanks,
q


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RE: lingo-l scriptInstanceList

2003-06-24 Thread Quixadá
hey, did i ever tell you guys how much i love this list?! :^))
thanks, kerry, that solved my problem!
big hugs,
q
At 17:22 24/6/2003 -0400, you wrote:
 hi, rob
 yes, you´re right, that´s exactly my problem. i´ve made a
 simple dir just
 to show what´s happening. here are the scripts:

 movie script
 --##
 on startMovie
repeat with i = 1 to 3
  puppetSprite i,TRUE
  sprite(i).member = member 1 of castLib 1
  sprite(i).loc = point(400 + random(70),300 + random(70))
  sprite(i).scriptInstanceList.add(script(zoom))
  sendAllSprites(#change,1)
  updateStage
end repeat
 end
 --##
Try adding an on new me handler to your script, and have it return me.
Then try creating an instance first, then adding it.
newInstance = script(zoom).new()
Sprite(i).scriptInstanceList.add(newInstance)
Cordially,

Kerry Thompson

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RE: lingo-l scriptInstanceList

2003-06-24 Thread Quixadá
living and learning! :^)
q
At 17:14 24/6/2003 -0400, you wrote:
 q btw, zero pixel bitmap?
 is it possible?
Possible. Easy. New cast member. Open the paint window. Give the cast
member a name. Close the paint window. Check the PI. Width 0. Height 0.
Just for the fish, I put my placeholders offstage, too.

Cordially,

Kerry Thompson

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Re: lingo-l mouseLine from a text member

2003-03-04 Thread Quixadá
thanks, warren, that´s what i was looking for, although pointToParagraph 
had solved my problem. i must say that at home i have only d7 installed, 
and pointToLine is not listed in the printed manual. is it a d8/8.5/mx new 
feature?
regards,
q

At 13:09 4/3/2003 -0600, you wrote:
On Monday, Mar 3, 2003, at 15:10 America/Chicago, Quixadá wrote:

easy one: how can i get the number of the line clicked on a text sprite, 
the same way with fields using the mouseLine?
Check out pointToLine.

 Warren Ockrassa | http://www.nightwares.com/
 Director help | Free files | Sample chapters | Freelance | Consulting
   Author | Director 8.5 Shockwave Studio: A Beginner's Guide
   Published by Osborne/McGraw-Hill
   http://shop.osborne.com/cgi-bin/osborne/0072195622.html
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lingo-l mouseLine from a text member

2003-03-03 Thread Quixadá
hi, folks
easy one: how can i get the number of the line clicked on a text sprite, 
the same way with fields using the mouseLine? i just can´t figure it out, 
but i´m sure it´s simple.
thanks and regards,
q

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Re: lingo-l director books

2003-02-07 Thread Quixadá
hi, guys
thanks to all who answered my question. i´ll get both. and btw, if you 
could recommend a good book for flash mx actionscript, i´d be more thankful.
regards,
q


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lingo-l director books

2003-02-05 Thread Quixadá
hi, folks
i´m about to buy director books on 3d and imaging lingo, and two of them 
come to mind:

Title: Director Shockwave Studio Developer's Guide
Author: James Newton

and

Title: Director's Third Dimension: Fundamentals of 3D Programming in 
Director 8.5
Author: Paul Catanese

do you think it´s worthy to buy both or just one of them is enough?

tia,
q


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Re: lingo-l bluring rounded bitmaps

2003-02-05 Thread Quixadá
hi, kurt
sorry for replying so late, but i tried your solution only yesterday. 
anyway, it didn´t work, ´cause when the alpha is set, it takes all the blur 
effects of the image. bottom line is: is it possible to apply an imaging 
lingo effect on images with alpha channel active? while we´re on this 
subject: the imaging lingo acts as direct to stage always? for instance, 
if i put a sprite on top of the altered one, it disappears when the effect 
takes place, the same way as a video or flash sprite. can this direct to 
stage aspect be turned off?
well, hope james and paul books can respond these questions! :^))
regards,
q

At 12:55 22/1/2003 -0500, you wrote:
 hi, imaging lingo gurus out there
 i´m trying to simulate the effect of an image that goes in and out of focus
 according to the lens position on a telescope. you can see it at
 http://planeta.terra.com.br/arte/quixada/mast/tele.htm. the problem is that
 the image must be rounded, and when the blur effect takes place, it spreads
 in order to take the whole rectangular area of the image, disregarding the
 alpha channel of the original bitmap.
 i tried to put a mask (the background with a hole in the middle) above the
 blured sprite, but it seems that the effect is kinda direct to stage.  is
 there a way to constrain the blur effect on a circular area, or prevent it
 to happen on an alpha channel area?

Try extracting the alpha channel, then applying your blur effect, and then
sticking the original alpha back on the image. Sort of like this:

originalAlpha = theImage.extractAlpha()

--do your blur to theImage

theImage.setAlpha(originalAlpha)
theImage.useAlpha = TRUE

hth,
Kurt

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lingo-l bluring rounded bitmaps

2003-01-22 Thread Quixadá
hi, imaging lingo gurus out there
i´m trying to simulate the effect of an image that goes in and out of focus 
according to the lens position on a telescope. you can see it at 
http://planeta.terra.com.br/arte/quixada/mast/tele.htm. the problem is that 
the image must be rounded, and when the blur effect takes place, it spreads 
in order to take the whole rectangular area of the image, disregarding the 
alpha channel of the original bitmap.
i tried to put a mask (the background with a hole in the middle) above the 
blured sprite, but it seems that the effect is kinda direct to stage.  is 
there a way to constrain the blur effect on a circular area, or prevent it 
to happen on an alpha channel area?
thanks a lot,
q


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lingo-l bluring images

2003-01-09 Thread Quixadá
hi, folks
i have to make a script that blurs an image according to a custom slider. 
it´s for simulating the way lenses work on telescopes, putting things out 
and on focus. could it be done with imaging lingo? if so, could you please 
just point me the right direction? what kind of image property could 
achieve such thing? i must say that i´m not really familiar with imaging lingo.
thanks a lot in advance,
q


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Re: lingo-l alpha out stage?

2002-12-16 Thread Quixadá
while we´re on this subjet: when will director allow the use of 8 bit masks 
for non-regular miaws? with that we can have different levels of 
transparency for different miaw areas. i´ve downloaded the last version of 
winamp and it´s all there. pretty cool. well, at least on winxp.
q

At 14:55 16/12/2002 -0800, you wrote:
At 1:07 PM -0600 12/16/02, you wrote:

Is there any way to alpha out the stage much as one would a miaw?


nope
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Re: lingo-l alpha out stage?

2002-12-16 Thread Quixadá
yes, i know. i won´t have problems if there´s an unsupported 8 bit mask as 
well. as long as it works the same way 1 bit mask does.
q
At 18:22 16/12/2002 -0800, you wrote:
At 9:06 PM -0200 12/16/02, you wrote:

while we´re on this subjet: when will director allow the use of 8 bit 
masks for non-regular miaws? with that we can have different levels of 
transparency for different miaw areas. i´ve downloaded the last version 
of winamp and it´s all there. pretty cool. well, at least on winxp.
q

Did you know that the 1 bit masking of a MIAW window is an unsupported 
feature?

I wouldn't expect extensions on it soon ...

-Buzz
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Re: lingo-l behaviors losing parameters

2002-09-12 Thread Quixadá

At 09:20 12/9/2002 -0400, Tab Julius wrote:

No problem, we just found four of them all together in the space of just a 
few hours.

:^)


What do you mean by losing them.  If you edit them in a script window, 
are they there?

the parameters are lost; if u select a sprite and watch the property palete 
/ behavior, you see a dotted line where there was a parameter before. 
it´s weird. to get the parameters back, i open the script, erase a o from 
on mouseUp (i think any change like that would do), and then there they 
are again! believe me, that´s exactly what happens, and it´s not a script 
problem, because some of them are really simple.


Are you sure the script you're looking at is the one actually assigned to 
the sprite?

yes


On rare occasions I've just had a whole script (occasionally a whole cast) 
corrupted and had to open up a second cast, copy each script to notepad 
(drop all formatting, just keep text), then copy into the second cast, 
reset to the right kind of script (parent/object/movie), rename them - 
basically rebuild the whole thing - in order to bring it back to life.

if they always generate errors, i woukd do that, but most of time they 
don´t. and what´s worse: sometimes i cannot enter a parameter using the 
property palete, because after i type it, it reverts to the dotted line, 
u know, the line when there´s no parameter yet. the only way to enter it is 
double-click the behavior name and type the parameter on the dialog box.
believe me, it happens


These are standard behaviors you've dropped onto sprites?  Do you have 
more than one on the sprite?

i´ve used standard behaviors for changing cursors, i dont have the 
patience(?) to do that all over again. and i use the custom scroll too. but 
there´s nothing wrong with them. ah, and i use the go to marker (or 
something like that) standard behavior, and it happened to it too!


- Tab

thanks for your attention, tab
regards,
q




At 01:08 PM 9/11/02, Quixadá wrote:
sorry, tab
but i didn´t post it four times, actually two, because i forgot that i 
had already sent the message and made a slight change on that, and sent 
it again. what may be a fault anyway. the lingo-l adress has changed (at 
least that´s what i´ve thought) from [EMAIL PROTECTED] to 
[EMAIL PROTECTED], so i´ve sent to both. didn´t realize that 
the email could be bounced from old to new adress.
i won´t do it again, as i never did.

anyway, if i recompile all scripts, the error shows up the same way. the 
scripts are ok, because they work, and, as i said, i´m using three 
behaviors from the library that lose their parameter as well. i suppose 
they´re ok. argh, corrupted? but it happens on several scripts!
thanks and sorry again,
q

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Quixadá

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lingo-l behaviors losing parameters

2002-09-11 Thread Quixadá

hi, folks
weird stuff. some behaviors (including three from d 8.5.1 library) 
sometimes lose their parameters, generating error messages. i must say i´m 
not moving them on the cast, switching cast members position or anything 
like that. nothing that could cause it. to fix that, i just have to open 
the defective script, and then erase and rewrite a single letter, anyone; 
and then, for magic, all the missed parameters (they didn´t show on the 
info palete) of several sprites come back. it´s becoming critical, ´cause 
it happens on behaviors that sometimes i don´t suspect. i´m afraid that 
this kind of thing may happen after the file is protected and the cd has 
been burned. any experience on such thing?
regards,
q


[]'s
Quixadá

web site - http://www.alternex.com.br/~quixada

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lingo-l behaviors losing parameters

2002-09-11 Thread Quixadá

hi, folks
weird stuff. some behaviors (two from the d 8.5.1 library) sometimes lose 
their parameters, generating error messages. i must say i´m not moving them 
on the cast, switching cast members position or anything like that. nothing 
that could cause it. to fix that, i just have to open the defective 
script, and then erase and rewrite a single letter, anyone; and then for 
magic, all the missed parameters (they didn´t show on the info palete) of 
several sprites come back. i´m afraid that this kind of thing may happen 
after the file is protected and the cd has been burned. any experience on 
such thing?
regards,
q


[]'s
Quixadá

web site - http://www.alternex.com.br/~quixada

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RE: lingo-l hyperlinks, handler and parameters

2002-08-09 Thread Quixadá

man, god lives on the details, and you are his prophet! god bless this list!
exactly what i wanted, worked like a charm!
:^)
thanks,
q
p.s.: in spite of the religious words, i must say i´m atheist. thank god 
for that! :^)

At 12:36 8/8/2002 -0700, you wrote:
Quixada,

  it seems to work, but i´m confused here. why i can only pass integer
  values? if i try to parse string, it returns void. why?
  thanks

Because then you have this:

on hyperlinkClicked me, data -- data = test,hello

   the itemDelimiter = ,
   tHandler = data.item[1]
   tNum = data.item[2]

   doStatement = tHandler(tNum)

WAIT! At this point in your code doStatement = data(hello), that looks a 
lot like hello is a variable doesn't it? If your param is a string then 
you'll need to do something like this:

   doStatement = tHandler(QUOTEtNumQUOTE)

as after this doStatement = data('hello') and you're now properly 
passing a string hello to the handler and not some missing variable 
named hello. Make sense? If not then we'll give it another go. It's 
critical to look at the string you're doing, you must make sure that the 
string looks like Lingo you'd execute.

Cheers,
Tom
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