It might not be MTASC itself, but something that FlashDevelop is doing
with MTASC that caused it (an option I couldn't find or something).
Either way, setting it at the beginning of my script fixes it, so it
doesn't really matter anymore. :)
-Andy
On 1/24/07, Rákos Attila <[EMAIL PROTECTED]> w
I tried out your code and get exactly the same result with Flash IDE
and MTASC. Did you try it in the stand-alone player? If in the
browser, may be you have changed the default scaling and alignment
values in the Publish Settings?
Anyway, the most secure method is to set Stage options by script -
Oh, the Array(obj) thing ruined my day a month or so ago, as I didn't
know the FlashIDE was treating that as constructing an array instead
of casting. Does the same with String(obj) (new string instead of
cast). Took me a long while to figure that one out.
-Andy
On 1/23/07, Hans Wichman <[EM
Hi,
yep there might be small differences, and its good to be aware of that. I'm
not sure if there is a list of these issues.
Another one for example is that Array(obj) in mtasc is an array cast, while
in the Flash IDE it is not.
These little things that can easily ruin your day:).
greetz
JC
O
Aha!
Ok, here's some code:
-
class mtascTest {
private var root:MovieClip;
public static function main(rootMC):Void {
if(rootMC == undefined) { rootMC = _root; }
//Stage.scaleMode = "noScale";
//Stage.align = "LT";
var main:mtascTest = new mtascTest(rootMC);
}
function
I think I got it working.
I noticed that when I built with the Flash IDE the output SWF was
around 56k, while using MTASC it was only 6k (!!), so it looked like
MTASC was removing things that might need to stay. Running both
through ASV showed that a lot of code in the FlashIDE build that
wasn't
Well, interesting - I just tried out and everything seems to be OK
with MTASC: without setting Stage's properties the default behaviour
is similar to that of movies compiled with MMC, and after setting
scaleMode and align it works as expected, too. Can you provide a
minimal script demonstrating th
Already set scaleMode, but didn't know about align. I can try that,
but it still doesn't help with MTASC not resizing.
-Andy
On 1/23/07, Rákos Attila <[EMAIL PROTECTED]> wrote:
Why don't you set Stage.scaleMode and Stage.align to your preferred
values at the beginning of your program?
At
Why don't you set Stage.scaleMode and Stage.align to your preferred
values at the beginning of your program?
Attila
AH> There seem to be a couple problems:
AH>
AH> 1) when built using the Flash IDE the coordinates (0, 0) on the root
AH> are at the center. When built using MTASC (0, 0) seems
I tried the -mx flag, but then Delegate just didn't work
(Delegate.create() returned undefined). My guess is it didn't compile
the mx.* stuff, and for some reason it wasn't included in the SWF.
But I can work around that. It's the other 2 problems I need to figure out.
-Andy
On 1/23/07, Mar
I fixed the delegate class. It was 'redefining a variable', so I just
copied the source into my project's dir and used that (modified)
instead of the mx.* one.
Unfortunately, now I'm running into other problems. If I build my
code using the Flash IDE it works correctly, but if I build it with
M
The mx package is not fully compatible with MTASC, so you have to apply
this patch:
http://osflash.org/mx_v2_components_patch
Attila
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like i said in the other mail, -mx prevents mtasc compiling the mx.* classes so
you will want to generate the swf in MMC and then inject the new code when you
compile (or patch the mx classes)
also, you might like this delegate implementation :
http://dynamicflash.com/2005/02/delegate-class-re
i seem to remember having to rework my Delegate class to run with mtasc -
what's the error it's giving you?
On 1/23/07, Andy Herrman <[EMAIL PROTECTED]> wrote:
If I add the -mx parameter to MTASC (I'm working through FlashDevelop)
it removes the error, but the Delegate class doesn't work anymor
there's a -mx switch specifically for that, in fact I think it just ignores the
mx.* classes so they dont even get compiled.
you can also patch your mx.* classes using a patch from osflash.org which is
what I do, then I dont need the -mx switch.
n.b. I patched a copy of the mx classes, not th
If I add the -mx parameter to MTASC (I'm working through FlashDevelop)
it removes the error, but the Delegate class doesn't work anymore
(Delegate.create returns undefined).
-Andy
On 1/23/07, Andy Herrman <[EMAIL PROTECTED]> wrote:
Hmm...I just tried building using MTASC and I'm getting an er
Hmm...I just tried building using MTASC and I'm getting an error in
one of the mx classes. It's choking on mx.utils.Delegate (variables
aren't typed). Is there a way to keep MTASC from being too strict on
the built in mx classes?
-Andy
On 1/22/07, Francis Chary <[EMAIL PROTECTED]> wrote:
It
It's doesn't have to be that way. On the last project I did, I used MTASC
for about 90% of the development, then switched to the Flash IDE during the
last week. As long as you can start your application with the same line of
code, it doesn't really matter which compiler you use.
Basically, in Fla
So, I actually use FlashDevelop to write my code, and just switch to
the Flash IDE to build (I really dislike the IDE).
The problem with using it has nothing to do with installing it or
being able to run it on my machine. The problem is that MTASC would
essentially be responsible for things that
iling list
Subject: RE: [Flashcoders] External libraries
> Unfortunately I'm stuck using the Flash IDE only (no MTASC). :(
Why can't you use MTASC? Has somebody got a gun to your head and will
pull the trigger if you use it? If that's the case, might I suggest
bringing a kevlar
I think you have a misconception about MTASC. It isn't a replacement
for Flash (unless you're a G like Ben Jackson), it's a 3rd party
compiler for Flash.
When Flash compiles, it recompresses all the media (graphics, sound,
components) as it compiles. All MTASC does is injects code into the
swf.
Hi,
you might reach a point (at least I think a lot of us including me reached
that point), in which the only hope to finish a project in time is using
Mtasc and say flasc or flashdevelop (or some same kind of other tool).
Switching might be easy or difficult, depending on your project (setup). Fo
It's the "hope that he/she will not screw up your movie at all" that I
worry about.
@Steven
I work for a very large corporation, and they're pretty anal about
what we do and don't use. I hear good things about MTASC, so I'd like
to try and use it, but given where we are with the current project
AH> The main reason I don't want to do that is that I won't have control
AH> of the 'brand.swf' versions. I just worry someone might put something
AH> on the canvas in brand.swf by mistake. If I was able to put my stuff
AH> on root or another MC then I could just hide the uiResources MC, so it
A
> Unfortunately I'm stuck using the Flash IDE only (no MTASC). :(
Why can't you use MTASC? Has somebody got a gun to your head and will
pull the trigger if you use it? If that's the case, might I suggest
bringing a kevlar helmet to work? ;)
I highly recommend FLASC http://www.osflash.org/flasc
The main reason I don't want to do that is that I won't have control
of the 'brand.swf' versions. I just worry someone might put something
on the canvas in brand.swf by mistake. If I was able to put my stuff
on root or another MC then I could just hide the uiResources MC, so it
wouldn't matter i
Martin, you are my hero.
uiResources.attachMovie(...) worked like a charm, and it'll let me
dynamically change which brand.swf I use (as opposed to Links which
wouldn't).
Thanks!
-Andy
On 1/22/07, Andy Herrman <[EMAIL PROTECTED]> wrote:
That's what I was afraid of. I want to avoid doing th
Yeah, I just replicated your setup, and I get the same error. I actually
didn't know about the _root limitation of attachMovie, so cheers Martin, I
learned something today.
As he pointed out, your code works nicely when you do
root.uiResources.attachMovie
but you've said that you don't want
There is code in the first frame of main.swf:
stop();
Stage.scaleMode = "noScale";
BrandTest.main(this);
So "root" in the BrandTest movie is the same as "_root". I just don't
like using the "_root" variable. Global vars make me feel dirty
(unless they're singletons accessed with getInstance()
That's what I was afraid of. I want to avoid doing that, as the
brand.swf it meant just to be an external library which can be swapped
around, though I guess I could have my main.swf build the UI inside
the uiResources MC. Kind of ugly though.
I'm guessing I could do it with links, but from wha
Ok, that code all looks good, but I have a couple of questions. In initUI()
function, what do you get if you also put in:
trace(root);
I only ask, because it looks like the brand.swf is loading in correctly.
What I'm curious about is, what's going on with the 'root' mc? I notice that
in your mai
you cant attach symbols from a loaded swf to a different parent, you *must*
attach them somewhere in the tree where their library exists.
you have to do uiResources.attachMovie instead of _root.attachMovie
its a nasty limitation of flash (pre v9, in v9 you can manipulate the display
heirarchy
That's actually exactly what I'm trying, yet it doesn't seem to be
working. Here's my code:
--
import mx.utils.Delegate;
class BrandTest {
private var root:MovieClip;
private var uiResources:MovieClip = null;;
public static function main(rootMC:MovieClip):Void {
new BrandTest(rootM
Let me have a crack at this one, Andy.. ;)
Basically, linkages are just a way of telling the code how to identify a
particular item in the library. When you right-click one of your buttons in
the Brand.fla library and click 'Linkage...', you'll see the Linkage dialog
box. Now, click on the checkb
Unfortunately I'm stuck using the Flash IDE only (no MTASC). :(
I don't really understand how linkages work. Is there a way to do
something similar using just the Flash IDE? I have a feeling that's
the way I'm going to have to do it.
-Andy
On 1/22/07, Trevor Burton <[EMAIL PROTECTED]> wrote
ok, i work on a setup that sounds like it's what you're aiming for... i've
recently started working with MTASC and swfmill in order to get file sizes
down to a minimum and streamline the build process - what i do at the moment
is this (simplified)
1 - all code is compiled into a library using mta
I'm beginning work on a new project that will need to have a brandable
UI and I'm looking for suggestions on how to proceed. I'm pretty new
to Flash development, so I don't really know if there's a standard way
of doing this.
What I would like to do is have the main application's SWF load a
seco
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