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<0> take a look at this.. http://home.online.no/~janerboe/flashhover.jpg
<1> does someone know the game rad racer for flash ?
<2> bollan - you can use bitmapdata.hitTest to hit against alpha or not
<1> rad racer is from Nintendo
<2> or you can simply remove the excess - importing a vector shape - without the alpha
<2> or import a bitmap that does not have the extra alpha
<2> whatever ...
<0> ok
<2> various options
<2> bitmapdata is f8/as2 only i believe
<3> SHiZNiT: were you afk earlier when I sent you notice + text?
<2> could be wrong with as2 only though
<2> ya, believe it or not, i dont sit here 24/7 :)
<3> lol
<4> liar
<3> SHiZNiT: notice the intervals between the pictures switching. I set a variable (blah) to 5000 and using setInterval(function,blah); If you click "home" a couple times, the intervals between pictures are changing, it is the weirdest thing, you got any ideas on what could possible be happening?



<2> sssshh
<2> :)
<0> and for making a clickable map I just convert the country to a button, set a hover and a direction on click?
<1> http://www.nesfiles.com/NES/Rad_Racer/Rad_Racer_cart.jpg :)
<5> tizzight
<2> did you clear your interval and reset it when a button is pressed to select a designated picture?
<3> yea
<2> not resetting it untill new image is loaded/ready/presented, whatever the dependant factor is
<2> ... but clearing it nontheless
<3> on the mc with the transitioning pictures, I'm pausing the pictures when their visible with stop, then calling a function with setinterval to start playing again
<3> SHiZNiT: I tested it, on the onPress event with "home", I clear'd the "stall_var" interval as well to see if that was the problem, but it wasn't.
<2> well, open notepad, write out the chain of events, and you'll likely have your answer before i can think of wtf is wrong regarding something i know little about
<2> or post fla i guess - not that i ~want~ to look at it, but i'd be willing atm since i'm bored
<2> :/
<3> heh
<2> biggest agenda today is wiping dry/flake'n skin from my face
<2> weee
<2> :>
<4> ***y
<2> very
<2> in a reptilious sort of way
<2> :/
<4> eheh
<2> no wonder snakes get pissy when shedding
<2> :P
<2> its a bitch
<4> itchy eh
<2> mmm, not really - back hasnt started yet
<2> i figure that to come tomorrow
<4> scrup your face against a tree
<2> lol
<2> or maybe go grind on the sidewalk
<4> thats how giraffes do it
<2> giraffes are hilarious
<4> uhuh
<4> ever seen the drunk ones
<4> eating the rotting fruits
<4> its fun
<2> lol nope
<4> heh
<3> if your bored... heh.
<2> lemme work these last pieces of skin first...
<3> wtf is an onion skin used for
<1> http://www.nescenter.de/modul_snakerattlenroll.jpg :)
<6> is there no actionscript for replacing substrings in strings with other strings in flash ?
<1> the name of that game is snakerattlenroll lol
<6> awesome cover :)
<1> :)
<2> why dont you clear the interval from onPress ?
<2> vs having it happening during a frame playback - which as you say, if you hit button several times, intervals change
<3> SHiZNiT: i tried using that
<2> plus
<3> I tried clearing it
<2> adds more intervals
<2> without clearing other
<3> SHiZNiT: if I set an interval, interval_var = setInterval(call_func,4000); and set the save interval to the same var without clearing it first, it wont overwrite it?
<2> _root.cover frame 11 - explain that
<2> usually you dont setinterval onenterframe :/
<2> well - never
<2> heh



<2> untill you can explain theory on that, i'm not lookin any further
<3> LOL
<2> you set an OEF, you do some stuff and delete OEF - makes ZERO sense man
<2> :|
<2> erm
<3> I didnt want it to keep looping
<3> what's the difference between var x = blah and x = blah ?
<3> var just sets a temporary var til the script is done running, correct?
<2> http://livedocs.macromedia.com/flash/8/main/00001192.html
<2> specifically - click regarding scope
<2> anyways - remove the OEF statement (and deletion within obviously), keep the rest of block present - see what happens
<2> personally, flash like this is a bitch to review ... everything buried all over the place
<2> and the wierdest part is - you use direct pathing anyways
<3> yea
<2> so why you do such - no clue
<2> lol
<2> since all could be on root - and work the same
<2> makes little sense
<2> aside from a bitch to edit
<2> or in this case, review
<3> I see...
<3> So, from now on I should just put all code in one frame?
<3> on main timeline
<2> dont need to
<2> thats up to you
<2> i'm just sayin its easier if you have your 'script' ... and your 'visual elements' separated
<2> vs having to dig through all visual elements to edit script
<2> especially when pathing inside such is static anyways
<2> there's nothing achieved by doing such - it isnt portable, and everything 'could' be on frame1/root/whatever - yes
<2> doesnt mean it has to be though
<2> you know whats funny though
<2> start a new fla
<2> ... insert a few frames so you have more than 1
<2> go to frame1
<2> onEnterFrame = function() { trace(this._currentframe); }
<2> first number you get ... is 2
<2> not 1
<2> :o
<2> so, with that in mind, and having such dependants - problems can arise
<2> since the OEF is technically rendered after the true current frame has p***ed - is why i mention to do such from the button
<2> then kickoff the 'play'
<2> :/
<7> !seen Prometh
<8> Xenophon, Prometh (~Prometh@CPE0013460468d7-CM00122544963c.cpe.net.cable.rogers.com) was last seen quitting #flash 1 week 21 hours 54 minutes ago (06.02. 16:49) stating "Read error: Connection reset by peer" after spending 3 hours 33 minutes there.
<2> not saying thats the problem
<3> I see.
<2> but i really dont wanna sort through it all in the condition its in
<2> heh
<3> it was the problem
<2> :)
<3> SHiZNiT: I used this instead of the oef
<3> http://pastebin.sekati.com/?id=Anonymous@79293-b62f2585-t
<2> yup
<2> thts what i got in mine :)
<2> made no sense other way
<2> live and learn :)
<3> yea
<3> what is an oef used for usually?
<2> onenterframe
<2> :)
<2> lol
<3> lol
<2> but a frame needs to p***
<2> in order for the action to occur
<2> e
<2> you can set it in one frame, but it needs to render before a result is achieved
<2> .. so a frame must p***
<2> for new state
<2> simple concept most dont bother to think about
<3> if I stop the timeline on this: if (true == true) { trace("blah"); } - will it looop?
<2> then wonder wtf
<2> man
<2> i'm not guna touch that statement with a 10 foot pole


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