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Comments:
<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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