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transformAroundPoint AS3 Plugin
Fitchett Developments replied to Fitchett Developments's topic in GSAP
Yeah I know it fell off. I use it in adobe Animate It is still widely supported by Adobe Harmon which is a sister company of Samsung. I develop Android and IOS games/apps with it at the moment. I found some old forums here with talk of it being used and I tried to use it right now but realized I need the actual plugin that only a member can use I am guessing. Which is why it would be kind of a waste to become one for a old Language that isnt updated by Greensock anymore. -
Where can you acquire this plugin? Do I have to become a member or can i just pay a fee for the plugin specifically. I am using Actionscript 3 and I just need to use this plugin so paying 99$ is kinda steep for a Indie game dev like myself. If there is a link someone can provide me being if it is acquirable I would much appreciate it! Thanks guys.
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Hey everyone so I am moving a Movie Clip across the stage using Animate CC/AS3 and I was wondering which way is faster or if it even matters? The initial method I would use was straight forward using an ENTER_FRAME Event Listener like so addEventListener(Event.ENTER_FRAME, platformLoop); private function platformLoop(e:Event):void { this.x -= 8.0; } the Second Method which i am currently using now is like so: private function init():void { TweenLite.delayedCall(0.001, moveChar); } private function moveChar():void { TweenLite.delayedCall(0.001, moveChar); this.x -= 8.5; } This method using Greensock works just fine and moves the player across the screen pretty smooth. But I was thinking does it even matter is one faster or more efficient than the other?
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Great explanation. I completely understand. That question had be going all night because ive been working on my game for awhile now and I had so many timer events going on at the same time around 8 or 10 Timers I read a lot and understand that Timers cause lag and can decrease performance on Mobile devices etc.. So I removed them all and instead added TweenLite.delayedCall to all my used to be timer functions and have them loop I hope I did that correct. It seems to be working properly just like a timer. I hope I read enough to understand that by removing all the timers and using Tweenlite delayedCall was a intelligent move.
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Awesome thanks so much Carl Ill give it try today and let you know how it turned out. I hope this is not going against the forum rules but maybe you can help me answer this quick question. I was wondering if replacing ENTER_FRAME events in my Movie Clip objects main class to TweenLite would increase performance? RIght now in the Movie Clip Object classes I have the ENTER_FRAME event moving the Objects across the screen in a linear line with "this.x += 10" etc... Would it increase performance to just remove that and instead replace it with the Tweenlite? I ask because I am publishing the game to Android and the better perfromance the easier on the CPU ya know? I would appreciate any feedback thank you again!
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Hey everyone so I know that tweenMax has a onComplete function but I was wondering is there anyway that I can setup a tweenMax or tweenLite function to only run 30 intervals of my stages frames per second then once finished call on the onComplete function? I have a movie clip object that is added to the stage every 0.8 seconds and what i wanted to do was when my character picks up a powerup I wanted to have the movie clip object added to the stage every 0.1 seconds but only for a couple intervals or like say 5 seconds then I wanted to put it back to its original time. Is there anything that the tween engine offers to call on a onComplete function for this?
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Hey everyone so maybe you can help I have created a game using Flash CS6 and Flash Develop. I have objects that are added to the stage by a timer Event named "_Obstacles". These _Obstacles are all added Randomly to the stage. Now they get pushed onto the stage like so: private function addObstacle(e:TimerEvent):void { _Obstacles = new mcObstacles(); stage.addChild(_Obstacles); aObstacleArray.push(_Obstacles); trace(aObstacleArray.length); //TweenLite.to(_Obstacles, 2.7, {x: - 300}); } In my _obstacle class I removed this: if (sDirection == "R") { //Move obstacle left this.x -= nSpeed; } and added the line as shown above to my Main Engine class instead but its still be controlled by the timer: TweenLite.to(_Obstacles, 2.7, {x: - 300}); Now this works fine and they move across the stage correctly. But I am still experiencing major lag. I dont understand why. So I was thinking maybe it could be the TIMER_EVENT that is causing the lag and if i figure out how to push out the random array of objects every 2.7 seconds and remove the TIMER_EVENT someo how it will stop the lag. My game is simple and i dont understand why its lagging this is the only thing i can think of. Its a basic player jumping over the obstacles added to the stage by the timer. So I'm sure that the timer is the corporate. Please help.
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Hey everyone so In my Movie Clip class I have the Object move to the Right side of the stage using TweenLite and after the tween is finished I want the function "OnComplete" to remove the object but its not doing anything and the object is still on stage. Here is how I am using it: TweenLite.to(this, 3.0, { x: 900, y: 300, onComplete:removeTween } ); Then the Function: private function removeTween():void { if (this.parent) { parent.removeChild(this); } } Does anyone know why its not removing the object from the stage?
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hitTestObject not working when Tween added
Fitchett Developments replied to Fitchett Developments's topic in GSAP (Flash)
Amazing. GreenSock is just amazing haha. Thanks so much it worked perfect! You were a great help! -
hitTestObject not working when Tween added
Fitchett Developments replied to Fitchett Developments's topic in GSAP (Flash)
Thanks for the information it helped i think it has something to do with the object it runs into, because like i stated above whenever i change its position closer to the mcPlayer the hit test works. But while i have you hear i have another quick question. In one of my Object Classes i wan it to alpha ease in whenever its added to the stage. So i want it to be invisible then ease in after 1 second. I have this: TweenLite.to(this, 1, {autoAlpha:0}); But it eases out. I tried to mess with it but couldnt really get it to work. -
hitTestObject not working when Tween added
Fitchett Developments replied to Fitchett Developments's topic in GSAP (Flash)
This is weird whenever i change one of my objects position to a different value it works. -
Hey guys quick question. Do you know of any reason to why my hitTestObject wont initiate when i add this line to my mcPlayer Class: TweenMax.to(this, 1.5, { x:120, ease:Power0.easeInOut } ); My hitTest function works perfectly fine but once i add this code to it, my player just goes straight through the object this is how my mcPlayer class is setup public class mcPlayer extends MovieClip { public function mcPlayer() { addEventListener(Event.ADDED_TO_STAGE, onAdd); } private function onAdd(e:Event):void { removeEventListener(Event.ADDED_TO_STAGE, onAdd); init(); } private function init():void { TweenMax.to(this, 1.5, { x:120, ease:Power0.easeInOut } ); }
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Removing Tween and re-adding Tween.
Fitchett Developments replied to Fitchett Developments's topic in GSAP (Flash)
Interesting. Yeah i figured it out last night by setting it to 0 then 1 in the next function. But im confused what does set(); or fromto(); do? -
Hey guys so im having a little trouble here. So i have a textField that updates after each hitTest which is called levelText. So what im trying to accomplish is the levelText field to fade out after 1 second at the start of each new level. It works fine for the first level but when i go to level 2 or 3 the text field doesnt appear at all. I believe i have to destroy it and re add somehow? Here is the code im using. private function startNextLevel():void { TweenLite.to(levelText, 1, {autoAlpha:0}); } Please any information would help. Thank you.