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ElectricEnjin

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  1. I think I had issues when I was uploading to DCM, so I switched to a CDN and it was ok.
  2. The last time I checked it was 10 files, but it looks like they have recently changed their guidelines to be 100. https://support.google.com/richmedia/answer/6279525?hl=en&ref_topic=6279454&vid=1-635785485230027765-1733919714
  3. They specifically state you cannot use minified JS files. How would this work then? I've been using greensock from the CDN and haven't had any issues with the DCM. What am I missing here?
  4. Does anyone know what the maximum number of files we can zip up for double-click standard HTML banner (For U.S.)? I've seen 10 files in some specs, and others have said it's now unlimited? Has anyone pushed more than 10 files through the double-click DCM?
  5. I'm new to HTML and coming from a flash background. How does this particle animation get implemented? Any help would be appreciated, thanks!
  6. genius! i'm such a noob Thanks for your help, very much appreciated!
  7. Hey, I'm having trouble accessing a public function inside a document class in one of the loaded swfs. I was originally just using the standard As3 loaders, and it worked fine. Decided to give loadermax a whirl as it seemed cleaner and more efficient as all greensock classes are. Any thoughts to this nooby mistake? I've prioritized the items so I don't have nested movieclips inside a function like you have it on the tips and tricks page...unless theres a better method of doing this and accessing the root later on to all swf's. Error: TypeError: Error #1006: initFrame is not a function. private var containerArr:Array; private var counter:Number = 0; private var queue:LoaderMax; private var assetLoader:SWFLoader; public var _contactHolder:MovieClip = new MovieClip(); public var _scheduleHolder:MovieClip = new MovieClip(); public var _orderHolder:MovieClip = new MovieClip(); private var _frameHolder:MovieClip = new MovieClip(); private var _bgHolder:MovieClip = new MovieClip(); private function loadAssets():void { containerArr = new Array(_frameHolder, _bgHolder, _contactHolder, _scheduleHolder, _orderHolder); queue = new LoaderMax({name:"swfQueue", autoDispose:true, onComplete:completeHandler, onError:errorHandler, maxConnections:1}); queue.append(assetLoader = new SWFLoader(_frame, {name:"frame", container:frame_mc, onComplete: addSwf})); queue.append(assetLoader = new SWFLoader(_bg, {name:"bg", container:background_mc, onComplete: addSwf})); queue.append(assetLoader = new SWFLoader(_contact, {name:"contact", onComplete: addSwf})); queue.append(assetLoader = new SWFLoader(_schedule, {name:"schedule", onComplete: addSwf})); queue.append(assetLoader = new SWFLoader(_order, {name:"order", onComplete:addSwf})); LoaderMax.prioritize("frame"); queue.load(); } private function errorHandler(e:LoaderEvent):void { trace("error: " + e); } private function addSwf(e:LoaderEvent):void { containerArr[counter] = e.target.rawContent; trace(e.target.rawContent); counter++ } private function completeHandler(e:LoaderEvent):void { _frameHolder.initFrame(); //this is the function I get the error with }
  8. Loving the new beta. I'm a little confused on how the TimelineLite/Max works. I'm looking to do a timeline tween on a MouseEvent ROLL_OVER and ROLL_OUT. I have a movieclip that plays a video thats about 82 frames. How would I go about tweening the timeline (on ROLL_OVER) in reverse at my current FPS(36) at whichever frames its currently playing at (so the video plays in reverse). And on ROLL_OUT have it automatically tween forward (from current frame) to continue playing the video again? Is it also possible to maintain the my current speed of 36 FPS from current frame? Any advice would be appreciated, thank you so much!
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