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chunkdafunk

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  1. Hey guys, I still I kid you not do all of my app and dev work in flash (animatecc) via air. I was getting some crappy performance and decided to update the greensock core as I saw my current lib version was 2013 and on the site it was 2015. My concern is now that my throwprops is no longer working?! 1120: Access of undefined property ThrowPropsPlugin. and like an idiot I have overwritten..... can I first of all check if the throwprops also needs updating? is there any way back? Thanks v much #flashStillLives
  2. Hi guys, just wanting to know if anyone had anything like this? I am just finishing a piece of work it had a few slowMo tweens in there. Suddenly tonight the file has chosen to ignore the slowmo easing altogether an is just tweening across the stage. so instead of just fly in and go slow, then fly off they are almost like reset? for my own sanity I lifted a sample (not working) and put it in a clean file and it works like it should, but just not in the main build file. TweenMax.to(w1, 3.2, {delay:.2,x:-w1.width-10, ease:SlowMo.ease.config(0.5, 0.64)}); This is v strange and I was wondering if anyone had anything similar happen to them? Thanks Chunk
  3. Hi there, I scanned a few things on the forum before posting but couldnt find much info regarding this problem. Firstly I have an animation which evolves over time (timeline based using masks and things) this is all contained in one holding mc and is the clip I am trying to scale with the window re-sizing. I have tried the build which at first appears fine but as soon as I adjust the swf window size the content disappears. I did see the value of calculate visual etc but this doesnt seem to affect anything either. I also just tried putting a solid colour in the background of the anim which is to scale of the animation end frame (fully built) to see if this would help but no. import com.greensock.layout.*; import com.greensock.easing.*; var ls:LiquidStage = new LiquidStage(this.stage, 1280, 1024, 1280, 1024); var area:LiquidArea = new LiquidArea(this, 0, 0, stage.stageWidth, stage.stageHeight); area.attach(mainAnim, {scaleMode:ScaleMode.PROPORTIONAL_INSIDE, calculateVisible:true}); ls.addEventListener(Event.CHANGE, onAreaUpdate); function onAreaUpdate(event:Event):void { trace("updated LiquidArea"); } Any advice would be greatly appreciated at this point, and apologies for any duh moments.
  4. Hi Jack thanks for the update. I thought it was the code I was using thats why I stripped all back to check. Thanks Phil
  5. Hi all, just want some advice really on this if I am being unrealistic in what I am trying to do. I assumed after seeing the textfield/Blit video on YT that I should be able to blitmask/scroll a fullscreen background at (or around) 60fps on ios. Can anyone advise on this as the attached file (i put up earlier in the thread) only contains the background and it is not even getting to 30 fps. If this is not possible then can someone flag just to put my mind at rest! Many thanks Phil
  6. Hi again just tested without text field and fps counter and get same fps approx. 21/24. I then removed the call to the draw the blitmask and the fps jumps to 60? I was using a vector based mc (same as attached file) and thought that could be it so I replaced this with a bitmap but Im still getting the same low fps. I am a little bit of a loss with what I am doing wrong? Any pointers would be great! Thanks Phil
  7. Thanks Jack for the response, Im sure I am compiling to 60fps. The actual build file is v simple so will attach. Thanks Phil Archive.zip
  8. Hi there, working in flash cs6 and compiling to air iOS 3.4 Im testing out blitmask with a speed var controlled from a variable. in the ADL im hitting 60fps but on device only getting 24? At present I only have 1 movieclip on stage (mc) which is around 2000px in width, nothing else apart from fps monitor and buttons for speed control and a textfield for speed var. import com.greensock.*; import com.greensock.easing.*; /// stage.addChild(new movieMonitor()); /// var bMask = new BlitMask(mc,0,0,stage.stageWidth,stage.stageHeight,true,true,0,true); mc.cacheAsBitmap = true; bMask.enableBitmapMode(); bMask.bitmapMode = true /// var speed:Number = 10; var dist:Number = 10; var nums:Number = 1 mc.visible=false; addEventListener(Event.ENTER_FRAME, loop); function loop(e:Event):void { mc.x-=speed speedText.text = speed.toString(); } bubb1.addEventListener(MouseEvent.CLICK, dec) bubb2.addEventListener(MouseEvent.CLICK, inc) function dec(e:MouseEvent){ speed-- } function inc(e:MouseEvent){ speed ++ } I have seen the blitmask demo and the videos showing 60fps even on a iphone 3gs so I must be doing something wrong. btw I am using GPU render (although I did try others) Thanks Phil
  9. yeah thought so!.... do you know is the only way to use the filerefence (load image from local/desktop) is through the UILoader? Ive tried it with just a normal loader and I get issues? (in the IDE cs4, not with TM) Thanks for checking the file too! Chunk
  10. here is a test file that I made. Thanks Chunk
  11. Hi man, sorry about that I have the latest version I only purchased last week! I think it is an issue with UIloader, Im using it within fileReference loading in a local image (fp10) I have tested fine with other images (loaded from server) so I think I have narrowed it down to the UILoader component. I will make a small demo asap and post up. Im also looking at an alternative route other than the UILoader. Thanks for the speedy reply. Chunk
  12. Hi there, just having a small problem using the transformManager (as3) and fileRefence. I have seen a another post about the same problem in the browser but this is in the flash cs4 ide? the image imports fine, is added fine and I am able to scale etc, but once I make it large and then rotate it flies out of the constrain area and is lost? any help would be cool. Ps, class is kick ass. Thanks Chunk
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