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About Polarathene

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  1. Hi, I'm developing a site that is getting results from twitter and showing one tweet at a time, it loads an iFrame of the tweet rendered by twitter via oEmbed. The tweet drops in to the center from 0 opacity to 1 then after a moment drops down out of the window fading out. The app is performing great with a few items but it seems to be chugging a little as that number grows. I know I could remove the older tweet items after they finish their tweens however the client wants to have this timeline running at a conference lasting 30 mins for each speaker, still not an issue til the request to
  2. Just woken up, and with a fresh mind it occurs to me the pivot was probably at the center of the graphic but the graphic might not have been aligned correctly to have it's pivot at center(basically a bunch of circles). Could be the way I exported the SVG(pulling out separate elements for different animations), or that the SVG js lib I'm using is trimming/cropping the SVG layer instead of being the dimensions expected, thus not positioned correctly in the div. I'll look into this debugging with a css circle as a replacement first to verify if I'm right. That's what I get for coding all nigh
  3. Hi, have started getting familiar with JS from AS3, want to work with GSAP of course I'm animating svgtags instead of divs, I'm not sure what is the cause of the issue, I'm doing a basic tween to rotate 360 degrees with repeat at -1. It starts off ok being centered where I want it and also ends at the same location, during the spin though it shifts to the side a bit for some reason. Any ideas? I'll try get a codepen up after I've slept. Not sure if I'll be able to load the specific graphic via codepen or not.
  4. I'm not sure how I would check the loading time like I do with VideoLoader. Not too concerned, was just curious why the first load takes 10x the duration regardless of the video file, and then any other video's same one or different will load considerably faster. Would seem that it's not related to the video but something on the code end, could be specific to the runtime handling new Video() rather than anything to do with loading.
  5. I know that I shouldn't be too concerned as this is something I've noticed while testing my app in debug. When I transition to a screen that has video content I've noticed my ui elements repositioning(Feathers/Starling) and figure it's due to the workload being too much for that frame. Haven't looked at scout but know that not loading video prevented it. I could alternatively load the video when the user presses the play button instead and have any delay occur there instead, what I'm interested in though was that the load time of 0.64 is for the first time I load a video, when I try any ot
  6. Yup, so pause(0) is the way to go. Cheers for all the help Awesome product!
  7. Err not exactly. I get that. I keep trying to point out with the last few posts that I'm dealing with two seperate timelines, I'm going to paste the code again from above. var timeline_1:TimelineLite = new TimelineLite({paused:true}) var timeline_2:TimelineLite = new TimelineLite({paused:true}) buildTween(timeline_1, 0.3) //adds tweens to target objects with a stagger of 0.3 buildTween(timeline_2, 1) //adds tweens to the same target objects with a stagger of 1 //These two tweens are added for each target object to both timeline_1 and timeline_2 inside the buildTween() function: /* var
  8. I do pause() the timeline, I was asking if there was a better option than pause(0). If I just pause() and then manipulate the 2nd timeline like in the example in reply #13, then the tween targets don't reset to initial values that I set in my fromTo tweens. Is there a way to reset the tween targets to what they should be on the timeline I'm manipulating? Or is pause(0) on the previous timeline the best way to go about it like mentioned in the example in reply #13?
  9. If the starling movieclip class converts the number to int when the tween sends the value then what difference would roundProps offer? The immediateRender:true was required, tried it out with the latest GSAP release I had which had the invalidate()/fromTo bug, but with the pre-release 12.04 you provided immediateRender:true is no longer needed. So with the two timelines with the same tween targets being tweened, is it best to pause(0) the timeline I'm not going to actively be working with when I switch to using the other timeline? (example above in reply #13, timeline_1 & timeline_
  10. I think with my example I should have stayed with the names timeline_main, timeline_extra instead of 1/2. I had the tweens and the targets on two timelines, just with different staggered values. That's why I had a problem with rendering. I don't recall the fromTo causing an immediateRender:true without declaring it, it might have been part of the bug? I'll give it a go shortly. The movieclip having its frame property tweened looks like this: TweenMax.to(movieclipObj,1,{currentFrame:movieclipObj.numFrames,ease:Linear.easeNone,repeat:-1}) And testing it doesn't produce the error t
  11. Ha, ok well I think your explanation clears it up. Below is roughly what I was doing with my code, from what I gather about the rendering, in this case I need to reset timeline_1 with pause(0) rather than just pause(). var timeline_1:TimelineLite = new TimelineLite({paused:true}) var timeline_2:TimelineLite = new TimelineLite({paused:true}) buildTween(timeline_1, 0.3) //adds tweens to target objects with a stagger of 0.3 buildTween(timeline_2, 1) //adds tweens to the same target objects with a stagger of 1 //These two tweens are added for each target object to the timelines sent to th
  12. Yeah I cleared it up earlier with you that it was due to me not clearing the timelines as they were paused. The 500 loop is not a part of my actual code, it was just to see the memory increase even though I'm sure I was disposing of everything for gc correctly minus the solution commented in the code that you gave me earlier. So the invalidate thing was a bug, well that's good to know Cheers for the preview. One last thing, if I have the following setup: timeline_main(has same tweens/targets, stagger 0.3) timeline_extra(has same tweens/targets, stagger 1) Then timeline_main.restart(),
  13. Ok have put together a sample file that demonstrates the issues we've talked about. It's the full project folder for flashdevelop though perhaps all you need is the src folder. Startup is the document class. http://www.filedropper.com/greensockexample So the original problem was just caused by timeline = new timelinemax({paused:true}) where the previous was still paused and had no variable name referencing it but held references to the tween targets as you mentioned earlier. So that is sorted by using clear() instead of creating a new timeline instance. There is an example of the v
  14. Just in case you're wondering why I set tweenLiteInstance to the timeline animation call, from what I understand the fromTo creates a tweenLite instance and I was experiencing a problem where I was getting unintended animation on my sprite graphics while another timeline was running, storing the instance and killing it fixed the issue.
  15. I guess I misunderstood invalidate(), I've removed it but noticed I'm getting an issue if I interrupt the timeline. First I'll bring up again that I'm not doing a for loop on a function 5,000 times design wise, I have a newGame() function that resets variables to starting values and builds the tweens on the timeline. To check that I had no memory issues I added the for loop and ran the function 5,000 times to avoid clicking a button that triggers newGame() manually. If I comment out the invalidate() line, when I run my code I see the animation play perfectly fine, if I press the butto