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somnamblst

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Everything posted by somnamblst

  1. That was my first thought too. Except I can't find a single HTML5 ad converted to a an animated GIF, created by my team on Moat. I have to say I am not surprised that a national brand would have creative that has regressed to animated GIFs post SWF. I really hope Moat figures out how to show HTML5 ads in their search. Otherwise that functionality is useless.
  2. A brand that i am currently building retail media ads for, has an animated 156K animated GIF representation on Moat. What I am wondering, as it looked horrible, is Moat converting HTML5 banners to animated GIF for preview search purposes, or did this brand actually create those horribly choppy dithered animated GIFs. I did message Moat on their Facebook page, and will report back if they answer.
  3. " that did the job in validator... I guess if it works on validator it should be fine for DFP." ​just as an FYI, validator is just a rudimentary check point, and can return false fails. When I used frame scripts for multiple click throughs it did not pass validator, though it functioned correctly, because validator clearly was not parsing the js file. I also named my files wrong once, called a 468x60 a 468x120 and validator took the dimensions from the file name and added 60 pixels, overriding the height and width attributes.
  4. I think it was called teletype, but for movie purposes was depicted as courier type text on the screen, though I do remember seeing the tape depicted as messages arrived. I feel like older games had something like this to set up the story line. https://en.wikipedia.org/wiki/Radioteletype
  5. I am working on something fun that I am going to export as a video file, so I am creating my fun project using AS3. I think I can remember old war movies where messages came in a character at a time, Any war movie buffs, know what that was called.
  6. Just opened a chat with Google about a 404 in their templates database for a support doc, and the chat rep said "Unfortunately, we don't support Creatives that are built using Animate CC". I had inserted my Animate CC exported canvas stuff into an in page DCRM YT player template. But what he meant is not that you are restricted to what tools you can use, just that they don't provide chat or email support for technical questions, unless you are using GWD, or just hand coding their HTML5 templates.
  7. We have in house AdOps people. I switched to Animate exported canvas banners in January, and sent a test file to make sure it was not going to have the AdOps people say they were not working. It was fine. I am positive people were uploading hand coded banners not exported by any app. I doubt that GWD, EDGE and HYPE exported creatives were the only type files that worked. All you really needed was a zipped asset file with at least one html file and a working clicktag. By support I think they meant don't bug us with questions.
  8. We actually had a Google employee helping us with the transition to HTML5 last summer. In the Flash SWF days any banner with more than one file had to go Rich Media, even if it was just an XML file loading slide show images. Because I knew that, I assumed we were going to be building DCRM ads in order to do HTML5. Our Google dude, said no, that unless we were doing expanding, dynamic or video, no matter how many files, the HTML5 banners were DCM compatible (no impression fees like DCRM). In fact my DCRM test banners failed to upload into DCM, because studio.js has a different API for click tracking. The other thing that happened is that all DCM accounts were upgraded to Enhanced Banners for free. Enhanced banners have Rich Media like metrics. But your AdOps people may not be choosing Enhanced when they do what AdOps people do I also suspect some agencies don't know this and are creating DCRM banners when they don't have to, and paying impression fees.
  9. That sounds to me like info that pertains to the people who actually have to book the ads. We use DCM, and if there are things the AdOps employees need to know, they would not communicate them to us, the people who create the banners, because it doesn't pertain to us. I create a zip file of my assets, with the backup image outside of the zip file.
  10. Thanks, ohem thanks to Enterprise Security, I don't even have Firefox
  11. Yes, because I had already created storyboards with 2X Animate CC Canvas FLAs. I just really have a hard time believing that the high DPI support means bitmaps will magically have more data.
  12. ohem you wrote Does that mean the 77 files I released last week, and the 144 the week before, are OK because I used my custom templates?
  13. I posed the question on the Adobe Team blog announcing the new features, as to whether Cory Hudson was going to update his template files. Adobe said yes, and they were glad banner creators liked that blog post. Edited to add, I also asked this question but the Adobe blog team has not respondded.
  14. Ohem, regarding the high DPI support, are you changing your publish templates? This update did fix my issues with adHelper.js hanging on preload Edited to add, you no longer have to create a symbol for text, you can tween it without converting to a symbol, and it won't revert to a system font.
  15. Actually the vendor API handles both tracking and expansion/contraction, because tracking metrics include user initiated expansion. You have no choice but to build for the vendor who is going to serve and provide tracking for the rich media banners.
  16. Each vendor has their own API, so knowing which vendor will serve the ad is important.
  17. You can have two canvas elements, with different IDs. So you export your banner like always from Animate and then use the codepen above for the second canvas object, and layer the second canvas element using CSS to position it where you want it. http://stackoverflow.com/questions/6787899/combining-two-or-more-canvas-elements-with-some-sort-of-blending .
  18. Here is a codepen example of smoke that reminds me of those AS2 smoke effects. http://codepen.io/dee0512/pen/WvGWrK
  19. Will do ohem. The bug fix I need to uninstall and reinstall to get the latest update for, is a template import issue, where you get an error message that the template file is not valid.
  20. AdHelper.js hangs on my Enterprise security environment I see the preloader text, and no style is loaded because the preloader text is aligned right and partially out of the browser. And apparently I am going to have to uninstall and reinstall Animate to get the latest update that fixes the template import errors issue. I just have not had time.
  21. I have Animate CC DCM clickTag and CSS style ready templates for every ad size, so I don''t touch my HTML files at all. If you author at 2X, using find and replace across multiple ad sizes was a pain. Just import on advanced tab in publish settings, and make sure overwrite HTML is checked. I did not add GSAP, because I am using the built in tween.js, but you could easily add GSAP to my templates and save. I also do not change the Adobe hosted createjs to Google's, and have had no issues. bannerTemplates_X2.zip
  22. I don't build for Sizmek, so your mileage will vary, but I have added a Youtube player to an Animate Canvas export. Regarding: Your Adobe Animate project needs to be built with a single frame architecture". Which I assume means everything needs to be coded on one frame? That means your timeline animation, is a nested movieclip. It can still have a timeline. Here is a youtube player implementation. <div id="wrapper" style="background-color:#eeeeee; width:300px; height:600px"> <div id="player"></div> <canvas id="canvas" width="600" height="1200" style="background-color:#FFFFFF; width:300px; height:600px" onclick="javascript:window.open(window.clickTag)"></canvas> </div> <script> // 2. This code loads the IFrame Player API code asynchronously. var tag = document.createElement('script'); tag.src = "https://www.youtube.com/iframe_api"; var firstScriptTag = document.getElementsByTagName('script')[0]; firstScriptTag.parentNode.insertBefore(tag, firstScriptTag); // 3. This function creates an <iframe> (and YouTube player) // after the API code downloads. var player; function onYouTubeIframeAPIReady() { player = new YT.Player('player', { height: '182', width: '298', videoId: '7iRdz7lrlt0', playerVars: { 'autoplay': 1, 'modestbranding':1, 'controls': 1, 'fs': 0, 'rel': 0 }, events: { 'onReady': onPlayerReady, 'onStateChange': onPlayerStateChange } }); } var playerReady = false; // 4. The API will call this function when the video player is ready. function onPlayerReady(event) { playerReady = true; } // 5. The API calls this function when the player's state changes. // The function indicates that when playing a video (state=1), // the player should play for six seconds and then stop. function onPlayerStateChange(event) { if (event.data == YT.PlayerState.ENDED) { <!-- alert('done'); --> } } </script>
  23. You can use Amazon AWS. https://aws.amazon.com/
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