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Carl last won the day on September 11

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Everything posted by Carl

  1. does it loop more than once? if you don't want it to repeat at all, remove {repeat:1} if your code you show is the only thing in your movie, and nothing else is forcing that code to execute a second time such as the flash IDE timeline looping... your TA will play only once.
  2. from looking at your code nothing is jumping out at me. as you said the loadSlide, displaySlide, loadSlide, displaySide sequence appears to be working, so that means that the timeline is in fact playing as the onComplete is firing. Its just that you are not "seeing the tween". what I would do is try to figure out what is working and not working. For instance... is the tween playing, but masking isn't working? is the tween playing but you can't see it cause it is on a level/depth beneath the holder? I would probably start by getting rid of the masking and just trying to see if I can see solid bars moving. Once I can see the bars, then I'd try to figure out why the masking isn't working. the fact that it works for the first time makes me thinks things are "pretty right" and its gotta be something small that is getting in the way. if you feel like posting a zip with just this functionality in place I'd take a look at it for you. Carl
  3. try changing var timeline:TimelineMax=new TimelineMax({repeat:1,repeatDelay:1,yoyo:true,onComplete:loadSlide()}); to var timeline:TimelineMax=new TimelineMax({repeat:1,repeatDelay:1,yoyo:true,onComplete:loadSlide}); no parenthesiseeses after loadSlide
  4. hey Dave, glad to help. I've found that just reading the AsDocs and going through old posts on this forum is a great way to learn. http://www.greensock.com/as/docs/tween/ ... layedCall() when I come across something in the docs that sounds cool, but I don't really understand I force myself to try to implement it somehow. Carl
  5. the following will fade a sound in over 1 second after a 3 second delay. you can call myFunction however you like, for the onComplete of a TimelineMax, TweenMax, delayedCall... whatever var sound:Crunches = new Crunches(); var chompSound:SoundChannel; TweenLite.delayedCall(3, myFunction) function myFunction(){ chompSound = sound.play(); TweenMax.fromTo(chompSound, 1, {volume:0}, {volume:1}) } sound.stop() won't work as stop() is a method of SoundTransform, not Sound. could they make this more confusing? this helps a lot: http://www.republicofcode.com/tutorials/flash/as3sound/
  6. hello groovdafied, from what I can muster I'd start here: categoryArray.push(catName); this code is pushing a string into your categoryArray. allTo() needs an array of display objects, not String values of their .name property. i know, its weird. its more an AS3 thing and not a tweenMax issue. try this instead categoryArray.push(; this will actually be adding each b (or a reference to each to the array.
  7. by default strokes are set to scale proportionally so if you make it very wide it automatically gets thicker. go inside your line2_mc and select the stroke. in the properties panel go to the stroke menu and select "none" OR convert your line to a rectangle with a height of 1px also you want to make sure you spell height right.
  8. When using a TweenMax.to() the properties that you set are target / end / destination properties so setting a property there for the beginning of the tween would be counter-intuitive to the entire TweenMax/Lite model. the following should suit your situation box.visible = false; TweenMax.fromTo(box, 1, {visible:true}, {x:300, delay:2}); the box will start invisible after 2 seconds it will appear and tween its x. thanks for bringing this up, I never used the visible plugin before and it I can see it can come in quite handy!
  9. yo attaboy! great job of integrating the mask effect with an externally loaded image! it seems it is all working except the variable transparency of the mask. your code looks really good. the only thing I would suggest as a fix is this: bars.cacheAsBitmap=true; holder.cacheAsBitmap=true; holder.mask=bars; addChild(holder); the problem may be that you are setting the holder.mask = bars BEFORE it is added to the stage. try moving it up above bars.cacheAsBitmap = true; that is only a guess. if that doesn't fix it, zip up all your files and post them here. I'll take a look at it tomorrow. let me know if you get it working. Carl ps. if other snorkl.tv files give you trouble feel free to post in the comments over there. I do my best to address each comment.
  10. unfortunately I don't have any idea what a common problem might be that would cause this. If the issue still remains after stripping out or pausing the non-troublesome timelines, perhaps posting the code to the funky timeline will help us assist you.
  11. yeah just a little adjustment is necessary: TweenMax.to(myLabel, 0.5, {glowFilter:{color:0x000000, alpha:0.75, blurX:15, blurY:15, yoyo:true, repeat:1}}); should be TweenMax.to(myLabel, 0.5, {glowFilter:{color:0x000000, alpha:0.75, blurX:15, blurY:15}, yoyo:true, repeat:1}); it gets tricky with all the {}, but you had the yoyo included as part of the glowFilter props. enjoy.
  12. there are a few ways of doing this probably. using a tweenMax frame tween you could try something like timeline.append(TweenMax.to(countdown_mc, 6, {frame:3, ease:Linear.easeNone, delay:1})) the next tween in the timeline may have to be delayed as well so that the last frame of the countdown_mc has time to be read you may have to play around with the timing to get it to work exactly like you want. i added the delay as without it the first frame didn't seem to show as long as the second frame. also, you may need to have a stop() action in frame 1 of the countdown MovieClip.
  13. hmmm, i used your code exactly as is except I had different instance names on my buttons and it worked fine. try putting trace(e.target.name); right before the switch statement like so function overBtn(e:Event):void{ trace(e.target.name); switch(e.target.name){ case"btn1": buttonTween1.play(); break; case"btn2": buttonTween2.play(); break; } } make sure it is tracing btn1 or btn2 unless there is a good reason to use MOUSE_OVER... I would suggest ROLL_OVER instead.
  14. yup, after the stagger amount you can add the the name of the onCompleteAll function like so var nav_array:Array = [logo_mc, work_btn, about_btn, contact_btn, about_mc, breadcrumb_mc] TweenMax.allFrom(nav_array, 1, { x:253, rotation:"40"}, 0.1, setMainNavBtns);
  15. nothing to worry about. it happens to me all the time
  16. cool thanks! here you Go! function fl_ClickToGoToWebPageS(event:MouseEvent):void { yourTimeline.currentProgress = 0.9; } should be function fl_ClickToGoToWebPageS(event:MouseEvent):void { yourtimeline.currentProgress = 0.9; } the T should be t in yourtimeline! Carl
  17. hello timaging. I am having difficulty understanding your problem. I am confused by also: also please post the error. from what I can tell, your code: buttonSkipOff.addEventListener(MouseEvent.CLICK, fl_ClickToGoToWebPageS); function fl_ClickToGoToWebPageS(event:MouseEvent):void { yourTimeline.currentProgress = 0.9; } appears to be correct. Perhaps if you rephrase the question with just the elements that are not working I can be of better assistance also if you want yourTimeline to stop when it gets to .9 be sure to add yourTimeline.stop(); to the button code. Carl
  18. doh. i thought the scroller was part of the image
  19. i'm glad you got this resolved and updated the post, although it is puzzling that TimelineMax somehow fixed it. I also don't see how the screenshot proved the existence of a scene that was supposedly missing and causing an error. very strange. I wonder, is stateOutline something that is even capable of having a "scene"? i'm happy that you got it working!
  20. Hello Learner_7n, The car animation you linked to is actually a flash timeline animation. The easiest approach would be: TweenLite.to(some_mc, 1, {x:200}); TweenLite.to(some_mc, 1, {x:400, delay:5}); Carl
  21. try this: TweenMax.to(stateOutline, .5, {alpha:0, delay:14.5, onComplete:goNextScene}); function goNextScene(){ stateOutline.gotoAndPlay(1, "Nav01intro") } for the onComplete property it is best to pass in the name of a function and not try to define a function there. -Carl
  22. using TimelineMax you can adjust playback rate / timeScale so you can speed up or slow down a single tween or an entire sequence of tweens. http://www.greensock.com/timelinemax/ view the interactive example and adjust the timeScale property. I believe that once a TweenLite/Max instance is created its duration and all properties are set for the lifespan of the Tween. the dynamicProps plugin will allow the end values of the properties to change mid-tween. see the plugin explorer. using TweenLite or TweenMax you can dynamically set a duration upon the tweens creation by calculating the distance needed to travel and the desired speed of movement. If you have a specific scenario you need a solution for perhaps someone can provide more detailed help. I think you will find that the many features of greensock can enhance anything you would do with normal ActionScript.
  23. are you familiar with mask layers? it sounds like you want to do something similar to this: http://www.snorkl.tv/2010/08/hgtv-text- ... ith-flash/ are you using tweenlite?
  24. Carl


    timeline.append(mc1, 1, {x:200})); timeline.append(mc2, 1, {x:200}), -.5); mc2 will start half a second before mc1 ends because it has a negative offset -.5 check out http://www.greensock.com/as/docs/tween/ ... ml#append() and the rest of the info. There are a ton of fun things to play with Carl
  25. Hello FelipeSAMA, I had a hard time understanding what your question is. I looked at your zip but you only included a swf which didn't help much. The animation is very nice. TimelineLite/Max can basically replace anything you can do on the maintimeline in Flash and much more Being that it is code-based you have tremendous flexibility to adjust the speed of your animation and sequence hundreds or thousands of tweens. please watch these videos http://www.greensock.com/timeline-basics/ http://www.snorkl.tv/?s=timelinemax If after watching the videos you have a specific question about implementing any of the features, someone here will be glad to help you. it is always best to start learning this stuff by experimenting with a very small goal in mind. Trying to learn it while trying to integrate into a complex project may prove frustrating. Carl