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Found 19 results

  1. Hello, I am really not a developper, and I just want to modify an old Flash project, it was done in Adobe Flash CS5.5 and Actionscript 3 At the time with this applications, The publishing of the FLA project (a kind of mp3 player...) was well and done, everything was working well. it was created to work as a local standalone "application" (SWF) opened with Flash Player.app Now, I managed to find Adobe Flash CS6 application (since Flash is dead now...) And when I try to export or publish the animation I got these error, and the Flash Player Debugg
  2. Hi all... Is there anyone here??? I've found a simple but useful code developed a few years ago... it loads 2 swf files in sequence ... But I have just one question... How can I Loop them? How can you change the code to load swf1 after swf2 is finished? I've tried almost the whole day but no result yet... Please help... thank you a lot... import com.greensock.*; import com.greensock.loading.*; import com.greensock.events.LoaderEvent; import flash.events.Event; //create SWFLoaders var swf1:SWFLoader = new SWFLoader("child1.swf",{container:this,y:100
  3. Hello, I'm on a project created in Flash Builder 4.7 and Flash Professional CS6, nice. I need the project load's a SWF in the "preloaded SWF", the first SWF, loads a second SWF, and this second would be the "Home" of the project. At this point, work's perfectly. but when the home try to load secondaries SWF sends me The code of the first SWF: package { import flash.display.DisplayObject; import flash.display.Loader; import flash.display.MovieClip; import flash.events.Event; import flash.events.IOErrorEvent; import flash.events.Progress
  4. Hey !! I am new at Actinscript, I'm working with Adobe Animate CC and I have a project based on AIR for Android. I want a code that can run and play an AS3 external SWF flash game in full screen with auto-resize to support different android screen sizes. Can you help me with the code please.
  5. So I have a swf file with an embedded font I made in Flash Pro. What I'm trying to do is dynamically load this swf into my project using LoaderMax and SWFLoader, then register that font so it can be used later. The swf is downloaded and stored locally beforehand. It seems to be loading the swf fine, the problem is when I try to register the font, it throws an error saying the class from the swf is invalid. Code to load the SWF: FontLoader = new LoaderMax( { onComplete: fontsLoaded, skipFailed: true } ); for(var i:int=0; i < mainXML.Fonts.Font.length(); i++) { name = mainXML.Fonts.
  6. I have a game that subloads a SWF, plays for a while, then pops off that SWF and loads up another, repeating this behavior. We have been trying to track down a memory leak with this process which is preventing the subloaded SWF from being garbage collected. I discovered your site and tried implementing LoaderMax thinking it may be the savior to my memory leak problems, but after implementing it, it would seem the subloaded SWF is still not being cleaned up (even with calling the unload method on your LoaderMax object). Was I wrong in assuming LoaderMax could somehow clean up a subloade
  7. Hello, I'm working on cleaning up some legacy code so it can be unloaded from the parent SWF and ran into an issue that when any TweenMax function is called within a child SWF (eg. TweenMax.killAll(), just that, nothing else is called), it blocks the child SWF from being unloaded. The same issue cannot be repeated when instead of TweenMax I use TweenLite or TweenNano. Using advanced telemetry Adobe Scout just shows that TweenLite initializers are not garbage collected. As a note, the parent SWF also uses TweenLite. The child SWFs are loaded into the parent in the same application domai
  8. Hi, I am working on a project, in which I am trying to move 12 SWF files simontaneously with the help of (TweenMax.allTo). but when I try this in browser, many frames are skipping during movement. size of each SWF is 2500X2400 px and I'm using 4 MB jpg image in SWF as backfround. Code : TweenMax.allTo([CONTAINER_1, CONTAINER_2], groundFriction, { x:xPos, y:yPos} ); Both the containers are containing 6 SWF files. xPos and yPos is calculating dynamically on keyboard key down event, and I am using ENTER_FRAME to move the canvas. If someone knows how to deal with it, please help me
  9. Hello all, Was wondering if any one can see what the problem with this class is. What I'm trying to achieve is to load content into an empty container (_main.container in LoadSWF.as) that is instantiated from my main class (Main.as) where I can keep its position fluid. I'm just transitioning to Greensock but have a tight deadline to get this working so I'm kind of hoping someone can help spot what I'm doing wrong. After I get this resolved I should be smooth sailing. Main Class - I want to load my external .swfs into a library object that is dynamically added here (var container) Dock
  10. Trying to tween a swf loader var queue:LoaderMax = new LoaderMax({name:"mainQueue",onProgress:progressHandler,oncomplete:completeHandler,onError:errorHandler,maxConnections:5}); queue.append( new SWFLoader("shoeHorn.swf", {name:"start", estimatedBytes:1363148.8, container:this, autoPlay:true,visible:false,onComplete:completeHandler}) ); queue.append( new SWFLoader("yourvids.swf", {name:"yv", estimatedBytes:1080, container:this, autoPlay:false,visible:false}) ); queue.append( new SWFLoader("book_Luanch.swf", {name:"bookl", estimatedBytes:10670, container:this, autoPlay:false,v
  11. Hi people! Help me please! I have this package code for a section menù. I have on the stage 4 menù item (name:swf1,swf2,swf3,swf4) and have one progress bar (name:progress_mc). I have in the folder "swf" 4 swf (name:swf1,swf2,swf3,swf4). I start with load swf and then when I click on one of the buttons load the swf corresponding (by the istance name). I would like to implement this code whit LoaderMax for load/unload this external swf and mark the progress bar. But I can not do! someone can help me? Tnx! package { import flash.events.MouseEvent; impor
  12. Hi, I'm having trouble with the initial loading of my swf file. - it is visible and audible before it's fully loaded so it shows on stage as though it's paused but the sound is playing. The progress bar is visible on top of the loading swf. How do I make it visible and audible only once it's fully loaded? If I put the following code: event.target.content.visible = false; SoundMixer.soundTransform = new SoundTransform(0); in the progressHandler event the sound and image is hidden but I'm not sure where to restart it once progress equals 1. If I restart it in completeHandler i
  13. Hi, Any chance someone might know why I can't see my loaded swf files. I can hear the audio and the trace statements says they are loaded, but they are not visible. I'm guessing it has something to do with the container. I'm hoping you can see something obvious in my code. Thanks. public class Main extends MovieClip { private var currentSWFLoader:SWFLoader; private var swf1:SWFLoader = new SWFLoader("movie1.swf", {container:movieTwo_mc, autoPlay:false, width:480, height:480, x:300,scaleMode:"proportionalInside",onComplete:completeHandler}); private var swf
  14. Hello, do someone know how to edit code below to LoaderMax? All help will be very appreciated. Thanks so much in advance. var menubarLoader:Loader = new Loader(); var menubarReq:URLRequest = new URLRequest("../swf/menubar.swf"); var menuMc:MovieClip; menubarLoader.load(menubarReq); menubarLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, completeHandler); function completeHandler(e:Event):void { menuMc = MovieClip(menubarLoader.content); menuMc.contacts_btn.name_txt.text = "Contacts"; }
  15. Hi, I am having big time losses in creating a project: I have multiple games that use a common AssetsLoader class to load a toolbar manager (agent), that loads a toolbar through another assetsloader. The structure is as follows: a single configurable toolbar, 3 agents (toolbar managers) for 3 kinds of games, 80 games. Now, when I modify the toolbar code I can recompile it, it takes a few seconds, and the same is for the 3 agents, but recompiling 80 games is terrible! Why should I recompile all games? I noticed that if I modify the toolbar or an agent I have to recompile the parent casca
  16. Hello, I have strange problem loading swf file, in the preloading event most of the time the preloading progress value isvery small and then after 2/3 of loading progres speed up. On the server when I multiply the number with 100 and rount the walue I got 0% all the time and then it jumps to the 100%. private function onLoadingProgress(event:LoaderEvent) { percent_num = Math.round((event.target.bytesLoaded/event.target.bytesTotal) * 100); parent_class.mainPreload.progressData(percent_num); }
  17. Hi, Quick question as I'm a bit of a noob to LoaderMax. I'm creating SWF files with custom content and loading them using LoaderMax. It's all working great. However, my external swf's are like "windows" with their own close buttons. In the past I've used: Movieclip(this.parent).unLoadContent(); This, however, does not work using LoaderMax. Is it possible to call unload from the loaded SWF (child)? Any help would be greatly appreciated. Many thanks, J.
  18. Hi all, I am completely new to this stuff, and have a problem that I don't seem to find the answer for anywhere. I have made an animation in Flash CS5, where I have created a main animation and a loader with GreenSock SWFLoader, as the main animation is quite big (appx. 8 Mb). I have used the sample code on the LoaderMax information page, and created a .fla file with the following AS code in the first frame: import com.greensock.*; import com.greensock.loading.*; import com.greensock.events.LoaderEvent; import com.greensock.loading.display.*; var queue:LoaderMax = new
  19. Hello, I have a question about accessing loaded swf files by SWFLoader class. I am loading swf file and want to play/stop its content on certain event managed by certain function, not autoplay. I have managed to access child clip of loaded swf (see sample code below). But is there a way to "play" directly the loaded swf file, so I do not have to put all my animations into child clips of loaded swf? Thanks up front for any suggestions kuba import com.greensock.*; import com.greensock.loading.*; import com.greensock.events.LoaderEvent; import com.greensock.loading.display.*; import
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