I've developed a system that uses SWFUpload to easily allow the user to upload multiple files with a progress bar showing them the upload progress. It all works fine in my development environment, but is failing for some users in the wild with the Flash movie not loading. I can see the Flash movie is there, if I right click it a window appears saying Movie not loaded... (Then on the next line) About Adobe Flash Player 10...
So far I've not been able to determine what was causing the failure.
Are there any other alternatives to SWFUpload that will allow for:
Upload progress bar
Allow multiple uploads
Alternatively, any ideas on the cause of the SWFUpload issue?
Here are a few:
http://valums.com/ajax-upload/ (No flash required)
http://www.uploadify.com/ (jQuery)
http://digitarald.de/project/fancyupload/3-0/showcase/photoqueue/ (mootools)
Related
My AIR Desktop project is currently using
Multitouch.inputMode = MultitouchInputMode.TOUCH_POINT;
to allow multiple user to interact with it.
But when I published the project and tested on the touchscreen (Chinese touch frame for windows, no driver), It had this weird two fingers tap effect happened in this video. https://www.youtube.com/watch?v=j9Kbnngs4sc
which I don't want it.
I tried created another simple file using GESTURE mode instead and this weird effect has gone. But I need to use TOUCH_POINT mode.
The question is: how to detect or disable two fingers tap it in as3 TOUCH_POINT mode.
Thank you in advance,
Pucka
I have had a lot of trouble trying to make a preloader work in Actionscript 3.0. I'm also using Animate CC.
So to try to figure out how to even make it work, I downloaded Simple NG Loader from Newgrounds https://www.newgrounds.com/downloads/preloaders/ , to make sure I had a working preloader. Then I got 4 high res images from google, around 10000x10000 pixels each, adding up to 85MB, to make sure there was more than enough to load.
I placed the preloader on the first frame, and put all the images on the second along with "stop();".
When I play, the preloader instantly finishes, but it leaves me with a white screen for a while before the images eventually shows up.
If I play it using a standalone flash player, it instantly crashes.
I would really appreciate some help with this!
The issue is probably that the game will already be fully loaded when you launch the swf in flash. You need to set your flash player to "Simulate Download". Do the following:
Hit ctrl+enter in your ide to launch the swf
Hit view on the menu of the swf and click simulate download.
The swf will now restart and pretend it's downloading. If you open view again, you can select the download speed by going to "Download Settings"
I have Some sample fla Content which I am not able to convert into HTML5 with interactions
What I tried is
Google Swiffy --> Gives interactions [not full] but no sound. Issue is it works for content less than 1 MB
Toolkit for CreateJs --> Initially I got jsx errors but I cleared them by removing Special Characters in element names. But non of the case I got interactivity [Means I was not able to use my Mouse events or clicks
HTML5 Canvas in Flash Pro CC --> even here I got same above result.
Did I am missing something ??
You didn't really miss anything. Flash's HTML conversions do not convert AS3 to JS (that would be nice if it did). In this case you have to write the interaction using JS.
Sounds like you're using Google's online SWF-to-Swiffy converter, which has a 1MB limit. There's a better way, if you have Flash Pro CS5 or CS6 and the original FLA files. Try this:
download Google's swiffy generator and instal it in your Flash Pro (read instructions carefully)
open your FLAs and find the sounds that don't play in the swiffy file - most likely they are set as streaming sound (streaming audio is not supported by Swiffy), so change them to event sound
BUT, looped event sounds exported to Swiffy only play once (they don't loop), so if you need them, export the sound from the FLA (as .wav), and copy and paste it as many times as necessary in a new .wav file and re-import
All done? Now export from Flash Pro using Command -> Export as HTML5 (swiffy)
NB: Google's Swiffy extension for Flash Pro won't work with Creative Cloud, and on mobiles there'll be NO AUDIO whatever you do - sound only seems to work on desktop PCs, owing to mobile restrictions on unsolicited big-file preloads.
I'm creating a flash game that includes two characters. One that is dynamically loaded from a url and the other that's already present on stage. Both characters load up just fine when testing within flash professional but when testing on a browser or opening the swf file itself, neither character loads.
I've already set my playback security settings to "network access only" as suggested in this question: Flash not working in browser but works fine on computer and it still isn't working.
Both images are strips that show the complete character's animation in one picture itself and through the use of masks and code, I'm able to depict each frame of animation.
Here's the file itself if you need to check it out for yourself.
swf file here
I want to get several Flash animations to come up on different displays at start up. Is there a way in Actionscript that I can force the movie to go fullscreen on a particular display?
Package your flash animations into AIR applications - you can then set the x,y of each application within the properties box / xml.
Flash Player chooses which monitor to full-screen to. If there is a solution, it is not AS3.
"Flash Player and AIR use a metric to determine which monitor contains the greatest portion of the SWF, and uses that monitor for full-screen mode."