Flash Games-Custom Cursors

If there is a custom mouse cursor in a flash game, my cpu
usage is getting up to 80% (flashplayer usage). Like in cake mania
game flash. My mouse cursor is always shaking. Also It effects
other pages on browser (ie and ff).
scrsht:
http://img261.imageshack.us/img261/9200/cursordz4.jpg
sample flash file:
http://www.oyunola.com/oyunlar/beceri/cakemania.swf
-My problem?
-Game designer problem?
-Or flash player problem?
thnx

Chris, thanks for the suggestion
I went through this and here’s what happened:
-          I do not have Realplayer
-          When I went into protected mode (forced to create a new profile) the problem still occurred
However, I wonder if I did something wrong --
Is there a way to verify that Firefox is actually in protected mode? It doesn’t look any different, and even has my home page!
I did learn that the problem is intermittent – some games (maybe smaller ones? Not sure how to tell) load ok
One that works for me: http://miniarcadebox.com/2012/09/small-safes-house-escape-2/
One that doesn’t: http://www.melting-mindz.com/turtle_island_escape.php
Right click gives message “Movie not loaded”

Similar Messages

  • Custom cursor using startDrag

    Hello everyone,
    I have a movieclip following my mouse to act as a custom cursor.
    I am using startDrag on the movie clip and mouse.hide()
    What I am trying to resolve is the following:
    I have several hidden simple button objects in the background of my flash movie. ( I am using these to detect when the user has the mouse in certain areas of the flash movie)
    When i go to move over these simple buttons, my custom cursor movieclip stops following the mouse cursor.  Normally my cursor would also then change to the Hand cursor, but i disabled that.
    Can anyone think of any method or hack that would make this work for me?  I would like my custom cursor following the mouse pointer at all times even when hovering over a simple button.
    thanks in advance.

    The cursor changes to hand cursor yet?
    When you say "single button Several hidden objects", the number is?

  • 2 player web-based Flash game problem

    I have a two player web-based Flash game. The Flash calls a
    JavaScript function on the webpage to get and store the user's IP.
    Then an XML file with user's game data is loaded and parsed. The IP
    address is used to identify which player is player 1 and which is
    player 2 according to the XML file. There is a Java applet to send
    and receive messages between the players.
    The first player loads everything just fine. All the first
    player's messages regarding the progress in loading different parts
    of the code sent by the game for debugging are displayed in the
    Java applet's text box, but none of the second player's messages
    sent by the game for debugging are displayed.
    The problem is that the second player's ActionScript code
    appears not to be executing except that I do get a message in the
    game that the XML file attempted to load but was not successful.
    The IP address call is not made and no messages can be sent to the
    other player. The second player's Java applet displays only the
    messages for debugging that came from the first player's game and
    any chat messages sent by the first player.
    This problem always happens to the second player, never to
    the first player. Both player's are always using IE6 or IE7.
    Does anyone have some idea(s) what could cause only the
    second player's ActionScript code not to execute and/or not to load
    an XML file correctly?
    This is just a general question, so any general answers would
    be appreciated. Code specific answers are hopefully not required.
    Thank You in advance.

    Hi,
    I am not very familiar with the multiplayer Game development. For multiplayer games, you'll need to set up a matchmaking server and have the clients connect to it. It can then pair them off and facilitate communications. If the clients have publicly available
    network addresses then it can introduce them and they can talk directly to each other.There isn't anything built in for this so you'll need to either build your own or find a third party implementation. If you are using Unity3d then check out
    http://docs.unity3d.com/Documentation/Components/net-MasterServer.html
    Also, you can use Xbox services, and I find an article below:
    https://msdn.microsoft.com/en-us/library/bb975801.aspx
    For windows Azure problem, you should go to windows Azure forum.
    Best Wishes!
    We are trying to better understand customer views on social support experience, so your participation in this interview project would be greatly appreciated if you have time. Thanks for helping make community forums a great place. <br/> Click <a
    href="http://support.microsoft.com/common/survey.aspx?showpage=1&scid=sw%3Ben%3B3559&theme=tech"> HERE</a> to participate the survey.

  • Custom cursor is too slow in FULL_SCREEN_INTERACTIVE

    My custom cursor is fast in window mode (even maximized) but not in fullscreen where it is really slow.
    Is there a solution to this?

    Dear Rob,
    Thanks for your answer.
    I have put together a simple test case (see attached zip file) and the custom cursor is still "too slow to be usable" in fullscreen mode. Run it and see that the cursor is fast in window mode. Then hit ctrl+enter to go into fullscreen and see how slow the cursor becomes.
    Code:
    package
    import flash.events.MouseEvent;
    import flash.events.KeyboardEvent;
    import flash.ui.Mouse;
    import flash.ui.Keyboard;
    import flash.display.StageDisplayState;
    import flash.display.MovieClip;
    public class Main extends MovieClip
    private var _mousePointer:MousePointer;
    public function Main()
    super();
    Mouse.hide();
    _mousePointer = new MousePointer();
    addChild(_mousePointer);
    stage.addEventListener(KeyboardEvent.KEY_DOWN, onKeyboardDown);
    stage.addEventListener(MouseEvent.MOUSE_MOVE, onMouseMoved);
    private function goFullscreen(fullscreen:Boolean)
    if(fullscreen)
    stage.displayState = StageDisplayState.FULL_SCREEN_INTERACTIVE;
    else
    stage.displayState = StageDisplayState.NORMAL;
    private function onMouseMoved(evt:MouseEvent)
    _mousePointer.x = mouseX;
    _mousePointer.y = mouseY;
    evt.updateAfterEvent();
    private function onKeyboardDown(evt:KeyboardEvent)
    if(evt.controlKey && evt.keyCode == Keyboard.ENTER)
    goFullscreen(stage.displayState == StageDisplayState.NORMAL);

  • Adding a custom cursor to a panel

    HI, I am making a game where i want clicking a radio button to change the cursor image. I have figured out how to create a custom cursor, and even change the current cursor to it. The problem im having is i want to change it while the program is running. I can say somthing like frame.addCursor(cursor) but that sets it permenantly. What i would like is to add it to a panel during run-time. If anyone knows how i would go abou this i would be gratefull.
    Thanks

    Do u mean, upon selecting the radio button, the cursor must be changed to the customized one?
    If it is so,
    u add the snippet in the itemStateChanged() event....of the radiobutton
    i.e.,
    public void itemStateChanged(ItemEvent ie)
    if(ie.getStateChange() == ItemEvent.SELECTED)
    myPanel.setCursor(Toolkit.getDefaultToolkit().createCustomCursor(CursorImg, new Point
    (0,0), "MyCursorImg"));
    CursorImg - the image to display when the cursor is actived
    new Point(0,0) - hotSpot
    MyCursorImg - a localized description of the cursor, for Java Accessibility use
    else
    myPanel.setCursor(Cursor.getPredefinedCursor(Cursor.DEFAULT_CURSOR));
    }

  • Flash game has control key glitch in FF4?

    This flash game: Dogfight 2 at Rock Solid Arcade has worked fine until I upgraded to Firefox 4.
    The problem is this: it uses the CONTROL key to drop bombs. This part of the game doesn't work. Pushing the CONTROL key doesn't do anything.
    The game still works in Safari.
    I'm on a Mac, os 10.5.8
    Does Firefox use the Control key for something else? Reserve it?
    Thanks.

    morgansheffield wrote:
    > Hi all,
    >
    > I've been having this crazy frustrating problem with
    Flash and it's hotkeys:
    > everything functions just fine for about 5 minutes, then
    the cursor stars
    > switching to the hand tool everytime I press the control
    key. It's ungodly
    > frustrating when I'm using Ctrl-Z and zooming (Ctrl-+/-)
    constantly--to have to
    > keep switching back from the hand tool to whichever tool
    I was using.
    >
    > unplugging/plugging the keyboard doesn't fix anything.
    And I'vehad the exact
    > same glitch in both Flash 8 and MX 2004. so I've got no
    idea...
    >
    > I'm running WinXP Pro, fresh format, nothing weird
    installed. Has anyone else
    > experienced this???
    Could be your keyboard problem or something corrupted on the
    OS itself.
    Hand tool as activated with space bar (temporary) or the H
    key. I have been
    using CTRL Z and CTRL - + and have never experience this
    problem even once.
    Just today I spent about 9 hours of continues work on a
    project, not even once...
    Best Regards
    Urami
    "Never play Leap-Frog with a Unicorn."
    <urami>
    If you want to mail me - DO NOT LAUGH AT MY ADDRESS
    </urami>

  • Custom Cursors with rollovers.

    So I know how to make a custom Cursor in flash Pro CS5 but if I want that custom cursor to change to something else of my own design when it's over specific objects how would I go about doing that?

    So here's the code for both both buttons and their rollover actions.  Like I said it works fine for one but not the other.  The forward button is fine, but when the back button is clicked it leaves behind a stamp of the rollover cursor.
    /* Mouse Over Event
    Mousing over the symbol instance executes a function in which you can add your own custom code.
    Instructions:
    1. Add your custom code on a new line after the line that says "// Start your custom code" below.
       The code will execute when the symbol instance is moused over.
    backbtn.addEventListener(MouseEvent.MOUSE_OVER, fl_MouseOverHandler_2);
    function fl_MouseOverHandler_2(event:MouseEvent):void
    parent.addChild(backphoto);
    backphoto.addEventListener(Event.ENTER_FRAME, fl_CustomMouseCursor_2);
    function fl_CustomMouseCursor_2(event:Event)
              backphoto.x = stage.mouseX;
              backphoto.y = stage.mouseY;
    Mouse.hide();
    /* Mouse Out Event
    Mousing out of the symbol instance executes a function in which you can add your own custom code.
    Instructions:
    1. Add your custom code on a new line after the line that says "// Start your custom code" below.
       The code will execute when the symbol instance is moused out of.
    backbtn.addEventListener(MouseEvent.MOUSE_OUT, fl_MouseOutHandler_2);
    function fl_MouseOutHandler_2(event:MouseEvent):void
    parent.removeChild(backphoto);
    Mouse.show();
    /* Mouse Over Event
    Mousing over the symbol instance executes a function in which you can add your own custom code.
    Instructions:
    1. Add your custom code on a new line after the line that says "// Start your custom code" below.
       The code will execute when the symbol instance is moused over.
    Forwardbtn.addEventListener(MouseEvent.MOUSE_OVER, fl_MouseOverHandler);
    function fl_MouseOverHandler(event:MouseEvent):void
    {stage.addChild(nextphoto);
    nextphoto.mouseEnabled = false;
    nextphoto.addEventListener(Event.ENTER_FRAME, fl_CustomMouseCursor);
    function fl_CustomMouseCursor(event:Event)
              nextphoto.x = stage.mouseX;
              nextphoto.y = stage.mouseY;
    Mouse.hide();
    /* Mouse Out Event
    Mousing out of the symbol instance executes a function in which you can add your own custom code.
    Instructions:
    1. Add your custom code on a new line after the line that says "// Start your custom code" below.
       The code will execute when the symbol instance is moused out of.
    Forwardbtn.addEventListener(MouseEvent.MOUSE_OUT, fl_MouseOutHandler);
    function fl_MouseOutHandler(event:MouseEvent):void
    stage.removeChild(nextphoto);
    Mouse.show();

  • Building complex flash game in Flash Builder 4 - Workflow/Best Practices

    I'm investigating switching to Flash Builder 4 for building a complex game that currently lives purely inside Flash CS4.  CS4 is a pretty terrible source code editor and debugger.  It's also quite unstable.  Many crashes caused by bad behavior in the SWF will take out the entire IDE so are almost impossible to debug.  And I've heard other horror stories.  To be clear, for this project I'm not interested in the Flex API, just the IDE.
    Surprisingly, it seems Flash Builder 4 isn't really set up for this type of development.  I was hoping for an "Import FLA" option that would import my Document Class, set it as the main entry point, and figure out where other assets live and construct a new project.  What is the best workflow for developing a project like this?
    What I tried:
    -Create a new Actionscript Project in the same directory where my CS4  lives
    -Set the primary source file to match the original project's source file and location
    -Set my main FLA as "export to SWC", and added "SWC PATH" to my flash builder 4 project.
    -Compile and run.. received many errors due to references to stage instance. I changed these to GetChildByName("stagename").  Instead, should I declare them as members of the main class?  (this would mimic what flash CS4 does).
    -My project already streams in several external SWF's.  I set these to "Export SWC" to get compile-time access to classes and varaibles. This works fine in cs4, the loaded SWF's behave as if they were in the native project.  Is the same recommended with FB4?
    -Should I also be setting the primary FLA as "export to swc"?  If not, how do I reference it from flex, and how does flex know which fla it should construct the main stage with?
    Problems:
    -I'm getting a crash inside a class that is compiled in one of the external SWF's (with SWC).  I cannot see source code for the stack inside this class at all.  I CAN see member variables of the class, so symbol information exists.  And I do see the stack with correct function names.  I even see local variables and function parameters in the watch window! But no source.  Is this a known bug, or "by design"? Is there a workaround?  The class is compiled into the main project, but I still cannot see source.  If FLEX doesn't support source level debugging of SWC's, then it's pretty useless to me.   The project cannot live as a single SWF.  It needs to be streaming and modular for performance and also work flow. I can see source just fine when debugging the exact same SWC/SWF through CS4.
    -What is the expected workflow with artists/designers working on the project?  Currently they just have access to all the latest source, and to test changes they run right through flash.  Will they be required to license Flash Builder as well so they can test changes?  Or should I be distributing the main "engine" as a SWF, and having it reference other SWF files that artists can work on?  They they compile their SWF in CS4, and to test the game, they can load the SWF I distribute.
    A whitepaper on this would be awesome, since I think a lot of folks are trying to go this direction.  I spent a long time searching the web and there is quite a bit of confusion on this issue, and various hacks/tricks to make things work.  Most of the information is stale from old releases (AS2!).
    If a clean workflow I would happily adopt Flash Builder 4 as the new development tool for all the programmers.  It's a really impressive IDE with solid performance, functional intellisense, a rich and configurable interface, a responsive debugger..I could go on and on.  One request is shipping with "visual studio keyboard layout" for us C++ nerds.
    Thanks very much for reading this novel!

    Flash builder debugging is a go!  Boy, I feel a bit stupid, you nailed the problem Jason - I didn't have "Permit Debugging set".  I didn't catch it because debugging worked fine in CS4 because, well, CS4 doesn't obey this flag, even for externally loaded SWF files (I think as long as it has direct access to the SWC). Ugh.
    I can now run my entire, multi SWF, complex project through FB with minimal changes.  One question I do have:
    In order to instantiate stage instances and call the constructor of the document class, I currently load the SWF file with LoaderContext.  I'm not even exporting an SWC for the main FLA (though I may, to get better intellisense).  Is this the correct way of doing it?  Or should I be using , or some other method to pull it into flex?  They seem to do the same thing.
    The one awful part about this workflow is that since almost all of my code is currently tied to symbols, and lives in the SWF, any change i make to code must first be recompiled in CS4, then I have to switch back to FB.  I'm going to over time restructure the whole code base to remove the dependency of having library symbols derive from my own custom classes.  It's just a terrible work flow for both programmers and artists alike.  CS5 will make this better, but still not great.  Having a clean code base and abstracted away assets that hold no dependencies on the code  seems like the way to go with flash.  Realistically, in a complex project, artists/designers don't know how to correctly set up symbols to drive from classes anyway, it must be done by a programmer.  This will allow for tighter error checking and less guess work.  Any thoughts on this?
    Would love to beta test CS5 FYI seeing as it solves some of these issues.
    Date: Thu, 21 Jan 2010 15:06:07 -0700
    From: [email protected]
    To: [email protected]
    Subject: Building complex flash game in Flash Builder 4 - Workflow/Best Practices
    How are you launching the debug session from Flash Builder? Which SWF are you pointing to?
    Here's what I did:
    1) I imported your project (File > Import > General > Existing project...)
    2) Create a launch configuration (Run > Debug Configuration) as a Web Application pointing to the FlexSwcBug project
    3) In the launch config, under "URL or path to launch" I unchecked "use default" and selected the SWF you built (I assume from Flash Pro C:\Users\labuser\Documents\FLAs\FlexSwcBug\FlexSwcBugCopy\src\AdobeBugExample_M ain.swf)
    4) Running that SWF, I get a warning "SWF Not Compiled for Debugging"
    5) No problem here. I opened Flash Professional to re-publish the SWF with "Permit debugging" on
    6) Back In Flash Builder, I re-ran my launch configuration and I hit the breakpoint just fine
    It's possible that you launched the wrong SWF here. It looks like you setup DocumentClass as a runnable application. This creates a DocumentClass.swf in the bin-debug folder and by default, that's what Flash Builder will create a run config for. That's not the SWF you want.
    In AdobeBugExample_Main.swc, I don't see where classCrashExternal is defined. I see that classCrashMainExample is the class and symbol name for the blue pentagon. Flash Builder reads the SWC fine for me. I'm able to get code hinting for both classes in the SWC.
    Jason San Jose
    Quality Engineer, Flash Builder
    >

  • Custom cursor that follows mouse - JITTERS

    Hi again.
    I'm using this code to make my custom cursor follow the mouse, HOWEVER when it gets near to the mouth it goes loopy - and turns left and right in a fit. Can I put code in there for it to be smoother?
    The CODE is lower done highlighted in BLACK.
    Cheers
    // Remeber to add private to vars and public to functions that are used outside.
    import flash.display.MovieClip;
    import flash.media.Sound;
    import flash.events.Event;
    import flash.ui.Mouse;
    import flash.events.MouseEvent;
    import fl.transitions.Tween;
    import fl.transitions.TweenEvent;
    import fl.transitions.easing.*;
    var v:Number=5;
    var varObject:String;
    var i:Number;
    var arrayObjects:Array;
    var soundClip:Sound;
    var randomnumber:Number;
    //public function game1SunnyWalk() {
    stage.addEventListener(MouseEvent.MOUSE_MOVE, myClickReaction);
    stage.addEventListener(Event.ENTER_FRAME,enterFrameHandler);
    addEventListener(Event.ENTER_FRAME, onEnterFrame);
    // populate array and initiate variables i and varObject
    this.arrayObjects=["chocolate","icecream","pizza","hamburger","sandwich","egg"];
    this.i=1;
    this.varObject=arrayObjects[i-1];
    var clickPoint:Point = new Point();
    function myClickReaction(e:MouseEvent):void {
    clickPoint.x=this.mouseX;
    clickPoint.y=this.mouseY;
    function onEnterFrame(event:Event):void {
    var xDistance:Number=clickPoint.x-this.planeAndSunny.x;
    var yDistance:Number=clickPoint.y-this.planeAndSunny.y;
    var angle:Number=Math.atan2(yDistance,xDistance);
    this[varObject].y += 5;
    //trace(this[varObject].y);
    this.planeAndSunny.x+=v*Math.cos(angle);
    this.planeAndSunny.y+=v*Math.sin(angle);
    if (clickPoint.x>=planeAndSunny.x) {
    this.planeAndSunny.gotoAndPlay("right");
    //trace(Math.abs(xDistance));
    if (this.planeAndSunny.x>=clickPoint.x) {
    this.planeAndSunny.gotoAndPlay("left");
    //trace(Math.abs(xDistance));
    //if (Math.abs(xDistance)<=10) {
    //trace("works");
    //this.planeAndSunny.gotoAndPlay("static");
    //removeEventListener(Event.ENTER_FRAME, onEnterFrame);
    function enterFrameHandler(e:Event):void {
    varObject=arrayObjects[i-1];
    // this property refers to the mc being referenced and as it's an array you also need the square brackets
    // I tried to hitTest only the STRING whereas you need to hitTest the object
    // ie: this refers to the array object and NOT the string.
    if (this.planeAndSunny.hitTestObject(this[varObject])) {
    //starts sound
    //init();
    // spins the object
    spin();
    trace(varObject);// BUT you can trace the STRING ie: No need to use OBJECT(STRING) - which would be the actual mc.
    removeEventListener(Event.ENTER_FRAME, enterFrameHandler);// ie: You can't do a hitTest on a string BUT on an object. (The array)
    //var soundClip:Sound;
    //function init() {
    //soundClip = new Sound();
    //soundClip.load(new URLRequest("sound/chocolate.mp3"));
    //soundClip.addEventListener(Event.COMPLETE, soundLoaded);
    //soundClip.addEventListener(ProgressEvent.PROGRESS, soundLoading);
    //function soundLoaded(e:Event) {
    //soundClip.play();
    function spin() {
    //tw.addEventListener(TweenEvent.MOTION_FINISH, spinStopped);// note than when you use addEventListener - the function called uses that event as an argument in brackets after the function name
    var tw:Tween=new Tween(this[varObject],"rotation",Strong.easeOut,0,360,2,true);
    var numturns:int=8;
    this[varObject].removeEventListener(MouseEvent.CLICK, spin);
    tw.begin=this[varObject].rotation;
    tw.finish=numturns*360;
    tw.start();
    i=i+1;

    you can easily attach the cursor between the specific layers you want using an empty movieclip and add your cursor movieclip to the emptyMC using the class name. Look at the screenshot and follow the code. it works
    and here is the code:
    import flash.display.MovieClip;
    var whytehand:MovieClip=new cur();
    emptyMC.addChild(whytehand);
    emptyMC.mouseEnabled = false;
    emptyMC.addEventListener(Event.ENTER_FRAME, fl_CustomMouseCursor_5);
    function fl_CustomMouseCursor_5(event:Event)
        emptyMC.x = stage.mouseX;
        emptyMC.y = stage.mouseY;
    Mouse.hide();
    Thatz it!

  • Custom Cursors- drawing bitmaps?

    Hello everyone,
    I went on to www.youtube.com and found a tutorial to set up
    custom cursor using the actionscript(2.0) on the actualt movie
    clip(which was my cursor):
    onClipEvent(enterFrame)
    _x=_root._xmouse
    _y=_root._ymouse
    And the actionscript on the acutal frame:
    Mouse.hide()
    This code sufficiantly replaced my mouse with my movie clip,
    but I noticed when i moused over my button, they did not show the
    same mouse over that I had with the normal mouse.
    Another thing I could like to acomplish is, when my custom
    cursor click anywhere in the flash movie, it overlays a bitmap(an
    image(a .jpeg)) on that instance of that flash movie. I've seen it
    done before in flash sites that allow that user to create things
    such as characters or art. I know it's posible, but I've searched
    all of the internet and have gained no fruit from it.
    If anyone would be so kind as to show me how to go this, or
    even simply point me to a link. I would be very greatful. If I do
    get it working, I'll be sure to share it with the community, as
    what I'm gonna use it for is pretty cool in my opinion.
    Thanks for your time and consideration.
    Peace,
    Mike.

    So I put the code clbeech seggusted in the actions frame and
    it didn't work.
    How do I insert a link to download my flash file so that
    someone can see waht's actually going on?
    Also,
    I'm having trouble with button events.
    I entered some code in the actions palette after clicking on
    the button in the stage. The code was:
    on (release) {
    gotoAndPlay(36);
    Simple enough right?
    Well the frames didn't play, it glitched for a second,
    teasing me as if it would, but didn't.
    I got this compilke error:
    Mouse events are premitted only for button instances.
    This was the error I got from clbeech's code after inserting
    it on the first frame in the actions layer.
    Expected a feild name '.' operator.

  • How would one Create a "Custom Cursor" that can move BEHIND certain layers?

    In terms of Flash expertise I am on the the doddering divkid level -- but have mananged to create a custom cursor; a hand that I want to move about over most layers but under one specific layer. Currently, no matter the layer order, when published the cursor image jumps straight to the top.
    Is there a property I can imbue in the would-be "top" layer or a way of editing or modifying the custom mouse cursor actionscript that would bring about the desired result?
    Many thanks in advance for your time and expertise...........................peace

    you can easily attach the cursor between the specific layers you want using an empty movieclip and add your cursor movieclip to the emptyMC using the class name. Look at the screenshot and follow the code. it works
    and here is the code:
    import flash.display.MovieClip;
    var whytehand:MovieClip=new cur();
    emptyMC.addChild(whytehand);
    emptyMC.mouseEnabled = false;
    emptyMC.addEventListener(Event.ENTER_FRAME, fl_CustomMouseCursor_5);
    function fl_CustomMouseCursor_5(event:Event)
        emptyMC.x = stage.mouseX;
        emptyMC.y = stage.mouseY;
    Mouse.hide();
    Thatz it!

  • Snowman Flash game - move ojbects possible ?

    Hi everyone,
    Have you ever come across Flash games at Christmas time, where kids can build a snowman, by moving graphics around on the screen.....
    i.e. move the snow balls into place, add a carrot for the nose, move the eyes into place etc.
    something lke this:
    http://www.flash-game.net/game/1482/create-a-snowman.html
    All graphic elements are usually in one area of the game, and the kids just move them into place.  These are Flash games, and flash has the ability to do this,
    does anyone know if Flash Catalyst is capable of doing this also ?
    Thanks for any help everyone !

    Hi David,
    Currently, drag/drop interactions can't be created using Flash Catalyst alone.  But there are two ways you can leverage Flash Builder in combinaion with Flash Catalyst to build an app like this:
    Prototype the app in Catalyst, then import it into Builder and add the dragging behavior by writing some code.  Caveat: you won't be able to reopen the project in Catalyst after modifying it in Builder; to make more changes using Catalyst, you'll have to modify the older copy of the project and then use Builder to merge the updates into the new copy.
    The next versions of Catalyst and Builder, codenamed "Panini" and "Burrito," allow you to create custom behavior in Builder and then assign artwork to that behavior directly within Catalyst (and continue editing in Catalyst afterward).  Early preview releases of these products are available now if you want to try this.
    Hope that helps!
    - Peter

  • [Solved] No tooltips in flash games

    No matter what flash game it is, no tooltips will appear. The mouse performs fine, and everything that I'm supposed to be able to click on will work fine, and the cursor even transforms fine when necessary, but if text is supposed to appear near the cursor when I hover over something in a flash game it does not appear. I'm using Firefox and the flashplugin.
    EDIT: I tried Midori, and the same thing happens. I've also tried gnash and swfdec, but both of them froze while trying to load any flash games.
    Last edited by raptir (2009-10-31 02:25:54)

    Sounds like you don't have the correct fonts installed.  Try adding the liberation fonts package
    pacman -Sy community/ttf-liberation
    Failing that, the ttf-ms-fonts might do the trick
    HTH

  • Using "Flash Help" to help make flash game?

    Hello,
    I've noticed the other day that in Flash, the "Flash Help (F1)" found under "Help" is licensed under "Creative Commons Attribution-Noncommercial-Share Alike 3.0 Unported License".  The resources found on adobe.com in the Flash Development Center is also licensed with this.
    The license state:
    " You are free:
        * to Share — to copy, distribute and transmit the work
        * to Remix — to adapt the work
    Under the following conditions:
    Attribution — You must attribute the work in the manner specified by the author or licensor (but not in any way that suggests that they endorse you or your use of the work).
    Noncommercial — You may not use this work for commercial purposes.
    Share Alike — If you alter, transform, or build upon this work, you may distribute the resulting work only under the same or similar license to this one."
    - CC License
    I'm trying to learn flash so I can make flash games.  I plan to get them sponsored by game portals and attach them to MochiAds--so technically this would be commercial, yes?
    So does this mean I CAN'T use "Flash Help" or any of the resources found in adobe's Flash Development Center to learn how to use actionscripts?
    Of course I don't plan to bluntly copy-paste codes, but it would be nice if I could adapt and learn how things work.  Sometimes I get stuck and I need a reference...  The last thing I'd want is to get into some copyright trouble =/
    Sorry if this post is out of place.  I tried to ask in Customer Support days ago but I get the feeling that they've ignored me.
    Any extra advices are welcome.
    Thank you,
    Jane

    What is with all the folks asking "copyright" questions lately? Are you all in some class or something? I am not a copyright lawyer so don't take anything I say as the absolute truth, but I have had a long standing interest in these issues...
    Anyways copyright is not an absolute right, there is an important part of copyright law called "fair use" and it is important. Of course it is also the source of a lot of disagreements and law suits...
    A clear case of infringement would be if you tried to just take the Flash help and publish your own "learn actionscript" help book or website.
    But given that the help documentation is meant to teach you how to use the product it seems that it would be clearly within fair use to use it to learn how to use the product.
    And while the US courts have not been particularly intelligent about technical innovation -- often granting patents and copyright to very basic code, while not protecting truly innovative and clever invention -- the argument that the basic instantiation of a class and invocation of its methods, properties, and events, is pretty clearly the only way to do these things. Adobe would have no reason -- in fact they would have quite the opposite -- to pursue a claim against somebody who used actionscript.
    Given the absurdity of the US courts (if here is where you be) just change the names of the variables from the samples and you are most likely fine since it would confuse them.

  • Learning ActionScript for developing FLASH Games

    Hi ,
    I dont whether i can post this question here or there is any other Forum for ActionScript , if so sorry for that .
    Now to the question , I know some what ActionScript like Events , custom UI Components , and classes  as required for simple FLEX development .
    To what extent we need to learn ActionScript to develop Flash Games ??
    Can anybody suggest me as where to start with , what is the correct approach and is there any IDE avialable for that .
    Please share your ideas on this     

    hi,
    Depends on what sort of games you want to write, firstly you will definitely need to become familiar with actionscript, most gaming and 3d engines for flash games are done in pure actionscript. You can developer your games in flex even if you don't uses mxml basically the real power of games is in the code which means actionscript.
    http://pushbuttonengine.com/  a gaming engine for flex/ flash
    http://away3d.com/  3d engine for flex/flash
    http://www.flashrealtime.com/flash-game-library-engine-list/   a site that will have you reading lots of interesting stuff.
    David.

Maybe you are looking for

  • How to rescrict the user to enter a manual condition type once in pricing

    Hi All, We are using a condition type ZSP1 in our pricing procedure. I want that the user should be able to enter the condition type only once during pricing. eg Suppose the user has entered ZSP1 as 100 in the sales order , then he should not be able

  • Error when using 64-bit host in send port

    Guys, I am trying out a simple message routing scenario. I have created a send pipeline and have used the MIME/SMIME component in the encoding stage of the pipeline. My application has a receive and a send port with receive port configured to receive

  • Document Nos in CO...

    Hi, I have run one report in "CO", and now when the report has been displayed it also has a column for document no.. I want to enter the document no which has been displayed in the report, so is there any t code to veiw the document no which has been

  • During Import and Export, Mavericks' Finder dialogue (save as) box disappears.

    When I am trying to change the name and location of a video export from Premiere Pro CC in Mavericks, the Finder dialogue box that comes up to choose the location disappears when I attempt to browse for a new location.  This happens in Adobe Media En

  • Missing Attachments and recipients on received email

    I received an email on which I can't see the email, nor the recipients. I've checked the RAW Source and all the headers are missings, and some of the multiparts. It seems the mail has been truncated (the first part is missing, including headers and t