Game animation...
I'm kinda new to java, but not new to programming...
I want to get a particular character to walk or do anything, meaning i want to use several images for a characters actions, im thinking of gif files, as they are the closest to small image files. And be able to control the flow of animation...
I was hoping for a little code, something small to see how it can be done...
Any help is appreciated thank you...
im 15 years old this will work:
// load the images
Toolkit tk = Toolkit.getDefaultToolkit();
Image image = tk.getImage("C:/Some Place/image.gif");
//you can do animation in two ways: reg. or in a thread.
public void animation() {
imageX_AXIS += 5; // move the image 5 frames to the right
Field(); // call a method that draws the aniamtion
public void Field() {
Container content = this.getContentPane();
Graphics g = content.getGraphics();
offscreen = createImage(getSize().width, getSize().height);
Graphics2D g2 = (Graphics2D)offscreen.getGraphics();
int width = content.getWidth();
int height = content.getHeight();
g2.setColor(Color.black);
g2.fillRect(0, 0, width, height);
g2.drawImage(image, imageX_AXIS, imageY_AXIS, this);}
g.drawImage(offscreen, 0, 0, this);
// What i did in the Field() is draw the to the screen using double buffering, it repaints the screen with the new corrernates of the image.
For up down and stuff just add varables that keep track of the images
Y AXIS and X ASIX.
ps: if you want to, im working on a bomberman project, anyone that wants to help email me at [email protected]
peace out!!
Similar Messages
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Flash as2 game animation, problem.
hello i am making a flash animation game but i have a problem, i have my guy running and everything its all gifs, so when he stops its a gif its not one picture its 4 of em (gif) which i made them all compressed into a gif and added to my library then added that to my flash made it work blah blah blah-
well my problem is when my guy runs left he turn right after i let go of the key i no whats it is doing it using my 1 animation i have in their for standing i to add my other animation which he standing left basically he runs left after i press left then i let go he turns right, i need to know how to make it so either when i let go of the (LEFT) key it uses my animation ('still2') which is him facing left which i need i have him running right and he stays right after so thats good, or if u know if theres a way i can make the code say like after i let go of like left it uses gotoAndStop('still2') then for running right it uses gotoAndStop('still') so he dosent turn around after i let go of left! well i hope u can find out, and its all animated, so dont just make it so it dosent stop using the animation of left or right, cause then hes running in place for enternity thanks heres my code.
var rollSpeed = Number=14;
ichigo_mc.onEnterFrame = function() {
if (Key.isDown(Key.RIGHT)) {
this._x += rollSpeed;
this.gotoAndStop("right");
} else if (Key.isDown(Key.LEFT)) {
this._x -= rollSpeed;
this.gotoAndStop("left");
} else {
this.gotoAndStop("still");no its actually not a school project just i want to know how to make a game, and i dont know really anything about flash, but i have in my picture of my guy another layer so theres each indivudual layer like i have in my pic of my guy the still still2 running animation 1 n 2 and both my attack things, if you would to see my project so far ask me and i send the file and it should show my guy and his animations...
heres my code so far.. idk y but i like putting at the end
var rollSpeed = Number=14;
var facingRight = true;
ichigo_mc.onEnterFrame = function() {
if (Key.isDown(Key.RIGHT)) {
this._x += rollSpeed;
this.gotoAndStop("right");
facingRight = true;
} else if (Key.isDown(Key.LEFT)) {
this._x -= rollSpeed;
this.gotoAndStop("left");
facingRight = false;
} else if (Key.isDown(Key.SPACE)) {
this.gotoAndStop("atack2");
} else {
if (facingRight) {
this.gotoAndStop("still");
} else {
this.gotoAndStop("still2"); -
Advanced game-animations issues!
I am developing 2D-games in Applets and I need at least to 20 fps in 640x480.
This has turned out to be quite troublesome and I've tried the traditional dubbel-buffering techniques but without enough performance. Therefore I read about the "fullScreenExclusive" mode and tried that. It works ok and I suddenly got better performance but I would still like to have my applet running in a window in the browser instead of running in full screen... VERY grateful for your help!
However, if I go for the fullScreenExclusive mode I still need help with a major bug! When I Alt-Tab to a different program and return to the game, nothing happens and everything is dead! I cannot make my full screen applet resume its animation!Each time you introduce a level of indirection, you consume at least a small amount of processing power. For example:
String s = "hi";
System.out.println(s);is faster than
String s = "hi";
System.out.println(s.toString());even though String.toString() simply returns the object itself, because you have to go through the extra hop of calling that method. Because the method doesn't really -do- anything, though, the amount of processing power consumed by this is almost negligible.
Object-oriented programming can be slower than procedural programming, but it isn't necessarily. A decent compiler (at pre-run or runtime) tends to strip away most of those problems.
Your best bet is to locate the portions of your code which are most time-consuming with a profiler. I recommend this one:
http://mjp.sourceforge.net/
It requires Windows and is a little tricky to set up but, presuming that's not a problem, it works like a dream and is completely free.
I have scanned the forum and found that the full-screen exclusive problem that you seem to be encountering has to do with the OS reclaiming video memory at your expense. To verify that this is the problem, see if your program runs correctly using the "-Dsun.java2d.noddraw=true" command line parameter. I am not familiar with applets, so I do not know how you will have to adapt your application to do this.
Some possibly-helpful links:
http://forum.java.sun.com/thread.jsp?forum=57&thread=246368
http://forum.java.sun.com/thread.jsp?forum=31&thread=246154 -
How to export game animation frames to separate PNGs?
I bought an Illustrator file that contains several animation frames for a game. Every frame is a single group and they are all on the same layer. How can I quickly export all these groups, each to a separate PNG file?
Create layers from the group via the layer panel's menu
Then use one of the layer export scripts, like this one http://www.arcticmill.com/2012/08/export-layers-as-png-files-from-illustrator-in-multiple- resolutions.html -
Problem with #D Flash games/animation
Hello. Ive got such problems that all 3d flash games are extremaly choppy oin my computer. Regular flash games works fine. It is not a problem with my hardware cause earlier the 3d games were working very good (even on the beta version of flash player with 3d support). any ideas how could I fix it? Thanks in advance
Please provide some basic information like
your operating system / version / edition
your web browser / version / edition
your Flash Player version
your display adapter & driver version -
High Definition Video glitch (for youtube, movies and games cgi animation)
Hi all. I have a problem with my Toshiba Satellite L745.
I'm using windows 7 32x. I realized that whenever I watched HD video whether on Youtube, movies or in game animation, the video will have glitches and most of the time making the laptop become slower to response. I have already reboot using the pre-install OS and used the "reboot to factory setting" option (or something like that.) But the problem still exists and it annoys me very much. Can anyone tell me what is wrong n what i should do?Come on...is there really no one who can help me? This happens after I reformatted my laptop using the pre-installed OS...please help me...or maybe Im thinking of smashing my Laptop...
-
animated gif images are flickering:
final ImageView imgView = new ImageView();
final Image tempImg = new Image(getClass().getResource("logo1.gif").toExternalForm());
imgView.setImage(tempImg);
imgView.setLayoutX(50);
imgView.setLayoutY(50);
root.getChildren().add(imgView);
primaryStage.setScene(scene);
primaryStage.show();few gif images works fine...most of the images dances here and there
eg: http://www.nonstopgifs.com/animated-gifs/games/games-animated-gif-002.gif
how to avoid this flickering
some images wrks fine in SWING .. which flickers in JavaFX 2.0
please help
Edited by: Vj on Feb 21, 2012 3:03 PMthe url you had given is forbidden to me.JavaFX has an open issue tracking system.
When you go to the link http://javafx-jira.kenai.com , click on Sign Up for an account and you can file a bug.
https://forums.oracle.com/forums/ann.jspa?annID=1713
Could you do me a favor to file this bug to the JavaFx development team?Sorry, it does not make sense for me to file a bug without the actual GIF images which are causing issues.
Please go to the JavaFX issue tracker and file a bug with sample GIF images so that the person investigating the issue is able to replicate and debug it.
Thanks, John -
Game Heap Space - Out Of Memory Error
Hi there,
Ive completed my pacman/space invaders hybrid game- which has a main game and two playable videos. Its all fine, but when I go to run it it says;
Exception in thread "Image Fetcher 1" java.lang.OutOfMemoryError: Java heap space
Exception in thread "Image Fetcher 2" java.lang.OutOfMemoryError: Java heap space
Ive come to realise that this error is from the amount of data used to make up the game/video with there being around 150 images for the videos. Ive temporarily corrected this problem by making each video 26 images long (2.6secs each) but to get the full experience the user need to see around 75images.
After a bit of research I found that i needed to increase my 'heap space'- and I attempted to do this thru cmd, attemptin to increase it to 512mb.
The problem is the game doesnt have a main, or at least not one that I nor the computer can locate. And to get the heap space to increase it needs a main?!
I honestly dont know what I am doing here- but could anyone tell me how I can increase my heap space or locate a main? Im really confused!
Any help appreciated
Senor-CojonesThanks for your help ArikArikArik, the problem with that method is.... 1. im not too sure how to use it :P and 2. In my original code the images are added to the tracker which waits from all the images to be loaded before it continues.
import javax.swing.*;
import java.applet.AudioClip;
import java.awt.*;
public class ICGGSApplet extends JApplet implements Runnable {
// constants describing possible game states
private static final int SHOW_MOVIE = 1;
private static final int PLAY_GAME = 2;
private static final int STOPPED = 3;
private static final int SHOW_MOVIE2 = 4;
private int gameState; // the current game state
private String name; // the player's name
private long frameStartTime; // the time the last frame was displayed
private Thread gameLoop; // thread to run the game and movie
// associated objects
private Movie theMovie; // Panel to display the movie
private MonsterGame theGame; // Panel to display the game
private ICGGSPanel currentPanel; // the currently displayed Panel (can be null)
private Movie2 theMovie2; // Panel to display the second movie
* Called when applet is first loaded
* sets up the attributes, load media, creates game objects
* and sets up interface
public void init() {
// neither the movie nor the game is currently playing
currentPanel = null;
gameState = STOPPED;
name = "";
// load up the audio files
AudioClip theAudio = getAudioClip(getDocumentBase(), "../media/shock.wav");
AudioClip theAudio2 = getAudioClip(getDocumentBase(), "../media/applause.wav");
AudioClip theAudio3 = getAudioClip(getDocumentBase(), "../media/bomb.wav");
AudioClip theAudio4 = getAudioClip(getDocumentBase(), "../media/cashtill.wav");
AudioClip theAudio5 = getAudioClip(getDocumentBase(), "../media/pacman.wav");
// create a media tracker to monitor the loading of the images
MediaTracker theTracker = new MediaTracker(this);
// load up the images for the movie
Image movieImages[] = new Image[25];
for (int i=0; i<movieImages.length; i++) {
movieImages[i] = getImage(getDocumentBase(), "../media/movie" + (i+1) + ".jpg");
theTracker.addImage(movieImages, i);
// load up the images for the second movie
Image movieImages2[] = new Image[25];
for (int i=0; i<movieImages2.length; i++) {
movieImages2[i] = getImage(getDocumentBase(), "../media/firingGun" + (i+1) + ".jpg");
theTracker.addImage(movieImages2[i], i);
// load up the images for the munchies
Image image1 = getImage(getDocumentBase(), "../media/munchie1.gif");
theTracker.addImage(image1, 4);
Image image2 = getImage(getDocumentBase(), "../media/munchie2.gif");
theTracker.addImage(image2, 5);
Image image3 = getImage(getDocumentBase(), "../media/munchie3.gif");
theTracker.addImage(image3, 6);
// wait for all the images to be loaded
try {
theTracker.waitForAll();
} catch (InterruptedException e) {
// create the movie object
theMovie = new Movie(movieImages);
theMovie2 = new Movie2(movieImages2);
// create the game object
theGame = new MonsterGame(image1, image2, image3, theAudio, theAudio2, theAudio3, theAudio4, theAudio5);
this.getContentPane().setBackground(Color.WHITE);
// Initialise key-input functionality
addKeyListener(new Input()); // add keyboard listener to applet
* Called when the Applet is ready to start executing
public void start() {
// ask the user for their name
name = JOptionPane.showInputDialog(this, "What is your name?");
// start running the movie/game animation
if (gameLoop == null) {
gameLoop = new Thread(this);
gameLoop.start();
* Called when the gameLoop thread is started
* loops continuously until user quits
public void run() {
int input = Input.NONE;
// game loop
while (input != Input.QUIT) {
// what is the current time?
frameStartTime = System.currentTimeMillis();
input = checkInput();
if (gameState != STOPPED) // only necessary if the movie or game is showing
currentPanel.processInput(input);
currentPanel.update();
currentPanel.repaint();
} else
showStatus("Press 'G' to start game, 'M' to show movie or 'F' to show the second movie");
frameDelay(100);
* called when the Applet is stopped
* stops the gameLoop thread
public void stop() {
if (gameLoop != null) {
gameLoop.interrupt(); // stops the animation thread
gameLoop = null;
* called from the gameLoop
* checks for the last key stroke input by the user
* @return int - Input class constant representing user input
public int checkInput() {
int input = Input.checkUserInput();
switch (input) // how the input is handled depends on the current game state
case Input.GAME:
// the user wants to play the game
if (gameState == STOPPED) // not currently playing a game or movie
// display the panel showing the game
currentPanel = theGame;
this.getContentPane().add(BorderLayout.CENTER, currentPanel);
this.validate();
// set up a new game
theGame.resetGame();
gameState = PLAY_GAME;
showStatus("Use arrow keys to move Monster, S key to stop");
} // otherwise ignore
break;
case Input.MOVIE:
// the user wants to see the movie
if (gameState == STOPPED) // not currently playing a game or movie
// display the panel showing the movie
currentPanel = theMovie;
this.getContentPane().add(BorderLayout.CENTER, currentPanel);
this.validate();
gameState = SHOW_MOVIE;
showStatus("Press S key to stop");
} // otherwise ignore
break;
case Input.MOVIE2:
// the user wants to see the second movie
if (gameState == STOPPED) // not currently playing a game or movie
// display the panel showing the movie
currentPanel = theMovie2;
this.getContentPane().add(BorderLayout.CENTER, currentPanel);
this.validate();
gameState = SHOW_MOVIE2;
showStatus("Press S key to stop");
} // otherwise ignore
break;
case Input.STOP:
// the user wants to stop the movie or game being shown
if (gameState == SHOW_MOVIE ) {
this.getContentPane().remove(currentPanel);
currentPanel = null;
JOptionPane.showMessageDialog(this,
"OK " + name + " I've stopped the movie");
} else if (gameState == PLAY_GAME) {
this.getContentPane().remove(currentPanel);
currentPanel = null;
JOptionPane.showMessageDialog(this,
"OK " + name + " I've stopped the game");
} else if (gameState == SHOW_MOVIE2 ) {
this.getContentPane().remove(currentPanel);
currentPanel = null;
JOptionPane.showMessageDialog(this,
"OK " + name + " I've stopped the movie"); }
gameState = STOPPED;
showStatus("Press 'G' to start game, 'M' to show movie");
break;
Input.reset(); // reset the input module
requestFocus();
this.repaint(); // redisplay the applet
return input; // return for further processing (eg to control movement of Monster)
* called from the gameLoop
* pauses between frames
* @param millis long - minimum frame time
public void frameDelay(long millis) {
long currentTime = System.currentTimeMillis(); // what time is it now?
long elapsedTime = frameStartTime - currentTime; // how long has it been since the start of the frame?
if (elapsedTime < millis) // is it time to showing the new frame yet?
try {
Thread.sleep(millis - elapsedTime); // pause for the remaining time
} catch(Exception e) {
Thats the whole code for the applet- preloadin the image (and also everything that doesnt relate to this problem lol). Ive asked around and the answer I was given I wasnt satisfied with- make the files smaller/delete some- the files are already at their smallest about 10kb each. And also apparently (I didnt know this...) but due to security restirictions I wouldnt be able to increase the heap size anyway (this is to run the applet on my own... and others computers).
So Im really too sure what to do at the minute. Anymore help would be appreciated though.
Thank you!
Senor-Cojones -
Transparency slows game big time!
When I make any object and set it to have transparency:
AlphaComposite myAlpha = AlphaComposite.getInstance(AlphaComposite.SRC_OVER, 0.5f);
g.setComposite(myAlpha);
or
Color newColor = new Color(255,0,0,100);
g.setColor(newColor)
then...
g.drawXXX( ... );
the game slows down hugely! I've noticed it doesnt happen for drawn objects with small dimensions. However, my game needs to have layered menus on top of the game animation which can be seen through it.
Help please....It is activatable via flags though, as is the Java2D opengl pipeline.
if it doesnt get better, you might want to perform any transparency/translucency settings in an outside program (paint/photo applications),
so that your java application needs not worry about setting these values during runtimeThis will not speed upi your app. at all, the reason full alpha is slow, is because it requires read-back of pixels, to be able to perform the composition.
If you are rendering onto an unaccelerated surface (i.e. a BufferedImage backBuffer), the operation will be performed entirely in software.
1) the source pixel is read from main memory, (using up memory bandwidth)
2) the destination pixel is read from main memory (using up more memory bandwidth)
3) the composition operation performed by the CPU, (using CPU time)
4) finally the new value is written back to the destination image in main memory. (using yet more memory bandwidth)
This process is fairly slow, because it uses up CPU time, and chokes your memory bandwidth.
However, if you are rendering full alpha images onto an accelerated surface (such as a VolatileImage, or a BufferStrategy backBuffer), the overall speed will be ALOT SLOWER than performing everything in software!!
This is because the operation is still performed by the CPU, not the GPU.
So,
1) the source pixel must be read from the source image - this will either be a read of main memory (in the case of a BufferedImage), or it will be a VERY slow read-back from vram (in the case of a VolatileImage, or a BufferStrategy backbuffer)
2) the destination pixel must be read-back from the accelerated surface onto which you want to render - Either a BufferStrategy backBuffer, or a VolatileImage. As mentioned earlier, read-back from VRAM is a VERY slow operation.
3) The composition operation is performed by the CPU.
4) the new value is written back to the VRAM destination image. (this uses bus bandwidth)
So, to get faster fullAlpha rendering, you have 2 options.
1) Set the "sun.java2d.translaccel" flag to true, to enable fullAlpha acceleration.
This will hardware accelerate the operation, reducing the cost of the operation to very little.
2) do not use a vram surface for the source or destination images.
(basically do not use VolatileImage or BufferStrategy if you intend on using fullAlpha).
This will allow everything to be performed in software, as efficiently as it can be. The speed won't be impressive, and it will hog your memory bandwidth - but its still ALOT better than alpha compositing onto accelerated surfaces in software. -
In light of the recent announcement of continued support and upgrades for Flash, I've been thinking more about the future of Flash in the new HTML 5 oriented climate, with more browsers shunning the use of Flash, particularly on the mobile platforms.
Now, I do think that HTML 5 is a good step forward, and it certainly should replace Flash for video content, especially considering that Flash only really dominated that space because of the lack of better support through HTML in the first place. However, on the other hand I also see Flash as a potential champion of these new technologies, as it has very mature support, and (if we ignore uncertain plugin support), it's still a great platform for games, animations, and cross-platform apps.
The way I see it though is that Flash has essentially two core technologies. The first is ActionScript, which I don't believe would be hard at all (certainly not for Adobe) to repurpose as a language for writing Javascript. In fact, I'm under the impression that ActionScript has essentially been an extension of Javascript anyway, so a lot of these capabilities may already be in place, which means a lot of the ActionScript APIs need not be hard to port at all.
Second is the vector graphics capabilities. Now, I expect these would be a bit more difficult to port into an HTML 5 setting, but with ever improving Javascript performance it seems possible that a set of Flash vector libraries could be created that can run directly in the browser, without requiring a plugin. Combined with the current editor for making it easy to build vector content, I think that such a capability would become very popular.
To me this would seem an ideal future for Flash, as it would position the Flash editor as a great way to develop games and animations for the HTML 5 web, and allow Flash Builder to continue to be used for ever more complex apps drawing on the capabilities of Flash and Flex. After all, Adobe's money comes from the Flash and Flash Builder, rather than the plugins and players. As a result it seems like eliminating these in favour of a set of HTML 5 Flash libraries would be a really great way to allow the wealth of existing content to go forward, and to keep new developers interested, as it would eliminate the uncertainty at the future of Flash.
Forgive me if this has already been discussed at length; I did try a search but couldn't find anything that seemed similar. But while I'm not a Flash fanatic, I think there is a clear, and strong position for Flash in the HTML 5 web, without the need to try and compete.Hi,
Why don't you go at the FWA website, you will have a glimpse, just a glimpse, of the irrelevance of your question (I don't mean to be rude here).
Design Cyboïde
Création de sites Internet -
Flash Runtime Sharing Challenge 2008
Hi everyone!
So I've been looking more into the "Import/Export for runtime
sharing" of flash, and have run into some frustrating behavior. The
problem I'm running into is that Flash's management of swf paths is
confusing, and there is not a lot of documentation as to how the
engine links files together.
First some background; forgive me if it's verbose, I just
want to make sure I supply enough information for this complex
scenario.
Basically, I'm trying to make a simple 2D fighting game like
Street Fighter, so I'll use a character... Let's say... Ryu(cause
he's the coolest!)
I'm using external linking to try and reduce the sizes of the
swfs from the FX in the game w/o having to create a complex dummy
system. I've got most of the research completed, the final hitch
that I've encountered is how Flash CS3 handles the linkage setup.
Here's the setup I have with Ryu:
/game/rsrc/characters/ryu/flash/Impact.fla
/game/rsrc/characters/ryu/flash/
Impact.swf
/game/rsrc/fx/
ImpactFX.fla
/game/rsrc/fx/
ImpactFX.swf
/game/bin-debug/Game.swf
So ImpactFX is the VFX that will be used in all character's
animations. It's a dust cloud that appears when ryu hits the
ground.
Ryu's Impact file references ImpactFX's library. There will
probably be others like WallImpact, etc.
Game is the main game.
So if I have 200 Impact animations with Ryu, w/o using
runtime sharing, I have to take the size hit, roughly 200 * sizeof(
ImpactFX.swf), since the assets are burnt into each
individual Impact animation's swf. With runtime sharing, I only
have to download
ImpactFX.swf, so I get major savings over that VFX. Right?
I've been able to get runtime sharing to work in specific
instances, but not in a general system.
So the first thing I did:
I setup the shared symbols in
ImpactFX.fla to 'Export for runtime sharing'. I used the
default symbol names, and used the URL '
ImpactFX.swf.'
Dragged the folder that contained the shared symbols from
ImpactFX.fla to
Impact.fla. This setup all the symbol's correctly.
Added them to my scene and ran(
Impact.swf). No dice! I got this error:
Error opening URL
'file:///H|/flash/game/rsrc/characters/ryu/flash/ImpactFX.swf'
From this, I ascertained that
Impact.swf was looking for
ImpactFX.swf in the same directory as it.
As a quick test I copied the
ImpactFX.swf to the same directory as
Impact.swf. Re-ran, and success! The swf savings are there,
but it's not ideal at all, I have to copy the swfs to the same
directory???
From there I changed the linkage up a bit. From the library
in
Impact.fla, I changed the Import URL to
../../../fx/ImpactFX.swf. Still success! But... Some more
weirdness here, I only changed it on one symbol, and during runtime
it worked for all symbols... Even though the other symbols still
point to just
ImpactFX.swf...
So this works fine when I run and test the animation from the
fla. However, when I try to run it from the
Game.swf, DISASTER! This one was even more frustrating; the
flash player doesn't seem to give the previous error message(even
though it's the same issue.) I traced this problem down before and
found that the
Impact.swf would never return a 'loaded' event. Not cool. Of
course, copying the
ImpactFX.swf to the appropriate path fixes this and it runs
beautifully.
So where does that leave me? There's a way to get this to
work, but it's not pretty at all, especially for artists. The ideal
setup I would like to have the artist working is:
1. Open the FX library fla, pin the library, and drag drop
the appropriate symbols for the animation.
2. Save and export.
3. Run and confirm in the fla's test frame work.
4. Run and confirm in the game.
Unfortunately, with all the swf location copying and pathing
this adds too much complexity for an art pipeline.
So that's my dilemma. The main question I am trying to figure
out now is, what's the best pipeline solution for this scenario? I
want to be able to runtime share these files with multiple shell
programs. A solution is forming, but I don't think it's the best.
It seems like when you setup a symbol to 'export for run-time
sharing', the URL defines the path the parent importing swf uses to
find the runtime resources, which seems a little backwards...
I tried loading
ImpactFX.swf before
Impact.swf. That didn't work, even though they are in the
same security sandbox.
Other questions:
1. Is there a way to make loading swfs throw that 'Error
opening URL' error?
2. Is there a way to say 'hey flash player, the file you are
looking to link is over here!'
3. Or even better, 'hey load these runtime assets before you
load the assets that reference them!'
4. Is this necessary? I'm assuming this is a required
savings, because if we have a lot of animations with FX, we're
going to want to cut down on our download size. Figuring out this
pipeline may also allow us to load one large library file for the
game animations, and just load that.
5. Does the security sandbox system have anything to do with
this.
Any thoughts or ideas? Feel free to point me towards
documentation, I haven't had much luck finding any detailed
documentation for this topic.Hi Legos,
Did you ever solve this problem? I'd like to organize my flash files similarly, but I too have had weird issues with runtime sharing.
Also, how do you debug into the imported symbol?
Aaron -
Opening Movies from my my iDisk in iWeb
I have been using iWeb to manage my work website. Since I am an animator I have a large number of videos on my site to show samples of my work. If I just imbed the movies into the web page itself, the load times are horrible on those pages. For example one page which shows my game animation has 6 movies ranging from 20 seconds to 5 minutes. To get around this I currently use a program called "file chute" which provides me away to use a hyperlink to the movies that are stored in my iDisk and open them in a separate internet browser windows. It allows me to keep the pages themselves light so there load time is quick. File Chute works great.
Here's the problem. File Chute uses the old "homepage.mac.com" which Apple is going to be discontinued as of July 7th this year. Is there someway I can just use mobile Me to get a link to my iDisk movies so I can do it this myself without a special program? Seems like there would be.
thank you in advance.I have uploaded my videos to my gallery on MobileMe. Now there is a "MobileMe Gallery widget" in iWeb '09 (under "widgets" just where your photos/movies,etc. are) ...
... when I drag this widget to a website I can choose from my "Events" in my MobileMe gallery. I think that this way iWeb only links to the selected video instead of embedding it. -
Hardware requirement for master collection cs5
hi guys, just a newbie here. i'm a web/flash game-animation hobbyist, just thought to take the notch next level by adding production softwares of adobe by taking in mc cs5.
I got a few questions before buying this monster suite.
my machine is a laptop dell stud 17 core i5 2.93Ghz max, 4MB RAM, 1GB VC, 64bit W7. 500GB HDD 7200rpm
my machine has only 1600x900 video display - mc cs5 recommends 1280x1024; what is the disadvantage, if i don't use their recommended spec and stick to my min display?
what is the "DVD-ROM drive compatible with dual-layer DVDs for?" is it required in installation or just a requirement in video production; say burning/reading dual layer format disc as reference and or burning in that format as final projects? my dvd is just the regular +/- single layer RW drive. No blue ray at the moment.
Adobe-certified GPU card for GPU-accelerated performance in Adobe Premiere Pro--- will 1GB ATI Mobility Radeon™ HD 5650 Graphics Card do the job? this is all i have.
Any help will do. thanks guys!!I wanna ask is it my display or something else. Im using 1366x768.
Yes it is. The system requirements are there for a reason, not just for fun. These apps all have tons of palettes and require extra space for displaying timelines, compositions and video previews and even if they could be installed with such a small screen res, working with them would be no fun at all because things would get cut off or you would be forced to shuffle palettes around all the time. You really need a qualified computer.
Mylenium -
Can someone help with my video setting?
I have a bunch of small, heavily compressed AVI clips that I want to edit together. But I can't figure out how to export it with the best quality. The dimensions are 640x480, but those dimensions are always different on the exported video- I'm so confused. Here is the data of my video, if someone can help me find the settings that will keep my videos at the same or almost the same quality I would be so grateful!
Hi,
This link takes you to some info about your file ( pasted below )..and from this link you can probably also find more info as it applies to your needs...maybe.....
Also, Bill Hunt's suggestion and questions seem important ...you could give more info about what you are doing and using ( version premiere) etc etc
Rod
Good Luck
http://www.modthesims.info/archive/index.php/t-236047.html
prez28
17th Jun 2007, 08:08 AM
Hello!! Hopefully I am posting in the proper section. If not, I will be glad to repost in the proper area. I am hoping that a fellow ModtheSims2 member who has experimented with movie making in the sims 2 and Adobe Premiere Pro 2.0 could answer my question: I have been toying around with movie-making in the game
I film (or capture)the video clips (or shall I say computer game animations)using the game's best option of a resolution of 640 x 480 at 30 fps with audio at 11025hz 16-Bit mono (compressed). As you are surely aware the game saves the file into AVI format with the VP61 codec. When I open and view the AVI files using Microsoft Windows Media Player, the image is beautiful and crystal clear!!
If I import the AVI file into Windows Movie Maker 2.0, same thing, the image is beautiful and crystal clear!! But here is the problem, when I import the same AVI file into Adobe Premiere Pro 2.0, and play the file into the source window, the video is heavily pixelated, in fact very large square pixels...It almost appears like a mossiac over the entire video. I tried turning the frame blending off in Adobe Premiere under 'clip' and then 'video options' but that does not appear to help. All the latest drivers for everything on my PC have been installed. Here are my specs Windows Media Center Edition 2005
P5W-DH Deluxe ASUS motherboard
Intel Dual Core 2.4ghz processor
2 XFX NVidia 7950GT graphic's card (512mb)
4GB Ram (although windows xp only uses about 2.5 to 3ghz of it)
1 200gb hard drive
1 500gb hard drive
Audigy 2 Platinum zs sound card Maybe Adobe does not support the VP61 codec, but I have not been able to confirm this anywhere. However I did find an article from the Adobe website about two machinima artists that use Adobe Premiere to make 'Sims 2' videos.
Here is the link to that article: http://www.adobe.com/motion/roosterteeth.html When I record using the game's top setting of 640 x 480 30fps, I am playing the game on a 20" widecreen LCD monitor with the resolution set at 1024 x 768. Might this be the problem? I found a 'cheat' on the internet to change the game's settings in the game's config. file so that it would capture the animations at 1024 x 768, like the resolution for my PC monitor. But once played in Adobe Premiere Pro 2.0, the clips still have the large square pixel problem... Its like big white and blue squares all over the image... But Maybe since I am using a widescreen monitor I must capture and edit in a true widecreen format like 1280x720 or above??? I dont know. I just find it weird that the AVI files play fine with Windows Movie Maker and Windows Media Player but not with Adobe Premiere Pro 2.0 Being the amature I am with Adobe, maybe I am doing something wrong. But I did search all the forums and cannot seem to find any info to fix the problem... Maybe I must convert the AVI files before importing them into Adobe, but if it could be avoided that would be cool ... so if you have any info that could help me it would be much appreciated!! Cheers!
Prez28
Sims 2 movie-maker and Adobe-Beginner
whiterider
17th Jun 2007, 11:45 AM
I'm afraid I haven't used Adobe Premiere, but have you checked on their site and support forums? I've used TS2 video clips in other movie editing programs in the past, so the format does work - it certainly sounds like Adobe is having issues there. Have you tried different codecs? You may also want to go have a look at sims99.com, a TS2 machinima site, which may have more info.
prez28
17th Jun 2007, 10:13 PM
Thank-you for your reply - I did post this question at the sites you mentionned and suprisingly received many responses from the Adobe Premiere Pro 2.0 support forums It would appear the Adobe Premiere Pro 2.0 does not like compressed AVI files and it would also appear that Adobe does not like the VP61 codec that the Sims 2 game uses to compress the movie file (AVI). When I capture the Sims 2 movies by setting the options to 'Large' (640 x 480) and 'High' (30fps) - then the clips will not play properly in Adobe Premiere Pro 2.0 But when I capture the Sims 2 movies by setting the options to 'Large' (640 x 480) and 'High, uncompressed' (30fps) - then the clips play properly in Adobe Premiere Pro 2.0 I thought I had tested this originally, but that it was not making a difference. But I must of messed up, because as I say, if I film compressed, the clips have the pixelation problems in Adobe. If I film uncompressed there is no problems with the clips in Adobe. The only downside is that uncompressed clips are very large. (Like 1.5GB for 60 second clip) Cheers! -
i used Flash CS5 for OpenGL game animation
https://github.com/devmario/VBEngine
i make uv and vertex data with flash(but not fla parse, only use jsfl)
flow my order
transform panel -> scale -> input scale number 10000 -> click document empty area -> scale number changed 10008.8242
this bug in Mac 64bit
so i fixed bug
flow my order
1.open "Flash CS5.app/Resources/xml/transformpanel.xml"
2.and edit
<prop.pair>
<key>decimalPlaces</key>
<int type='signed' size='32'>1</int>
</prop.pair>
<double>....
3.change this
<int type='signed' size='64'>1</int>
hey adobe plese give me program licence~
[email protected]i used Flash CS5 for OpenGL game animation
https://github.com/devmario/VBEngine
i make uv and vertex data with flash(but not fla parse, only use jsfl)
flow my order
transform panel -> scale -> input scale number 10000 -> click document empty area -> scale number changed 10008.8242
this bug in Mac 64bit
so i fixed bug
flow my order
1.open "Flash CS5.app/Resources/xml/transformpanel.xml"
2.and edit
<prop.pair>
<key>decimalPlaces</key>
<int type='signed' size='32'>1</int>
</prop.pair>
<double>....
3.change this
<int type='signed' size='64'>1</int>
hey adobe plese give me program licence~
[email protected]
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