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boy2k

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Everything posted by boy2k

  1. Ok so i have prepared a very simple example of what i am trying to do. (see attached) basically we have a race which is split into 5 segments. Each segment has to last an exact amount of time as it represents a % of the distance to cover. What i would like to do is have the racers start at a certain velocity and speed up towards the end of segment 1. Each subsequent tween would start at the velocity at the end of the previous tween and ease in or out from there. All the tweens need to be part of a timeline so i can replay them. If you could give me a few pointers on how to achieve this with Throwprops it would be much appreciated racers.zip
  2. sweet haha although it now looks like i was a setup asking for the Brand New verison haha I am indeed shockingly green so i will mosey over now and take a look Once again greensock delivers!!
  3. Hi guys, i have a (non user interactive) racing game and i am using timelinemax to build each of the racers animation paths. I would like to know if its possible to have the following tween start or end off at the velocity that the previous one ended with? That way i could ease in and out without the position starting with a speed of 0. Each tween has a set time and distance value. Is this possible? If i haven't explained myself well enough i can supply an example to illustrate.
  4. great feature set() works like a dream
  5. Hi all, I'm working on a 3D game and i am using TweenMax and TimelineMax as always. I have downloaded the v12 beta and I've noticed that any tween i append with a time of 0 isn't firing... When i add a duration of 0.0001 it works fine. Is this a bug in v12 beta or is it something to do with Stage3D hogging processor time just long enough to interrupt tweenMax/TimelineMax? It's not a big issue really as i said above i can get round it with 0.0001 but just thought i would bring it to attention and see if anyone else was having an issue with it.
  6. Hi, i am having an ongoing issue with a client. They require flashplayer 11.0 content which i have delivered but they are getting #2032 errors when viewing on certain files. The files are all present and they can hit them using a direct url. It is a resonably sized course (30mb preloaded files and 70mb of streamed vid that isnt preloaded) which preloads all files to memory then unloads and uses the browsers cache. When testing in flashplayer 11.2 they say the load issue is solved. Can you shed any more light on this as im not sure how to fix this. I can PM a link to my server for you to test the files Thanks,
  7. haha it never ends does it... Error: Error #3764: Reloading a SWF is not supported on this operating system. sooo.... guess what my next question is
  8. Thanks again Mr GreenSock! I'm not at my dev mac at the moment but will try this when i do, sounds like i had things a little mixed up... Club membership once again pays for itself
  9. Hi, It seems this problem has resurfaced... I had to put this part of the project on the back burner while i finished the android version. Now i have come back to it and i am recieving this error again... Here is my code, which did work before... i am using AIR 3.6 build 5350 for iOS var myContext:LoaderContext = new LoaderContext(false, ApplicationDomain.currentDomain, null); contentQueue = new LoaderMax({name:"assetQueue", onProgress:progressHandler, onComplete:assetsLoaded, onError:errorHandler, context:myContext}); // contentQueue.load();
  10. fantastic! thanks for the help Jack that sorted it
  11. Hi guys, i am doing some tests with converting a project to ios and wanted to test out the new loading packaged swfs on ios feature of AIR 3.6. I am getting a Multiple application domains are not supported on the operating system. error with my current loadermax que. i see from this link that loader now expects a loaderContext option: http://blogs.adobe.com/airodynamics/2012/11/09/packaging-and-loading-multiple-swfs-in-air-apps-on-ios/ Is this going to be included into loadermax soon? or is there something i can add to get round it? Thanks guys and hope you are all enjoying the festive period
  12. Ahh i see, seems i had my wires crossed with blitmask then. I will revert to normal masking then for this task. I have another task on my list which needs me to animate across a long room background so it sounds perfect for that task! Onwards and upwards hehe, thanks again Carl
  13. Hi greensock, Firstly what an amazing set of tools you have on offer loving tweenmax and timelinemax! I am trying to impliment blitMask into an animated masking class i have and im having a little difficulty... In my class i am adding shapes as children and using timeline max to animate them. I would like to replace the current mask with a blitmask but when i do this the masking doesnt work. The animation works but not as a mask. I can send code as a PM but i can't post it online im afraid. Would you be able to help?
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