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rynokins

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    Brooklyn, NY USA

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  1. Hey, the kids went to bed and the work day is done… I simplified the pen to just the basic two sections… thanks for taking a look!
  2. Continuing from here, with a more detailed description of my issue. I've got a two-column section that will resize to stacked on smaller screens. I would like to make sure that the right-column doesn't start animating until the top section … but also ensure that it does if it's in view and the left column does start building (when columns are not stacked). Sorry there's so much going on in the pen, I barely have time to think right now let alone pare this down. Let me know if clarification is req'd, thank you!
  3. Hi all - related question. Is there a clean/simple way to make sure a timeline doesn't begin playing until another timeline has reached a certain point? Something like timeline.onLabel(function(){othertimeline.paused=false}); ?
  4. Hey - I have this FOR loop that tweens multiple objects in a movieclip, and uses the variable to calculate a delay like so: for (var i:uint = 0; i < target_mc.numChildren; i++){ var delayTime:Number = (i*.1); TweenLite.to(target_mc.getChildAt(i), 2, {x:"+50", ease:Circ.easeOut, delay:delayTime}); } What I would like to do is somehow ease the delayTime so it staggers faster towards the last object tweening… is this even possible? Thanks!
  5. One thing to make a note of, possibly in your documentation — I just spent an entire frustrating day troubleshooting why portions of my design would not place correctly when I set my html embed code to be a different size than I originally designed the swf at. After much frustration and breaking it and rebuilding it I discovered that if I just set the stage's scaleMode to NO_SCALE I could set the embed code to be whatever size I wanted and everything would resize and move according to the design and rules I set up no problem. stage.scaleMode = StageScaleMode.NO_SCALE; I hope this can at leat help someone else avoid the frustration I was experiencing.
  6. Hey - your advice was spot on. I had to break all of the math calculations into their own functions so they could get the updated widths efficiently but I now have a scrubber that works at every size! Thanks for your help!!
  7. Hey - so I got that working and it's pretty sweet. I simply attached the buttons to the LiquidStage and made and LiquidArea for the background so it would span the screen, and a separate LiquidArea for the timeline of the video. One thing I don't understand though. I have the video scrubber's x position set to update as the video plays, via some code: scrubber.x = netStream.time * timeline.width / videoObject.duration; This works great at the original size, but breaks on resize. When I trace the scrubber's x position it's numbers make sense at the original size, they correspond with the width of the timeline accurately. On resize, when I make the movie larger, it seems like the 0x point that the scrubber is relative to moves — the same x position that traced out a positive number at the original size traces out a negative number when I make the swf wider. Is there a better way for me to calculate the x position for the scrubber? This is also a problem for dragging and seeking, which works ok at the original size but seems like it needs a different calculation when I resize. Any thoughts? Thank you again for your help with this.
  8. I do want the timeline of the controls to stretch along with the swf resize, though — like the youtube player here: http://s.ytimg.com/yt/swf/watch_as3-vfl169211.swf
  9. Hey - thanks for that - I am able to get the background of the control strip aligned to the bottom of the swf and stretching along with it's resizing. My question now is how do I set up PinPoints to anchor the buttons? Do I need to use DynamicPinPoint to calculate where the buttons should be? I've tried that on my play-pause button and it seems to move it based on a percentage distance from the right side of the background, rather than anchoring it to the same distance as the original placement... var controlsStage:LiquidStage = new LiquidStage(controls_mc.stage, 400, 300); var controlsArea:LiquidArea = new LiquidArea(controls_mc, 0, 0, 400, 56); controlsArea.attach(controls_bkg, ScaleMode.WIDTH_ONLY, AlignMode.CENTER, AlignMode.BOTTOM); var ppp:DynamicPinPoint = new DynamicPinPoint(controls_bkg, playPausePoint); ppp.attach(controls_mc.playPause_mc); function playPausePoint():Point { var bounds:Rectangle = controls_bkg.getBounds(controls_bkg); return new Point(bounds.x + 24, bounds.y + 28); } Should I set up LiquidAreas for each element in the player? Would that be overkill? Thanks so much for your help.
  10. Hello, I'm looking to pin a movieclip to the bottom of the stage and stretch certain children of it depending on the resize of the stage (it's for a video player control strip that will resize on fullscreen). I'm trying to figure the best way to do this but I keep getting errors with each attempt. Can you help with some clues on how to deal with such an issue? Thanks
  11. AHA! Got it, and got it working. Thanks a million, LOVE YOUR WORK.
  12. Hi, I seem to be unable to add a 'new TweenMax.from()' instance into either type of multiple sequence in TimeLineLite. Here's the code I'm trying to implement: for (var j:uint = 0;j<3;j++){ var clip:MovieClip = this["clip"+j+"_mc"]; myTimeLineLite.appendMultiple( [new TweenMax(clip, .5, {alpha:1, scaleX:1, scaleY:1, ease:Cubic.easeOut}), new TweenMax.from(clip.line_mc, 1.2, {scaleX:1.5, scaleY:1.5, ease:Elastic.easeOut}), new TweenMax.from(clip.box_mc, 1.2, {y:25, ease:Elastic.easeOut})], 0, TweenAlign.START); }} I keep getting the following error: "1048: Method cannot be used as a constructor." Is there something essential I am missing here? Do I need to do away with using the 'TweenMax.from()' method? Thanks in advance!
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