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Hello there! For starters: I use Adobe Animate 2019 CC! Beyond that, however, I've been having issues with shape tweening. Using copy and pasting of a curve, I've had it so that when I move one segment of this curve, it moves it's other segments, to give the illusion of a moving spirograph that's changing shape constantly. However-- the big issue I've had is that when this is moving, a bunch of random lines suddenly appear between points? And then vanish as soon as the tween reaches the last keyframe. I've got no idea how to fix this. Included below are snapshots of the issue, as well as my project file. So hopefully this can help anyone figure out what the problem is. Forgive any slop within' the file- I'm a newcomer and still trying to learn the tricks of this program. Many thanks to any who help! And for the project itself.
Hello.In An, the audio sounds great and clearly. But after i exporting my video, then moved into after effect. the audio just sound different, the sound is way more deeper and not clearly. Than i try in capcut, nothing changed. i through is my laptop problem, so i try and do on my computer (nothing change).exporting my video- Quick time - apple proRes 4444 with alpha than, Default (Animate)then i try to change the Qucik time back to H.264.then, then :below.sync - stream FPS 24 The video that i want to export is some kind of fighting effect.
Can someone please help me. I am trying to snap my timeline and panels to the boarders of the applicaion but it is not working. They snap to each other but not the boarders. I have every "snap to" turned on and it is still not working
Hi Sorry to post this angry message but I don't understand something in the way you developp animate. Thought I found a pretty good animate release (21.04) but a little intensive use of the movement interpolation editor showed this feature released long time ago is still buggy ! When exporting in SWF or movie all is wrong while all is good playing the animation in FLA file. It looks it comes from alpha or luminosity setting but not sure at all. Now need to spend time to turn it in classical interpolation.... Don't say, I can post post the bug. Know where it is after signaling many bugs to your support. So try to do a new report, expecting the support don't ask to install new version coming with new features and maybe new bugs (as it sometimes happened in previsous reports), but giving a fix for the version I use. Really prefer you stop making new release every year but proving more robust version every two or three years (maybe five). F***, Interpolation moveme
example:trace("mynameis-daffa"); // i wanna remove after "-string" to trace("mynameis");
ok team,Project 1 is done - (simple choose your own adventure)https://github.com/subtlefly/CYOA-animatecc-easelJS-html5keep in mind this is for education so its not polished - its an example for me to use as what students will be able to create.Couldnt have done it without you guys!Now I'm not saying it's amazing or anything but I am pretty happy with the amount of freedom students will have through the animate platform to add images, sound and animations and have fun (if they are not particularly interested in the coding). Kids who are into it can add sound, extra functions and go as hard as they want to/are able!There are plenty of things I could polish and add - there may be a few bugs but I think I have got most of them.. the kids will soon sort that out Thanks again everyone - if this code helps anyone else out well more power to your arm.Thanks and have a great day
Hi, can anyone tell me how to animate multiple copies of the same character. I copy and pasted the same charcater 5 times, and anchored and parented each. Now I just need them all to dance at the same time. Any help is greatly welcomed and appreaciated, I'm a bit new to this.
Poblema ao transferir ficheiro: Desliga automaticamente provocando erro;
Hello, everybody!I am currently developing scripts to enhance my performance working with Adobe Animate, but i am struggling to find the right reference for newest features, such as frame blend, or the parent properties of a layer (not related to a guided/folder layer). My current reference is a document from 2013 called "ExtendingADOBE® FLASH® PROFESSIONAL", named flash_cs5_extending.Does anyone have any clue?Thanks in advance and a great 2023 for you guys!
I'm trying to write a jsfl script that will go through all selected frames and animate the MCs to fade in, hold for a second, then fade out, then stagger them one after the other.But I'm having an issue with this, I think it should go through all selected frames, then alert with each of the layer numbers, but it is just repeating the last layer number.If I have 3 layers, each with a MC, it alerts '2' x3 times in a row, I thougt it should trace '0', '1', '2'. var el ; var tl = an.getDocumentDOM().getTimeline(); var items = an.getDocumentDOM().selection; for(var i=0;i<items.length;i++){ el=items[i]; el.selected = true; alert(tl.currentLayer) }
I am having problems debugging a project that a year ago I had no problem debugging. It is a flash player project with many external .AS files. Currently I am using Animate 22.0.5 build 191. I am trying to debug this Adobe Flash project.. Under Publish Settings -> Flash .SWF -> advanced I have added the checkbox for "Permit Debugging" When I set breakpoints in the main constructor in the .AS file, and then do Debug -> Debug to launch the project, Animate does not stop at the breakpoints. I have put trace() statements in the code just after the breakpoints, and trace statements are sending their messages to the log Output. Yesterday I was getting TypeError #1009 for null pointer access. Single stepping code would work. But a debug continue would not hit later breakpoints. I thought last night I was getting some breakpoints to trigger. But I noticed that when I stepped into routines, then did continue, breakpoints at higher levels of the cod
Hello, I am developing a little game in AnimateCC HTML5 Canvas scripts, trying to create a "flappy bird" effect when the user presses the space bar. It works fine when I test it on the browser, however, after publishing it as HTML and trying to run it on a Live Server in VSCode (it doesn't run on the browser after publishing) the spacebar press is not working at all. But the rest of the game seems to be just fine. Here is a snippet of my code: var spacebar_pressed = false; var gameStart = false; var userVelocity = 0; var gravity = 0.5; var user = this.user; window.onkeydown = function (event) { if (event.keyCode == 32) { gameStart = true; spacebar_pressed = true; }; }; window.onkeyup = function () { if (event.keyCode == 32) { spacebar_pressed = false; }; } function fallDown() { user.y = user.y + userVelocity; userVelocity = userVelocity + gravity; } function flyUp() { userVelocity = -15; user.play(); } function animate() { if (spacebar_pressed) { fl
Hi team,So I have this code that I have modified to run from the game.js class file. It runs with no errors and I can trace the text (loading) BUT - there is no text on the screen when I run it.Thanks for your help 🙂class Game { constructor(root, lib) { this.root = root; this.stage = this.root.stage; this.canvas = this.root.canvas; this.messageField = this.root.messageField; this.lib = lib; this.init(); this.keys ={}; } init(e){ this.player = this.root.player_mc; const game = this; document.addEventListener("keydown", (e) => { console.log(`Key "${e.key}" pressed [event: keydown]`); this.keys[e.key] = true; }); document.addEventListener("keyup", (e) => { console.log(`Key "${e.key}" pressed [event: keydown]`); this.keys[e.key] = false; }); //Message display field this.canvas = document.getEleme
Hi team,So I know if you use blah_btn.addEventListener you are supposed to remove it when you are done.If you use this blah_btn..on("click", function(){ game.update(); })does this leave a listener hanging around? If it does do you need to remove it/how do you remove it?Thanks everyone have a great day
Hi team,Code is running in external class file for html5 canvas.I cant work out what is going wrong here! If I put the .off for the listeners in the update function (at the right setstate point) when we get to setstate 5 and 6 the button (btn_1) is still calling the function setstate3();If I put the .off into the setstate functions (to remove the listener in the same function as it has been called) the button still functions at setstate 5 and 6 ..And I have tried to put it into another function to setListeners depending on the state but still not killing the bt_1 at setstate 5 and 6.no errors being thrown class Game { constructor (exportRoot, stage) { this.root = exportRoot this.stage = stage this.str1 = "start" this.strOp1 = "1" this.strOp2 = "2" this.init() this.setstate this.randomNumber } init () { const game = this this.main_Txt = this.root.main_Txt this.op_1 = this.root.op_1 this.op_2 = this.r
Hey team,So when I create a new html5 canvas and make one button with a roll over colour, a down colour and a hit area.If I just press cntl+enter from animate it works fine.If I use the web server and open the project from the index.file - the button is still there - its still working or showing the down colour when you click but the cursor doesnt change to a little hand anymore and there is no roll over change?Do you have to mouseEnable or something from the class.js file? (the only code in there so far is the constructor)class Game { constructor(root, lib) { this.root = root; this.stage = this.root.stage; this.lib = lib; this.init(); } init() { } }
this is the code needed to fix a previous post: // in the fla: if(!this.alreadyExecuted){ var g = new Game(exportRoot, this); this.alreadyExecuted = true; } // comment out (most likely) problematic non-existent canvas class Game {constructor(root, lib) {this.root = root;this.stage = this.root.stage;this.canvas = this.root.canvas;this.messageField = this.root.messageField;this.lib = lib;this.init();this.keys ={}; }init(e){this.player = this.root.player_mc;const game = this;document.addEventListener("keydown", (e) => {//console.log(`Key "${e.key}" pressed [event: keydown]`);this.keys[e.key] = true;});document.addEventListener("keyup", (e) => {//console.log(`Key "${e.key}" pressed [event: keyup]`);this.keys[e.key] = false;});//Message display field//this.canvas = document.getElementById("gameCanvas");//console.log("canvas",this.stage);//this.stage = new createjs.Stage(this.canvas);this.messageField = new createjs.Text("Loading", "bold 24px Arial", "#00FFFF");console.lo
Guys so I am not just here asking stupid questions all the time can you please point me toward the reference or give me the search terms I need to look up how to convert an easelJS file like the asteroids examples - or just some general Javascript from a tutorial- into something that will work from the animate cc timeline or can be used in a class file as a separate code.js.I understand it can be done but cannot find the correct "easelJS to animate JS" dictionary... is there such a thing?Yes I am following your advice, yes I am looking at tutorials and reading the docs, I just seem to be making such painfully slow progress. If you can send me toward the right references this would really helpThanks
Ok team,thought I woud try to nail something a bit more simple - so how about this-A text based game with 10 different states/pages you can get to.The text is on an external class file so that if you can change it without having to go into the animate file. extention activity 1I was thinking once I get the text to work I can then have 10 different Movieclips on the stage that can become visible when its their turn (to add images to the text) extention activity 2There might be a couple of points in the story where you get lost or fight a zombie and need to roll above 3 on a dice to give some randomness to the outcome of your choice.the mainText is a dynamic text box on the stagebut to start here is the code I have so far that works- class Game{ constructor(stage, root){ this.stage = stage; this.root = root; this.init(); } init(){ this.mainText = this.root.mainText; const game = this; createjs.Ticker.addEventListener("tick", function(){ game.updat
So, I just finished an animation that I have managed to perfectly sync with the audio inside the program. Though, the first time I exported it and converted it to an MP4 in Adobe Media Encoder, the audio was nonexistant. I ended up fixing this problem by moving the audio to frame 2 rather than frame 1. However, when I exported it again, the audio was there, but it was extremely off-sync and the video itself was ahead by a lot. I'm not quite sure how to fix this, and I don't know what the cause is. When I preview it inside the program, it's perfectly fine. It's only a problem when I export it and view it in my File Explorer. Any ideas on how I could fix this?
Thank you always for your sincere answersThis is a question about AS3.0 textfield-------------------------------------------------- --------------------var n:Number;var sm:Array; (sound list)var completed:Array; (sound completed list) 1. textbox draw (width 200, height 400)fieldType - dynamicinstance - textList2. When the sound endscompleted. push(sm[n]);3. When the button is clickedcompletedList();function completedList():void {var tx:String;var addTx:String;for (var i:uint=0; i<completed.length; i++) {tx = (i<9) ? String(" "+(i+1)) : String(i+1);addTx = tx+ " - "+completed[i]+"\n";if (i==0) textList.appendText("----- Music Played List ----- \n");textList. appendText(addTx);}}-------------------------------------------------- --------------------------Click on one of the rows to play that list song again.4. How can I select one of each row of the textList in this case5. How to scroll when the number of rows is out of range of the textbox Politely contact us to solve th
I haven't used Animate for years, so finding out there is now a fluid brush was great for me, since the brushes have always been a disaster in this program. But, of course, it just doesn't work right away. It sometimes works. When I tap with my pen a couple of times it can sometimes draw a line. All other times it doesn't. Thinkpad with Wacom pen. Drawing for years on programs which are not Animate works great. Once I decide to use Aimate again, years later after the last time - brush problems again. Incredible.
Hey team JoãoCésarKindly gave me this code for character movement var root = this; var player = root.player; var keys = {}; root.main = function() { root.friction = 0.95; root.keyForce = 50; player.vX = 0; player.vY = 0; player.minVX = 20; player.minVY = 20; window.addEventListener("keydown", root.keyDownHandler); window.addEventListener("keyup", root.keyUpHandler); root.on("tick", root.tickHandler); console.log("handled"); }; root.keyDownHandler = function(e) { keys[e.key] = true; }; root.keyUpHandler = function(e) { delete keys[e.key]; }; root.tickHandler = function(e) { if (keys.a || keys.ArrowLeft) player.vX -= root.keyForce; else if (keys.d || keys.ArrowRight) player.vX += root.keyForce; if (keys.w || keys.ArrowUp) player.vY -= root.keyForce; else if (keys.s || keys.ArrowDown) player.vY += root.keyForce; player.vX *= root.friction; player.vY *= root.friction; player.x += player.vX * e.delta * 0.001; player.y += player.vY * e.delta * 0.
After replacing an image in a Fla file and publishing, the old image appears in the html, except scaled to fit the size of the original image.I created a 300x600 web banner, then replaced the cta image with one that was 300x250 (images were double sized, then scaled to fit), but it still exports the old image, squashed to fit the new size.Resetting publish settings, published templates to default, and exporting a spritesheet/texture or separate images doesn't solve the issue, neither does trying Animate CC 2022 and 2023, on different Macs, which I think rules out some sort of cache issue.Copying the image from the stage to a new Fla file, and publishing that does work, and it appears fine. File and published example is up here:https://www.dropbox.com/sh/dqxd15cf2vyd4ue/AABzHlFj59gL_4m2g8YmyfJba?dl=0 This forum is giving me an error when uploading a .fla ("The attachment's test.fla content type (application/octet-stream) does not match its file extension and has been removed."
Hi, I've noticed that my eraser tool doesn;t allow me to erase anything. I made sure that was in the editing mode, changed the different types of eraser modes, reinstalling the program, but nothing. Please help. Thank you.
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