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‎Nov 08, 2023
01:01 PM
In previous versions of Animate, in both AS3 and Canvas documents, JPEGs in the library would allow you to choose to choose between either using the imported JPEG data, or a custom compression setting for publishing. Granted, Canvas documents seemed to always ignore the request to use imported data and would instead republish them using a quality of apparently around 80%. This was annoying, but provided reasonably-sized output files. Now in the last couple of updates, instead of properly fixing this, Adobe has apparently made the problem even worse. Instead of fixing the inability to publish imported JPEGs from Canvas documents, that option has been removed entirely and replaced with "Use best qualty: 100". This causes simply republishing old pages in the current version to generate MASSIVELY larger files. Nobody in their right mind ever uses 100 quality for JPEG. If you want quality that high, you just switch to PNG. If they'd changed this option to something like "Use global default quality", then added a "JPEG Quality" setting to the publish settings (as already exists for AS3 documents), that would have at least allowed us some control. But instead Adobe did the stupidest thing possible. Now we have to touch every JPEG in every page to bring the file sizes back down to a reasonable level, forever, unless they fix this. As a bonus, in the image properties dialog, the line at the very bottom that's supposed to display the results of the current compression settings doesn't update until you close and re-open the dialog, and they didn't even make the field large enough to contain all the text, so you can only see about two pixels of the second line. It's like the whole thing was just pushed out the door half-finished.
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‎Nov 07, 2023
12:53 PM
1 Upvote
I'm not even going to try to figure out OP's post until he adds some punctuation to it.
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‎Sep 11, 2023
01:55 PM
If compresssed audio is terrible, it's because you're setting too low a bitrate.
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‎Aug 21, 2023
07:21 AM
1 Upvote
For future, reference, resetting all preferences isn't necessary to restore this dialog. Just hitting "Reset All Warning Dialogs" under General preferences is enough.
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‎Aug 11, 2023
02:51 PM
You don't "upload" to layers. A layer is not a web server. You can place objects on layers, or draw on layers. Anyway, if you want to remove something displayed on another layer, then just delete the layer. Have you not already tried this?
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‎Jul 27, 2023
03:20 PM
You absolutely should NOT be implementing your basic navigation as the same set of three buttons duplicated 28 times. That will be a nightmare to maintain and modify. Want to slightly adjust the position of a button? Now you have to make the same change 28 times. What you should be doing is creating the three nav buttons ONCE, then coding them to move back and forth from the current page.
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‎Jul 26, 2023
10:55 AM
Declaring the canvas and stage variables in the init() function does nothing. Those are local variables that cannot be accessed outside that fuction. You don't even need to declare either of those variables because they're already declared as globals in the published code. Re-declaring the same variable every time through a loop is bad practice. If you're getting no output, then obviously it's because either your loop is iterating over nothing, or the child.name check is failing. So get rid of the check and log child itself. But since you're calling init() immediately on page load, who knows, you could be calling it before anything even exists on the stage.
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‎Jul 14, 2023
10:45 AM
Anyone who's reusing the same text across that many different FLAs should really, really be loading it from a common external file.
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‎Jul 05, 2023
09:03 AM
There is certainly a way to simulate typing function keys on your weird computer. Consult the manual or online help.
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‎Jun 29, 2023
11:25 AM
2 Upvotes
Interesting. On further experimentation, it does work with new documents. It does not work with documents created in a previous version of Animate. I can't even imagine what kind of spaghetti hackery would give rise to a bug like that.
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‎Jun 28, 2023
12:51 PM
1 Upvote
I click the Club button in the upper left of the stage panel. I get a hierarchical menu of the contents of my library. I click on one of the library items and... the menu closes. Nothing else happens. Isn't something supposed to happen?
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‎Jun 23, 2023
12:02 AM
Right-click, "Show in Library".
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‎Jun 22, 2023
12:29 PM
For the love of god, don't work in RECOVER files. Those are the autosave files that Animate automatically generates. If you must fall back on one, rename it to to remove the "RECOVER" part.
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‎Jun 22, 2023
12:26 PM
"Exponent" isn't a type of text formatting, it's a mathematical operator. What you're attempting to do is display superscript numbers. Have you verified that superscript 8 actually exists in the font you're using?
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‎Jun 14, 2023
03:34 PM
1 Upvote
GIFs allow frame delays to be set on a frame-by-frame basis. There are specialized GIF authoring tools that can do this. Or you could just export an actual video file instead of a GIF.
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‎Jun 14, 2023
11:55 AM
Since it looks like you're just flipping through some still images instead of exporting an actual animation, ideally you'd be using code to cycle through some JPEGs instead, because the 256-color limit of GIF is absolutely going to degrade your image quality. But if for some madcap reason you're absolutely committed to using GIF, you should only use a single timeline frame per image, then set your frame rate to the desired delay.
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‎Jun 14, 2023
06:54 AM
Nothing funny at all. Keys auto-repeat when held down. Mouse buttons do not.
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‎Jun 13, 2023
02:06 PM
Are you saying it only works once EVER, or it only works once per mouse press?
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‎Jun 09, 2023
12:06 PM
1 Upvote
Since manually adding the aforementioned isSingleFrame reset everywhere it's needed isn't always practical, here's a method that automatically resets that value for all movieclips. Just put this somewhere in your initialization code, ensuring that it only executes once. Executing more than once will have dire consequences. createjs.Container.addChildOrig = createjs.Container.prototype.addChild;
createjs.Container.prototype.addChild = function() {
if (this.isSingleFrame) {
this.isSingleFrame = false;
}
return createjs.Container.addChildOrig.apply(this, arguments);
}
createjs.Container.addChildAtOrig = createjs.Container.prototype.addChildAt;
createjs.Container.prototype.addChildAt = function() {
if (this.isSingleFrame) {
this.isSingleFrame = false;
}
return createjs.Container.addChildAtOrig.apply(this, arguments);
} This hooks into the functions for adding a clip to the stage, adding code that clears isSingleFrame every time that happens. There's probably a more direct way to do this, but this seems to work.
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‎Jun 07, 2023
01:53 PM
There's a CreateJS movieclip internal method called runActions that calls all the frame actions within a span of frames. Since movieclip timelines can run in both forward and reverse (not in Animate, but when coding directly in CreateJS), it will happily iterate from a higher to a lower frame number... which is exactly the state that exists when resetting a movieclip. The gotoAndPlay/Stop methods pass some additional arguments to prevent this behavior, but the auto-reset method does not. So it does appear this is an actual bug in CreateJS. What I'm mostly wondering now is how did nobody else notice this in the last four years? It absolutely breaks any movieclips that have code distributed across multiple frames (and that are dynamically added/removed from the stage).
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‎Jun 02, 2023
09:34 AM
Looking at the CreateJS source, all the autoReset property does is trigger a call to the private _reset method when a clip is added to the stage, and all that does is this: p._reset = function() {
this._rawPosition = -1;
this._t = this.currentFrame = 0;
this.paused = false;
}; Beyond that, I don't know, maybe there's something magic about setting _rawPosition to -1 that triggers the backwards frame actions.
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‎Jun 01, 2023
07:16 PM
1 Upvote
I thought the Animate change that makes single-frame movieclip code only execute once was bad, but this is so bad I'm half-convinced I must be hallucinating it. Okay, in an HTML5 Canvas document, say you have a movieclip with 5 frames, and on each frame there's "console.log(1);", then "console.log(2);" etc up to "5" and a "this.stop(); "on the fifth frame. Oh and there's like a red ball or something to make it visible. Now put this movieclip on the root timeline. Say, 10 frames long. Drop an F7 blank keyframe on the last frame so when the main timeline loops the movieclip will be removed from and re-added to the display list. Finally, run it and open the browser's developer console. This is what you'll see: 1 2 3 4 5 4 3 2 1 ...over and over for as long as you let it run. Every time the movieclip is re-added to the display list, something in CreateJS is apparently rewinding the movieclip to its first frame and for some insane reason executing every frame action along the way. So the 4, 3, 2, 1 appears all at once, then the 2, 3, 4, 5 trickles out one frame at a time. This is of course absolutely bonkers, and is guaranteed to mess up any multiframe movieclip that's expecting its frame code to execute in a particular order. Anyone know how to work around this? I've tried some contortions with this.gotoAndStop(0) and this.actionsEnabled = true/false, but so far nothing was worked quite right.
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‎May 28, 2023
03:57 PM
Automatically, no. But if you have multiple frames of the timeline selected, hitting add new frames will add that many new frames at once. So you can actually add several minutes of frames very quickly.
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‎May 27, 2023
12:22 PM
You have misunderstood the problem. This isn't about the long-standing issue with Canvas movieclips not resetting when they return to the stage. This is about a newer issue where movieclips returning to the stage don't run their code. And this is something Adobe actually did intentionally. We can't even blame it on CreateJS 1.0. Lord only knows what problem Adobe thought they were fixing by doing this. It seems to literally only make things worse. Now movieclips are actively prevented from running their own reset code.
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‎May 26, 2023
10:14 AM
1 Upvote
Thanks, I was afraid it was something like that. Good to know what the root of the problem is though. Edit: Did a quick test, and manually setting this.isSingleFrame = false; in the frame code seems to work to override this behavior!
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‎May 26, 2023
09:48 AM
1 Upvote
I've just started migrating our HTML5 Canvas applications from CreateJS 2015 to CreateJS 1.0, and I've already encountered what seems to be a critical regression in its behavior-- single-frame movieclips only execute the code on their root timeline once, the first time the movieclip is added to the stage. If the clip appears multiple times along the timeline, and/or the entire timeline loops, that code never executes again. So before I start tearing my hair out trying to figure out how to fix this, I figured I'd ask here first to see if anyone else has already faced and resolved this problem. I have discovered that listening for the "added" event can trigger code every time a single-frame clip pops onto the stage, but this feels like a bit of a circuitous hack.
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‎May 26, 2023
07:33 AM
1 Upvote
Coding JSFL scripts has always been the opposite of fun for me, because the API is such a chaotic, capricious, ad hoc mess. If you want to have fun with JavaScript and insist on using all the goofy new ES6 features, JSFL is just about the last place you should be looking to do it.
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‎May 11, 2023
07:12 AM
First, what exactly do you mean by an "Animate" file? FLA? HTML?
Second, what do you mean by "rationalized" it?
Third, how do you measure a file size in milligrams?
Well anyway, under the SWF publish dialog there should be an option to generate a size report. This will tell you exactly what's making it so big.
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‎Mar 25, 2023
05:47 PM
When you publish an HTML5 Canvas project in Animate, it automatically generates the CreateJS files it needs to run. So WHY are you trying to download them from somewhere else?
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‎Mar 02, 2023
11:16 AM
You really need to go into whatever file manager you're using and tell it to show file extensions.
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