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This is resource KUEJL5L, an Archived Thread.
Original location: http://boards.4chan.org/f/thread/3221771/are-you-still-… Recognized format: Yes, thread post count is 12. Discovered flash files: 1 File: good_enough v2.swf-(1.46 MB, 402x350, Loop) [_] Are you still making flashes? Anonymous 03/06/17(Mon)10:08:39 No.3221771 >> [_] Anonymous 03/06/17(Mon)11:27:27 No.3221783 >>3221771 yes. last flash loop i made was at the end of january 2017. last embedded video was at the end of february 2017. >> [_] Anonymous 03/06/17(Mon)11:49:17 No.3221787 >>3221771 I've got 3 unreleased flash loops just trying to figure out the goddamn buttons even further because it's a bitch to do like almost every goddamn coding >> [_] Anonymous 03/06/17(Mon)12:01:21 No.3221792 >>3221787 anything specific you're wondering? im somewhat of an expert >> [_] Anonymous 03/06/17(Mon)12:28:16 No.3221799 >>3221792 I'm trying to replicate the 4th button here https://www.youtube.com/watch?v=Z0VhiqQVMpY but with a gif instead of tweening what I'm trying to achieve is start the gif on mouse over, keep looping 5 frames that are seamless, and on mouse out I want it to reverse the gif also I don't know what that red flag on timeline is or how to get it >> [_] Anonymous 03/06/17(Mon)12:41:28 No.3221803 >>3221799 the little flag simply means the frame has a label ("over" and "out" in the example). labels are defined in the properties tab when you left-click a frame. it means you can refer to the label via name in the gotoAndPlay method instead of typing the frame number what you need to do if you want to use a gif is to replace the tweening frames with a bunch of key frames, all containing 1 image (together making up the gif frames). import the gif into the timeline twice and drag and drop the frames for the second import so that it goes in reverse. then you just need to position the keyframes so that everything looks like the example in the video. tip: temporary set the flash FPS to 1 before you import the gif to the timeline, then restore the FPS you want afterwards. that way the keyframes is guaranteed to be next to each other upon import (otherwise flash might pad with normal frames between some key frames to sync the gif framerate with the flash framerate). >> [_] Anonymous 03/06/17(Mon)15:06:29 No.3221838 >>3221803 ok I've found some time to fiddle with it and it works except for when it hit's the looping point it doesn't reverse the timeline looks like this follows 1.-35. frame is the start of the gif - "over" 36.-80. is the looping part - "loop" 81.-115. is the reverse - "out" on the 80. frame I wrote gotoAndPlay(36); to make it loop from the youtube video the actionscript looks like this gif.addEventListener(MouseEvent.ROLL_OVER, gifOver); gif.addEventListener(MouseEvent.ROLL_OUT, gifOut); function gifOver(e:MouseEvent):void{ gif.gotoAndPlay("over"); } function gifOut(e:MouseEvent):void{ gifOut.gotoAndPlay(115- (gif.currentFrame)); } Do you know what I need to write to start the 81. frame on mouse out? >> [_] Anonymous 03/06/17(Mon)15:09:28 No.3221839 How do you guys make these pls help >> [_] Anonymous 03/06/17(Mon)15:15:25 No.3221843 >>3221839 you make them in flash >> [_] Anonymous 03/06/17(Mon)16:22:40 No.3221861 >>3221843 what >> [_] Anonymous 03/06/17(Mon)16:26:09 No.3221864 >>3221838 I FUCKING DID IT!!!!!!! by adding a stupid condition into the gif.Out function lol function gifOut(e:MouseEvent):void{ if (gif.currentFrame == 36,37,38,39,40,41,42,43,44,45,46,47,48,49,50,51,52,53,54,55,56, 57,58,59,60,61,62,63,64,65,66,67,68,69,70,71,72,73,74,75,76,77,78,79,80) gif.gotoAndPlay(81); else gif.gotoAndPlay(111- (gif.currentFrame-5)); } I have only basic knowledge of coding and I've trial and errored this shit like fifty times until I got it right I just couldn't find this anywhere on the web I'm posting it right now >> [_] Anonymous 03/06/17(Mon)16:37:02 No.3221866 >>3221864 >>3221865 |
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