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#1981 - 08/13/01 05:14 PM Re: flash trouble [Re: Mr_Blog]
Camelot Offline
Pirate

Registered: 06/28/01
Posts: 957
yup, the GotoAndStop fixed it.. thanks for the help m8
finally finished this tutorial, *phew*
hard work... I thought that getting into flash would be much ezier then programming languages, but it's turning out to be learning both a gfx app and a programming language
-Cam


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#1982 - 08/24/01 11:44 AM File Size [Re: Camelot]
Kemuri Offline
X-Com Freak

Registered: 07/25/02
Posts: 217
Loc: NYC
Wow, it's 822 KB? Hey, if you need help shrinking down the file size, let me know... Not too sure if it can be done in this case, but it's worth a try.

-Kemuri

Life is painful, sleep it off.
_________________________
"Show me a woman who's not jealous of another woman, and I'll show you a man." -Bill McNeal, Newsradio

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#1983 - 08/27/01 07:14 AM Re: File Size [Re: Kemuri]
Camelot Offline
Pirate

Registered: 06/28/01
Posts: 957
yea, it's VERY big.. never quite understood this whole optermization thing in flash
Any help is appriciated
-Cam


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#1984 - 08/27/01 02:46 PM Re: File Size [Re: Camelot]
Mr_Blog Offline
human

Registered: 06/06/01
Posts: 13762
Loc: ${PWD}
The most valuable information I can give you about optimization is to use symbols for everything that appears more than once. I generally have a generic circle graphic clip and a square, because practically everything uses these shapes sometimes. If you have an image that appears in two or more buttons or movieclips (as you do in this piece), first turn that image into a graphic symbol, and you can reuse it inside other symbols. If you have two or more objects that aren't the same, but use the same gradient, you can even turn that gradient into a symbol. When you use symbols like this, the only file size increase is the data needed to tell flash where that symbol goes, its rotation, size, etc.
Also, try to keep your point/curve count to a minimum, just like when you're working with polygons or splines in 3D.
If you have very simple animation, such as movement in a straight line or uniform scaling, this could even be accomplished with actionscript, but that's getting a little too picky....


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