More Flash

March 12th, 2008

27 days left in my trial, and the little guy can duck now (press down).

Flash’s rigid frame rate has got me down. I wanted finer-grained control over the duck animation, but in order to speed it up, I had to increase the clip’s frame rate. That changed his walking speed. Arrrgh. Is there a way to have sub-clips have their own frame rates?

5 Responses to “More Flash”

  1. Gavin van Lelyveld Says:

    This would be way more fun if you played “Staying Alive” by the Bee Gees in the background (copyright notwithstanding.)

  2. insane au Says:

    In answer to your question: not directly, however what you can do is get the animation to pause for 1 frame at set intervals in order to give the appearance of a lower frame rate but that’s a very clunky solution.
    Alternatively you can crank up the frame rate as high as it can go (120 i think) and artificially slow down everything (as described above) which would give you a tad more control, but is just as clunky.
    You might also try exporting the sub clips as separate swfs and importing them into the movie but im not sure that will work.

  3. Dan Says:

    Re: the last point, unless flash has changed since MX2004, it won’t.

  4. insane au Says:

    As it turns out, after further digging, you CAN dynamically change the frame rate at run time
    http://www.kirupa.com/forum/showthread.php?p=1876826#post1876826
    problem solved.

  5. Kriss Says:

    Some top tips.

    The trick with flash is generally not to use flash.

    use mtasc/swfmill or flex, that and well the flash renderer is so poop that you get the best performance by ignoring it and building games that mostly use the bitmap functions to composite bitmaps manually each frame.

    Also do not search the internets for code examples

    ever

    that is all :)

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