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Author Search Results: 'cool901'

We found 116 matches.


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Viewing 1-30 of 116 matches. 1 | 2 | 3 | 4

1.

None

Topic: bitmapData.draw() without lag?

Posted: 09/21/09 06:12 PM

Forum: Flash

At 9/21/09 02:43 AM, GustTheASGuy wrote:
The completely needless base 64 encoding is probably most of it, the compression is also needless.

But you should see if you can connect NetStream through localhost, like was said.

Well I wasn't even thinking about compression when I started using base64. If I remember correctly I couldn't send over objects and other things directly or w/e and I needed to have it as a string before sending it.

basically

xmlSocket.send(object/bitmapData/byteArr ay); caused an error

and

xmlSocket.send(string); = well it sent it just fine.


2.

None

Topic: bitmapData.draw() without lag?

Posted: 09/20/09 03:48 PM

Forum: Flash

At 9/20/09 03:43 PM, LeechmasterB wrote: I can draw an 800x600 area using filters and still get 50 fps or so, so there s no way its caused by the drawing alone. Getting all pixels of an image and processing each invididually is really slow and overkill in flash though.

And no flash does not have hardware acceleration, so you are stuck with the flash renderer.

Last but not least for sending video over the net there are flash.net.NetStream and stuff already there to use, which surely is faster then anything you custom made for that purpose.

If its too slow you have not much of a choice...

Hmm... Do you need anything on your computer to use the Flash.net.NetStream class? I have heard of that numerous times but do I need a certain thing other than flash to make use of it?

And I wasn't asking for something that stops it from using the flash renderer. I was asking if there was a better drawing method than the one I am using.

Also... You said it was still going fast, were you running the webcam object at the same time, and were you continuously drawing over and over?


3.

None

Topic: bitmapData.draw() without lag?

Posted: 09/20/09 03:28 PM

Forum: Flash

At 9/20/09 11:25 AM, LeechmasterB wrote: function onEnterFrame(evt:Event) {
snapshot.draw(output_vid, new Matrix());
ba=snapshot.getPixels(rectangle);
ba.compress();
var encoded:String=Base64.encodeByteArray(ba );
testImgSocket.send(";"+encoded);
}

That part is surely rather the slowdown then the simple draw abobe... there s your performance leak ^^

Well I wouldn't be too sure of that because even when I just do the webcam and draw it without using anything else it still lags.

Is there a better drawing method that doesn't use a lot of the flash renderer?

And I am writing it to a byteArray and encoding it that way I can send it over an xmlSocket Server. The idea is to make a webcam chat system. And I absolutely do not intend to use FMS.


4.

None

Topic: bitmapData.draw() without lag?

Posted: 09/20/09 03:24 PM

Forum: Flash

At 9/20/09 10:53 AM, henke37 wrote: Uhm, why the custom, crap protocol? Why are you not using the built in fms protocol? It got serious codecs that are not incredibly naive about the data. They know how to compress video properly. Without the need to encode the bits using base 64...

And most importantly, they are not bogged down by running as actionscript, but they are run as compiled native code. And that's the worst case scenario, if you are lucky, it's done with hand optimized assembly instead.

Sorry to say this, but I don't understand what your saying really. And also, I don't really want to use FMS at all. And why should I have to? I wanna use my own way that I will understand completely all every time I use it because I made it.


5.

None

Topic: bitmapData.draw() without lag?

Posted: 09/20/09 09:26 AM

Forum: Flash

At 9/19/09 07:43 PM, knugen wrote: Your code might of course be inefficient, and I believe that is what you want help with to prevent, so show relevant snippets for us and you've got a bigger chance of getting help.

Ok, for one... I am using AS3.

And for two, here is all the code.

on sending swf...

import flash.display.Sprite;
import flash.display.Bitmap;
import flash.display.BitmapData;
import flash.events.Event;
import flash.geom.Matrix;
import flash.geom.Rectangle;
import flash.media.Camera;
import flash.media.Video;
import flash.utils.ByteArray;
import flash.net.XMLSocket;

import com.dynamicflash.util.Base64;

var snapshot:BitmapData;
var output_vid:Video;
var ba:ByteArray;
var testImgSocket:XMLSocket=new XMLSocket();
testImgSocket.connect("127.0.0.1",8090);
var activeCamera:Camera=Camera.getCamera();
activeCamera.setMode(640,480,12);
output_vid=new Video(160,120);
output_vid.attachCamera(activeCamera);
addChild(output_vid);

var rectangle:Rectangle=new Rectangle(0,0,160,120);

snapshot=new BitmapData(output_vid.width,output_vid.height);
addEventListener(Event.ENTER_FRAME, onEnterFrame);
function onEnterFrame(evt:Event) {
	snapshot.draw(output_vid, new Matrix());
	ba=snapshot.getPixels(rectangle);
    ba.compress();
	var encoded:String=Base64.encodeByteArray(ba);
	testImgSocket.send(";"+encoded);
}

and on receiving swf.

import flash.display.Bitmap;
import flash.display.BitmapData;
import flash.events.Event;
import flash.geom.Matrix;
import flash.geom.Rectangle;
import flash.utils.ByteArray;
import flash.net.XMLSocket;

import com.dynamicflash.util.Base64;

var dispshotDisplay:Bitmap;
var dispshot:BitmapData;
var testImgSocket:XMLSocket=new XMLSocket();
testImgSocket.connect("127.0.0.1",8090);

dispshot=new BitmapData(160,120);
dispshotDisplay=new Bitmap(dispshot);
dispshotDisplay.x=200;
dispshotDisplay.y=175;
addChild(dispshotDisplay);

var rectangle:Rectangle=new Rectangle(0,0,160,120);

testImgSocket.addEventListener(DataEvent.DATA, onIncomingData);

function onIncomingData(event:DataEvent):void {
	var decoded:ByteArray=Base64.decodeToByteArray(event.data);
	decoded.uncompress();
	dispshot.setPixels(rectangle,decoded);
}

6.

None

Topic: bitmapData.draw() without lag?

Posted: 09/19/09 06:36 PM

Forum: Flash

At 9/19/09 02:38 PM, GustTheASGuy wrote: That's great.
You're drawing too much.

And what I'm hinting at is that I am asking how to "draw too much" and not lag?


7.

None

Topic: bitmapData.draw() without lag?

Posted: 09/19/09 02:21 PM

Forum: Flash

At 9/19/09 02:11 PM, GustTheASGuy wrote: The function uses the normal Flash renderer to create the image. If it lags at 12 fps, you're obviously drawing too much.

Too put it simply, I wanna draw images at the same rate as a video.


8.

Questioning

Topic: bitmapData.draw() without lag?

Posted: 09/19/09 01:48 PM

Forum: Flash

Ok, I believe I posted this here before and had no luck, but I'm trying again. And it's not just simply drawing to bitmap data once and call it quits. I'm talking about drawing to bitmap data over and over again at atleast 12 fps with pretty much no lag.

I know for a fact that the slow down has nothing to do with my computer, I think flash is doing too much and can't handle it.

Is there anyway to not pressure flash and still get the same result. I looked into copyPixels() but it appears I already need a bitmapData drawn into to use that other function so its a no go.


9.

Elated

Topic: What tutorials do you want to see?

Posted: 06/03/09 06:00 PM

Forum: Flash

Cool idea, but I would suggest making a post about what limits you have as far as this goes. Basically make a list of things that you absolutely won't be able to do. Say if they request something for how to create some really complex 3d application and say you don't know how to do it.

Basically make a list as to what seems impossible for you to create a tutorial on. Say like high level online and 3d flash game tutorial requests. Not that you don't know how to do these, these are just examples of tutorials that might be a bit much to make a tutorial request on from you.


10.

None

Topic: SF Collab, Power of Three Teams

Posted: 05/23/09 08:03 AM

Forum: NG News

At 5/23/09 02:23 AM, Shadowii2 wrote: Don't send him the FLA, publish the FLA in to a SWF and then show that to him. If he isn't expierenced enough, there's nothing he can do with it.

But don't I have to send him FLA's anyways to do anything in the Po3?


11.

Resigned

Topic: SF Collab, Power of Three Teams

Posted: 05/22/09 09:22 PM

Forum: NG News

Ok people, if someone is asking me to send him an fla file that I made of a small test platform engine to show him some of my skill in programming and to see what he has to do to his animation to match with the way I set it up.

Is he scamming me and trying to steal my fla file?


12.

Misunderstood

Topic: Multiple FPS per scene?

Posted: 05/19/09 04:31 PM

Forum: Flash

has anyone looked at my suggested solution?


13.

None

Topic: Multiple FPS per scene?

Posted: 05/18/09 11:07 PM

Forum: Flash

At 5/16/09 02:02 PM, Yambanshee wrote:
At 5/16/09 02:00 PM, TRlCKY wrote:
At 5/16/09 01:47 PM, Yambanshee wrote: ok. First set your fps to 27. next on your animation, make a new folder and copy/paste this in: tell me if it works

stop();
function main():Void
{
nextFrame();
}
var inter:Number = setInterval(main,1000/20);

this goes into the timeline btw
When I said it was coded to an MC I meant the player, not the beginning cut scene. The cut scene is a few frames short of 1000, and in a separate scene to the scene which you play.
i know. i asked that, because if you where codding on the timeline there would have been a diffrent aproch to it. regardless. as i said put that code on a new blank layer that has a single keyframe (with frames) running all the way to the end of the animation, and put that code in there

sorry didn't bother going all the way through before, but I suggest you put in a listener to check your current frame in the function.

basically in the first frame or w/e frame you feel like initiating the change:

stop();

function nextFrameFunc() {
if(_currentframe == 50) {
stop();
}else{
nextFrame();
}
}

setInterval(nextFrameFunc, 1000/24);

so basically just make a check at what the current frame is, its as2 and checked, im sure it will work just as easily in movieclips.


14.

None

Topic: Multiple FPS per scene?

Posted: 05/18/09 10:56 PM

Forum: Flash

I didn't bother checking out the links, but the most obvious answer is setInterval(function, timer)

Basically if you want to have one scene go at 24 fps just put in

function nextFrameFuc() {
nextFrame();
}
setInterval(nextFrameFunc, 1000/24);


15.

None

Topic: Power of 3: Recruitment thread!

Posted: 05/18/09 10:46 PM

Forum: Flash

At 5/18/09 10:26 PM, evan210 wrote: I still need a programmer... PM me if you wanna help.

Hi evan, I'm a programmer lol, but I'm really interested in doing my own thing. But I need a team still. So I guess you'll have to put me on hold till its for sure that I won't be able to start my own submission


16.

Mad as Hell

Topic: Power of 3: Recruitment thread!

Posted: 05/18/09 08:37 PM

Forum: Flash

Why is everyone ignoring my post :(

All that I heard anyone say about it is like a flame about me not being able to animate stick figures!

Is anyone going to pay attention to what I was asking in that post at all and that I said I'm a programmer not animator...

Also, please PM me if your interested in joining me


17.

None

Topic: Power of 3: Recruitment thread!

Posted: 05/18/09 06:52 PM

Forum: Flash

At 5/18/09 06:37 PM, Neo-13 wrote:
At 5/18/09 05:43 PM, MrScriblam wrote: my left nut can animate stick figures
Proove it! Ha, called your bluff there.

Now upload a video to YouTube of your left nut animating a stick figure.

About that, wouldn't he need to rub it against his keyboard and mouse? lol


18.

None

Topic: Power of 3: Recruitment thread!

Posted: 05/18/09 06:17 PM

Forum: Flash

At 5/18/09 05:43 PM, MrScriblam wrote: why would you hire an artist for that
my left nut can animate stick figures

Sorry I forgot to say ask :(

But does that mean your willing to animate in it (doubt it but I'm still asking). But please if you do, don't use your "left nut" lol! Joking! But seriously, don't...


19.

None

Topic: Power of 3: Recruitment thread!

Posted: 05/18/09 06:13 PM

Forum: Flash

At 5/18/09 05:43 PM, MrScriblam wrote:
At 5/18/09 04:33 PM, cool901 wrote: stick figure side scroller
why would you hire an artist for that
my left nut can animate stick figures

lol, I am so unwilling to devote my time to animating that I never even devoted my time to learning simple stuff like stick figures. Its too time consuming to animate from my opinion, spend like 6 months on a 3 minute animation O_o, I say hell no!


20.

None

Topic: Power of 3: Recruitment thread!

Posted: 05/18/09 04:50 PM

Forum: Flash

Oh crud, I forgot to mention that I am the one making the plot (if you could call my idea a plot) and user interface setup for the game. Although I am willing to take level design tips from my team members if I ever get any!


21.

None

Topic: Power of 3: Recruitment thread!

Posted: 05/18/09 04:33 PM

Forum: Flash

Well anyways... Now that its settled that its not too late. I am looking for an animator and a guy who can help me with sound.

I am looking into making a stick figure side scroller made in as3(hey power of 3 eh) but it will have more pop to it than that (I don't want to release to much info in this post, PM me for more info on what I want to do with the game)

I can do sloped ground and walls as far as collision detection goes and I know every bit about how I would operate buttons and links.

But I am a terrible artist so I can't animate well and I never did ANYTHING with sound.

So here are the qualifications I ask:

////////ANIMATOR ARTIST QUALIFICATIONS/////
1. YOU MUST HAVE SKILL IN 24 FPS (smoothness is very important to me)

2. A good taste and skill on making of serious or shall I say darker looking backgrounds

3. Skillful in making stick figure animations that stand in one place with a line size of about 13

4. Good at quick jab and quick kicking animations basically they would stretch there limbs out for only a few frames with like a blur around the ends for both punches and kicks

5. Not squeamish because I am planning on having blood animations in this game

6. And finally I want someone with good weapon drawing skills such as swords, guns, grenades, and rocket launchers

////////SOUND GUYS QUALIFICATIONS/////////

Well since I know not too much I can't say much about this part but I want:

1. Ability to make/find good sound effects for punching, kicking, shooting, explosions, and blood spurts

2. And skills in making somewhat ominous music.

///////REASON WHY I TAKE THE PROGRAMMING SIDE ALREADY///////

1. I am good at everything I've seen so far

2. I can handle for loops, while loops, if/else statements, create my own functions easily, already know how to program a fully featured saving system if needed, I can work with both AS2 and AS3, I have flash cs4 so I can use everything to their maximum, and I don't know to much backend scripting but I don't think I would need backend scripts that much for this project.

3. And finally as shown in my userpages news, I can handle online programming in flash and can use online to its almost fullest potential in flash without any big server side resources


22.

None

Topic: Power of 3: Recruitment thread!

Posted: 05/17/09 11:14 PM

Forum: Flash

Is it to late to start a power of 3 submission? I haven't even started anything but Im wondering if its to late. Anyway I'm guessing im looking for a team if its not to late, im an excellent programmer but have crud animation skills. I still need an animator and sound guy for my submission if anyone is up for it.

Also, I don't have any examples of my programming yet but I'm gonna get something up soon since I'm nearly done with it. Look at my accounts news for answers on what it is.


23.

None

Topic: Flash Feature Request

Posted: 05/13/09 11:02 PM

Forum: Flash

I can think of my own feature and not just trail it off from the one I did before. I can't believe I forgot to mention it.

But flash definitely needs a better handling of sound. Like for one the microphone stuff. It needs more than just being able to detect activity level.

I would like it to have a way of actually being able to get a sound its making in a loop and make it sound objects that are able to playback.

I really want this because I am making an online game and would like to take sound objects of something someone is saying in mircrophone and send it over a server so I could have a actual for of voice chat. You know what I'm saying.

One cool function would be something like for every loop the activity level is above a certain point it will capture the sound in like a for loop or something so long as the activity level is above the point.


24.

None

Topic: how to make good flash?

Posted: 05/13/09 08:28 PM

Forum: Flash

At 5/13/09 08:23 PM, ActionSick wrote: You should read the, "read this first!" topics on the top of the flash forum

I wasn't off topic...

I knew someone was gonna go off and say something...


25.

None

Topic: how to make good flash?

Posted: 05/13/09 08:18 PM

Forum: Flash

I say the key to making a good flash is patients and a stretchable mind.

Also, how many people feel like crying yet not know why? I've been feeling like this for the past 2 days... Now I really am feeling sad...


26.

Happy

Topic: Flash Feature Request

Posted: 05/13/09 04:35 PM

Forum: Flash

and to add to that to make it seem more in the way I'm imaging

var codeText = 2

var someText = "k"

var codeThing = 1

with s:

s box:[someText]

with c:

c box:[codeText, codeThing]

and with codeTh:

codeTh box:[codeThing]

and finally with codeTe:

codeTe box:[codeText]

get it?


27.

Elated

Topic: Flash Feature Request

Posted: 05/13/09 04:31 PM

Forum: Flash

At 5/13/09 12:41 AM, ssjskipp wrote: - "Ability to tell me if I misspelled a variable. Countless times, I've had weird variable names where I accidentally switch 2 letters. This could work if the previous, saving declared variables, was in. It could use the declared vars. as a spelling bank of sorts."

I'd have to say this might be a difficult feature for them to add because it would of course have to log the variable (as you mentioned before) to do this. But the problem is how it would figure out if you mis-spelled it considering how random a variable can be named.

A good feature to add in replacement of this would be a box right next to it that can allow you to select a variable out of all the ones you had declared. Kind of like how they already give a little box while typing in something like:

text_fiend.tex and even though the value is not yet finished it still has in box [text]. But it applies all the variables you a applied to something as well.

var someText = "k"

var codeText = 2

and when trying to reuse var it does something like:

c box:[codeText]
s box:[someText]

you know what I mean?


28.

Misunderstood

Topic: Mmo Needs As 2.0 Coder - Will Pay %

Posted: 05/11/09 04:03 PM

Forum: Flash

At 5/11/09 07:22 AM, BeefyBoy12 wrote: Cool!

Want to work with me on mine? Though, we will have to convert all I have to AS3.... :(

I'm sorry but I don't really. I'm using my own server and never got completely used to smartfox server Sorry :(


29.

Shouting

Topic: Mmo Needs As 2.0 Coder - Will Pay %

Posted: 05/10/09 09:18 PM

Forum: Flash

At 5/10/09 09:16 PM, cool901 wrote: really messages

shiz, I meant RELAY messages!


30.

Elated

Topic: Mmo Needs As 2.0 Coder - Will Pay %

Posted: 05/10/09 09:16 PM

Forum: Flash

I'm making an mmo too XD, but I'm using my own server (very simple, all I have it do is really messages that get deciphered by client side and database side actionscript[I used actionscript for database because for one it works, and for two, I'm too lazy to figure out how to set up a regular database]).

But I actually have viewable moveable characters that collide with a sloped surface and are epic. All I gotta do is set up rest of the side stuff like friends list, room list, adding removing/friends, creating/deleting rooms, etc etc... And I will be done with a complete avatarchat with sign up and talking.

All of which is done in *cough*actionscript 3*cough*! XD


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Viewing 1-30 of 116 matches. 1 | 2 | 3 | 4