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First I'm not a Flash developer, I'm asking this question to help another group trouble shoot a problem. While I know this sounds dumb, I need an official answer to they can close this solution as some type of an option to solve this problem.
I was given several swfs from an elearning course in hopes that they could someone be put into Captivate and wrapped for an LMS. Apparently the Flash developer isn't able to code these files for the LMS (weird yes, but not my task in this problem) In looking at the swfs I was given they all say they were created using AS2 and of course, Captivate only supports AS3.
Short of redoing the Flash files in AS3 is there any other way to take something written Flash using AS2 and output it to a swf that is AS3?
Thanks for indulging me with your time.
I have two actions that I built. They have worked fine for the past several months to a year.. Now all of a sudden the action will not work when run on a batch but it will work when run on a single photo. any ideas? I'm not even sure where to begin to start trouble shooting this problem.
Thank you!!
Since installing Photoshop CC, I cannot associate jpg's or psd's with Photoshop CC. I have used the "open with..." dialog box (something I have done a million times, so I know what I'm doing), but after choosing Photoshop, it does not appear in the list of recommended or other programs and will not open the jpg or psd file in Photoshop.
FYI, I installed Photoshop CC while Photoshop CS6 was still on my computer. I then deinstalled Photoshop CS6 and that is when I noticed the problem.
hi , ive been having problems with guesstimating the right size for my textures , how do i calculate the correct size for my textures so they're not too small/big ? lets say i have made a wall within 3ds max with following scales : height : 320cm , width : 400 cm , what would be the right texture size for this wall as in pixels ?
Hello! I'm working on an old-school-inspired game in my free time. It is to be an HTML5 game with all the backend and graphics done by me. I have some decent experience with both sides, so getting a prototype going shouldn't be too difficult. That said, I've run into a bit of a dilemma.
My terrain is all procedurally generated tiles, and I would like to have elevation figure into things. Something simple, like a limited range of 8 possible heights, is what I'm looking for.
However, I also am trying to keep a very "old-school" style of graphics.
Ideally, I'd like for my game to look and feel similar to an old Zelda or Pokemon title. (3/4 view) But this creates a lot of problems. I can't seem to find a pre-made tileset online that even begins to look correct with terrain height applied. I know that usually this is done the same way as grass region meeting up with a sand region, wherein you have special "edge" tiles. But I can't seem to make that work with more than 2 distinct levels of terrain, plus it would be thousands and thousands of possible transition types (grass meets grass 1 level above, grass meets grass 2 levels above, grass meets sand 1 level above, etc etc etc). This is not to mention the further-along programmatic problems of occlusion and pathfinding and such. (Most of which I would solve by allowing 90 degree rotations of the world)
As a secondary option, I would consider what is commonly called an "isometric" perspective for my game. That has a lot of problems of its own though. I do not like the typical "iso terrain," many games have used. (Example: http://i.stack.imgur.com/rzqj8.jpg) It seems too programmatic in nature. And while the "minecraft-style" of depicting each tile as a block has an appeal, I'd need way more terrain levels and such to provide any fidelity. Also, this style is not my strong suit, drawing wise.
So with all of that in mind, I'm a little stuck. I'd really like to find a middle ground, somewhere between an "Isometric minecraft" and Zelda, where rock walls are basically just a tile type and do not actually indicate height. I'd also really like to keep my 3/4 perspective. Something like this imagehttp://www.fondusis.com/images/dev/FondusisFringe2.png. Though if you know Tiled or any such editor you will realize this is basically a grid of paint-by-numbers, i really need to be able to rotate, and view these hills from the other side. But when I set out to create art for this, it all goes to hell.
Any experiences dealing with art assets of this type, or anything related, will be helpful. Just trying to wrap my head around this problem! Thanks for your time!!
As a engineer, there are many tools in the web that allow to generate good color scheme based on the selected base colors.
But the problem is: How to select the base color? Is it just random pick a color or are there any predefined nice colors?
Such as, I want orange, so instead of randomly pick a color that look like orange, are there any existing orange variations that is good for use already?
I have a complicated game project using multiple libraries, swc, assets, etc. The output is a two swf files (shell with the menu and the game itself). Packing in IPA (iOS) does not work immediately because of a lot of problems and settings ANT. But build as swfs work fine.
Is it possible to create a separate mobile as3 project, which will load the first swf to full screen, which will load the second swf, and then build it? How best to do this? Or are there other options?
Hello, I am currently practicing shooting products and cleaning them in photoshop, I am experiencing a problem.
The sponge that I shooted down below is not unicolored, notice the dark and light parts of it.
How can I make all the surface get the same color using photoshop?
I searched online a lot but couldn't find my problem.
I also have other photos with same issues.
Thanks!
I'm trying to set it up so that when I click on a character thumbnail, that character has its own music playing as well.
The problem is, when I click on a second character, I can't get the first character's music to stop playing.
So for the character2 thumbnail, I open up its actions panel and paste this code in:
var mySymbolObject = sym.getSymbol("Character1Music");
mySymbolObject.stop();
var mySymbolObject2 = sym.getSymbol("Character2Music");
mySymbolObject2.play();
I do this because I want the music for character1 to stop.
But when I click on the thumbnail for character2, while the music for character2 starts, the music for character1 doesn't stop!