On 12/15/2015 6:25 PM, Ralph DiMola wrote:
I also have to set it's visible to false on Android when leaving the spin
ball card because the gif appears on the next card spinning quite nicely.
You also see the background of the previous card thru the transparency of
the objects bounding box (ball i
mailto:use-livecode-boun...@lists.runrev.com] On Behalf
Of J. Landman Gay
Sent: Tuesday, December 15, 2015 6:27 PM
To: How to use LiveCode
Subject: Re: Animations on iOS
On 12/15/2015 12:54 PM, Ben Rubinstein wrote:
> Loading the GIF from an external file might be better but I couldn't
&
On 12/15/2015 12:54 PM, Ben Rubinstein wrote:
Loading the GIF from an external file might be better but I couldn't
make this work on mobile - should it be possible? Do I want a relative
path or an absolute one?
I've never had to do it with a gif, but I'd think the process would be
the same as
go stack URL "http://netrin.on-rev.com/animateimage/animata.rev”
Had a smart quote in the previous post. :(
JimL
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Probably won’t solve Ben’s issue, but here’s an ancient stack I did that shows
how to animate using a single image in a group and simply adjusting its
position via scroll.
go stack URL "http://netrin.on-rev.com/animateimage/animata.rev”
Jim Lambert
___
Excellent!
Bill
William Prothero
http://ed.earthednet.org
> On Dec 15, 2015, at 9:15 AM, Scott Rossi wrote:
>
> I don't know if OP wanted to move animation around the screen, but if you
> use a multi-image display technique for animation, it's more efficient to
> use a single image as a viewer.
I've built a mobile stack with a player that plays a remote video from a
web site. This would solve your card opening delay issue, and would keep
the file size of your stack down. I might be wrong, but I also seem to
recall the entire video doesn't need to be loaded to be playable. Just
display a
On 14/12/2015 20:58, J. Landman Gay wrote:
On 12/14/2015 1:23 PM, Ben Rubinstein wrote:
2) making it into a GIF on the card, which works quite nicely except
that there's an enormous delay going to the card, presumably as the
animation is buffered.
Pros: can be exactly the size I want; plays qui
Thanks Scott et al, I should have been more detailed in my original post; my
animation is more like a simple video (rendered out from a 3d model) so not
susceptible to these techniques.
Ben
On 15/12/2015 17:15, Scott Rossi wrote:
I don't know if OP wanted to move animation around the screen,
I don't know if OP wanted to move animation around the screen, but if you
use a multi-image display technique for animation, it's more efficient to
use a single image as a viewer. You only need one command -- set the text
of img "display" to -- instead of using two (hide and show).
Regards,
Sco
Wow, what a cool idea! It boggles the mind!! Thanks, Scott.
Roger
> On Dec 15, 2015, at 9:15 AM, Scott Rossi wrote:
>
> I don't know if OP wanted to move animation around the screen, but if you
> use a multi-image display technique for animation, it's more efficient to
> use a single image a
Anything wrong with putting each animated object's image states in a group and
showing/hiding each figure in some kind of sequence? Then move the group to
move the character. Obviously I'm thinking of character animation. Seems this
would be pretty easy. Haven't tried it.
Bill
William Prothero
+1. I forgot this one, haven't played it in a while, and it's beautiful and
challenging. So my list of total games played in my lifetime is: JQBoggle,
Monument Valley, The Room. (Oh, I tried Angry Birds a few times.)
-- Peter
Peter M. Brigham
pmb...@gmail.com
http://home.comcast.net/~pmbrig
On
Hi Ben,
If you are trying to do a background animation with a looped movie, I found
the smoothest way was to put one image on each card and then loop through
the cards. This eliminates the load time problem.
Good Luck,
Rick
> On Dec 14, 2015, at 2:23 PM, Ben Rubinstein wrote:
>
> What are
Oops sorry I highjacked the thread...
Point:
"Daddy! I want to do (or at least render) some of this really cool
animation stuff in LiveCode!"
BR
Scott Rossi wrote:
If they're making it, it's worth waiting for :-)
Regards,
Scott Rossi
Creative Director
Tactile Media, UX/UI Design
On 12
If they're making it, it's worth waiting for :-)
Regards,
Scott Rossi
Creative Director
Tactile Media, UX/UI Design
On 12/14/15, 8:51 PM, "use-livecode on behalf of Mark Wieder"
wrote:
>On 12/14/2015 08:39 PM, Scott Rossi wrote:
>
>> All the Room games have been included in Apple's "best of
On 12/14/2015 08:39 PM, Scott Rossi wrote:
All the Room games have been included in Apple's "best of" game lists, and
deservedly so. With Fireproof's release of their 3rd installment The Room
3, the first title is now available for free:
https://itunes.apple.com/us/app/the-room/id552039496?mt=8
If you're seeking enlightenment in a game, I can't help you. But another
game I can recommend is The Room series by Fireproof Games. Instead of
architectural puzzles on a grand scale, The Room is a series of mechanical
box/device puzzles: quasi-steampunk designed marvels with secret doors,
panels
I have a "deep and abiding" interest in this, since the days I tried
SMIL on the web. Aside: hmm I thought SMIL was alive again last year,
but it seems dead today... Can't even find any current discussion on
"SKIA animation" which could be another direction...
Paul: Scott's method works well,
Hi Ben,
If you are trying to do a background animation with a looped movie, I found
the smoothest way was to put one image on each card, and then loop through
the cards. This eliminates the load time problem when going to the card because
it’s just one image that’s loading, not a bunch, and they
I think it was Scott Rossi that figured out a way to play an animation by
storing images as text in custom properties, then load each image in turn into
an image object.
I would imagine this may be limited to smaller less complex animations, but up
until now I hadn’t tried it myself, so I had a
On 12/14/2015 1:23 PM, Ben Rubinstein wrote:
2) making it into a GIF on the card, which works quite nicely except
that there's an enormous delay going to the card, presumably as the
animation is buffered.
Pros: can be exactly the size I want; plays quite smoothly
Cons: I've not managed to play
If you have an animation made in Flash, you can export it as HTML5 Canvas, and
then the animation would play in a browser object.
If you do have to do video, dig out your old copy of QuickTime Player 7, then
you can have any aspect ratio you like.
___
Another option could be playing animation within a browser object. In theory
you'd have many more options available to you.
Regards,
Scott Rossi
Creative Director
Tactile Media UX/UI Design
> On Dec 14, 2015, at 11:23 AM, Ben Rubinstein wrote:
>
> What are my options for displaying an animat
From: use-livecode [mailto:use-livecode-boun...@lists.runrev.com] On Behalf
Of Ben Rubinstein
Sent: Monday, December 14, 2015 2:23 PM
To: Use LiveCode
Subject: Animations on iOS
What are my options for displaying an animation in a portion of the
card/screen on iOS?
Currently I've tried:
1) m
What are my options for displaying an animation in a portion of the
card/screen on iOS?
Currently I've tried:
1) making it into a video, in a very limited range of formats, and playing it
from an external file using a native control
Pros: works, choice of controller etc, plays from a separat
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