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	<title>Comments on: Making a Complete Flash Game: Creating &#038; Understanding the Preloader</title>
	<atom:link href="http://asgamer.com/2009/making-a-complete-flash-game-creating-understanding-the-preloader/feed" rel="self" type="application/rss+xml" />
	<link>http://asgamer.com/2009/making-a-complete-flash-game-creating-understanding-the-preloader</link>
	<description>Learn to Make Flash Games, Applications, and Websites</description>
	<pubDate>Sat, 31 Jul 2010 11:55:25 +0000</pubDate>
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		<item>
		<title>By: Miguel</title>
		<link>http://asgamer.com/2009/making-a-complete-flash-game-creating-understanding-the-preloader/comment-page-1#comment-4965</link>
		<dc:creator>Miguel</dc:creator>
		<pubDate>Tue, 01 Jun 2010 16:23:55 +0000</pubDate>
		<guid isPermaLink="false">http://asgamer.com/?p=384#comment-4965</guid>
		<description>Hi all.
About what Dan G said:
"If your library symbols have constructors that require parameters, you can use gotoAndPlay(3) to jump to frame 3 without running through frame 2."

Where should be exactly placed that gotoAndPlay?

Or also, when Pan says "I’ll discuss the issues more later as I continue through this tutorial series.", could someone tell me where I can find that explanation?

Thaaanks!</description>
		<content:encoded><![CDATA[<p>Hi all.<br />
About what Dan G said:<br />
&#8220;If your library symbols have constructors that require parameters, you can use gotoAndPlay(3) to jump to frame 3 without running through frame 2.&#8221;</p>
<p>Where should be exactly placed that gotoAndPlay?</p>
<p>Or also, when Pan says &#8220;I’ll discuss the issues more later as I continue through this tutorial series.&#8221;, could someone tell me where I can find that explanation?</p>
<p>Thaaanks!</p>
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	<item>
		<title>By: Quintus Kilsdonk</title>
		<link>http://asgamer.com/2009/making-a-complete-flash-game-creating-understanding-the-preloader/comment-page-1#comment-4938</link>
		<dc:creator>Quintus Kilsdonk</dc:creator>
		<pubDate>Mon, 24 May 2010 11:43:35 +0000</pubDate>
		<guid isPermaLink="false">http://asgamer.com/?p=384#comment-4938</guid>
		<description>Man you saved me. Your awsome just awsome</description>
		<content:encoded><![CDATA[<p>Man you saved me. Your awsome just awsome</p>
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	<item>
		<title>By: Kim</title>
		<link>http://asgamer.com/2009/making-a-complete-flash-game-creating-understanding-the-preloader/comment-page-1#comment-4933</link>
		<dc:creator>Kim</dc:creator>
		<pubDate>Sat, 22 May 2010 16:15:06 +0000</pubDate>
		<guid isPermaLink="false">http://asgamer.com/?p=384#comment-4933</guid>
		<description>@Max

In loadAssets, instead of this.play() use this.gotoAndStop(3).</description>
		<content:encoded><![CDATA[<p>@Max</p>
<p>In loadAssets, instead of this.play() use this.gotoAndStop(3).</p>
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	<item>
		<title>By: Max</title>
		<link>http://asgamer.com/2009/making-a-complete-flash-game-creating-understanding-the-preloader/comment-page-1#comment-4880</link>
		<dc:creator>Max</dc:creator>
		<pubDate>Mon, 19 Apr 2010 11:00:11 +0000</pubDate>
		<guid isPermaLink="false">http://asgamer.com/?p=384#comment-4880</guid>
		<description>Hi, 

I tried applying this preloader onto a current project I've been working on, but I get these parameter-related errors. I know what the problem is, that I've just copy+pasted the movieclips (which all have classes assigned to them) into the AssetHolder without giving them any parameters (as they're not created by code), but I can't seem to figure how to make the preloader work without pasting the MC's into the AssetHolder. 

(The error I'm recieving is the good ol' 1063: "argument count mismatch on .." )

Is the only way to make this work copy-pasting each line drawn inside the movieclips into the AssetHolder so I don't get the 1063 errors or is there another way?</description>
		<content:encoded><![CDATA[<p>Hi, </p>
<p>I tried applying this preloader onto a current project I&#8217;ve been working on, but I get these parameter-related errors. I know what the problem is, that I&#8217;ve just copy+pasted the movieclips (which all have classes assigned to them) into the AssetHolder without giving them any parameters (as they&#8217;re not created by code), but I can&#8217;t seem to figure how to make the preloader work without pasting the MC&#8217;s into the AssetHolder. </p>
<p>(The error I&#8217;m recieving is the good ol&#8217; 1063: &#8220;argument count mismatch on ..&#8221; )</p>
<p>Is the only way to make this work copy-pasting each line drawn inside the movieclips into the AssetHolder so I don&#8217;t get the 1063 errors or is there another way?</p>
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	<item>
		<title>By: Ariel</title>
		<link>http://asgamer.com/2009/making-a-complete-flash-game-creating-understanding-the-preloader/comment-page-1#comment-4744</link>
		<dc:creator>Ariel</dc:creator>
		<pubDate>Wed, 10 Feb 2010 21:47:53 +0000</pubDate>
		<guid isPermaLink="false">http://asgamer.com/?p=384#comment-4744</guid>
		<description>Hi I think it is a great tutorial but I am having the same problem as Kav because my preloader shows up at 30%. How can I fix this?</description>
		<content:encoded><![CDATA[<p>Hi I think it is a great tutorial but I am having the same problem as Kav because my preloader shows up at 30%. How can I fix this?</p>
]]></content:encoded>
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	<item>
		<title>By: Alex</title>
		<link>http://asgamer.com/2009/making-a-complete-flash-game-creating-understanding-the-preloader/comment-page-1#comment-4733</link>
		<dc:creator>Alex</dc:creator>
		<pubDate>Wed, 03 Feb 2010 10:12:49 +0000</pubDate>
		<guid isPermaLink="false">http://asgamer.com/?p=384#comment-4733</guid>
		<description>It looks like it works, but doesn't. After the download it is not possible to add mc's to the stage dynamically unless they are checked to "export in first frame" (defeating the purpose).

Try it with the source files. Add one line to Engine.as:

private function showSponsors(e:Event) : void
		{
			stage.removeChild(preloader);
			trace("show sponsors");
			stage.addChild(new AssetHolder());// add this line
		}

If "export in first frame" is not checked, you will not see an image. 

I am using CS3.</description>
		<content:encoded><![CDATA[<p>It looks like it works, but doesn&#8217;t. After the download it is not possible to add mc&#8217;s to the stage dynamically unless they are checked to &#8220;export in first frame&#8221; (defeating the purpose).</p>
<p>Try it with the source files. Add one line to Engine.as:</p>
<p>private function showSponsors(e:Event) : void<br />
		{<br />
			stage.removeChild(preloader);<br />
			trace(&#8221;show sponsors&#8221;);<br />
			stage.addChild(new AssetHolder());// add this line<br />
		}</p>
<p>If &#8220;export in first frame&#8221; is not checked, you will not see an image. </p>
<p>I am using CS3.</p>
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	<item>
		<title>By: misterbluedot</title>
		<link>http://asgamer.com/2009/making-a-complete-flash-game-creating-understanding-the-preloader/comment-page-1#comment-4555</link>
		<dc:creator>misterbluedot</dc:creator>
		<pubDate>Wed, 21 Oct 2009 12:01:14 +0000</pubDate>
		<guid isPermaLink="false">http://asgamer.com/?p=384#comment-4555</guid>
		<description>When I make the preloader by itself it works, but any attempts to attach it to an existing project fails horribly. I'm getting 2 errors:

Type error #1009: Cannot access a property or method of a null object reference.
at com.asgamer.basics1: :Engine()

And

ArgumentError #1063: Argument count mismatch on com.basics1: :ScoreHUD(and all the other as files for the AS3 beginners tutorial). Expected 1, got 0.

Its a good tutorial, but you said it yourself, you don't usually start projects by building a preloader. I think you really should have explained a little bit of how to get it attached to a current project. I'ma head over to 8bit and see what they have to say.</description>
		<content:encoded><![CDATA[<p>When I make the preloader by itself it works, but any attempts to attach it to an existing project fails horribly. I&#8217;m getting 2 errors:</p>
<p>Type error #1009: Cannot access a property or method of a null object reference.<br />
at com.asgamer.basics1: :Engine()</p>
<p>And</p>
<p>ArgumentError #1063: Argument count mismatch on com.basics1: :ScoreHUD(and all the other as files for the AS3 beginners tutorial). Expected 1, got 0.</p>
<p>Its a good tutorial, but you said it yourself, you don&#8217;t usually start projects by building a preloader. I think you really should have explained a little bit of how to get it attached to a current project. I&#8217;ma head over to 8bit and see what they have to say.</p>
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	<item>
		<title>By: Stew</title>
		<link>http://asgamer.com/2009/making-a-complete-flash-game-creating-understanding-the-preloader/comment-page-1#comment-4539</link>
		<dc:creator>Stew</dc:creator>
		<pubDate>Mon, 28 Sep 2009 23:37:44 +0000</pubDate>
		<guid isPermaLink="false">http://asgamer.com/?p=384#comment-4539</guid>
		<description>great tutorial, thanks

Sorry new to AS3 but I'm just struggling to see how I can implement this within the AS3 Flash Games for Beginners Engine Document Class.

Any help that would be great. Thanks</description>
		<content:encoded><![CDATA[<p>great tutorial, thanks</p>
<p>Sorry new to AS3 but I&#8217;m just struggling to see how I can implement this within the AS3 Flash Games for Beginners Engine Document Class.</p>
<p>Any help that would be great. Thanks</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Alex</title>
		<link>http://asgamer.com/2009/making-a-complete-flash-game-creating-understanding-the-preloader/comment-page-1#comment-2774</link>
		<dc:creator>Alex</dc:creator>
		<pubDate>Fri, 05 Jun 2009 22:56:17 +0000</pubDate>
		<guid isPermaLink="false">http://asgamer.com/?p=384#comment-2774</guid>
		<description>When you refer to saving the AS file for the preloader class, you say to save it as Preloader.as, in fact it should be saved as ThePreloader.as.  The class filename should match the name of the class - otherwise flash gives an error.

Excellent work on this tutorial - I'm looking forward to the rest of the series.   Thankyou.</description>
		<content:encoded><![CDATA[<p>When you refer to saving the AS file for the preloader class, you say to save it as Preloader.as, in fact it should be saved as ThePreloader.as.  The class filename should match the name of the class - otherwise flash gives an error.</p>
<p>Excellent work on this tutorial - I&#8217;m looking forward to the rest of the series.   Thankyou.</p>
]]></content:encoded>
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	<item>
		<title>By: kav</title>
		<link>http://asgamer.com/2009/making-a-complete-flash-game-creating-understanding-the-preloader/comment-page-1#comment-2756</link>
		<dc:creator>kav</dc:creator>
		<pubDate>Thu, 04 Jun 2009 05:43:34 +0000</pubDate>
		<guid isPermaLink="false">http://asgamer.com/?p=384#comment-2756</guid>
		<description>Hey, great tute.

So i'm having an issue.
Followed the steps and everything loads, classes are all accessable, no errors, etc. Set up the timeline as prescribed and so on. For some reason though, the Preloader only kicks in on 36% of swf load, with the bandwidth profiler declaring 256kb on the first frame. My preloader movieclip, the only thing set to export on first frame, is a couple of squares, and i doubt that the symbol is as heavy as 256kb (is there a way to check a symbols footprint?). I suspect it's because the assets i'm exporting in the asset dump clip have within them other nested library objects which are not set to export for actionscript. i.e. a symbol say, "objectDesign" exported as ObjectDesign has within it a bunch of animated clips and graphic symbols not assigned for export. Would this be the case? Should an exported asset contain only non-symbol items, with all symbols checked for export? Or is something else going on?

thanks!</description>
		<content:encoded><![CDATA[<p>Hey, great tute.</p>
<p>So i&#8217;m having an issue.<br />
Followed the steps and everything loads, classes are all accessable, no errors, etc. Set up the timeline as prescribed and so on. For some reason though, the Preloader only kicks in on 36% of swf load, with the bandwidth profiler declaring 256kb on the first frame. My preloader movieclip, the only thing set to export on first frame, is a couple of squares, and i doubt that the symbol is as heavy as 256kb (is there a way to check a symbols footprint?). I suspect it&#8217;s because the assets i&#8217;m exporting in the asset dump clip have within them other nested library objects which are not set to export for actionscript. i.e. a symbol say, &#8220;objectDesign&#8221; exported as ObjectDesign has within it a bunch of animated clips and graphic symbols not assigned for export. Would this be the case? Should an exported asset contain only non-symbol items, with all symbols checked for export? Or is something else going on?</p>
<p>thanks!</p>
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