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Thread: asigning castmember to sprite




asigning castmember to sprite
user name
2005-12-19 15:39:50
nio, it's not web based, no I ma sort f lucky here, becasue
this
CD-ROM has to be done virtually in one day. Not bad if I can
pull it
off...

Nik

On 12/19/05, Sebastian Lucas <sebasgamesandweb.com> wrote:
> Hi,
>
> Nik, is your project is a web based director movie? if
your answer was yes
> try this:
>
> First of all create an empty castLib external (eg.
"dummy.cst") and import
> it to your movie (don't put any data here).
>
> Your languages castlibs must be externals you must
download it with the
> preloadNetThing procedure. When you have this point
done you must set the
> castLib (x).fileName (where "x" could be
"dummy") to the lenguage (eg.
> castLib ("dummy").fileName =
"German.cct").
>
> When you have to set the member of an sprite you have
to write this: sprite
> (1).member = member (1, "dummy").
>
> Remember, first download the language castLib after set
the member.
>
> I hope that it solves your little problem. =)
>
> ----- Original Message -----
> From: "nik crosina" <ncrosinagmail.com>
> To: "Lingo programming discussion list"
<lingo-llists.fcgnetworks.net>;
> "Director - Shockwave - and Flash Game
Production"
> <dirgames-lnuttybar.drama.uga.edu>
> Sent: Sunday, December 18, 2005 8:51 PM
> Subject: [dirGames-L] asigning castmember to sprite
>
>
> > Hi,
> >
> > I have 3 casts:
> > - 1 internal with common cast members
> > - 2 identical casts in respect of their content
and the way the cast
> > members are named, but different in what the
images / text are (ie one
> > displays words in English as images and text, the
other in Spanish)
> >
> > I choose the language by setting a global
variable, whereby the
> > clicked sprites member name is the name of the
cast as well (ie.
> > 'english' and 'spanish'):
> >
> > **************
> > global gLanguage gLanguage
> > property SpriteNum SpriteNum
> >
> > on mouseUp me mouseUp me
> > gLanguage = sprite(SpriteNum).member.name
> > end
> > **************
> >
> > To each sprite that has a 'langugae sensitive'
member attached to it,
> > I attach this script:
> >
> > **************
> > global gLanguage
> > property SpriteNum
> >
> > on beginSprite
> >  sprite(SpriteNum).member =
member("Capital", value(gLanguage))
> > end beginSprite
> > **************
> >
> > While working very well in Authoring mode, it
comes up with a
> > 'castmember not found' error during run time? And
I can't see where I
> > am going wrong....
> >
> > Any ideas? Anyone dealt with language selection
efficiently, without
> > having to load in two sets of members, just in
case?
> >
> > Thanks
> >
> >
> > --
> > Nik C
> >
> > _______________________________________________
> > dirGames-L mailing list  -  dirGames-Lnuttybar.drama.uga.edu
> > http://nuttybar.drama.uga.edu/mailman/listinfo/dirgames
-l
>
> _______________________________________________
> dirGames-L mailing list  -  dirGames-Lnuttybar.drama.uga.edu
> http://nuttybar.drama.uga.edu/mailman/listinfo/dirgames
-l
>


--
Nik C

_______________________________________________
dirGames-L mailing list  -  dirGames-Lnuttybar.drama.uga.edu
http://nuttybar.drama.uga.edu/mailman/listinfo/dirgames
-l
asigning castmember to sprite
user name
2005-12-21 01:33:59
the problemn I encounter here is that which cast are the
sprites
pointing to BEFORE i reasign them to say 'dummy' (which by
this time
has had its filename set according to language choice?

I always wipe out the sprites in the by removing a cast, so
I presume
they need to point to something. And when I point them to an
external
cast, then it does not seem to switch with the filename
asignement.

:(

On 12/19/05, nik crosina <ncrosinagmail.com> wrote:
> nio, it's not web based, no I ma sort f lucky here,
becasue this
> CD-ROM has to be done virtually in one day. Not bad if
I can pull it
> off...
>
> Nik
>
> On 12/19/05, Sebastian Lucas <sebasgamesandweb.com> wrote:
> > Hi,
> >
> > Nik, is your project is a web based director
movie? if your answer was yes
> > try this:
> >
> > First of all create an empty castLib external (eg.
"dummy.cst") and import
> > it to your movie (don't put any data here).
> >
> > Your languages castlibs must be externals you must
download it with the
> > preloadNetThing procedure. When you have this
point done you must set the
> > castLib (x).fileName (where "x" could be
"dummy") to the lenguage (eg.
> > castLib ("dummy").fileName =
"German.cct").
> >
> > When you have to set the member of an sprite you
have to write this: sprite
> > (1).member = member (1, "dummy").
> >
> > Remember, first download the language castLib
after set the member.
> >
> > I hope that it solves your little problem. =)
> >
> > ----- Original Message -----
> > From: "nik crosina" <ncrosinagmail.com>
> > To: "Lingo programming discussion list"
<lingo-llists.fcgnetworks.net>;
> > "Director - Shockwave - and Flash Game
Production"
> > <dirgames-lnuttybar.drama.uga.edu>
> > Sent: Sunday, December 18, 2005 8:51 PM
> > Subject: [dirGames-L] asigning castmember to
sprite
> >
> >
> > > Hi,
> > >
> > > I have 3 casts:
> > > - 1 internal with common cast members
> > > - 2 identical casts in respect of their
content and the way the cast
> > > members are named, but different in what the
images / text are (ie one
> > > displays words in English as images and text,
the other in Spanish)
> > >
> > > I choose the language by setting a global
variable, whereby the
> > > clicked sprites member name is the name of
the cast as well (ie.
> > > 'english' and 'spanish'):
> > >
> > > **************
> > > global gLanguage gLanguage
> > > property SpriteNum SpriteNum
> > >
> > > on mouseUp me mouseUp me
> > > gLanguage = sprite(SpriteNum).member.name
> > > end
> > > **************
> > >
> > > To each sprite that has a 'langugae
sensitive' member attached to it,
> > > I attach this script:
> > >
> > > **************
> > > global gLanguage
> > > property SpriteNum
> > >
> > > on beginSprite
> > >  sprite(SpriteNum).member =
member("Capital", value(gLanguage))
> > > end beginSprite
> > > **************
> > >
> > > While working very well in Authoring mode, it
comes up with a
> > > 'castmember not found' error during run time?
And I can't see where I
> > > am going wrong....
> > >
> > > Any ideas? Anyone dealt with language
selection efficiently, without
> > > having to load in two sets of members, just
in case?
> > >
> > > Thanks
> > >
> > >
> > > --
> > > Nik C
> > >
> > >
_______________________________________________
> > > dirGames-L mailing list  -  dirGames-Lnuttybar.drama.uga.edu
> > > http://nuttybar.drama.uga.edu/mailman/listinfo/dirgames
-l
> >
> > _______________________________________________
> > dirGames-L mailing list  -  dirGames-Lnuttybar.drama.uga.edu
> > http://nuttybar.drama.uga.edu/mailman/listinfo/dirgames
-l
> >
>
>
> --
> Nik C
>


--
Nik C

_______________________________________________
dirGames-L mailing list  -  dirGames-Lnuttybar.drama.uga.edu
http://nuttybar.drama.uga.edu/mailman/listinfo/dirgames
-l
asigning castmember to sprite
user name
2005-12-21 01:55:59
The way I typically approach this is to use a separate
castLib for each
language. You can even have an "empty" one with
members that are placeholder
only, but I'll use my native language as the default on a
project.

When the movie runs, it's linked to the default castLib
(native language or
"empty" castLib)
Code determines what language you should be displaying for,
and the castLib
path is set on the fly to the correct castLib.

The thing to note is that each castLib needs to have the
exact same members
in the exact same places. Same kind, same size, etc. It's
pretty simple once
you get your head around it. One line to swap the castLib,
and no other
code.   


Markie

-----Original Message-----
From: dirgames-l-bouncesnuttybar.drama.uga.edu
[mailto:dirgames-l-bouncesnuttybar.drama.uga.edu]On
Behalf Of nik
crosina
Sent: Tuesday, December 20, 2005 5:34 PM
To: Director - Shockwave - and Flash Game Production
Subject: Re: [dirGames-L] asigning castmember to sprite


the problemn I encounter here is that which cast are the
sprites
pointing to BEFORE i reasign them to say 'dummy' (which by
this time
has had its filename set according to language choice?

I always wipe out the sprites in the by removing a cast, so
I presume
they need to point to something. And when I point them to an
external
cast, then it does not seem to switch with the filename
asignement.

:(

On 12/19/05, nik crosina <ncrosinagmail.com> wrote:
> nio, it's not web based, no I ma sort f lucky here,
becasue this
> CD-ROM has to be done virtually in one day. Not bad if
I can pull it
> off...
>
> Nik
>
> On 12/19/05, Sebastian Lucas <sebasgamesandweb.com> wrote:
> > Hi,
> >
> > Nik, is your project is a web based director
movie? if your answer was
yes
> > try this:
> >
> > First of all create an empty castLib external (eg.
"dummy.cst") and
import
> > it to your movie (don't put any data here).
> >
> > Your languages castlibs must be externals you must
download it with the
> > preloadNetThing procedure. When you have this
point done you must set
the
> > castLib (x).fileName (where "x" could be
"dummy") to the lenguage (eg.
> > castLib ("dummy").fileName =
"German.cct").
> >
> > When you have to set the member of an sprite you
have to write this:
sprite
> > (1).member = member (1, "dummy").
> >
> > Remember, first download the language castLib
after set the member.
> >
> > I hope that it solves your little problem. =)
> >
> > ----- Original Message -----
> > From: "nik crosina" <ncrosinagmail.com>
> > To: "Lingo programming discussion list"
<lingo-llists.fcgnetworks.net>;
> > "Director - Shockwave - and Flash Game
Production"
> > <dirgames-lnuttybar.drama.uga.edu>
> > Sent: Sunday, December 18, 2005 8:51 PM
> > Subject: [dirGames-L] asigning castmember to
sprite
> >
> >
> > > Hi,
> > >
> > > I have 3 casts:
> > > - 1 internal with common cast members
> > > - 2 identical casts in respect of their
content and the way the cast
> > > members are named, but different in what the
images / text are (ie one
> > > displays words in English as images and text,
the other in Spanish)
> > >
> > > I choose the language by setting a global
variable, whereby the
> > > clicked sprites member name is the name of
the cast as well (ie.
> > > 'english' and 'spanish'):
> > >
> > > **************
> > > global gLanguage gLanguage
> > > property SpriteNum SpriteNum
> > >
> > > on mouseUp me mouseUp me
> > > gLanguage = sprite(SpriteNum).member.name
> > > end
> > > **************
> > >
> > > To each sprite that has a 'langugae
sensitive' member attached to it,
> > > I attach this script:
> > >
> > > **************
> > > global gLanguage
> > > property SpriteNum
> > >
> > > on beginSprite
> > >  sprite(SpriteNum).member =
member("Capital", value(gLanguage))
> > > end beginSprite
> > > **************
> > >
> > > While working very well in Authoring mode, it
comes up with a
> > > 'castmember not found' error during run time?
And I can't see where I
> > > am going wrong....
> > >
> > > Any ideas? Anyone dealt with language
selection efficiently, without
> > > having to load in two sets of members, just
in case?
> > >
> > > Thanks
> > >
> > >
> > > --
> > > Nik C
> > >
> > >
_______________________________________________
> > > dirGames-L mailing list  -  dirGames-Lnuttybar.drama.uga.edu
> > > http://nuttybar.drama.uga.edu/mailman/listinfo/dirgames
-l
> >
> > _______________________________________________
> > dirGames-L mailing list  -  dirGames-Lnuttybar.drama.uga.edu
> > http://nuttybar.drama.uga.edu/mailman/listinfo/dirgames
-l
> >
>
>
> --
> Nik C
>


--
Nik C

_______________________________________________
dirGames-L mailing list  -  dirGames-Lnuttybar.drama.uga.edu
http://nuttybar.drama.uga.edu/mailman/listinfo/dirgames
-l

_______________________________________________
dirGames-L mailing list  -  dirGames-Lnuttybar.drama.uga.edu
http://nuttybar.drama.uga.edu/mailman/listinfo/dirgames
-l
asigning castmember to sprite
user name
2005-12-21 02:30:58
"but I'll use my native language as the default on a
project."

that's what I did and it now works fine even in run time
mode which
was the big roblem before,

thx
nik c


On 12/21/05, Mark Castle <markiethe-castle.com> wrote:
> The way I typically approach this is to use a separate
castLib for each
> language. You can even have an "empty" one
with members that are placeholder
> only, but I'll use my native language as the default on
a project.
>
> When the movie runs, it's linked to the default castLib
(native language or
> "empty" castLib)
> Code determines what language you should be displaying
for, and the castLib
> path is set on the fly to the correct castLib.
>
> The thing to note is that each castLib needs to have
the exact same members
> in the exact same places. Same kind, same size, etc.
It's pretty simple once
> you get your head around it. One line to swap the
castLib, and no other
> code.   
>
>
> Markie
>
> -----Original Message-----
> From: dirgames-l-bouncesnuttybar.drama.uga.edu
> [mailto:dirgames-l-bouncesnuttybar.drama.uga.edu]On
Behalf Of nik
> crosina
> Sent: Tuesday, December 20, 2005 5:34 PM
> To: Director - Shockwave - and Flash Game Production
> Subject: Re: [dirGames-L] asigning castmember to sprite
>
>
> the problemn I encounter here is that which cast are
the sprites
> pointing to BEFORE i reasign them to say 'dummy' (which
by this time
> has had its filename set according to language choice?
>
> I always wipe out the sprites in the by removing a
cast, so I presume
> they need to point to something. And when I point them
to an external
> cast, then it does not seem to switch with the filename
asignement.
>
> :(
>
> On 12/19/05, nik crosina <ncrosinagmail.com> wrote:
> > nio, it's not web based, no I ma sort f lucky
here, becasue this
> > CD-ROM has to be done virtually in one day. Not
bad if I can pull it
> > off...
> >
> > Nik
> >
> > On 12/19/05, Sebastian Lucas <sebasgamesandweb.com> wrote:
> > > Hi,
> > >
> > > Nik, is your project is a web based director
movie? if your answer was
> yes
> > > try this:
> > >
> > > First of all create an empty castLib external
(eg. "dummy.cst") and
> import
> > > it to your movie (don't put any data here).
> > >
> > > Your languages castlibs must be externals you
must download it with the
> > > preloadNetThing procedure. When you have this
point done you must set
> the
> > > castLib (x).fileName (where "x"
could be "dummy") to the lenguage (eg.
> > > castLib ("dummy").fileName =
"German.cct").
> > >
> > > When you have to set the member of an sprite
you have to write this:
> sprite
> > > (1).member = member (1, "dummy").
> > >
> > > Remember, first download the language castLib
after set the member.
> > >
> > > I hope that it solves your little problem. =)
> > >
> > > ----- Original Message -----
> > > From: "nik crosina"
<ncrosinagmail.com>
> > > To: "Lingo programming discussion
list" <lingo-llists.fcgnetworks.net>;
> > > "Director - Shockwave - and Flash Game
Production"
> > > <dirgames-lnuttybar.drama.uga.edu>
> > > Sent: Sunday, December 18, 2005 8:51 PM
> > > Subject: [dirGames-L] asigning castmember to
sprite
> > >
> > >
> > > > Hi,
> > > >
> > > > I have 3 casts:
> > > > - 1 internal with common cast members
> > > > - 2 identical casts in respect of their
content and the way the cast
> > > > members are named, but different in what
the images / text are (ie one
> > > > displays words in English as images and
text, the other in Spanish)
> > > >
> > > > I choose the language by setting a
global variable, whereby the
> > > > clicked sprites member name is the name
of the cast as well (ie.
> > > > 'english' and 'spanish'):
> > > >
> > > > **************
> > > > global gLanguage gLanguage
> > > > property SpriteNum SpriteNum
> > > >
> > > > on mouseUp me mouseUp me
> > > > gLanguage =
sprite(SpriteNum).member.name
> > > > end
> > > > **************
> > > >
> > > > To each sprite that has a 'langugae
sensitive' member attached to it,
> > > > I attach this script:
> > > >
> > > > **************
> > > > global gLanguage
> > > > property SpriteNum
> > > >
> > > > on beginSprite
> > > >  sprite(SpriteNum).member =
member("Capital", value(gLanguage))
> > > > end beginSprite
> > > > **************
> > > >
> > > > While working very well in Authoring
mode, it comes up with a
> > > > 'castmember not found' error during run
time? And I can't see where I
> > > > am going wrong....
> > > >
> > > > Any ideas? Anyone dealt with language
selection efficiently, without
> > > > having to load in two sets of members,
just in case?
> > > >
> > > > Thanks
> > > >
> > > >
> > > > --
> > > > Nik C
> > > >
> > > >
_______________________________________________
> > > > dirGames-L mailing list  - 
dirGames-Lnuttybar.drama.uga.edu
> > > > http://nuttybar.drama.uga.edu/mailman/listinfo/dirgames
-l
> > >
> > >
_______________________________________________
> > > dirGames-L mailing list  -  dirGames-Lnuttybar.drama.uga.edu
> > > http://nuttybar.drama.uga.edu/mailman/listinfo/dirgames
-l
> > >
> >
> >
> > --
> > Nik C
> >
>
>
> --
> Nik C
>
> _______________________________________________
> dirGames-L mailing list  -  dirGames-Lnuttybar.drama.uga.edu
> http://nuttybar.drama.uga.edu/mailman/listinfo/dirgames
-l
>
> _______________________________________________
> dirGames-L mailing list  -  dirGames-Lnuttybar.drama.uga.edu
> http://nuttybar.drama.uga.edu/mailman/listinfo/dirgames
-l
>


--
Nik C

_______________________________________________
dirGames-L mailing list  -  dirGames-Lnuttybar.drama.uga.edu
http://nuttybar.drama.uga.edu/mailman/listinfo/dirgames
-l
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