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  <post>
    <body>Thanks Explodingferret, yes you are right, that fixed the problem, so thanks a lot, really =)

By the way... then should I asume that there is something like a maximum size for a function? 

Oh and I have CS4, maybe the error numbers vary from one version to another, I got the error number from adobe searching the incidence that I got. But anyway now its all fixed =)</body>
    <body-html>&lt;p&gt;Thanks Explodingferret, yes you are right, that fixed the problem, so thanks a lot, really =)&lt;/p&gt;
&lt;p&gt;By the way&amp;#8230; then should I asume that there is something like a maximum size for a function?&lt;/p&gt;
&lt;p&gt;Oh and I have CS4, maybe the error numbers vary from one version to another, I got the error number from adobe searching the incidence that I got. But anyway now its all fixed =)&lt;/p&gt;</body-html>
    <created-at type="datetime">2009-06-29T09:45:38-07:00</created-at>
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    <updated-at type="datetime">2009-09-17T03:28:35-07:00</updated-at>
    <user-id type="integer">1269465</user-id>
  </post>
  <post>
    <body>Hi all,
I have been working on next game and I found this trouble all of a sudden, according to documentation it corresponds to error number 1203:

&lt;pre&gt; 
Branch between &lt;spanStart&gt; and &lt;spanEnd&gt;&gt; exceeds 32K span.
&lt;/pre&gt;

This jumps related to an .AS file I have that is getting a bit large, but not too nested, I mean my bad interpretation is that, as it mentions the &quot;branch&quot;, I cant nest a lot in big file, of course thats not the right interpretation, so after looking for information, I found very little in relation to this... could this be that no AS file can exceed 32kb in size? Anyway, could someone please tell me how can I avoid this error? Thanks for your time</body>
    <body-html>&lt;p&gt;Hi all,&lt;br /&gt;
I have been working on next game and I found this trouble all of a sudden, according to documentation it corresponds to error number 1203:&lt;/p&gt;
&lt;pre&gt; 
Branch between &amp;lt;spanStart&amp;gt; and &amp;lt;spanEnd&amp;gt;&amp;gt; exceeds 32K span.
&lt;/pre&gt;
&lt;p&gt;This jumps related to an .AS file I have that is getting a bit large, but not too nested, I mean my bad interpretation is that, as it mentions the &amp;#8220;branch&amp;#8221;, I cant nest a lot in big file, of course thats not the right interpretation, so after looking for information, I found very little in relation to this&amp;#8230; could this be that no AS file can exceed 32kb in size? Anyway, could someone please tell me how can I avoid this error? Thanks for your time&lt;/p&gt;</body-html>
    <created-at type="datetime">2009-06-29T07:14:27-07:00</created-at>
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  </post>
  <post>
    <body>Thanks GormenGhast, I think this idea is nice, there is also one point that I wanted to somehow use with the combos, I mean, what I wanted is that the player could be clicking safely just after the new flag is shown, but with the time he/she should feel not so safe until the point of doubting whether to click or just wait for next flag, of course this can cause many combos to be lost, but at the same time... if one measures well the timing, the new flag could be somehow predicted as the timing is not random. Will rethink this fact if there comes a sequel.

And as said, thanks SeanCooper5454, I hope you like it =)</body>
    <body-html>&lt;p&gt;Thanks GormenGhast, I think this idea is nice, there is also one point that I wanted to somehow use with the combos, I mean, what I wanted is that the player could be clicking safely just after the new flag is shown, but with the time he/she should feel not so safe until the point of doubting whether to click or just wait for next flag, of course this can cause many combos to be lost, but at the same time&amp;#8230; if one measures well the timing, the new flag could be somehow predicted as the timing is not random. Will rethink this fact if there comes a sequel.&lt;/p&gt;
&lt;p&gt;And as said, thanks SeanCooper5454, I hope you like it =)&lt;/p&gt;</body-html>
    <created-at type="datetime">2009-06-26T18:17:06-07:00</created-at>
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    <updated-at type="datetime">2009-09-17T03:24:20-07:00</updated-at>
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  </post>
  <post>
    <body>Thanks for posting SeanCooper5454, and yeah I know spare time is hard to find at times, but hey I think we are all in similar situations, well, whenever you find your time for this let me know =)</body>
    <body-html>&lt;p&gt;Thanks for posting SeanCooper5454, and yeah I know spare time is hard to find at times, but hey I think we are all in similar situations, well, whenever you find your time for this let me know =)&lt;/p&gt;</body-html>
    <created-at type="datetime">2009-06-23T04:39:13-07:00</created-at>
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  </post>
  <post>
    <body>Hi all,
I uploaded my first game in the past days and the fact is I failed because i didnt put there a preloader in the moment of launch so many people just visited and left away thinking that it wasnt working, now its all fixed, but what Im wondering is... is it good for you? is there any wrong concepts applied there? just wondering, I dont think I will apply changes to this game (I cant tell that for sure either) maybe for the future games or if there is a sequel who knows

http://www.kongregate.com/games/asdronin/color-star

Wii compatible version
http://www.kongregate.com/games/asdronin/color-star-wii

Any comments are welcome, thanks for the help

PS If this is not the right place to post this please move it to where it fits best, sorry if thats the case</body>
    <body-html>&lt;p&gt;Hi all,&lt;br /&gt;
I uploaded my first game in the past days and the fact is I failed because i didnt put there a preloader in the moment of launch so many people just visited and left away thinking that it wasnt working, now its all fixed, but what Im wondering is&amp;#8230; is it good for you? is there any wrong concepts applied there? just wondering, I dont think I will apply changes to this game (I cant tell that for sure either) maybe for the future games or if there is a sequel who knows&lt;/p&gt;
&lt;p&gt;&lt;a href=&quot;http://www.kongregate.com/games/asdronin/color-star&quot;&gt;http://www.kongregate.com/games/asdronin/color-star&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;Wii compatible version&lt;br /&gt;
&lt;a href=&quot;http://www.kongregate.com/games/asdronin/color-star-wii&quot;&gt;http://www.kongregate.com/games/asdronin/color-star-wii&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;Any comments are welcome, thanks for the help&lt;/p&gt;
&lt;p&gt;PS If this is not the right place to post this please move it to where it fits best, sorry if thats the case&lt;/p&gt;</body-html>
    <created-at type="datetime">2009-06-21T15:58:39-07:00</created-at>
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  </post>
  <post>
    <body>Ah so I will do it that way then, I forgot to uncheck the option in a couple of symbols and now loads from almost 0 so I guess its the way it should done...</body>
    <body-html>&lt;p&gt;Ah so I will do it that way then, I forgot to uncheck the option in a couple of symbols and now loads from almost 0 so I guess its the way it should done&amp;#8230;&lt;/p&gt;</body-html>
    <created-at type="datetime">2009-06-14T10:12:06-07:00</created-at>
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  </post>
  <post>
    <body>Thanks Jonathanasdf, just to be 100% sure Im doing all the needed... are those items with linkage name also the ones that need to be placed in the empty frame in the main timeline?</body>
    <body-html>&lt;p&gt;Thanks Jonathanasdf, just to be 100% sure Im doing all the needed&amp;#8230; are those items with linkage name also the ones that need to be placed in the empty frame in the main timeline?&lt;/p&gt;</body-html>
    <created-at type="datetime">2009-06-14T02:42:05-07:00</created-at>
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  </post>
  <post>
    <body>But, the only &quot;things&quot; from the library that I can check/uncheck the option from are those with linkage name, as the rest just have that option grayed (or I think all of them have that, not sure though)

Edit: I forgot to mention that I added to that final frame you mentioned all the symbols with linkage name, but just those, not the rest, dont know if thats correct for this to work at its best</body>
    <body-html>&lt;p&gt;But, the only &amp;#8220;things&amp;#8221; from the library that I can check/uncheck the option from are those with linkage name, as the rest just have that option grayed (or I think all of them have that, not sure though)&lt;/p&gt;
&lt;p&gt;Edit: I forgot to mention that I added to that final frame you mentioned all the symbols with linkage name, but just those, not the rest, dont know if thats correct for this to work at its best&lt;/p&gt;</body-html>
    <created-at type="datetime">2009-06-13T20:23:56-07:00</created-at>
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  </post>
  <post>
    <body>But that should mean 30% of the game is in the loader? its just vector line and the text field... or maybe its referring to other stuff in the main timeline but not on 1st frame?

Also, I unchecked everything that has a linkage name to be loaded from actionscript... what else should I uncheck then?</body>
    <body-html>&lt;p&gt;But that should mean 30% of the game is in the loader? its just vector line and the text field&amp;#8230; or maybe its referring to other stuff in the main timeline but not on 1st frame?&lt;/p&gt;
&lt;p&gt;Also, I unchecked everything that has a linkage name to be loaded from actionscript&amp;#8230; what else should I uncheck then?&lt;/p&gt;</body-html>
    <created-at type="datetime">2009-06-13T20:10:15-07:00</created-at>
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  <post>
    <body>Well it actually stops there in the loading screen, it doesnt go to the game itself

EDIT: Actually you said that I should apply the &quot;export on 1st frame&quot; to only preloader elements, right? I tried it both ways, and strangely enough I see more time the preloader on screen unchecking this option from all MCs, does this have any sense?

Additionally, the best result I got so far is watchable here:

http://www.kongregate.com/games/asdronin/color-star

go and see it please, the preloader starts now at a lower number and blank screen is not displayed for quite long... still not perfect I think... or am I just getting paranoid?</body>
    <body-html>&lt;p&gt;Well it actually stops there in the loading screen, it doesnt go to the game itself&lt;/p&gt;
&lt;p&gt;&lt;span class=&quot;caps&quot;&gt;EDIT&lt;/span&gt;: Actually you said that I should apply the &amp;#8220;export on 1st frame&amp;#8221; to only preloader elements, right? I tried it both ways, and strangely enough I see more time the preloader on screen unchecking this option from all MCs, does this have any sense?&lt;/p&gt;
&lt;p&gt;Additionally, the best result I got so far is watchable here:&lt;/p&gt;
&lt;p&gt;&lt;a href=&quot;http://www.kongregate.com/games/asdronin/color-star&quot;&gt;http://www.kongregate.com/games/asdronin/color-star&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;go and see it please, the preloader starts now at a lower number and blank screen is not displayed for quite long&amp;#8230; still not perfect I think&amp;#8230; or am I just getting paranoid?&lt;/p&gt;</body-html>
    <created-at type="datetime">2009-06-13T19:45:25-07:00</created-at>
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  <post>
    <body>Well the correct order of events is this:

-blank screen for a few moments
-then the loading screen appears for a bit of a moment (according to traces I made its there in the duration of two frames), there it shows 58%
-Loading screen vanishes
-the main game starts

What is worrying me is not that it disappears a little bit before the game is loaded, but the fact that its only visible after a few seconds, before that 58% I can only see blank screen, and I think what Im needing is something different, I dont really need to provide information but just let the player know that its all fine loading.</body>
    <body-html>&lt;p&gt;Well the correct order of events is this:&lt;/p&gt;
&lt;p&gt;-blank screen for a few moments&lt;br /&gt;
-then the loading screen appears for a bit of a moment (according to traces I made its there in the duration of two frames), there it shows 58%&lt;br /&gt;
-Loading screen vanishes&lt;br /&gt;
-the main game starts&lt;/p&gt;
&lt;p&gt;What is worrying me is not that it disappears a little bit before the game is loaded, but the fact that its only visible after a few seconds, before that 58% I can only see blank screen, and I think what Im needing is something different, I dont really need to provide information but just let the player know that its all fine loading.&lt;/p&gt;</body-html>
    <created-at type="datetime">2009-06-13T19:19:31-07:00</created-at>
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  </post>
  <post>
    <body>Yes, its in the frame itself as you said, not in the onLoad function, but to clarify this a bit more, here is frame 1

&lt;pre&gt;

stop();

function onEnterFrame()
{
         if(getBytesLoaded() &gt;= getBytesTotal())
         {
                  gotoAndPlay(2);
         }
         else
         {
                  charge.text=Math.round((getBytesLoaded()/getBytesTotal())*100)+&quot; % &quot;;
         }
}
&lt;/pre&gt;</body>
    <body-html>&lt;p&gt;Yes, its in the frame itself as you said, not in the onLoad function, but to clarify this a bit more, here is frame 1&lt;/p&gt;
&lt;pre&gt;

stop();

function onEnterFrame()
{
         if(getBytesLoaded() &amp;gt;= getBytesTotal())
         {
                  gotoAndPlay(2);
         }
         else
         {
                  charge.text=Math.round((getBytesLoaded()/getBytesTotal())*100)+&quot; % &quot;;
         }
}
&lt;/pre&gt;</body-html>
    <created-at type="datetime">2009-06-13T18:34:48-07:00</created-at>
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  <post>
    <body>Ah I understand now what you meant, and yeah I tried adding the code within onLoad function to the frame itself, and you are right, this way the MCs are attached well with the code, but the stuff that it still not working at all is the preloader that is on frame 1, I mean, it appears there, and lets the game begin after him, but its only shown for a bit, at the start of the simulated download its blank screen for a little while (I test on the slowest simulated connection) and only shows up at like 60% and then dissapears

And as for a bad approach I meant that maybe this is not the way most of the people are working with their &quot;loading&quot; screens, I have seen there are many methods for such task, I even remember reading a tutorial about loading the game from external swf, which sounds quite untidy to me, but just wondering if there is a more appropiated method for this</body>
    <body-html>&lt;p&gt;Ah I understand now what you meant, and yeah I tried adding the code within onLoad function to the frame itself, and you are right, this way the MCs are attached well with the code, but the stuff that it still not working at all is the preloader that is on frame 1, I mean, it appears there, and lets the game begin after him, but its only shown for a bit, at the start of the simulated download its blank screen for a little while (I test on the slowest simulated connection) and only shows up at like 60% and then dissapears&lt;/p&gt;
&lt;p&gt;And as for a bad approach I meant that maybe this is not the way most of the people are working with their &amp;#8220;loading&amp;#8221; screens, I have seen there are many methods for such task, I even remember reading a tutorial about loading the game from external swf, which sounds quite untidy to me, but just wondering if there is a more appropiated method for this&lt;/p&gt;</body-html>
    <created-at type="datetime">2009-06-13T18:23:40-07:00</created-at>
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  <post>
    <body>Thanks for your ideas Jabor, but if I try to put the onLoad in the first frame then the MC that I attach there wont show at any moment. I tried splitting the source that I posted before so that the onLoad is on first frame with the preloader code, but doing so its not working, then could you please tell me what I have to do to make the preloader functional and at the same time the code with attachMovie commands work the way they are supposed to? I know all this is not because the attachMovie command but because this is executed in the onLoad section and this have to be on frame 1, my guess is that it should be attached in the same frame that its used

I have tried your technique to make the preloader work, but in my case Im using one huge image as the attached image and I have seen that even with your technique, the preloader wont show up from 0% but maybe from the moment it loads part of the content (around 60%), then I wonder if Im using a bad approach to make a preloader &#191;?</body>
    <body-html>&lt;p&gt;Thanks for your ideas Jabor, but if I try to put the onLoad in the first frame then the MC that I attach there wont show at any moment. I tried splitting the source that I posted before so that the onLoad is on first frame with the preloader code, but doing so its not working, then could you please tell me what I have to do to make the preloader functional and at the same time the code with attachMovie commands work the way they are supposed to? I know all this is not because the attachMovie command but because this is executed in the onLoad section and this have to be on frame 1, my guess is that it should be attached in the same frame that its used&lt;/p&gt;
&lt;p&gt;I have tried your technique to make the preloader work, but in my case Im using one huge image as the attached image and I have seen that even with your technique, the preloader wont show up from 0% but maybe from the moment it loads part of the content (around 60%), then I wonder if Im using a bad approach to make a preloader &#191;?&lt;/p&gt;</body-html>
    <created-at type="datetime">2009-06-13T15:57:17-07:00</created-at>
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  <post>
    <body>Thanks a lot Truefire, you are totally right, with this code it works fine, so what you mean is that there can only be one onLoad function as this is called when the movie is first loaded?

Additionally, having this in mind, how can I perform a preloader screen? I mean, using your technique the preloader is only shown when it reaches 97-98%, my guess is that it only loads the few graphics that are on stage and not the ones that it will load later with the help of the code attaching the movies and so on</body>
    <body-html>&lt;p&gt;Thanks a lot Truefire, you are totally right, with this code it works fine, so what you mean is that there can only be one onLoad function as this is called when the movie is first loaded?&lt;/p&gt;
&lt;p&gt;Additionally, having this in mind, how can I perform a preloader screen? I mean, using your technique the preloader is only shown when it reaches 97-98%, my guess is that it only loads the few graphics that are on stage and not the ones that it will load later with the help of the code attaching the movies and so on&lt;/p&gt;</body-html>
    <created-at type="datetime">2009-06-13T13:16:06-07:00</created-at>
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    <topic-id type="integer">45963</topic-id>
    <updated-at type="datetime">2009-09-17T03:19:59-07:00</updated-at>
    <user-id type="integer">1269465</user-id>
  </post>
  <post>
    <body>Well I dont know if that fits what you want, I use to call this type cast in other language

&lt;pre&gt;
var i:Number;
var a:String;

a=&quot;11&quot;;
i=Number(a);
trace(i+4);//will trace 15
&lt;/pre&gt;</body>
    <body-html>&lt;p&gt;Well I dont know if that fits what you want, I use to call this type cast in other language&lt;/p&gt;
&lt;pre&gt;
var i:Number;
var a:String;

a=&quot;11&quot;;
i=Number(a);
trace(i+4);//will trace 15
&lt;/pre&gt;</body-html>
    <created-at type="datetime">2009-06-13T13:02:11-07:00</created-at>
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    <forum-id type="integer">4</forum-id>
    <hidden-by-id type="integer" nil="true"></hidden-by-id>
    <id type="integer">1002382</id>
    <post-number type="integer">5</post-number>
    <topic-id type="integer">45959</topic-id>
    <updated-at type="datetime">2009-09-17T03:19:57-07:00</updated-at>
    <user-id type="integer">1269465</user-id>
  </post>
  <post>
    <body>Well I rechecked that and in cs4 they made things different, I created a blank fla AS2 and opening the &quot;save as&quot; window it only allows to save to cs4 and cs3 (still wondering why)

But could you please make that on your flash? its quite simple AS2. Just create 2 layers, in first 1 called content, create the loading screen (in mine just few lines), in second frame of same layer put nothing.

Then in actions layer, on the first frame, put this

&lt;pre&gt;

stop();
function onEnterFrame()
{
	trace(&quot;frame 1&quot;);
	
	if(getBytesLoaded() &gt;= getBytesTotal())
	{
                 gotoAndStop(2);
	}
         else
	{
		//here its loading	
	}
        
}

&lt;/pre&gt;

and in 2nd frame of that same actions layer add this

&lt;pre&gt;
var myMC:MovieClip;
function onLoad()
{	
	myMC=_root.attachMovie(&quot;imagenpes&quot;,&quot;imagenpes&quot;+_root.getNextHighestDepth(),_root.getNextHighestDepth());
	myMC._x=0;
	myMC._y=0;
}
function onEnterFrame()
{	
	trace(&quot;frame 2&quot;);
	gotoAndStop(2);
}
&lt;/pre&gt;

And last you have to have a MC in library ready to be called from AS with the link name of &quot;imagenpes&quot;, I used a heavy bitmap to test the loading screen but any will do

Its that simple, could you please test that out? this issue is really killing me


Edit: If you have few time, just copy the 2nd frame's script, the loading itself is not the trouble, my issue is with having attachMovie commands on 2nd frame, they just dont work from there</body>
    <body-html>&lt;p&gt;Well I rechecked that and in cs4 they made things different, I created a blank fla AS2 and opening the &amp;#8220;save as&amp;#8221; window it only allows to save to cs4 and cs3 (still wondering why)&lt;/p&gt;
&lt;p&gt;But could you please make that on your flash? its quite simple AS2. Just create 2 layers, in first 1 called content, create the loading screen (in mine just few lines), in second frame of same layer put nothing.&lt;/p&gt;
&lt;p&gt;Then in actions layer, on the first frame, put this&lt;/p&gt;
&lt;pre&gt;

stop();
function onEnterFrame()
{
	trace(&quot;frame 1&quot;);
	
	if(getBytesLoaded() &amp;gt;= getBytesTotal())
	{
                 gotoAndStop(2);
	}
         else
	{
		//here its loading	
	}
        
}

&lt;/pre&gt;
&lt;p&gt;and in 2nd frame of that same actions layer add this&lt;/p&gt;
&lt;pre&gt;
var myMC:MovieClip;
function onLoad()
{	
	myMC=_root.attachMovie(&quot;imagenpes&quot;,&quot;imagenpes&quot;+_root.getNextHighestDepth(),_root.getNextHighestDepth());
	myMC._x=0;
	myMC._y=0;
}
function onEnterFrame()
{	
	trace(&quot;frame 2&quot;);
	gotoAndStop(2);
}
&lt;/pre&gt;
&lt;p&gt;And last you have to have a MC in library ready to be called from AS with the link name of &amp;#8220;imagenpes&amp;#8221;, I used a heavy bitmap to test the loading screen but any will do&lt;/p&gt;
&lt;p&gt;Its that simple, could you please test that out? this issue is really killing me&lt;/p&gt;
&lt;p&gt;Edit: If you have few time, just copy the 2nd frame&amp;#8217;s script, the loading itself is not the trouble, my issue is with having attachMovie commands on 2nd frame, they just dont work from there&lt;/p&gt;</body-html>
    <created-at type="datetime">2009-06-13T12:30:48-07:00</created-at>
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    <post-number type="integer">9</post-number>
    <topic-id type="integer">45963</topic-id>
    <updated-at type="datetime">2009-09-17T03:19:59-07:00</updated-at>
    <user-id type="integer">1269465</user-id>
  </post>
  <post>
    <body>It says I can only save to cs3 format, will this be valid for your version?</body>
    <body-html>&lt;p&gt;It says I can only save to cs3 format, will this be valid for your version?&lt;/p&gt;</body-html>
    <created-at type="datetime">2009-06-13T12:16:41-07:00</created-at>
    <flaggings-count type="integer">0</flaggings-count>
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    <post-number type="integer">7</post-number>
    <topic-id type="integer">45963</topic-id>
    <updated-at type="datetime">2009-09-17T03:19:59-07:00</updated-at>
    <user-id type="integer">1269465</user-id>
  </post>
  <post>
    <body>Sorry, how can I save this as a version compatible with yours? right now I can only find the publish setting and that wont affect the fla file</body>
    <body-html>&lt;p&gt;Sorry, how can I save this as a version compatible with yours? right now I can only find the publish setting and that wont affect the fla file&lt;/p&gt;</body-html>
    <created-at type="datetime">2009-06-13T11:57:22-07:00</created-at>
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    <updated-at type="datetime">2009-09-17T03:19:59-07:00</updated-at>
    <user-id type="integer">1269465</user-id>
  </post>
  <post>
    <body>Thanks for answering, yes, the preloader is not the problem by itself, I have tested the preloader with a image just pasted in the stage without any attachMovie command and the preloader works perfect, and, yes as you have said I have stopped the playhead on frame 2.

The problem itself said briefly is: &quot;I cant have attachMovie commands placed on frame 2, no matter what is on frame 1 wether a preloader code, a graphic, anything, if there is a frame 1, it wont work&quot;

The fla I posted is the simplest expression of the problem, with just an attached MC on frame 2 and the preloader on frame 1, and as you can see it doesnt work, Im using CS4 by the way.</body>
    <body-html>&lt;p&gt;Thanks for answering, yes, the preloader is not the problem by itself, I have tested the preloader with a image just pasted in the stage without any attachMovie command and the preloader works perfect, and, yes as you have said I have stopped the playhead on frame 2.&lt;/p&gt;
&lt;p&gt;The problem itself said briefly is: &amp;#8220;I cant have attachMovie commands placed on frame 2, no matter what is on frame 1 wether a preloader code, a graphic, anything, if there is a frame 1, it wont work&amp;#8221;&lt;/p&gt;
&lt;p&gt;The fla I posted is the simplest expression of the problem, with just an attached MC on frame 2 and the preloader on frame 1, and as you can see it doesnt work, Im using CS4 by the way.&lt;/p&gt;</body-html>
    <created-at type="datetime">2009-06-13T11:43:44-07:00</created-at>
    <flaggings-count type="integer">0</flaggings-count>
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    <id type="integer">1002247</id>
    <post-number type="integer">3</post-number>
    <topic-id type="integer">45963</topic-id>
    <updated-at type="datetime">2009-09-17T03:19:59-07:00</updated-at>
    <user-id type="integer">1269465</user-id>
  </post>
  <post>
    <body>Hi all,
As I have been trying to release a game, I found a strange issue that you know how to solve for sure, but I cant figure out at any point. 

The issue is like that, I have a image (converted to symbol) and I attach the MC to the stage using code as seen in many tutorials, until here all fine, but as I was trying to make preloader for games made in such fashion, I moved this actionscript to the second frame and placed in first frame the most basic preloader code (provided by Jabor)

But then after this it is not working, so if I put all the code as explained in the tutorials on Kongregate at the very beginning it works but if I move all that to the second frame (even deleting the preloader code) it stops working. Could someone please tell me why the code cant be run from 2nd frame?

Here is basic fla I made to isolate the problem, please check this to see what I mean

http://mordazax.uuuq.com/frame%202.fla

Thanks a lot for any help you could give, this thing is getting me insane in the worst way.</body>
    <body-html>&lt;p&gt;Hi all,&lt;br /&gt;
As I have been trying to release a game, I found a strange issue that you know how to solve for sure, but I cant figure out at any point.&lt;/p&gt;
&lt;p&gt;The issue is like that, I have a image (converted to symbol) and I attach the MC to the stage using code as seen in many tutorials, until here all fine, but as I was trying to make preloader for games made in such fashion, I moved this actionscript to the second frame and placed in first frame the most basic preloader code (provided by Jabor)&lt;/p&gt;
&lt;p&gt;But then after this it is not working, so if I put all the code as explained in the tutorials on Kongregate at the very beginning it works but if I move all that to the second frame (even deleting the preloader code) it stops working. Could someone please tell me why the code cant be run from 2nd frame?&lt;/p&gt;
&lt;p&gt;Here is basic fla I made to isolate the problem, please check this to see what I mean&lt;/p&gt;
&lt;p&gt;&lt;a href=&quot;http://mordazax.uuuq.com/frame%202.fla&quot;&gt;http://mordazax.uuuq.com/frame%202.fla&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;Thanks a lot for any help you could give, this thing is getting me insane in the worst way.&lt;/p&gt;</body-html>
    <created-at type="datetime">2009-06-13T09:12:06-07:00</created-at>
    <flaggings-count type="integer">0</flaggings-count>
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    <updated-at type="datetime">2009-09-17T03:19:59-07:00</updated-at>
    <user-id type="integer">1269465</user-id>
  </post>
  <post>
    <body>Yes Im putting the code in the frame itself, is that wrongly done? sorry if that the case, maybe there is the root of everything here and maybe I explained it bad... dont know where should put that code then

I traced the values and without simulating the download I got the numbers right (in one line of course) but when simulate the download is activated then it traces nothing. Oh and the game itself isnt running

Edit: Tracing the _currentframe on everyframe I have noticed that no frame is traced when the preloader code is present, if I remove that of course it keeps going from 1 to 2 and so forth
Edit 2: Additionally, just trying out things and thinking of possible solutions... wouldnt it be the same to tell it to gotoAndStop and 2? I mean, if after all everything is on 2nd frame and we dont want it to move from there, once loaded it should be safe to go and stop the reading head at 2.... its still not working but just trying to figure out things</body>
    <body-html>&lt;p&gt;Yes Im putting the code in the frame itself, is that wrongly done? sorry if that the case, maybe there is the root of everything here and maybe I explained it bad&amp;#8230; dont know where should put that code then&lt;/p&gt;
&lt;p&gt;I traced the values and without simulating the download I got the numbers right (in one line of course) but when simulate the download is activated then it traces nothing. Oh and the game itself isnt running&lt;/p&gt;
&lt;p&gt;Edit: Tracing the _currentframe on everyframe I have noticed that no frame is traced when the preloader code is present, if I remove that of course it keeps going from 1 to 2 and so forth&lt;br /&gt;
Edit 2: Additionally, just trying out things and thinking of possible solutions&amp;#8230; wouldnt it be the same to tell it to gotoAndStop and 2? I mean, if after all everything is on 2nd frame and we dont want it to move from there, once loaded it should be safe to go and stop the reading head at 2&amp;#8230;. its still not working but just trying to figure out things&lt;/p&gt;</body-html>
    <created-at type="datetime">2009-06-11T21:16:01-07:00</created-at>
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    <topic-id type="integer">45809</topic-id>
    <updated-at type="datetime">2009-09-17T03:19:11-07:00</updated-at>
    <user-id type="integer">1269465</user-id>
  </post>
  <post>
    <body>Thanks Jabor, but its still not working, do I need to put something special in the 2nd frames of each layer? I have tried with a stop at the top of everything, and also making it gotoAndPlay(2) at the end of onEnterFrame function, Im asking this because I have tried every other ideas that came to me at random without much result</body>
    <body-html>&lt;p&gt;Thanks Jabor, but its still not working, do I need to put something special in the 2nd frames of each layer? I have tried with a stop at the top of everything, and also making it gotoAndPlay(2) at the end of onEnterFrame function, Im asking this because I have tried every other ideas that came to me at random without much result&lt;/p&gt;</body-html>
    <created-at type="datetime">2009-06-11T21:04:57-07:00</created-at>
    <flaggings-count type="integer">0</flaggings-count>
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    <id type="integer">997980</id>
    <post-number type="integer">3</post-number>
    <topic-id type="integer">45809</topic-id>
    <updated-at type="datetime">2009-09-17T03:19:11-07:00</updated-at>
    <user-id type="integer">1269465</user-id>
  </post>
  <post>
    <body>Hi all!
Its a bit late here and head already started to kill me some hours ago but after so many thoughts and different ideas I had, Im almost broken, I cant get a preloader to work. Well to be honest I managed to have several preloaders up and running but just in a flash that loaded a big picture or a mp3 file, but not any with actual code as they were just experiments while learning or following other tutorials.

So the scenario I have here is quite simple, there are two layers, in first layer's first frame there is simple graphic that says &quot;loading&quot; (no bars and no % after so many failures), and in second frame on same layer the graphics I use to start the game. In second layer, in the first frame I have this code

&lt;pre&gt;
if (_framesloaded&gt;=_totalframes)
{
	gotoAndPlay(2); 
}
else
{
	gotoAndPlay(1);
}
&lt;/pre&gt;

and then in the second is the game itself, astonishingly the game works well without simulating the download (loading screen is not visible there), but when this is simulated or previewed in the Kongregate test screen, it fails, so Im wondering, what am I doing wrong? 
Thanks for your time and patience

Edit: I forgot to say that the &quot;loading screen&quot; is not visible when simulated or loaded as preview in Kongregate, so Im totally lost there</body>
    <body-html>&lt;p&gt;Hi all!&lt;br /&gt;
Its a bit late here and head already started to kill me some hours ago but after so many thoughts and different ideas I had, Im almost broken, I cant get a preloader to work. Well to be honest I managed to have several preloaders up and running but just in a flash that loaded a big picture or a mp3 file, but not any with actual code as they were just experiments while learning or following other tutorials.&lt;/p&gt;
&lt;p&gt;So the scenario I have here is quite simple, there are two layers, in first layer&amp;#8217;s first frame there is simple graphic that says &amp;#8220;loading&amp;#8221; (no bars and no % after so many failures), and in second frame on same layer the graphics I use to start the game. In second layer, in the first frame I have this code&lt;/p&gt;
&lt;pre&gt;
if (_framesloaded&amp;gt;=_totalframes)
{
	gotoAndPlay(2); 
}
else
{
	gotoAndPlay(1);
}
&lt;/pre&gt;
&lt;p&gt;and then in the second is the game itself, astonishingly the game works well without simulating the download (loading screen is not visible there), but when this is simulated or previewed in the Kongregate test screen, it fails, so Im wondering, what am I doing wrong? &lt;br /&gt;
Thanks for your time and patience&lt;/p&gt;
&lt;p&gt;Edit: I forgot to say that the &amp;#8220;loading screen&amp;#8221; is not visible when simulated or loaded as preview in Kongregate, so Im totally lost there&lt;/p&gt;</body-html>
    <created-at type="datetime">2009-06-11T20:40:47-07:00</created-at>
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  </post>
  <post>
    <body>Thanks Jabor, I will keep that in mind for current and future games, and if I ever make a only-wii game I will better start off compiling for that version to avoid surprises in the performance on last minute

Jonathanasdf, thanks for the information, I was just thinking about playing that on a Wii, but thats only because I havent heard about that site you mentioned, so that opens a whole new option for me, I will consider that for the future too</body>
    <body-html>&lt;p&gt;Thanks Jabor, I will keep that in mind for current and future games, and if I ever make a only-wii game I will better start off compiling for that version to avoid surprises in the performance on last minute&lt;/p&gt;
&lt;p&gt;Jonathanasdf, thanks for the information, I was just thinking about playing that on a Wii, but thats only because I havent heard about that site you mentioned, so that opens a whole new option for me, I will consider that for the future too&lt;/p&gt;</body-html>
    <created-at type="datetime">2009-06-11T18:19:19-07:00</created-at>
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    <id type="integer">997625</id>
    <post-number type="integer">6</post-number>
    <topic-id type="integer">45701</topic-id>
    <updated-at type="datetime">2009-09-17T03:18:44-07:00</updated-at>
    <user-id type="integer">1269465</user-id>
  </post>
</posts>
