View Full Version : simulate donwload
RossKidd
July 14th, 2009, 07:59 AM
Hi,
I am building a peloader which loads an external file. Simulate donwload has never really worked for me, it just flashes and shows my loader at 100%.
Does anyone have any tips to actually get this working?
I have flash cs3, publishing to FP9 and using a simple LOAD_COMPLETE, onProgress function.
thanks
BoppreH
July 14th, 2009, 08:05 AM
It works perfectly for me and I have rather weird loading methods working here.
Try selecting a lower "connection" speed (View -> Download Settings -> DSL / 56k).
453.0
July 14th, 2009, 08:08 AM
I hope you know that you have to hit CTRl+ENTER twice to actually start the simulation. Beside that, you might need to set a lower download speed to actually see the preloader. Still, if your file structure is totally bad, example: all your images, script is on frame 1 of the .fla, the same place your preloader is then you'll never see anything else than 100%.
I'd suggest building a separate .swf that holds only the preloader and load your main.swf into that. This way, the preloader will always be small because you only have the essential stuff in there to display the preloader ( you're not killing it with tons of different elements/images that might be used in the application but are placed or exported badly ) and it will also start the loading percentage at 0% instead of 40% or 60% in some cases where the preloader is included directly into the main.swf and the whole main.swf structure is just wrong.
BoppreH
July 14th, 2009, 08:12 AM
I hope you know that you have to hit CTRl+ENTER twice to actually start the simulation. Beside that, you might need to set a lower download speed to actually see the preloader. Still, if your file structure is totally bad, example: all your images, script is on frame 1 of the .fla, the same place your preloader is then you'll never see anything else than 100%.
I'd suggest building a separate .swf that holds only the preloader and load your main.swf into that. This way, the preloader will always be small because you only have the essential stuff in there to display the preloader ( you're not killing it with tons of different elements/images that might be used in the application but are placed or exported badly ) and it will also start the loading percentage at 0% instead of 40% or 60% in some cases where the preloader is included directly into the main.swf and the whole main.swf structure is just wrong.
Strange, mines starts the "download" as soon as I tick the "Simulate Download" option.
And delayed preloaders is a common issue, but I'm not sure it it fits in the "it just flashes and shows my loader at 100%" description, it would be more of a "white screen for some seconds".
453.0
July 14th, 2009, 08:16 AM
And delayed preloaders is a common issue, but I'm not sure it it fits in the "it just flashes and shows my loader at 100%" description, it would be more of a "white screen for some seconds".It's a common issue because people include the preloader into the main.swf instead of separating it from the main. As I have already said, showing objects and code onto the first frame will kill the preloader if it's not separated from the main file. If it's separated, it will work well, except if people make other errors on the way.
BoppreH
July 14th, 2009, 08:30 AM
It's a common issue because people include the preloader into the main.swf instead of separating it from the main. As I have already said, showing objects and code onto the first frame will kill the preloader if it's not separated from the main file. If it's separated, it will work well, except if people make other errors on the way.
Exactly, but I don't think it's the case, because a) OP didn't mention a white screen and b) the code is already loading something external.
453.0
July 14th, 2009, 09:16 AM
I have flash cs3, publishing to FP9 and using a simple LOAD_COMPLETE, onProgress function.
I have just observed this... I hope that by "load_complete" you were trying to say "Event.COMPLETE" and I hope that you are monitoring the load progress with a ProgressEvent.PROGRESS event listener.
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