How do I animate CC (HTML5 Canvas) work on Google Adwords?
I used to animate banners of HTML5 using Adobe Edge, but now I have to work in "Adobe animate CC" and I do not know what settings you have for export or what should I put on the HTML5 which generates my creativity. Can someone help me please?
PS. I'm not an expert in using the codes, if someone could please tell me in my editor (dreamweaver), what it took to make it work? I would appreciate.
1 animation duration is 30 seconds or less (Animation, an loop indefinitely but must stop after 30 seconds)
2 IMPORTANT! Unckeck option combine in spritesheets in publication settings that generates the JSON spritesheets file because the JSON file is not allowed in AdWords
3 ad is 150 or smaller (ZIP file)
4. Add a meta tag with your dimensions size format in thetag. For example:
5 copy the library CreateJS (48 KB in ZIP)
or if you need more space use both Google hosted CreateJS libraries and include two other libraries of CreateJS (15 KB in ZIP)
You can download it from the website CreateJS or you have if you have Flash Pro CC.
We are still waiting for AdWords update full CreateJS library that is hosted on Google
6 HTML5 ads are, by default, clickable on the entire surface of the announcement.
7 check-in validator AdWords | HTML5 Validator
Tags: Adobe Animate
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I can't get my animation to stop and start playing with a mouseover, but the listener actually put a message box to the top. This tells me that the interception of the earphone works, but the command to stop and start the animation is incorrect. How the animation to stop and start playback with a mouse during the event?
/ * Mouse over event
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*/
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There were a few problems with your previous code:
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Another strange question, I know.
I made a simple slideshow with audio accompaniment (mp3 format). It works very well in all the browsers on Mac and PC, except Internet Explorer. IE11 has 2 issues that might be related:
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To resolve the second problem, I searched the googles and went through all the different proposed solutions for the fixation of sounds in IE (re-install flash, reset flash, java installation, checking this setting and this setting). Nothing seemed to work until I finally found the setting on "Reset Internet Explorer settings" in the advanced Internet Options menu. This seemed to fix it. Audio is now played for my presentation.
As a bonus, it also seemed to fix the first issue as well, it took a bit to load now and showed the loading animation.
So now you're probably wondering yourself, OK fixed you, why I read this. Well, here's the thing. I tried it on several computers of my colleague, and they all had the same problem. I can't tell my customers 'OK for that to work, you need to reset your IE,' which seems bad. My theory is that IE is default loading of images that are first of all of small size and show them without the full presentation at full load. So is there something I can do to animate html or .js to force IE to do a full charge?
Thank you!
In your HTML, where you have:
var loader = new createjs. LoadQueue (false); Add this line, and the page will load a lot faster:
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Hello
I trust that a drive with the appropriate knowledge will help me in my request for help.
Here's what I'm working with.
I have simple buttons on the shoulder and knee, which, as you can see are working properly. Simple.
However, my problem lies in the video for ankle. I have the desire for a video slide show for pop up, then go as expected on the mouse.
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How to resize image in Html5 Canvas?
Hey, I try to width and height to resize the image using the code:
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CreateJS is not a way to explicitly set the height and width of the image. If you already know the dimensions of the external image, just use some simple calculations to convert the dimensions in a scale factor. If you don't know the dimensions of the external image, you can access it from image.width and image.height. However, it will need to wait until the image is loaded.
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I use Adobe animate CC HTML5 Canvas.
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Can someone help me please? I can send the files together if necessary.
Here is my code for the navigation of the page:
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SECTION INFO & NAVIGATION DRIVE VARIABLES FOR NAVIGATION
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Hold up... you have the above reproduced code in each single frame? This would explain why your buttons are behaving strangely. Handlers on objects do not replace each other - they are cumulative. If you have only one set of buttons in nav for the entire timeline, you only need to assign handlers once at the beginning.
Similarly, you should not create a textfield to display page in the code. You just create a dynamic textfield in the editor, name ('pageNum' or whatever), then update its content through the .text property.
Assuming that you are using the frame 1 (0) to initialize and start your content on frame 2 (1) and have a next button called 'next', a previous page named 'prev' button and a textfield of page number named 'pageNum', all that exists throughout the entire timeline, you can use this code to control your page :
_root = this; // global handle to root timeline for event listeners this._maxPage = _root.timeline.duration - 1; // total pages // event handlers this.navPrev = function() { var cur = _root.timeline.position; if (cur > 0) { _root.navToPage(cur - 1); } } this.navNext = function() { var cur = _root.timeline.position; if (cur < _root._maxPage) { _root.navToPage(cur + 1); } } // do navigation this.navToPage = function(p) { // set visibility of nav buttons this.prev.visible = p > 1; this.next.visible = p < this._maxPage; // update page counter this.pageNum.text = "Page " + p; // navigate this.gotoAndStop(p); } // assign event listeners this.prev.addEventListener("click", this.navPrev); this.next.addEventListener("click", this.navNext); // get the party started this.navToPage(1);
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Interactive Html5/canvas freezes mobile phones
Hello
I was once a Flash Designer, and since Apple _ Google has announced that Flash would be is no longer supported on mobile devices. I've been without a good Interactive platform / Animation that would be supported on mobile phones / tablets without having to do it in the AIR or develop a native app.
Along came animate dashboard... Well... who have worked at least on mobile phones... I thought it would be a good replacement for the awesome tool that Flash was.
NOPE... Adobe he pulls away and gives us a CC to animate.
I thought well... at least its in the Middle, I know...
in any case... I did this Interactive Html5/canvas with "Button" to go to each image. That's all that.
Work a lot on my desktop PC... but when I view it on my Android phone, this is WICKED SLOW (my entire Web page of scrolling is slow)
Click on one of the buttons (which has a hover) takes several seconds to go to the desired image.
After about 3 times switching pages... the canvas completely freezes the phone and I have to do a HARD REST of the PHONE.
See the page the Html5/canvas content here, I did...
Image file formats. Articles | TechniPixel Solutions
I expect animate CC way to better answer to the phone than that.
If this is true, CC animate (aka Html5/canvas) is NOT READY for prime time yet on mobile phones...
So I have nothing to use to develop interactive content that allows to display on a mobile phone without creating a native application or with air.
Flash is an A + in my books
Animate CC is a D - F... I'm not impressed
Anyone can do the light on interactivity and mobile phones with animate CC (aka Html5/canvas)
Oh, I wish for the days of Flash back!
Thanks in advance
Well... Since nobody does not address this... I changed the links so my JS/Image version is now live on my site.
JS/Image Version that replaces the CC version animate Html5 Canvas (link below)
Image file formats. Articles | TechniPixel Solutions
Animate CC Html5 Canvas Version
Image file formats. Articles | TechniPixel Solutions
The final conclusion is that CC animate is optimal for the creations of office... but because of the lack of CPU power on mobile phones (which is the number of phone manufacturer to catch up)... It is better not to use Html5 Canvas on mobile phones... AT THE MOMENT!
We have to wait for the phone power to get faster and better, computer
It's NOT for the lack of CC animate... but lacks the phone to be able to make enough office powered creations.
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My html code created by animate cc was changed to php for me, because I send and received variables via get and catch the cookies and much more. the function that I used to call function on my .fla of the document is passId() and it worked before when animate was Flash pro with html5 canvas.
And function of .fla, I frame_0 only assign to the variable "id_usuario", this is the feature on fla:
First of all, the title of your thread is horrible. Titles are supposed to be securities, not paragraphs.
As for your problem, you are probably trying to call catchIdUser before it is defined. handleComplete() is raised when the content is ready to run. He did not actually yet. I guess you should have script code call the function of window parent, not the other way around.
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How to convert (Action Script 3.0) .as files to work on HTML5 Canvas?
So I did an ActionScript 3.0 game in CC animate using files as with packages and classes rather than use actions for example
There is a Game.as file:
package { import flash.display.MovieClip; import flash.events.Event; import flash.utils.Timer; public class Game extends MovieClip { static var ship:MovieClip; function Game() { ship = new Ship(stage, 200, 100); var spawnTimer = new Timer(3000); spawnTimer.addEventListener("timer",spawn); spawnTimer.start(); } function spawn(e:Event):void { var enemy = new Enemy(); stage.addChildAt(enemy, 1); } } }
I used the commands > convert to other Formats of Document and you select HTML5 Canvas. When I run the project all the code does not work because the .as files are not related to the project (because it is a HTML5 Canvas). So, how can I convert my project an ActionScript 3.0 for a HTML5 Canvas so that the scripts work in the game? Should I use. JSFL files? How to bind the?
Thanks in advance.
There is no external class in HTML5 Canvas Javascript file. Also, the variables are not typed. Symbols belong to the library, which will be shortened to 'lib '. You can define listeners on the createjs. Ticker, but using setTimeout() is a simple alternative.
In view of this, your AS3 could be something like this:
boat var = new lib. Ship();
Ship.x = 200;
Ship.y = 100;
stage.addChild (ship);
setTimeout (spawn, 3000);
spawn() {} function
enemy of the var = new lib. Enemy();
Enemy.x = Math.random () * 500;
Enemy.y = Math.random () * 400;
stage.addChildAt (enemy, 1);
setTimeout (spawn, 3000);
}
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How to disable the cc button animate html5 canvas files?
Hello!
How to disable the cc button animate html5 canvas files?
ex:
this.mc.on('click',function(){alert('this')}) this.mc.enabled=false
question 1:
When you click on the 'mc', it always run. How can I control the button of the deactivate and activate?
question 2:
The mc is not an image, it's a movieclip. How can I change the colors of the mc? example: default of the mc color red, I want to click change black!
Thank you!
use addEventListener instead of 'on '. You can then use removeEventListener to disable.
or you can intemperies to use 'on' using the mouseEnabled property to disable this.mc:
this.mc.mouseEnabled = false;
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