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	<title>Comments on: Writing a preloader in ActionScript 3</title>
	<atom:link href="http://www.jetpackhq.com/blog/2008/03/25/writing-a-preloader-in-actionscript-3/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.jetpackhq.com/blog/2008/03/25/writing-a-preloader-in-actionscript-3/</link>
	<description>A chronicle of the development of a video game</description>
	<pubDate>Fri, 04 Jul 2008 13:54:17 +0000</pubDate>
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		<title>By: Adam</title>
		<link>http://www.jetpackhq.com/blog/2008/03/25/writing-a-preloader-in-actionscript-3/#comment-837</link>
		<dc:creator>Adam</dc:creator>
		<pubDate>Sun, 25 May 2008 13:05:18 +0000</pubDate>
		<guid isPermaLink="false">http://www.jetpackhq.com/blog/2008/03/25/writing-a-preloader-in-actionscript-3/#comment-837</guid>
		<description>Yeah it was nice when it worked, however nothing could make me miss ActionScript 2!</description>
		<content:encoded><![CDATA[<p>Yeah it was nice when it worked, however nothing could make me miss ActionScript 2!</p>
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		<title>By: Tim Kloske</title>
		<link>http://www.jetpackhq.com/blog/2008/03/25/writing-a-preloader-in-actionscript-3/#comment-822</link>
		<dc:creator>Tim Kloske</dc:creator>
		<pubDate>Sat, 24 May 2008 05:36:57 +0000</pubDate>
		<guid isPermaLink="false">http://www.jetpackhq.com/blog/2008/03/25/writing-a-preloader-in-actionscript-3/#comment-822</guid>
		<description>I really miss ActionScript 2.0. I know it was horrible, but at least you could create a preloader without much hassle.
loaded=(_root.getBytesLoaded/_root.getBytesTotal)*100
that was the ActionScript 2.0 way to create a preloader. Alternatively, you could try create a separate container preloader .swf that uses ActionScript 2.0 to load the actual game (and then the game itself could run in ActionScript 3.0). I'm not entirely sure if this will help you at all though. Good luck with your project!</description>
		<content:encoded><![CDATA[<p>I really miss ActionScript 2.0. I know it was horrible, but at least you could create a preloader without much hassle.<br />
loaded=(_root.getBytesLoaded/_root.getBytesTotal)*100<br />
that was the ActionScript 2.0 way to create a preloader. Alternatively, you could try create a separate container preloader .swf that uses ActionScript 2.0 to load the actual game (and then the game itself could run in ActionScript 3.0). I&#8217;m not entirely sure if this will help you at all though. Good luck with your project!</p>
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		<title>By: Adam</title>
		<link>http://www.jetpackhq.com/blog/2008/03/25/writing-a-preloader-in-actionscript-3/#comment-238</link>
		<dc:creator>Adam</dc:creator>
		<pubDate>Tue, 15 Apr 2008 18:41:45 +0000</pubDate>
		<guid isPermaLink="false">http://www.jetpackhq.com/blog/2008/03/25/writing-a-preloader-in-actionscript-3/#comment-238</guid>
		<description>ENTER_FRAME events actually fire repeatedly, at the frame rate set by the app.

It is accurate on a local test, but if you try loading your SWF remotely, or with a slow-connection-simulator, bytesLoaded actually only reflects the size of frame 1.  Yet another issue of clearly broken functionality by Adobe.. ;(</description>
		<content:encoded><![CDATA[<p>ENTER_FRAME events actually fire repeatedly, at the frame rate set by the app.</p>
<p>It is accurate on a local test, but if you try loading your SWF remotely, or with a slow-connection-simulator, bytesLoaded actually only reflects the size of frame 1.  Yet another issue of clearly broken functionality by Adobe.. ;(</p>
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		<title>By: Chris</title>
		<link>http://www.jetpackhq.com/blog/2008/03/25/writing-a-preloader-in-actionscript-3/#comment-213</link>
		<dc:creator>Chris</dc:creator>
		<pubDate>Mon, 14 Apr 2008 04:25:10 +0000</pubDate>
		<guid isPermaLink="false">http://www.jetpackhq.com/blog/2008/03/25/writing-a-preloader-in-actionscript-3/#comment-213</guid>
		<description>I don't like the bit-101 solution since it's broken. Since his code only updates progress on Event.ENTER_FRAME, which is only called....you guessed, once when you first enter the frame, it'll only update once.

I'm not sure what you mean when you say loaderInfo.bytesLoaded isn't the actual size. If I modify the bit-101 solution to update on progress events, and then write loaderInfo.bytesLoaded to Firebug, it shows a continually changing value.</description>
		<content:encoded><![CDATA[<p>I don&#8217;t like the bit-101 solution since it&#8217;s broken. Since his code only updates progress on Event.ENTER_FRAME, which is only called&#8230;.you guessed, once when you first enter the frame, it&#8217;ll only update once.</p>
<p>I&#8217;m not sure what you mean when you say loaderInfo.bytesLoaded isn&#8217;t the actual size. If I modify the bit-101 solution to update on progress events, and then write loaderInfo.bytesLoaded to Firebug, it shows a continually changing value.</p>
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		<title>By: Zandor 12</title>
		<link>http://www.jetpackhq.com/blog/2008/03/25/writing-a-preloader-in-actionscript-3/#comment-152</link>
		<dc:creator>Zandor 12</dc:creator>
		<pubDate>Thu, 27 Mar 2008 04:38:44 +0000</pubDate>
		<guid isPermaLink="false">http://www.jetpackhq.com/blog/2008/03/25/writing-a-preloader-in-actionscript-3/#comment-152</guid>
		<description>"Behold!  We have created a language so mysterious that even we do not know what it does!!"</description>
		<content:encoded><![CDATA[<p>&#8220;Behold!  We have created a language so mysterious that even we do not know what it does!!&#8221;</p>
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		<title>By: Robert</title>
		<link>http://www.jetpackhq.com/blog/2008/03/25/writing-a-preloader-in-actionscript-3/#comment-151</link>
		<dc:creator>Robert</dc:creator>
		<pubDate>Thu, 27 Mar 2008 03:34:01 +0000</pubDate>
		<guid isPermaLink="false">http://www.jetpackhq.com/blog/2008/03/25/writing-a-preloader-in-actionscript-3/#comment-151</guid>
		<description>im sort of into programming, but i don't like reading technical posts that are this long! ill read half...or try to.</description>
		<content:encoded><![CDATA[<p>im sort of into programming, but i don&#8217;t like reading technical posts that are this long! ill read half&#8230;or try to.</p>
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