Puyo Pop Fever (gc) Arkanoid DS (nds) WarioWare D.I.Y. (nds) [M] Ochaken No Heya DS (nds) The Legend Of Zelda - Trilogia N64 (gc) Prince Of Persia - The Sands Of T... (gc) Marvel Super Heroes (psx) Bleach GC - Tasogare Ni Mamieru S... (gc) Lost Kingdoms (gc) Battle Stadium D.O.N. (gc) Oi Gente O Blog agora passara a postar outros jogos e emuladores alem do gba. Cena causa polemica em "Modern Warfare 3" Novo Devil May Cry se passa em um mundo... Resident Evil 4 e 5 nao abandonaram o h... Capcom anuncia Biohazard Chronicles HD ... A Historia dos Video Games - Primordios "Facebook tem mais jogadores que Sony, ... Artista cria replica do uniforme de Bat... Nintendo deve anunciar amanha prejuizo ... [ATUALIZADO] Rockstar anuncia GTA V Ezio estara presente em Soul Calibur V Codigo para deixar o BG transparente. stage.setBackground(null); function fncMcLoader(img:String, onde:MovieClip) { var meuMVL:MovieClipLoader = new MovieClipLoader(); var meuListener:Object = new Object(); meuListener.onLoadStart = function() { }; meuListener.onLoadProgress = function(alvo:Object, bLoad:Number, bTotal:Number) { perc = Math.round(bLoad/bTotal*100); //percent.text = perc+"%"; }; meuListener.onLoadComplete = function() { Loop = setInterval(Carrega, xmlSegundos+"000"); gotoAndPlay(2); }; meuMVL.addListener(meuListener); meuMVL.loadClip(img,onde); } var targ1:MovieClip = MovieClip(maquina_mc.bolinha_guia);var targ2:MovieClip = MovieClip(Bolinha);var point:Point = targ2.parent.globalToLocal(targ1.parent.localToGlobal(new Point(targ1.x,targ1.y)));targ2.x = point.x;targ2.y = point.y;Via: actionscript.org (caffrey75)http://www.actionscript.org/forums/showpost.php3?p=1079596&postcount=6 dispatchEvent(new MouseEvent(MouseEvent.CLICK)) E necessario que as fontes estejam instanciadas na Library.var myTextVar:String = "<font size='21' color='#cc092f' face='Font1'>Font in Eurostile.</font><font size='21' color='#cc092f' face='Font2'>Font in Birch.</font> ";myTextField.embedFonts=true;myTextField.htmlText = myTextVar; Esta foi a solucao p/ aplicar 2 fontes diferentes em um mesmo campo de texto, e necessario que as fontes estejam instanciadas na library.var fontLight:Font = new NeoSansPro_light();var fontBold:Font = new NeoSansPro_medium();var ss:StyleSheet = new StyleSheet();var Light:Object = {fontFamily:fontLight.fontName, fontSize:22, letterSpacing:-1};var Bold:Object = {fontFamily:fontBold.fontName ,fontSize:22, letterSpacing:1};ss.setStyle(".light_txt", Light);ss.setStyle(".bold_txt", Bold);var tf:TextField = new TextField();tf.autoSize = TextFieldAutoSize.LEFT;tf.styleSheet = ss;addChild(tf);tf.htmlText = "The quick <span class='light_txt'>brown</span> fox jumped <span class='bold_txt'>over</span> the lazy <span class='light_txt'>dog</span>."tf.embedFonts = true;Fonte: http://mykola.bilokonsky.net/2010/08/flash-css-and-embedded-fonts/ stage.enableMouseOver();Shape.cursor = "pointer"; Via: 8bitrocketPreload em um unico swf, excelente p/ games ou situacoes que vc precisa fazer td em um unico SWF.http://www.8bitrocket.com/2008/04/22/tutorial-preloading-actionscript-3-as3-games-in-flash-cs3/This sounds like a rather simple topic. If you have a game application where you can load all of you assets externally at run time, then you will probably have no need for a special preloader and can follow any of the current online tutorials (Google AS3 Preloader and you will find some great ones). The preloading method we are going to examine is for games that are constructed inside a single file. This single file method is usually the best way to distribute games to portals. If you have a Mochi Pre-roll ad, it can act like a pre-loader and you will probably be fine, but it will mask the assets exported on the first frame creating pre-load problems. When need to distribute your game as a single file with no pre-roll ad, you will find that your pre-loader image or loader bar will not show up until quite some time has passed and this is not good for your game players (especially Newgrounds and Kongregate users). This problem is created because exporting all of the assets in the first frame forces Flash to