20K flash file
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- hiatus
Why would a publisher have such a low file size requirement for such a flash file. I can see 40K. I bearly get JPG down to 20K sometimes.
I'm so screwed today having to make 5size banner all under 20K with same style/animation.
FUCKING SHIT!!!!! >:-0
- MSTRPLN0
How about a 2kb banner for iPhone?
- ********0
I reckon some advertising platforms probably set this kind of limit - to ensure that the adverts they serve don't hold up page loading times too much.
This is especially important now that Google ranks sites based on load times.
- Google speed weighting is a very low component though, isn't it?detritus
- yeah, but if you have an advertising platform which takes a long time to load .. it reduces the marketability of the platform i guess********
- vitamins0
If you have fireworks, try compressing the images with that. Exporting as a PNG can also reduce the file size. Good luck
- PIZZA0
yeah its utterly ridiculous, most "media planners" or whatever bullshit title these morons call themselves haven't a fucking clue.
I've seen banner campaigns where it was 30K limit for all banners, no thats fine for an MPU or a leaderboard but then asking for Super MPU (300x600) in 30KB its fucking ridiculous.
- "what are all our product images blurry and pixelated? We have 30kb to work with!"MSTRPLN
- detritus0
You kids are spoilt - I used to have contend with 12kb max size primary adverts and 8kb secondary ads when I was a lad.
20kb's quite a lot in Flash, assuming you're not loading it with bitmaps and video.
- lvl_130
yeah, it's difficult. this might help you somewhat:
http://www.gracepointafterfive.c…- by default, flash re-compresses pngs to jpg, which is usually much smaller.nuggler
- harmsie0
Just compress the hell out of the images, custom jpeg compression can shift a load of weight. Its their bad luck if their campaign hasn't thought of those restrictions.
- d_rek0
Compression, Compression, Compression.
- hiatus0
WHAT do you guys recommend in way of importing art for flash animation. I've already tried bring as much in as vector.
If its flash I customize the publish setting
for Illy art I just bring it in so it make a MC of it. instead of all the lil pieces.
What you say.
- Brand00
If you have a really complicated vector, sometimes it's better to bring in a PNG and set the JPEG compression to what you need.
Or even simplifying the number of points can help too.
- ********0
Standard size restraints for Flash MPU's (300X250) are 30k and often people want smaller.
You'll get used to it.
- I have to now do a 720x300 at 30K. someone shoot me.
hiatus
- I have to now do a 720x300 at 30K. someone shoot me.
- vaxorcist0
reminds me of making 12k animated GIF's using GIFbuilder in 1998.....
- nuggler0
IAB standard is now 40k for banners. When I'm asked to do a 20k banner, I usually explain that it has to be a static image at that size.
My top tip for small banners is to use limited-palette GIF for text and logos. Smaller than fonts if there are only a couple of sentences. If you need transparency, don't use PNGs, they're too heavy; use flat images and either mask them, or use screen or multiply modes.
- ********0
Use vectors wherever possible and keep it to actionscript animation.
What's the client like? If they're a small and non-savvy company, create it as low as you can and make all necessary images externally loaded.
It's cheeky but you can get away with it. Make it so that when the flash loads initially it doesn't exceed the 30k, then have it import the extra a bit later.
- fyoucher10
Yeah, I'd see if you can get more K. 20k was normal 8 years ago when people were using AOL. 30k is on the lower end nowadays. 40k is the norm.
However, if you are going 20k, you really need to use all simple vector objects and limit the amount of fonts you use. If the vector artwork is too complex, sometimes a limited color GIF will be lower in file size.
Take advantage of small amounts of code to animate things (if it's possible to do it with code and not the timeline). I like to ix both code and timeline.
You can also try Greensocks TweenNano to animate things as well >
http://www.greensock.com/tweenna…
You can even create your own code prototypes that are even smaller than TweenNano if all you need to do is something like a simple fade or slide.Reuse objects as much as possible.
You can do a ton with 20k if you're efficient with everything.
- mathinc0
I've struggled with this same thing. Couple pointers:
- Some tween classes add anywhere between 4k - 20k alone, so don't import those, you have to timeline everything. There might be newer simple tween classes you can use.
- Try to use as much flash drawing API as you can.
- When you do use images, if you mask out the parts that you want, and those parts include lots of jagged lines or transparencies, it will add a TON of weight to your files.
- Some of the companies that actually serve up the ads have a system where you are allowed an 'initial load'.. contact the company that is serving the ads and see if they allow a progressive load after the initial load. What they do is let you basically load a shell swf first, the shell then loads much larger content like videos, audio, larger higher quality swf's.
I haven't done these in quite a while but after a lot of trial and error it gets easier. There might be a lot more work arounds now that I'm not aware of. I think the 'progressive loading' was just starting to emerge as I was getting out of banners a few years ago.
- CyBrain0
In most cases tween engines and general script animations will save you file size. The more animation you have the more it's true.
If you have small but complex vector assets in your ad, such as logos, try a gif instead of the vector.
- Projectile0
I often use a png for part of the background (say there's a picture of a person/packaging) and then a gradient/flat color behind it. this obviously doesn;t always work, but can save you a lot of file size space.
once i even created a mess of shapes and gave it a blur to look like a photographic background. (looked a bit rubbish but better than the compression I would have had to use)
- hiatus0
So I'm using this displacement filter to make a heat haze/wavey look to the image and need to have it stop after like 10 sec. Right now I have all the keyframes running with this code till frame199 then on 200 I put a stop(); - but I get an error
heres the filter script:
Stage.scaleMode = 'noScale';displace_mc.createEmptyMovieClip... 1);
var ramp:MovieClip = displace_mc.ramp;
ramp.swapDepths(1);var speed = 2;
var channel = 1;// DISPLACEMENT variables
var flapX = 20;
var flapY = 6;
var mode = "clamp";
var offset = new flash.geom.Point(0, 300);var displaceBitmap:flash.display.Bit... = new flash.display.BitmapData(ramp._w... ramp._height);
var displaceFilter:flash.filters.Dis... = new flash.filters.DisplacementMapFil... offset, channel, channel, flapX, flapY, mode);// PERLINNOISE variables
var baseX = 20;
var baseY = 7;
var octs = 1;
var seed = Math.floor(Math.random() * 100);
var stitch = true;
var fractal = true;
var gray = false;var noiseBitmap:flash.display.Bitmap... = new flash.display.BitmapData(500, 1);
noiseBitmap.perlinNoise(baseX, baseY, octs, seed, stitch, fractal, channel, gray);var shift:flash.geom.Matrix = new flash.geom.Matrix();
// every frame
onEnterFrame = function(){// move the matrix by speed along x to shift the noise
shift.translate(speed, 0);with (displace_mc.perlin){
clear();
beginBitmapFill(noiseBitmap, shift);
moveTo(0,0);
lineTo(ramp._width, 0);
lineTo(ramp._width, ramp._height);
lineTo(0, ramp._height);
lineTo(0, 0);
endFill();
}displaceBitmap.draw(displace_mc...
girl_mc.filters = [displaceFilter];
}onMouseDown = function(){
displace_mc._visible = false;
girl_mc._visible = true;
}onMouseUp = function(){
displace_mc._visible = false;
girl_mc._visible = true;
}// initiate
onMouseUp();