Archive for the ‘Banners’ Category

Sending data with LocalConnection in Flash

As a follow up to my previous post titled “How to communicate between multiple Flash files with LocalConnection” I’m going to demonstrate a slightly more advanced way of using the LocalConnection object in Flash. (more…)

How to communicate between multiple Flash files with LocalConnection

Have you ever come across a website containing banner ads of the same creative which appear to be in sync? Here I’m going to demonstrate how this is done by giving an example of how to use the LocalConnection class in Actionscript 3.0.

What is a local connection?

A local connection is used to communicate between two or more currently running SWF files. These can be either opened in Flash Player or, more commonly, embedded in a web page. A local connection object can be used to facilitate the communication between SWFs by enabling one SWF to call a function in another SWF.

A common place local connections are used is in banner advertising. An advertiser will buy out multiple ad positions on the same web page and create an advertisement that will utilize both spaces for greater impact and viewer retention.

A good use of this was the recent ‘Mac vs PC’ ads that did the rounds late last year. This ad featured our befuddled PC character attempting to light up a sign promoting Windows Vista featured in the above banner.

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Ford Banners - 2007

lightsensingbanner_07-02-08.jpg

Late last year I worked on these 2 banners currently hosted on bannerblog.com.au. They are both for Ford Mondeo and are geared at highlighting 2 of the cars key features. I am particularly happy with lighting effect on the light sensing banner (though like most things would script it a totally different way if I had my time again). I personally dont think the audio in the Light banner is necessary nor adds anything though this was not my decision. This is a classic example of “just because you can, doesn’t mean you should”.

The rain banner, on the other hand, uses sound well and is a key element to it’s interactivity. A 3D artist was contracted to animate the particles for the rain which was overkill for the amount of time spent on it vs the end result. I think we could have gotten just as nice an effect by tweening bitmaps across the stage rather than stuffing around pulling in a bloated video asset on load.