Flash MX 2004 Games: Art to ActionScript by Nik Lever

By Nik Lever

As a fashion designer utilizing Flash you will find how one can practice your artistic talents to the various phases of video game construction and convey your personal interactive video games with this flexible package deal. growing video games for cellular units is now additionally lined! As an animator it is possible for you to so as to add interactive performance for your personal animation and convey a video game. As an online developer you'll find easy methods to make the easiest use of the delicate improvement setting Flash deals for the creation of either paintings and code to create low bandwidth, lively web pages that sells! The unfastened CD-Rom contains all of the code and documents you must attempt each one instructional from the e-book so that you can see precisely how each one online game was once created. examine from the various sorts of video games supplied as examples, from uncomplicated quizzes to platform-based video games. excessive ranking tables and multi-player video games utilizing sockets, important to better point on-line video games, also are coated intimately to make sure you have the total ability set had to reach this aggressive area. * enjoy the event of a profitable video games fashion designer whose Flash websites usually get 10,000+ hits in keeping with day * defined through an artist for artists so that you can simply see how Flash MX 2004 ActionScript 2 can paintings on your personal video games improvement * comprises helpful additional insurance of ways Flash integrates with Director 8.5 Shockwave studio and C++

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Extra resources for Flash MX 2004 Games: Art to ActionScript

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A’. In this project the animations from the earlier project have all been pasted into a symbol called ‘Cat’. To paste the frames, simply select them all in the timeline and choose ‘Copy Frames’ from the context menu. Then move to the new location and choose ‘Paste Frames’ from the context menu. By pressing the left or right arrow keys the cat will now walk either left or right, turning at the edges of the screen. See if you can work out how the code works; it is very simple and after you have completed Section 3 of this book you will definitely understand exactly how it is done.

Always refer to your segments in relation to the character. The right arm should always be the character’s right arm. If the character is facing you then it is tempting to call their right arm the left arm, because it is on the left in the screen view. But at some stage the character will be side on or from the rear; at what point do you swap? At least if the segments always refer to the character’s right side then you can work it out and it becomes less confusing. Make the key positions that you have entered into ‘Motion’ either by selecting the frame in the timeline and choosing ‘Create Motion Tween’ from the context menu or by selecting ‘Motion’ from the ‘Tween’ combo box in the context-sensitive Properties panel for a frame.

The View section contains tools for zooming and panning in the application window. The Colors section contains modifiers for stroke and fill colours. The Options section displays modifiers for the selected tool, which affect the tool’s painting or editing operations. We will look first at using the drawing and painting tools. 17 Flash MX 2004 Games Using the drawing tools The Line tool Click and drag to draw a straight line in the currently selected colour and stroke. To select a different colour, choose ‘Window/Design Panels/Color Mixer’ to open the colour mixer panel.

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