Building great flash mx games




















The authors give you all you need to know to create the most commonly requested and popular Flash visual effects and movies on the web with fast and fun examples. Offers instructions for ActionScript to maximize the interactive elements of Flash MX, covering such topics as animation and advanced movie manipulation. If you are a professional animator and want to learn to use the Flash environment as a vehicle for your creative work then this is the book for you.

It gets you up to speed fast with the basics of how to use Flash MX to animate, so you can start concentrating on how best to translate your animation skills to this medium. The techniques shown throughout the book build up in skill level quickly, showing you clearly and concisely the most effective way to translate your animations into Flash with the focus remaining on the importance of creative animation techniques. Benefit from Sprite Interactive's wealth of tips and tricks from their wide range of professional Flash animation work and successful training courses.

Learn how to apply these techniques to your own work, how to make your characters run in Flash, speed them up and slow them down, make them stumble as they walk, show their anger or fear, make them come to life. The free CD includes all the files you need to try everything in the book for yourself, as well as invaluable time and money saving animation processes and tools. Make sure you are at the cutting edge of animation and push your creative skills to the edge, if you want to animate successfully in Flash, buy this book.

If you are new to Flash, or an experienced Flash user, you will find this book offers a wealth of creative ideas and techniques for getting the most out of Flash. Written by an educator this book is organized to progressively take you step by step into interactive web content or software application development. Educators: This book is ideal for the classroom. Whether your course is 1 hour that meets times per week , a night class that meets for hours , or short term training course, you will be delighted with this book.

Short projects focus on specific concepts and make it easy to supply your class with entertaining and exciting ideas. Additional exploration topics at the end of each chapter provide a convient tool for in-class assignments, homework, or as a way of testing knowledge. Topics covered: This book contains more than 42 short projects and hundreds of creative ideas that cover a variety of topics.

Here are just a few: Producing a melting type animation effect using a shape tween. Creating a solar explosion effect using motion tweens. Computer games and advanced game concepts. Animating type using ActionScript. Developing sound controllers. How to make photographs interactive. Video capture, compression, and incorporation in Flash.

Creating and controlling 3D content. Step-by-step techniques, illustrated with highly visual examples throughout the book, show you how to build up your ActionScripting skills quickly and effectively.

A support website www. Ideal for those studying multimedia and information technology and anyone who wants to produce highly effective online interactive content. This guide gives you all you need to ensure you have a firm foundation of knowledge on how to use ActionScript creatively so you can produce professional results. Macromedia Flash MXis the premier software for creating rich content for the Web and other media.

Whether you're interested in developing complex Web applications, learning ActionScript, or mastering the new video capabilities in Flash MX, this book is filled with real-world insights and tutorials on every major Flash concept.

Flash MX Unleashedis the ultimate resource for anyone trying to take their Flash skills to the next level. It combines the knowledge and experience of some of the top Web developers in the market, providing countless examples and explanations of the powerful tools and topics within Flash such as XML integration, components, and ColdFusion integration. Flash MX Studio takes your raw Flash talent and multiplies its potency by focusing it on real-world web design situations. In the heady days of the late s, designers were trying their hand at anything and everything they could lay their hands on.

Now the marketplace is seriously focused, and serious Flash designers have to know exactly what they're doing and why. These days, it's all about functionality over experimentation, justification over style. It's all about maturity. The design must fit the job specs, and this book shows the reader how to fulfill these requirements and more. This book examines all the avenues open to professional or aspiring professional Flash MX designers.

The value G is called the constant of universal gravitation. For mathematical reasons having to do with absorbing constants into other constants I hope you'll take my word for this one , we can just assume that G has a value of 1.

The value distance is the distance between the centers of the two objects. You are most likely never going to need to apply this realistic treatment of gravity in your games.

However, if you would like to see a working example of this in Flash, then take a look at a Flash 5 experiment of mine in realGravity.

There is ActionScript in realGravity. As I mentioned at the beginning of this chapter, there are times when a simplified formula will do for our gaming purposes as well as the complicated, "real" physics I paid a lot of money to learn about in graduate school. We have come to one of those times now. If you've been worrying about having to work through the gravity equations, you'll be happy to hear that there is an easy way to add a gravity effect to your games: Simply come up with a value for gravity let's say 2 and then add that value to your y velocity in every frame.

To see an example of this, open bounce. In this file, I've affected a ball's velocity using faked gravity. I've also added a simple collision-detection trick so that the ball doesn't fall through the floor we'll talk more about that in Chapters 5 and 6, "Collision Detection" and "Collision Reactions".

Here is the ActionScript:. As you can see in line 5, gravity is used to change the ball's velocity in the same way that acceleration was used to do this. In lines 7 through 10 we check to see if the ball is below which is the height of the floor on the stage in this movie. If so, then it is off the screen, and we set its position back to and reverse the y velocity, ymov.

The final result is a ball that bounces in place.



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