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Flash Intro

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This is done by importing them into your flash file. ... SWF files can all be imported. Actionscript ... Can also be imported or linked into a flash project. ... – PowerPoint PPT presentation

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Title: Flash Intro


1
Flash Intro
  • Spartasoft Jan. 2007

2
What Flash Is
  • Authoring Tool
  • Built for Animation
  • Later given interactive functionality

Flash 3
Flash 8
3
How Flash Differs
  • From IDEs
  • Different way of organizing code.
  • Much more elaborate asset management.
  • (Art, sound, other flash files)
  • WYSIWYG Interface.
  • From WYSIWYG editors
  • Not as good at organizing code.
  • Better animation options.
  • Own language Actionscript is very robust.

4
The Bad About Flash
  • What it does not do well.
  • 3D engines Yes you can make them but
  • No texture mapping.
  • No Z-sorting.
  • Very slow at processing 3D
  • Real-time Multi-player
  • Bad network latency
  • Turn-based, however, is excellent.
  • Real-Time calculation
  • Lots of overhead.
  • Just 20 moving, animating objects can slow down a
    flash program.

5
Flash Interface
Drawing Tools
Timeline
Score
Library
Code
6
Movieclips and Code
  • Two main areas for making a game in flash,
    The movieclip and The code.
  • A Movieclip is just an object on the screen.
  • A graphic, a sound, a geometric shape, text, etc.
  • Equivalent to sprites in Director
  • Code is actionscript
  • Similar to language like Java, C, Javascript
  • Code is either placed on the main timeline or
    inside an assets timeline.

7
Movieclips
  • Just converted assets.
  • We use movieclips as objects that we can
    manipulate, either with code or through timeline
    animation.
  • By giving names to movieclips in the score we can
    refer to them in code.
  • Movieclips can also have code or animation inside
    of them that can be called or displayed.

8
Library Organization
  • Similar to Director or Game editors
  • All asset exist in the library.
  • This is done by importing them into your flash
    file.
  • Here it is a good idea to organize and separate
    your assets.
  • Videos, graphics, sound, and SWF files can all
    be imported.

9
Actionscript
  • Standard programming language.
  • Datatypes, Arrays, function definition, classes,
    objects, drawing capabilities, XML support.
  • Relies on the timeline for support.
  • Can also be imported or linked into a flash
    project.
  • Comes in 1.0, 2.0, 3.0 and Lite 1.0 and 1.1

10
Timeline Organization
  • Games are usually organized how they proceed in
    the game.
  • Loading and open screens first.
  • Game second.
  • Ending third.
  • Utilizing layers in the timeline allows for
    organization.
  • Separate layers for assets, code and labels.

11
MATH
  • Flash is frame based.
  • Usually animation by code follows this.
  • Every frame the new position of a movieclip is
    figured out, moved to that location, and drawn.
  • Collision
  • Flash allows for a lot of collision techniques.

12
Graphics
  • It is a good idea for artist to understand the
    basics on how movieclips are called and used in a
    flash program.
  • First if your dealing with a 2D game you need a
    lot of art to simulate motion.
  • (Animation imbedded can save on what the coder
    needs to know about the animation.
  • You can also help by coordinating with your coder
    on naming convention.

13
XML and Linking Flash Files
  • If you have a lot data you can store it in an XML
    document.
  • Flash allows for easy retrieval and you just
    place it into a object in your code.
  • Also you can export assets, movieclips, from
    other flash file libraries.
  • Great for multi-person projects where one file is
    the game/code file and other file hold the art
    and sound assets.
  • Can update these files as well, making it easier
    to get newer versions.

14
Found in the flash samples
  • AI
  • Lots of Collision and Math stuff
  • And lot of sample games

15
Sources
  • Flash MX Game Design Demystified by Jobe Makar
  • Lynda.com has great Flash tutorials and
    Actionscript ones.
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