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Flash CS3 ActionScript 3 Animation and Games - Total Training

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    Advance your knowledge and use of ActionScript 3 by taking a specific look into Animation and Game Design. Instructed by John Ulliman, this series which is available online and on DVD-ROM, goes step-by-step through the new ActionScript 3 structure and classes. You'll also get some hands-on experience by building several typical games using Flash CS3 and ActionScript. Plus, you will also learn how to build your own ActionScript 3 custom class files.

     Lesson 1: THE NEW DISPLAY LIST (64 min)
    1. Getting Started
    2. Introducing the New Display Hierarchy
    3. Working with Display Objects
    4. Making a Text Field Object
    5. Creating a New Container
    6. Using the Shape Class
    7. Adding Graphics to the Shape Object
    8. Creating an External Class
    9. Using the Sprite Class
    10. Working with the Movie Clip Class

    Lesson 2: ANIMATING WITH THE ENTERFRAME EVENT (65 min)
    1. Understanding Timeline Animation
    2. Using the enterFrame Event
    3. Controlling a Nested Movie Clip
    4. Using enterFrame with a Sprite
    5. Adding Limits to an Animation
    6. Animating the X, Y & Rotation Properties
    7. Creating Animation in a Class
    8. Completing the Class
    9. Adding Graphics to a Class
    10. Changing Speed Variables
    11. Changing a Sprite Class to a Movie Clip
    12. Setting Up Another Movie Clip

    Lesson 3: ANIMATING WITH THE TIMER CLASS (51 min)
    1. Introducing the Timer Class
    2. Creating a Running Timer
    3. Controlling a Running Timer
    4. Loading an External Bitmap
    5. Creating a Mini Slideshow
    6. Using a Timer to Animate
    7. Controlling the Animation with Buttons
    8. Controlling the Delay

    Lesson 4: USING COPY & PASTE ANIMATION (84 min)
    1. Setting Up Buttons to Go from Black & White to Color
    2. Building Custom Buttons Using Movie Clips
    3. Add a gotoAndPlay Method to Move a Playhead
    4. Adding Frame Labels
    5. Setting Up Additional Buttons
    6. Adding a Click Event Handler
    7. Reusing Click Events
    8. Adding "If" Statements
    9. Setting Up a Function to Control Visible Properties
    10. Adding an "Else If" Statement
    11. Using Arrays
    12. Using a "For Loop" Structure
    13. Using Arrays to Set Up Thumb Clicks
    14. Using Arrays to Set Up Thumbnails
    15. Final Comments & Credits

    Lesson 5: USING THE TWEEN CLASS (61 min)
    1. Exploring the Document
    2. Structuring a Tween
    3. Introducing the Easing Class
    4. Setting Up Multiple Tweens
    5. Looping a Tween
    6. Using Tween Events
    7. Setting Up a TimerEvent
    8. Setting Up a showPhoto Function
    9. Setting Up the photoCounter
    10. Using the Transition Class

    Lesson 6: CREATING A PHYSICS-BASED KEYBOARD CONTROL GAME (65 min)
    1. Setting Up the Moon Lander Animation
    2. Understanding Keyboard Response
    3. Programming Keyboard Response
    4. Adding Vertical Acceleration
    5. Adding Horizontal Movement
    6. Building the Crash Sequence
    7. Setting the Landing Sequence
    8. Setting Up Start & Replay Functions

    Lesson 7: CREATING A SHOOTER GAME WITH MOUSE CONTROL5 (55 min)
    1. Creating a Duck Class
    2. Using the Duck Class
    3. Set Up a Timer Animation to Make More Ducks
    4. Incorporating Additional Duck Graphics
    5. Adding the Duck-Hit Animation
    6. Replacing Cursor Graphics
    7. Setting Up the Score
    8. Tracking the Score with a Class
    9. Adding Sound Effects

    Lesson 8: USING ARRAYS & CUSTOM CLASSES IN GAMES (75 min)
    1. Introducing the Game Layout
    2. Drawing the Game Pieces
    3. Positioning the Game Pieces
    4. Setting Up a Symbol Array
    5. Shuffling the Symbols
    6. Clicking the Spinners
    7. Distinguishing between Clicks
    8. Checking for a Match
    9. Setting Up the Score
    10. Controlling the Spinners with the Class
    11. Using Tweens for the Spinners
    12. Adding Sound Effects

    Lesson 9: CREATING A TILE-BASED GAME (96 min)
    1. Getting Started with Tile-Based Games
    2. Laying Out the Tiles
    3. Setting Up Tile Types
    4. Clicking the Tiles to Set the Types
    5. Adding the Pirate Icon
    6. Tracing the Location of the Pirate Icon
    7. Completing the Engine & Saving Level Data
    8. Building the Game Application
    9. Moving the Pirate Character
    10. Responding to Map Tiles
    11. Moving the Pirate in Different Directions
    12. Adding the Player Controls
    13. Player Control Functions
    14. Setting Up Trigger Tiles
    15. Final Comments & Credits

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