There are many occasions when real-time automatic file listings can make your life easier as a web developer. Imagine, for example, a video player that would automatically allow users to choose from any video file residing in a given folder. That could sure be useful, couldn't it? As it turns out, you don't have to imagine such a video player, because we'll explore how to build one right here in this series!
Here in Part 5, we'll conclude our investigation by prettying up the clickable text that displays the user's selection. (You can even use this basic technique to include additional information, such as the production company and release date!) You'll also learn how to turn off automatic cycling through the list of videos, if you prefer.
The drop shadow filter in Flash is OK. Then again maybe you want a shadow that looks a bit more realistic, or is in perspective. Here are a couple of approaches.
There are many occasions when real-time automatic file listings can make your life easier as a web developer. Imagine, for example, a video player that would automatically allow users to choose from any video file residing in a given folder. That could sure be useful, couldn't it? As it turns out, you don't have to imagine such a video player, because we'll explore how to build one right here in this series!
Here in Part 4, we'll continue building the application that reads a file list from a server folder with PHP. At present, this video player cycles among the list of available files, but users don't have any selective choice in the matter. After this tutorial, they'll be able to pick out videos by name!
There are many occasions when real-time automatic file listings can make your life easier as a web developer. Imagine, for example, a video player that would automatically allow users to choose from any video file residing in a given folder. That could sure be useful, couldn't it? As it turns out, you don't have to imagine such a video player, because we'll explore how to build one right here in this series!
Here in Part 3, we'll build on the initial step we took last time, which displayed a single video thanks to Rob Williams' PHP script from Part 1. In this article, we'll update the ActionScript to cycle among all the available files. We'll also make sure to gracefully handle the unlikely event that no files are available. In future articles, additional code will allow users to skip around and decide on their own which videos to watch.
With Flash, interactivity isn't always about the content itself. Sometimes it's understated. Sometimes, for example, it's merely about picking a SWF at random when the user decides to reload the HTML page — regardless if the Flash content is programmed or not. You might use an approach like this to randomly display a set of Flash banner ads or cartoons, just to keep the page "fresh."
Today we're going to continue to build on David's original concept by looking at how we can implement a "hands free" random SWF mechansim using PHP.
There are many occasions when real-time automatic file listings can make your life easier as a web developer. Imagine, for example, a video player that would automatically allow users to choose from any video file residing in a given folder. That could sure be useful, couldn't it? As it turns out, you don't have to imagine such a video player, because we'll explore how to build one right here in this series!
Here in Part 2, we'll pick up with Rob Williams' PHP script from last time and use ActionScript to read the XML list it generates. We'll start by parsing the XML, in order to display video files without user interaction. Then, in future articles, we'll explore ways of letting the user make selections from available videos.
With Flash, interactivity isn't always about the content itself; sometimes it's understated. Sometimes, for example, it's merely about picking a SWF at random when the user decides to reload the HTML page — regardless of whether the Flash content is programmed or not. You might use an approach like this to randomly display a set of Flash banner ads or cartoons, just to keep the page "fresh."
Whatever your intent, if you've ever wanted to try something like this but didn't know where to begin, this series is for you. In the first three articles, we looked at a basic solution in JavaScript and then reinterpreted it in ActionScript 2.0 and 3.0, improving the original approach as we went. In Part 4, we continued the improvements by returning to JavaScript, using browser cookies to remember SWFs displayed during previous visits. Here in Part 5, we'll conclude the improvements by re-working the cookies aspect with Flash shared objects.
With Flash, interactivity isn't always about the content itself; sometimes it's understated. Sometimes, for example, it's merely about picking a SWF at random when the user decides to reload the HTML page — regardless of whether the Flash content is programmed or not. You might use an approach like this to randomly display a set of Flash banner ads or cartoons, just to keep the page "fresh."
Whatever your intent, if you've ever wanted to try something like this but didn't know where to begin, this series is for you. In the first three articles, we looked at a basic solution in JavaScript and then reinterpreted it in ActionScript 2.0 and 3.0. After that, we improved on the original approach by making our code more easily re-usable, which opened the way for displaying multiple random SWFs in a page. Here in Part 4, we'll continue the improvements by using browser cookies to remember displayed SWFs displayed previously.
With Flash, interactivity isn't always about the content itself; sometimes it's understated. Sometimes, for example, it's merely about picking a SWF at random when the user decides to reload the HTML page — regardless of whether the Flash content is programmed or not. You might use an approach like this to randomly display a set of Flash banner ads or cartoons, just to keep the page "fresh."
Whatever your intent, if you've ever wanted to try something like this but didn't know where to begin, this series is for you. In Part 1 and Part 2, we looked at a basic solution in JavaScript and then reinterpreted it in ActionScript 2.0 and 3.0. Here in Part 3, and moving forward, we'll investigate improvements on the initial idea and then explore ways to implement those revisions in both JavaScript and ActionScript.
Have you ever had one of those days where you just want to turn the guy who put you in a Turkey Suit into a "Bobble head"? You have? All it takes is a single bone in Flash CS4.
With Flash, interactivity isn't always about the content itself; sometimes it's understated. Sometimes, for example, it's merely about picking a SWF at random when the user decides to reload the HTML page — regardless of whether the Flash content is programmed or not. You might use an approach like this to randomly display a set of Flash banner ads or cartoons, just to keep the page "fresh."
Whatever your intent, if you've ever wanted to try something like this but didn't know where to begin, this series is for you. In Part 1, we looked at a basic JavaScript solution. Here in Part 2, we'll investigate an ActionScript alternative, in case you don't have control over the HTML document that houses your Flash content.
Just because a planet doesn't have your name doesn't mean you can't make one. Mix together Fireworks, After Effects and Flash and you are able to build your own solar system.
With Flash, interactivity isn't always about the content itself. Sometimes it's understated. Sometimes, for example, it's merely about picking a SWF at random when the user decides to reload the HTML page — regardless if the Flash content is programmed or not. You might use an approach like this to randomly display a set of Flash banner ads or cartoons, just to keep the page "fresh."
Whatever your intent, if you've ever wanted to try something like this but didn't know where to begin, this article is for you. The free SWFObject embedding solution, and a few lines of custom JavaScript, are all you need.
Flash developers have been using XML for data exchange for years now. XML is a great choice: it's extendable, easy to format, and in common use practically everywhere. ActionScript 3.0, with its E4X syntax, makes XML even easier to use than ever before. But there's a new kid in town — a lightweight alternative called JSON (JavaScript Object Notation) — that you're likely to run into nowadays when shuttling data between your SWF and server side code. Sadly, Flash Player doesn't feature a native JSON parser, but thanks to a free Adobe class library at Google Code, this omission won't get slow you down. In fact, the ActionScript 3.0 JSON parser is so easy to use, it can easily be covered in a single article.
How do you get three 1950's commercials to play on your web site? Did I mention they need to be posted within the next 30 minutes? Fireworks CS4 and Flash CS4 to the rescue.
In one implementation of the QuickTime VR format, known as QTVR Object Movies, the user can click-and-drag an image to seemingly rotate it, as if spinning the real-life object on a lazy Susan. This simulated 3-D interactivity can improve multimedia curb appeal, and makes for a nifty way to showcase merchandise. But it doesn't stop there: the same basic principle can also bring click-and-drag responsiveness to short video sequences and even user input widgets, such as click-and-scrub input fields.
In Part 6, we migrated the ActionScript 2.0 version of our custom Scrubber class to ActionScript 3.0. This required a second class file, ScrubberEvent.as, which introduced a key difference in event dispatching between the two versions of the language. Here in Part 7, we'll conclude the series by investigating another AS3 point of interest (again related to events) — and finally, we'll use the Scrubber class for a bit of audio/visual fun.
In a general review of Flash features and tools, you will notice that there are some features that can help you speed up your work, that allow you to do tasks more easily and more efficiently. One of these features is the Project Panel. I have been asking myself for long time why I do not see many people use this amazing feature in Flash, or even notice it. It is a really helpful feature that allows for a better workflow and easier work process. I wanted to give more focus to this tool in this tutorial and see how it could be used to manage a project.
In one implementation of the QuickTime VR format, known as QTVR Object Movies, the user can click-and-drag an image to seemingly rotate it, as if spinning the real-life object on a lazy Susan. This simulated 3-D interactivity can improve multimedia curb appeal, and makes for a nifty way to showcase merchandise. But it doesn't stop there: the same basic principle can also bring click-and-drag responsiveness to short video sequences and even user input widgets, such as click-and-scrub input fields.
In Part 5, of this series, we reorganized our click-and-drag functionality — keyframe code until that point — into a custom Scrubber class in ActionScript 2.0. Here in Part 6, we'll migrate this custom class to ActionScript 3.0, keeping an eye on two things: a) how little the actual principles change (not at all) and b) how the structure of AS3 necessitates certain syntax revisions. As you'll see, though, none of it gets too overwhelming.
In one implementation of the QuickTime VR format, known as QTVR Object Movies, the user can click-and-drag an image to seemingly rotate it, as if spinning the real-life object on a lazy Susan. This simulated 3-D interactivity can improve multimedia curb appeal, and makes for a nifty way to showcase merchandise. But it doesn't stop there: the same basic principle can also bring click-and-drag responsiveness to short video sequences and even user input widgets, such as click-and-scrub input fields.
In Part 4, of this series, we explored "out of the box" implementations of the basic click-and-rotate concept. In that article, "rotating" became "scrubbing"; that is, the action that began as spinning a jet plane evolved into scrolling a list of numbers, which were converted to letters, re-interpreted as different font faces, and could even have been used to adjust the volume of an audio clip. As cool as that was, all of the code for this click-and-scrub routine was located in a keyframe script. Here in Part 5, we'll make that code portable by moving it into a custom class.
There are numerous ways to embed Flash content in a website, from Dreamweaver's Insert > Media menu (for SWF files, Flash Paper, FLV files, and more) to the publishing templates provided by the Flash authoring tool itself. In spite of these varied options — or perhaps because they're so varied — many people lack confidence when it comes to marrying Flash content with an HTML document. If this strikes a chord with you, then lay your fears to rest. In this series, you'll cut through the complexity, find out what your application's auto-generated embedding code actually means, and learn to avoid a handful of common Flash-related pitfalls.
In this final installment, we'll investigate an optional feature called "express install," which facilitates upgrading for users who don't meet your minimum required version of Flash Player. We'll also cover optional parameters for the dynamic approach to SWFObject embedding, introduced in Part 7, and then wrap up the series with a quick look at a free tool that helps you use SWFObject without manually typing any code.
Do you ever find yourself tediously moving SWF files from your Flash work folder to your website folder — again and again and again? As it turns out, there's a simple way to avoid this scenario, right in the preferences settings for each FLA file. Let's take a look, and let Flash do the work!
There are numerous ways to embed Flash content in a website, from Dreamweaver's Insert > Media menu (for SWF files, Flash Paper, FLV files, and more) to the publishing templates provided by the Flash authoring tool itself. In spite of these varied options — or perhaps because they're so varied — many people lack confidence when it comes to marrying Flash content with an HTML document. If this strikes a chord with you, then lay your fears to rest. In this series, you'll cut through the complexity, find out what your application's auto-generated embedding code actually means, and learn to avoid a handful of common Flash-related pitfalls.
In the last article, we delved into embedding with JavaScript, using the popular (and free) SWFObject — specifically, the dynamic approach for that solution. Here in Part 8, we'll take a second look, this time at the static approach, which requires a bit more typing to code up. Why learn both? First, because it's always good to know your options. Second, because the SWFObject static approach is very close to the solution used by Dreamweaver CS4. If you prefer letting Dreamweaver do the work, this article may at least help you understand better what's going on.
There are numerous ways to embed Flash content in a website, from Dreamweaver's Insert > Media menu (for SWF files, Flash Paper, FLV files, and more) to the publishing templates provided by the Flash authoring tool itself. In spite of these varied options — or perhaps because they're so varied — many people lack confidence when it comes to marrying Flash content with an HTML document. If this strikes a chord with you, then lay your fears to rest. In this series, you'll cut through the complexity, find out what your application's auto-generated embedding code actually means, and learn to avoid a handful of common Flash-related pitfalls.
In this installment, we'll take a radical detour from what you've seen to this point. Here in Part 7, you'll be introduced to a JavaScript solution that slings off most of the effort of the traditional HTML approach. This software is called SWFObject. As of this writing, it's already in its second generation and is among the most widely used embedding scripts in the world. It works great, it's free, and it's easy to use. What more could you ask for, right? Let's jump in!
There are numerous ways to embed Flash content in a website, from Dreamweaver's Insert > Media menu (for SWF files, Flash Paper, FLV files, and more) to the publishing templates provided by the Flash authoring tool itself. In spite of these varied options — or perhaps because they're so varied — many people lack confidence when it comes to marrying Flash content with an HTML document. If this strikes a chord with you, then lay your fears to rest. In this series, you'll cut through the complexity, find out what your application's auto-generated embedding code actually means, and learn to avoid a handful of common Flash-related pitfalls.
Here in Part 6, we'll examine a number of potential points of failure in regard to embedding SWF files. Fortunately, they're easy enough to avoid (or fix) when you understand them, so keep your chin up! As with almost everything in life, "knowing is half the battle"; only in this case, knowing is typically 98% of the battle.
There are numerous ways to embed Flash content in a website, from Dreamweaver's Insert > Media menu (for SWF files, Flash Paper, FLV files, and more) to the publishing templates provided by the Flash authoring tool itself. In spite of these varied options — or perhaps because they're so varied — many people lack confidence when it comes to marrying Flash content with an HTML document. If this strikes a chord with you, then lay your fears to rest. In this series, you'll cut through the complexity, find out what your application's auto-generated embedding code actually means, and learn to avoid a handful of common Flash-related pitfalls.
Here in Part 5, we'll investigate a final round of optional embed parameters. These are the ones not displayed as choices in the Flash authoring tool's Publish Settings dialog box, but available if you know them.
There are numerous ways to embed Flash content in a website, from Dreamweaver's Insert > Media menu (for SWF files, Flash Paper, FLV files, and more) to the publishing templates provided by the Flash authoring tool itself. In spite of these varied options — or perhaps because they're so varied — many people lack confidence when it comes to marrying Flash content with an HTML document. If this strikes a chord with you, then lay your fears to rest.
In this series, you'll cut through the complexity, find out what your application's auto-generated embedding code actually means, and learn to avoid a handful of common Flash-related pitfalls.
Here in Part 4, we'll explore the remainder of the optional parameters displayed in the HTML tab of the Flash authoring tool's Publish Settings dialog box.
How would you like to create a Flash CS4 animation that "dippsy-doodles" all over the screen? Sound like fun? How would you like to do the animation with zero keyframes? If that caught your attention, then this video tutorial is for you.
There are numerous ways to embed Flash content in a website, from Dreamweaver's Insert > Media menu (for SWF files, Flash Paper, FLV files, and more) to the publishing templates provided by the Flash authoring tool itself. In spite of these varied options — or perhaps because they're so varied — many people lack confidence when it comes to marrying Flash content with an HTML document. If this strikes a chord with you, then lay your fears to rest. In this series, you'll cut through the complexity, find out what your application's auto-generated embedding code actually means, and learn to avoid a handful of common Flash-related pitfalls.
Here in Part 3, we'll continue our investigation into the original two-tag ( and ) approach to embedding SWF files. In this article, you'll learn how to control certain aspects of your embedded Flash content with optional HTML parameters, a topic that will span several articles.
Were you ever confused, frustrated or dismayed by a project you had to convert from ActionScript 1 or 2 and migrate it up to ActionScript 3.0? Maybe you've checked out the AS2 Migration reference, and have found it lacking specific examples, or searched on the net and been flabbergasted by the multitude of conversations. Finding the right information, the right tips and the right approach can be challenging when you're under the gun and need a solution, fast.
This series will guide you through some simple formulas and techniques to convert and migrate legacy Flash ActionScript 1 and 2 code and techniques to ActionScript 3.0.
When you start on nearly any ActionScript 1-to-3 conversion project, you will necessarily need to convert all of those text fields in the FLA. It is such a necessary step in the conversion process that it could be considered as basic as removing all the underscores in MovieClip property references.
Continuing from the last tutorial where you learned to convert AS1 textfields to AS3, in this article you'll learn a neat trick: no more hunting down and converting each and every AS1 text field in an FLA with hundreds or even thousands of assets. In this tutorial we'll show you how to automate the conversion of AS1 textfields with a simple JSFL script. Along the way we'll also look at how to fix the Flash CS3 ObjectFindAndSelect.jsfl bug, and a few high level strategies when confronted with any conversion problem.
There were some interesting tools introduced in Flash CS4. Among them was a 3D feature. Let's do a fly through to get a handle on how some of this stuff works.
There are numerous ways to embed Flash content in a web site, from Dreamweaver's Insert > Media menu (for SWF files, Flash Paper, FLV files, and more) to the publishing templates provided by the Flash authoring tool itself. In spite of these varied options — or perhaps because they're so varied — many people lack confidence when it comes to marrying Flash content with an HTML document.
If this strikes a chord with you, then lay your fears to rest. In this series, you'll cut through the complexity, find out what your application's auto-generated embedding code actually means, and learn to avoid a handful of common Flash-related pitfalls.
In this installment, we'll begin an investigation into the original two-tag (
Were you ever confused, frustrated or dismayed by a project you had to convert from ActionScript 1 or 2 and migrate it up to ActionScript 3.0? Maybe you've checked out the AS2 Migration reference, and have found it lacking specific examples, or searched on the net and been flabbergasted by the multitude of conversations. Finding the right information, the right tips and the right approach can be challenging when you're under the gun and need a solution, fast.
This series will guide you through some simple formulas and techniques to convert and migrate legacy Flash ActionScript 1 and 2 code and techniques to ActionScript 3.0.
When you start on nearly any ActionScript 1-to-3 conversion project, you may need to convert all of those text fields in the FLA. It is such a necessary step in the conversion process that it could be considered as basic as removing all the underscores in MovieClip property references. In this article, you'll learn to convert AS 1 text fields to AS 3. You'll also learn about some of the challenges and choices you'll be faced with in this process, and how to overcome them.
Rafiq Elmansy has been a multimedia graphic designer, graphic and web designer since 1999. His background is in fine art and sculpture. He uses Adobe Products to create graphics and animations for desktop applications, cartoons, games, web sites, e-learning courses, and mobile and Pocket PC applications. He is the founder of Bee Design Studio. He is an Adobe Flash CS3 Certified, Adobe Photoshop CS3 Certified, and the founder of the first Adobe User Group in Egypt. Rafiq also creates computer artwork and writes articles and reviews about graphics, animation, and Flash topics at his site, Graphic Mania. Rafiq is an Adobe Community Expert, contributor writer at Adobe Design and Developer center and uCertify.com co-author.
Like Adobe Bridge CS4, Adobe Creative Suite 4 comes with another helpful application that allows you to bridge the gap between applications by encoding media to different formats.
In older versions of Adobe Media Encoder (Adobe Flash Video Encoder), it was only possible to encode media to the FLV format. But the new version has been enhanced with more encoding formats to provide various compressions to audio and video such as:
Adobe FLV and F4V, to be used with Adobe Flash Player
H.264, to be used with devices such as iPod, mobile phones ...etc.
MPEG-1 for CDs
MPEG-2 for DVD and high quality video
Apple Quick Time
Windows Media
The new version of Adobe Media Encoder is an extension for the previous version in Adobe Creative Suite 3. The new version has extended capabilities, starting with accepting more formats, different exported formats and accepting other types of content, such as Adobe After Effects Compositions and Adobe Premier Pro sequences.
There are numerous ways to embed Flash content in a web site, from Dreamweaver's Insert > Media menu (for SWF files, Flash Paper, FLV files, and more) to the publishing templates provided by the Flash authoring tool itself. In spite of these varied options — or perhaps because they're so varied — many people lack confidence when it comes to marrying Flash content with an HTML document.
If this strikes a chord with you, then lay your fears to rest. In this series, you'll cut through the complexity, find out what your application's auto-generated embedding code actually means, and learn to avoid a handful of common Flash-related pitfalls.
As Tom Green mentioned in his end-of-2008 video "A Quick Tour of the Flash CS4 Interface," the latest version of Flash introduces a handful of eye-popping new tools. These are covered in detail in our latest collaborative effort, Foundation Flash CS4 for Designers (ISBN: 1430210931, by Tom Green and David Stiller, published by friends of ED). We've taken an introductory look at a number of these new features in this series, along with a some features that have been around for quite some time (though relatively underused). Now it's time to round out this excerpt series with a look at the new Adobe Media Encoder, the application Flash CS4 now uses exclusively to encode video content.
Adobe Media Encoder used to be known as the Adobe Flash Video Encoder. The name change is deliberate. Adobe came to the conclusion that the Flash brand name was being attached to a lot of stuff, and there was understandable concern that the brand was becoming diluted. The release of Creative Suite 4 starts the process of Adobe's refocusing of the Flash brand. If you have used Flash to encode video in previous iterations of the application, you will find that things have really changed. Let's take a look.
As Tom Green mentioned in his end-of-2008 video "A Quick Tour of the Flash CS4 Interface," the latest version of Flash introduces a handful of eye-popping new tools. These are covered in detail in our latest collaborative effort, Foundation Flash CS4 for Designers (ISBN: 1430210931, by Tom Green and David Stiller, published by friends of ED). We've taken an introductory look at some of these new features already in this series — and there's more to come — but no matter what version of Flash you're using, if your content is distributed via the Internet, the time it takes to download and display is totally dependent on two things: a) the assets included in that content, which are under your control, and b) the flow of network traffic, which is not necessarily under your control. This is your chance to fall in love with the user and not the technology.
When we last touched base, we made the acquaintance of a longtime feature of Flash, the Bandwidth Profiler. In that previous article, you learned that the Bandwidth Profiler allows you to simulate various modem speeds in order to test your content as many of your users will experience it. As we continue in this installation — the second last of our Foundation Flash CS4 for Designers excerpt series — you'll learn how to actually use the information provided by the profiler to structure your content for optimized delivery.
I have no doubt that many Flash designers have used the classic work-around approaches for adding 3D to Flash, for working with 3D in Flash, or even for displaying 3D on the web with Flash as the medium, simply because Flash is the most efficient way to go. In previous years, we've seen a lot of 3rd party applications, engines and open-source projects to help work with 3D inside of Flash, such as Swift 3D, Papervision 3D, and Away 3D, etc.
Flash CS4 is the first version in Flash history to include a native 3D tool set to help designers transform and rotate objects in the 3D space. While this is exciting news, be aware that Flash CS4 does not create a full-fledged 3D object with the full meaning of 3D, such as having objects with volume, like 3D Studio Max or Swift 3D. While far more basic than that, Flash's new 3D tools do give the stage a 3rd dimension by adding the Z dimension to the stage in Flash Player 10 and higher.
Rafiq Elmansy has been a multimedia graphic designer since 2001 and a graphic and web designer since 1999. His background is in fine art and sculpture. He uses Flash to create graphics and animations for desktop applications, cartoons, games, web sites, e-learning courses, and mobile and Pocket PC applications. He is the founder of Bee Design Studio. He is an Adobe Flash CS3 Certified, Adobe Photoshop CS3 Certified, and the founder of the first Adobe User Group in Egypt. Rafiq also creates computer artworks and writes articles and reviews about graphic, animation, and Flash topics at his articles site, Graphic Mania. Rafiq is an Adobe Community Expert and Contributor writer at Adobe Design and Developer center.
As Tom Green mentioned in his end-of-2008 video "A Quick Tour of the Flash CS4 Interface," the latest version of Flash introduces a handful of eye-popping new tools. These are covered in detail in our latest collaborative effort, Foundation Flash CS4 for Designers (ISBN: 1430210931, by Tom Green and David Stiller, published by friends of ED). We've taken an introductory look at some of these new features already in this series — and there's more to come — but no matter what version of Flash you're using, if your content is distributed via the Internet, the time it takes to download and display is totally dependent on two things: a) the assets included in that content, which are under your control, and b) the flow of network traffic, which is not necessarily under your control.
This means you need to not only concentrate on what is in your movie, but also on who wants to access it. This is your chance to fall in love with the user and not the technology. Sure, the "bells and whistles" are usually exciting, but you need to regard the data transmission of your Flash content in much the same manner you regard your local highway. It may have six lanes for traffic and a posted speed limit of 60 mph or 100 kph, but all of that becomes irrelevant during rush hour. Traffic moves at the pace of the slowest car. It is no different with the Internet. Servers can become overloaded. In this excerpt, you'll learn how to take a few precautions.
Were you ever confused, frustrated or dismayed by a project you had to convert from ActionScript 1 or 2 and migrate it up to ActionScript 3.0? Maybe you've checked out the AS2 Migration reference, and have found it lacking specific examples, or searched on the net and been flabbergasted by the multitude of conversations. Finding the right information, the right tips and the right approach can be challenging when you're under the gun and need a solution, fast.
This series will guide you through some simple formulas and techniques to convert and migrate legacy Flash ActionScript 1 and 2 code and techniques to ActionScript 3.0.
In this article, we'll cover one of the most common ActionScript conversions: button events. You'll learn to convert a simple application with a button, from AS1 and AS2, into AS3. Along the way we'll explain some of the theory and practice of building buttons and events in ActionScript 3.0.
Flash designers around the world have been using Flash for years to create decorative drawings and symmetrical shapes manually. Flash CS4 comes with two new decorative tools that are built on the algorithmic calculation, called procedural drawing, engine that uses the Flash JavaScript API.
Both the Deco tool and the Spray Brush tools are based on the same concept. It lets you, with a simple mouse click or mouse drag, create a pattern that is based on a default shape or symbol in the library.
In this article we will dig deeper to understand more about the decorative tools in Flash CS4.
Rafiq Elmansy has been a multimedia graphic designer since 2001 and a graphic and web designer since 1999. His background is in fine art and sculpture. He uses Flash to create graphics and animations for desktop applications, cartoons, games, web sites, e-learning courses, and mobile and Pocket PC applications. He is the founder of Bee Design Studio. He is an Adobe Flash CS3 Certified, Adobe Photoshop CS3 Certified, and the founder of the first Adobe User Group in Egypt. Rafiq also creates computer artworks and writes articles and reviews about graphic, animation, and Flash topics at his articles site, Graphic Mania. Rafiq is an Adobe Community Expert and Contributor writer at Adobe Design and Developer center.
Were you ever confused, frustrated or dismayed by a project where you had to convert from ActionScript 1 or 2 and migrate it up to ActionScript 3.0? Finding the right information, the right tips and the right approach can be challenging when you're under the gun and need a solution, fast. This series will guide you through some simple formulas and techniques to convert and migrate legacy Flash ActionScript 1 and 2 code and techniques to ActionScript 3.0.
In this introductory article, before getting into specific strategies and techniques, we'll take a look at some of the issues you may be facing when tasked with converting a project from AS1 or AS2 to AS3.
As web developers, we sometimes receive FLA, or Flash files, to include in our web sites. Unfortunately, those Flash developers sometimes forget to include the original files used in creating the Flash Movie: files that would be really helpful in creating images used throughout the rest of the web site.
If you have the original FLA file, it is possible to export library items to create .png, .jpg and other useful files. While most tutorials here teach how to include images in your Flash file, in this tutorial we do the inverse.
In this tutorial I'll show you a simple method of exporting buttons, movie clips and graphics.
Rafiq Elmansy has been a multimedia graphic designer since 2001 and a graphic and web designer since 1999. His background is in fine art and sculpture. He uses Flash to create graphics and animations for desktop applications, cartoons, games, web sites, e-learning courses, and mobile and Pocket PC applications. He is the founder of Bee Design Studio. He is an Adobe Flash CS3 Certified, Adobe Photoshop CS3 Certified, and the founder of the first Adobe User Group in Egypt. Rafiq also creates computer artworks and writes articles and reviews about graphic, animation, and Flash topics at his articles site, Graphic Mania. Rafiq is an Adobe Community Expert and Contributor writer at Adobe Design and Developer center.
Nowadays, Flash is known as a tool that enables us to create different type of content and applications for many types of devices and platforms. But, behind these amazing capabilities that Flash gives to us is a simple definition that we used to hear about Flash: Flash as an animation program to create small size animation files.
The magic behind Flash tools is that it is simple and can be used to create different types of animation tricks, either directly or with a work-around. However, the needs are always there for new tools and new capabilities.
Animators and cartoonists were depending on Flash to create animation, especially for web, taking advantage of the small file size and working with the rest of the team, such as designers and developers, using the same tool. They can get their work out for different types of media such as web, Video and even mobile devices. There was still a lack in cartooning animation tools in Flash. However, animators were always trying to find a work-around and looking for tricks and tips to create the work output they dreamed of.
In this article, we will dig into a tool that will make animators happier than ever, the Bones tool. The Bones tool allows you to create a skeleton for your character, object and even water bubbles to gives it more realistic animation more easily and with less effort.
As Tom Green mentioned in his end-of-2008 video "A Quick Tour of the Flash CS4 Interface," the latest version of Flash introduces a handful of eye-popping new tools. These are covered in detail in our latest collaborative effort, Foundation Flash CS4 for Designers (ISBN: 1430210931, by Tom Green and David Stiller, published by friends of ED). We've taken an introductory look at some of these new features already in this series — and there's more to come — but it may encourage you in the meanwhile to hear that certain workflows haven't really changed much in Flash CS4, even though the user interface was overhauled completely.
One of these workflows pertains to timeline-based audio. In this excerpt, we'll take a look at the two basic types of sound in Flash: event and streaming. In a sense, it doesn't matter what version of Flash you're working with, these principles apply across the board — and amazingly, they haven't been covered before in a Community MX article, so let's jump in!
Rafiq Elmansy has been a multimedia graphic designer since 2001 and a graphic and web designer since 1999. His background is in fine art and sculpture. He uses Flash to create graphics and animations for desktop applications, cartoons, games, web sites, e-learning courses, and mobile and Pocket PC applications. He is the founder of Bee Design Studio. He is an Adobe Flash CS3 Certified, Adobe Photoshop CS3 Certified, and the founder of the first Adobe User Group in Egypt. Rafiq also creates computer artworks and writes articles and reviews about graphic, animation, and Flash topics at his articles site, Graphic Mania. Rafiq is an Adobe Community Expert and Contributor writer at Adobe Design and Developer center.
We have been using the classic motion tweening in Flash on a daily basis for years and years. We asked many times if the timeline could be enhanced to give us more capabilities, such as other animation programs like After Effects have.
Your comments were heard, the new Adobe Flash CS4 comes with two essential changes in the timeline. The first change is the new motion tweening, which we discussed in a previous article, Motion Tweening in Flash CS4 - Think Again!.
The second change, and the one that we will cover in this article, is the Motion Editor panel. This panel extends your capabilities by giving individual graphs for each changed property in the animation. Further more, it gives very deep control to your animation easing, which helps in creating realistic animation using both custom and built-in easing presets.
As Tom Green mentioned in his end-of-2008 video "A Quick Tour of the Flash CS4 Interface," the latest version of Flash introduces a handful of eye-popping new tools. These are covered in detail in our latest collaborative effort, Foundation Flash CS4 for Designers (ISBN: 1430210931, by Tom Green and David Stiller, published by friends of ED).
In this series, we'll be sharing a number of excerpts from this book, in hopes of inspiring you to experiment with the new stuff.
Part 2 of an investigation of the Motion Editor panel, this installment delves into easing and how this feature has changed for new-style motion tweens. The difference comes by way of a series of graphs, rather than the single hot text slider in the Property inspector's version of easing. Let's "ease" on in, shall we?
As Tom Green mentioned in his end-of-2008 video "A Quick Tour of the Flash CS4 Interface," the latest version of Flash introduces a handful of eye-popping new tools. These are covered in detail in our latest collaborative effort, Foundation Flash CS4 for Designers (ISBN: 1430210931, by Tom Green and David Stiller, published by friends of ED). In this series, we'll be sharing a number of excerpts from this book, in hopes of inspiring you to experiment with the new stuff.
Flash animators will notice a significant change with the sort of tweening that used to be called a motion tween. In Flash CS4, motion tweens are now called classic tweens, and the new motion tween is largely managed by something called the Motion Editor panel. The authors suspect there will be a surge of interest in the new-style motion tweens — and there's good reason for that, as you'll see. People will begin to ask, "Which approach is better?" We'll be compelled to reply with the only legitimate answer there is: the best approach depends entirely on whatever works best for the project at hand.
The changes in Flash's motion tweening are the effect of two changes in Adobe Flash CS4. The first change is in the new interface. There is a new location for the panels and a different arrangement for the properties related to motion tweening.
The second change is the new concept of animation in Flash CS4. This concept is imported from other Adobe video products, such as Adobe After Effects. The new animation concept is built on two facts:
The symbol follows an animation path. This path starts with the first keyframe in the animation (the start of the animation) and ends with the last keyframe in the animation (the end of the animation). This path can be manipulated as if it were a stroke or a symbol.
The keyframe concept has changed slightly from the previous version of Flash. The old keyframe concept requires you to add keyframes manually when indicating a change in the symbol. Old-style motion tweening is now called classic tweening. The keyframe used in the new motion tweening concept is created automatically when you create a change in the symbol. This happens after you apply motion tweening to the symbol.
In this article, we will show examples of how to create and work with the new tweening concept in Flash CS4.
Rafiq Elmansy has been a multimedia graphic designer since 2001 and a graphic and web designer since 1999. His background is in fine art and sculpture. He uses Flash to create graphics and animations for desktop applications, cartoons, games, web sites, e-learning courses, and mobile and Pocket PC applications. He is the founder of Bee Design Studio. He is Adobe Flash CS3 Certified, Adobe Photoshop CS3 Certified, and the founder of the first Adobe User Group in Egypt. Rafiq also creates computer artwork and writes articles and reviews about graphic, animation, and Flash topics at his articles site Graphic Mania. Rafiq is an Adobe Community Expert and Contributing writer at Adobe Design and Developer center.
As Tom Green mentioned in his end-of-2008 video "A Quick Tour of the Flash CS4 Interface," the latest version of Flash introduces a handful of eye-popping new tools. These are covered in detail in our latest collaborative effort, Foundation Flash CS4 for Designers (ISBN: 1430210931, by Tom Green and David Stiller, published by friends of ED).
In this series, we'll be sharing a number of excerpts from this book, in hopes of inspiring you to experiment with the new stuff.
Picking up from where we left off, let's continue with the 3D tools. In this article, we'll briefly cover the 3D Translation tool and demonstrate its usefulness. But first, let's take a quick detour to understand something called a "vanishing point."
As Tom Green mentioned in his end-of-2008 video "A Quick Tour of the Flash CS4 Interface," the latest version of Flash introduces a handful of eye-popping new tools. These are covered in detail in our latest collaborative effort, Foundation Flash CS4 for Designers (ISBN: 1430210931, by Tom Green and David Stiller, published by friends of ED).
In this series, we'll be sharing a number of excerpts from this book, in hopes of inspiring you to experiment with the new stuff.
Let's start with the 3D tools. In terms of visual cool factor, the 3D Rotation tool is sure to please. This tool allows you to quickly and intuitively rotate a movieclip in 3D space. In previous versions of Flash, this was possible only with shapes, and even that technique required a bit of careful nudging with the Free Transform tool. You simply couldn't do this with a symbol. Now you can, and that means you can perform perspective transforms on complex artwork, imported photos, and yes, even video. Kind of makes the corners of the mouth go up, doesn't it?
When it comes to Flash, one of my programming mentors has helped me significantly with troubleshooting — with making things work when, against all expectation, they simply don't work. In this series, I'd like to explore a single theme — troubleshooting — from a variety of angles, sharing with you what my mentor has shared with me. Along the way, we'll turn up a few quirks involved in working with Flash, but more importantly, we'll review how to approach arriving at useful workarounds, regardless what the issue is.
Here in Part 4, we'll take second look the divide-and-conquer approach we used last time, but performed in a very different way. In this excursion, the cause of the problem arguably isn't code at all, and the pertinent troubleshooting doesn't involve ActionScript. Yes, sometimes the solution to a programming hiccup is like stepping off a cliff: away from the familiar (if treacherous) coding landscape and into ... whatever awaits.
When it comes to Flash, one of my programming mentors has helped me significantly with troubleshooting — with making things work when, against all expectation, they simply don't work. In this series, I'd like to explore a single theme — troubleshooting — from a variety of angles, sharing with you what my mentor has shared with me. Along the way, we'll turn up a few quirks involved in working with Flash, but more importantly, we'll review how to approach arriving at useful workarounds, regardless what the issue is.
Here in Part 3, we'll learn about an important troubleshooting concept called divide and conquer, which often becomes useful when clues are are harder to discover than in the previous two installments.
When it comes to Flash, one of my programming mentors has helped me significantly with troubleshooting — with making things work when, against all expectation, they simply don't work. In this series, I'd like to explore a single theme — troubleshooting — from a variety of angles, sharing with you what my mentor has shared with me. Along the way, we'll turn up a few quirks involved in working with Flash, but more importantly, we'll review how to approach arriving at useful workarounds, regardless what the issue is.
Here in Part 2, we'll scratch our heads collectively over a common issue involving ActionScript 2.0 and audio.
So you're developing an ActionScript 3.0 project, without using Flash components or the Flex framework, aimed at Flash Player 10. You could do it in Flash authoring, or you could do it in a third party code editor. But did you know you can also do this in Flex Builder?
This tutorial aims to show you that Flex Builder is not just for Flex projects: it can be used for pure ActionScript 3.0 projects, without accidentally using any classes or features of the Flex framework, compiled and deployed for Flash Player 10.
Most of us have at least one mentor, even if it's someone we haven't met in person. In fact, if you're anything like me, you have a different mentor for each field that interests you: someone who inspires you to keep practicing the piano, to get creatively crazy in the kitchen, to learn yet another unicycle trick, and to keep strengthening your grasp on Flash (or Photoshop, or Dreamweaver ... you get the idea).
When it comes to Flash, one of my mentors has helped me significantly with troubleshooting — with making things work when, against all expectation, they simply don't work. In this series, I'd like to explore a single theme — troubleshooting — from a variety of angles, sharing with you what my mentor has shared with me. Along the way, we'll turn up a few quirks involved in working with Flash, but more importantly, we'll review how to approach arriving at useful workarounds, regardless what the issue is.
Here in Part 1, we'll start with a lowly movie clip symbol.
As a Flex developer, keeping up with new advances in Flash Player 10 is essential. Thus, it's nice to be able to build to the latest Flash Player, without waiting for the next major release of Flex Builder. This article will show you how to get Flex Builder 3's code assist to recognize Flash Player 10 classes, and to compile for and check for the presence of the Flash 10 Player, without a lot of mucking about with configuration files.
Generally speaking, Flash designers have become more considerate. In the late 1990s, it was common to encounter dozens of Flash websites a day with bloated, pointless intro animations. Ultimately, sure, content was king, users would eventually get to the meat of a website, but all too often, were subjected to unnecessary bells and whistles, simply because Flash was the shiny new kid on the block. Fortunately, bloated intros are largely a thing of the past. Even better, designers have begun offering "Skip Intro" buttons that remember a user's preferences. And now you can, too.
In the last installment, you learned how to use the SharedObject class to create a banner ad that plays through once, but skips its animation on subsequent viewings. You also learned how to temporarily reverse this behavior for testing purposes. Finally, you associated the feature with an "Always Skip Intro" button. In this tutorial, you'll make the shared object a bit smarter, by having the animation play three times before skipping, and then resetting itself after a period of time.
On October 15th, 2008, Adobe Systems unveiled the much anticipated Flash Player 10 to the world, to the great delight of Flash designers and developers everywhere. This new version of the Flash Player is so jam-packed with cool new stuff that you'd have to check out a dozen websites and blogs just to get the full story on all the amazingness bundled into this release.
Or you can read this summary right here, where we'll cover the nitty gritty of all the new features enabled in Flash Player 10 and what it means for both Flash designers and developers.
Generally speaking, Flash designers have become more considerate. In the late 1990s, it was common to encounter dozens of Flash web sites a day with bloated, pointless intro animations. Ultimately, sure, content was king: users would eventually get to the meat of a web site, but all too often, were subjected to unnecessary bells and whistles, simply because Flash was the shiny new kid on the block. Nowadays, bloated intros are largely a thing of the past, but back then, designers were proud of these intros and assumed users were thrilled to see them. Frankly, it just wasn't so.
Fortunately, designers began to change their ways. Best practices took hold, and the "Skip Intro" button became a fashionable device (in fact, it appeared so often it became an industry joke). If users were really lucky, they'd even see a "Skip Intro Always" button, which remembered their preference for the next visit.
In this two-part series, you'll learn how to create such a button, and we'll examine other uses for the same mechanism. It's easier than you might think!
The concept of Script Assist has existed in many versions of the Flash authoring tool and has evolved over the years. Prior to Adobe's acquisition of Macromedia, Flash MX developers encountered a similar feature in an Actions panel preference setting for "Normal Mode" versus "Expert Mode." Nowadays, that feature is called Script Assist, which you can think of as a built-in form of on-the-job training that can potentially expand your overall understanding of the ActionScript 3.0 API. Just be advised, Script Assist can also be a very tedious tool, so its usefulness will largely depend on your personal learning preferences. This feature temporarily sets the Actions panel's script pane as read-only and provides an alternative approach to adding, removing, and editing code.
This article takes you on a brief trip that shows Script Assist in action. The journey should help you evaluate if this feature can actually help you in your daily work, or if you'd rather skip it and try your hand at writing ActionScript without assistance. While aimed at a Flash beginner, this article does move at a fairly brisk pace. Remember, this isn't an ActionScript tutorial, but rather a demonstration of how Script Assist works.
Based on the title of this article, you might get the impression that the WebServiceConnection component has disappeared in Flash CS3 — that you can't consume Web services at all after Flash 8 — and that isn't actually true. If you're programming in ActionScript 2.0, you can go right on using any of the data components listed in the Components panel, including the one for web services. The issue described in this article hinges on the way Flash CS3 responds to the version of ActionScript you're using. As soon as you configure a FLA file's publish settings for ActionScript 3.0, the Components panel actually changes the items it displays, causing the data components to vanish. So it's ultimately ActionScript 3.0 that makes a challenge out of using Web services in conjunction with Flash.
The overall number of components in Flash has been reduced for ActionScript 3.0 FLA files. The data components, as mentioned, have been removed completely and now belong to the Flex framework. A handful of user interface (UI) components, such as Accordion, Tree, and Window, are also absent. Again, these components are still available for ActionScript 2.0 documents, but if you want to program in ActionScript 3.0 — which is only possible as of Flash CS3 — you'll need a workaround.
This article, adapted from an excerpt of The ActionScript 3.0 Quick Reference Guide, gives you exactly that, thanks to a free third-party component. This reference book is slated for October, 2008, published by O'Reilly, and written by Community MX partner David Stiller, as well as Rich Shupe, Jen deHaan, and Darren Richardson.
ActionScript has historically been a very forgiving language. In some ways, you can draw a comparison between older versions of ActionScript and older versions of HTML. In the early days of web development, HTML was deceptively unfussy. Styling was handled with straightforward <font> tags, which all too often became a redundant jumble. Closing </p> tags were optional, nested tags could be closed out of sequence from how they were opened, and dozens of other lenient practices led — or had the tendency to lead — to overtime headaches.
Popular websites like The Web Standards Project and CSS Zen Garden have since sparked a surge of interest in a practice called semantic markup, in which great care is taken to cleanly separate styling and formatting from content. This separation usually relies on XHTML specifications, which are considerably stricter than HTML, and coupled with Cascading Style Sheets (CSS). Ironic as it may seem, adherence to a stricter standard has gradually made things easier for Web developers. It's a bit like the idea that picking up after yourself throughout the day saves you from facing an overwhelming mess at the end of the week. ActionScript 3.0 is more disciplined than its predecessors in a similarly helpful way.
This article, adapted from an excerpt of The ActionScript 3.0 Quick Reference Guide (ISBN: 0596517351), discusses how the complexities of ActionScript 3.0 can actually be a good thing, because they encourage developers to think about code organzation as they program. This quick answer guide is slated for October, 2008, published by O'Reilly, and is written by Community MX partner David Stiller, as well as Rich Shupe, Jen deHaan, and Darren Richardson.
If you have ever wondered how one experiences one really upset cartoonist? One who is so upset he has lightning shooting out of his body. If you have After Effects Cs3 and Flash professional CS3, it isn't difficult.
Sometimes, when you're coding a Flex application, don't you just wish you could use a Flash animation, right there? And in Flash, don't you sometimes wish you could use that one class in Flex, or that one component, which would make your life so much easier? It is at such times that a developer encounters the limitations of their tools, be it in Flex or in Flash. This series aims to explore the possibilities inherent in an integrated Flash-Flex workflow, bridging the gap between the two technologies, enabling a greater range of development options.
Flex comes with its own video player component, the VideoDisplay class, which serves as a simple video player, but it does not possess the capability of the Flash CS3 FLVPlayback component. In this tutorial we will build upon techniques in previous articles, such as editing Flash class files in Flex and using the Flex Component Kit. Using this as a starting point, you will learn how to use the Flash CS3 FLVPlayback component in a Flex application, including some best practices and crucial gotchas to avoid in this conversion and a detailed authoring & compilation diagram to make it all clear.
The Final Flex Application with FLVPlayback Component, Authoring & Compilation Diagram
Like its forerunner, ActionScript 3.0 supports the attachment of Library assets at runtime, but the mechanics have changed. While ActionScript 2.0 had the familiar MovieClip.attachMovie() and Sound.attachSound() methods, the only class methods that now contain the word "attach" relate to connecting the SWF file to an external device, such as NetStream.attachCamera(), which lets the user transmit webcam input. Not the same thing at all! So, how can you access the Library at runtime in an AS3 document? The answer is gratifyingly elegant, and even in its simple approach, ActionScript 3.0 gives you more elaborate options than before.
This article, adapted from an excerpt of The ActionScript 3.0 Quick Reference Guide (ISBN: 0596517351), discusses how Library linkage has changed in ActionScript 3.0. This quick answer guide is slated for October, 2008, published by O'Reilly, and is written by Community MX partner David Stiller, as well as Rich Shupe, Jen deHaan, and Darren Richardson.
Flash is a terrific Web audio medium for a number of reasons. Most importantly, Flash Player is one of the most popular browser plug-ins in the world. It works on Windows, Mac, Linux, and even other operating systems, and it works fairly consistently across the board. In addition to that, Flash is capable of loading audio files dynamically. This makes it a popular choice for podcasters, who like to speak their mind, upload an MP3 file, and go. In fact, there are a number of Flash-based MP3 players specifically made for podcasters, such as the PodPress plugin for WordPress.
But an interesting bug happens for certain listeners, and it isn't always easy to pin down. Some listeners hear — are you ready for this? — chipmunks. Not the chirping of actual animals, but a too-speedy distortion of the actual recording. Think Alvin and the Chipmunks. Thanks to a change in the way Flash Player 9 handles external audio files, this issue doesn't come up as often as it used to on the forums, but if it happens to you ... now you'll know how to fix it.
Sometimes, when you're coding a Flex application, don't you just wish you could use a Flash animation, right there? And in Flash, don't you sometimes wish you could use that one class in Flex, or that one component, which would make your life so much easier? It is at such times that a developer encounters the limitations of their tools, be it in Flex or in Flash. This series aims to explore the possibilities inherent in an integrated Flash-Flex workflow, bridging the gap between the two technologies, enabling a greater range of development options.
In this tutorial we will examine creating a custom Flex component in Flash CS3 using the Flex Component Kit for Flash CS3. You will learn how to design a Flex button having custom states and timeline animation. A flash-flex component takes advantage of the best of both worlds: Flex state-based events and component-based API, combined with Flash timeline animation.
We will also be taking a look at a few best practices for using both Flash CS3- and Flex-compiled files in the same project workflow. And as a bonus, we'll end up with an advanced look at incorporating Flex states with the StateChangeEvent class and the undocumented MovieClip.addFrameScript method.
In one implementation of the QuickTime VR format, known as QTVR Object Movies, the user can click-and-drag an image to seemingly rotate it, as if spinning the real-life object on a lazy Susan. This simulated 3-D interactivity can improve multimedia curb appeal, and makes for a nifty way to showcase merchandise. But it doesn't stop there: the same basic principle can also bring click-and-drag responsiveness to short video sequences and even user input widgets, such as click-and-scrub input fields.
In Part 3, of this series, we loaded the rotation image sequence from external JPG files. Here in Part 4, we're going to step out of the box and give a stretch to the clicking-and-rotating (or clicking-and-scrubbing) concept. In doing so, we'll re-shuffle the code a bit, and refine it in preparation for building this concept into a custom class that can be used for a wide variety of applications.
Click a Flash button and an image appears. Yawn. Booorring. Click a button and the image oozes out from behind the button. Now you have my attention. In this first part of the tutorial we prepare the assets in Fireworks CS3 so they can be converted to ooze in After Effects CS3.
In one implementation of the QuickTime VR format, known as QTVR Object Movies, the user can click-and-drag an image to seemingly rotate it, as if spinning the real-life object on a lazy Susan. This simulated 3-D interactivity can improve multimedia curb appeal, and makes for a nifty way to showcase merchandise. But it doesn't stop there: the same basic principle can also bring click-and-drag responsiveness to short video sequences and even user input widgets, such as click-and-scrub input fields.
In Part 2, of this series, we continued our exploration of the Flash version of a QTVR Object Movie that rotates an F-15A aircraft, adding a "grabber" icon and reversing the rotation direction. Here in Part 3, we'll load the image sequence from external files. In future articles, we'll consider alternate uses for the same programmatic concept and eventually build a custom class to wrap the functionality into a neatly portable bundle.
Sometimes, when you're coding a Flex application, don't you just wish you could use a Flash animation, right there? And in Flash, don't you sometimes wish you could use that one class in Flex, or that one component, which would make your life so much easier? It is at such times that a developer encounters the limitations of their tools, be it in Flex or in Flash. This series aims to explore the possibilities inherent in an integrated Flash-Flex workflow, bridging the gap between the two technologies, enabling a greater range of development options.
In the last article, we looked at how to use Flex Builder as the ActionScript 3 editor for a Flash-compiled project. But as some of you may have discovered, there is something missing from that workflow: if you are using any Flash CS3 components, Flex Builder is unable to recognize those component classes, which negates one of the principle advantages of using Flex Builder, which is its code assist. In this article, we will take a look at how to get Flex Builder to recognize the Flash CS3 Component classes for editing ActionScript 3 files in Flash CS3 projects.
How do we get Flex Builder's code assist to recognize Flash CS3 Component classes?
Part 3, ActionScript Basics - Part 3: Building Dynamic Menus and Associative Arrays, of this series left off with a dynamically generated menu using data coming from an associative array. The menu was built using a MovieClip from the library that was coded to work like a button.
This tutorial will continue with the basics of creating a custom class. We will create a custom Button class using the MovieClip symbol and an external ,as class file. This will be a light overview of creating your own custom class just so you can get your hands a little bit dirty with custom class development.
In one implementation of the QuickTime VR format, known as QTVR Object Movies, the user can click-and-drag an image to seemingly rotate it, as if spinning the real-life object on a lazy Susan. This simulated 3-D interactivity can improve multimedia curb appeal, and makes for a nifty way to showcase merchandise. But it doesn't stop there: the same basic principle can also bring click-and-drag responsiveness to short video sequences and even user input widgets, such as click-and-scrub input fields.
In Part 1, of this series, we explored the Flash version of a QTVR Object Movie that rotates an F-15A aircraft. Here in Part 2, we'll look at how to compensate for the rotational direction of the image sequence and add a custom "grabber" cursor. In future articles, we'll work through loading the image sequence from external files and will consider alternate uses for the same programmatic concept.
Sometimes, when you're coding a Flex application, don't you just wish you could use a Flash animation, right there? And in Flash, don't you sometimes wish you could use that one class in Flex, or that one component, which would make your life so much easier? It is at such times that a developer encounters the limitations of their tools, be it in Flex or in Flash. This series aims to explore the possibilities inherent in an integrated Flash-Flex workflow, bridging the gap between the two technologies, enabling a greater range of development options.
In this article, we will delve into Flash-Flex integration on a more intimate level, using both Flash and Flex in a completely integrated development workflow. Using David Stiller's Click-and-Paint tutorial as a basis for our enhanced application, we will convert a timeline-based Flash project into a class-based project, but using Flex Builder as the code editor. Essentially using the Flash IDE as the assets editor and SWF compiler, and Flex Builder as the ActionScript 3 editor (without using the Flex compiler).
In this article, you will learn how to set up a Flex project workspace to enable the editing of Flash IDE-compiled ActionScript 3 class files. In doing so, you will no doubt discover why Flex Builder is a much more powerful tool for ActionScript class editing than the Flash Actions panel. As one of my Flash colleagues is fond of saying, "Once you go Flex, you never go back." :) But this isn't about making converts to either Flash or Flex development. Whatever your specialty, this series is here to show you that with a little ingenuity, you can have your cake and eat it too.
Flash Actions panel or Flex Builder: for code editing, there is no contest.
In one implementation of the QuickTime VR format, known as QTVR Object Movies, the user can click-and-drag an image to seemingly rotate it, as if spinning the real-life object on a lazy Susan. This simulated 3D interactivity can improve multimedia curb appeal, and makes for a nifty way to showcase merchandise. But it doesn't stop there: the same basic principle can also bring click-and-drag responsiveness to short video sequences and even user input widgets, such as the click-and-scrub input fields of numerous Adobe dialog boxes
Adobe often uses click-and-drag input to update text fields
If you're a Flash developer and interested in click-and-drag functionality, you've come to the right tutorial series! Here in Part 1, we'll start by exploring the Flash version of a QTVR Object Movie that rotates an F-15A aircraft. In future articles, we'll work through a common "gotcha" in regard to direction reversal. We'll also load images from external files and explore alternate uses for the same programmatic concept.
Dynamic menu and content creation that is generated by external or internal data is the next step in harnessing the power Associative Arrays. Part 2 of this series, ActionScript Basics - Part 2: Associative Arrays, looked at creating associative arrays to store multiple properties of information within elements of an array. This tutorial will covering using the data from an associative array to build a dynamic menu.
As the well-known adage dictates, "a picture's worth a thousand words." Often enough, that sentiment is true — but even so, words are powerful in their own right. Especially when they wiggle! In this series, you'll learn how to accomplish an animated text effect with ActionScript ... but there's more to it than that. We're going to take a journey on this exercise, one that begins with timeline code and marches toward the destination of a custom class. Along the way, we'll discover some of the benefits that classes have to offer, focusing specifically on the convenience of re-usability.
Here in Part 4, you'll convert the custom WiggleText class from the last article into an ActionScript 3.0 class.
Sometimes, when you're coding a Flex application, don't you just wish you could use a Flash animation, right there? And in Flash, don't you sometimes wish you could use that one class in Flex, or that one component, which would make your life so much easier? It is at such times that a developer encounters the limitations of their tools, be it in Flex or in Flash. This series aims to explore the possibilities inherent in an integrated Flash-Flex workflow, bridging the gap between the two technologies, enabling a greater range of development options.
Flex presents developers with a suite of tools which makes coding applications for the Flash Player a real treat. However, there are times you want to create a skin in Flash, and port it into a Flex application. Not merely embedding image assets via CSS, but utilizing flexible, complex skin assets.
In the previous article, we skinned our Flex component, tested its button states and the scale-9 properties of the background skin. In this final article in the scale-9 skinning trilogy (parts 3-5), we will finish coding the full functionality of our drag-and-resize component. You will learn how to:
Output realtime event results to a textfield in the component;
Code a drag control which allows a Flex component to be moved on stage constrained to a defined boundary;
Calculate the minimum dimensions of a component using a scale-9 skin;
Apply complex boundary calculations for a component resize handler;
Update the dimensions of a resizable component at runtime;
Build a custom DragPanel component with a skinned scale-9 background and functional drag and resize handles.
The final skinned and functional DragPanel component with calculation diagram.
As the well-known adage dictates, "a picture's worth a thousand words." Often enough, that sentiment is true — but even so, words are powerful in their own right. Especially when they wiggle! In this series, you'll learn how to accomplish an animated text effect with ActionScript ... but there's more to it than that. We're going to take a journey on this exercise, one that begins with timeline code and marches toward the destination of a custom class. Along the way, we'll discover some of the benefits that classes have to offer, focusing specifically on the convenience of re-usability.
Here in Part 3, we'll build a custom WiggleText class out of the animateText() and tweenIn() functions from last time. In addition, we'll continue to flesh out the benefits of classes in general by defining properties for most of the parameters previously passed to the animateText() function. This allows these parameters to be changed even after the WiggleText object is instantiated, which means our wiggle text functionality becomes even easier to use.
As the well-known adage dictates, "a picture's worth a thousand words." Often enough, that sentiment is true — but even so, words are powerful in their own right. Especially when they wiggle! In this series, you'll learn how to accomplish an animated text effect with ActionScript ... but there's more to it than that. We're going to take a journey on this exercise, one that begins with timeline code and marches toward the destination of a custom class. Along the way, we'll discover some of the benefits that classes have to offer, focusing specifically on the convenience of re-usability.
Here in Part 2, we pick up with 39 text fields generated by an ActionScript 2.0 keyframe. This is where the animation happens.
If you are creating any kind of logic or data storage/retrieval with ActionScript, you most likely will achieve that in part using arrays. Arrays are the most common and basic data structure besides variables in any programming language. Arrays allow storage of a series of one or more values in a single data structure. Ordinary arrays however pose logical limitations. Arrays in their most basic form ideally work with lists of like values such as a list of names and numbers. Arrays really aren't powerful tools when storing multiple details of items in a list.
This article will cover using associative arrays. Associative arrays can be used to store a list of like values with each value storing its own details about itself as properties.
Many of the basics and methods of working with arrays in this article are the same as Part 1 of this series. This article will not go into detail of the repetitive techniques and methods so refer to Part 1, ActionScript Basics - Part 1: Arrays, if you need more information.
In this, the last of six excerpts from Foundation Flash CS3 Video published by friendsofED, CMX partner Tom Green and his coauthor, Adam Thomas, answer that age-old question: How do I play a sequence of videos?
Sometimes, when you're coding a Flex application, don't you just wish you could use a Flash animation, right there? And in Flash, don't you sometimes wish you could use that one class in Flex, or that one component, which would make your life so much easier? It is at such times that a developer encounters the limitations of their tools, be it in Flex or in Flash. This series aims to explore the possibilities inherent in an integrated Flash-Flex workflow, bridging the gap between the two technologies, enabling a greater range of development options.
Flex presents developers with a suite of tools which makes coding applications for the Flash Player a real treat. However, there are times you want to create a skin in Flash, and port it into a Flex application. Not merely embedding static images into your Flex application, but utilizing flexible, responsive skin assets.
In this first article, we will design a skin in Flash CS3 for a Flex component, which is able stretch intelligently using a concept known as scale-9. We will look at several techniques for designing assets in Flash using scale-9 effectively, avoiding certain important gotchas along the way. We will also demonstrate how one Flash skin file may be applicable to multiple Flex components. In the following article we will implement this skin for a Flex custom panel component with drag and resize handles.
In this, the fifth of six excerpts from Foundation Flash CS3 Video published by friendsofED, CMX partner Tom Green and his coauthor, Adam Thomas, explore how to age a video playing through the Flash Player.
As the well-known adage dictates, "a picture's worth a thousand words." Often enough, that sentiment is true — but even so, words are powerful in their own right.
Something completely new to ActionScript 3.0 is ActionScript's trust in object references. In AS2.0 you were able to dynamically add an object and call it after-the-fact by its instance name. In AS3.0, when an object is created dynamically you need to specifically tell the compiler how to treat an object when calling it in some cases. You cannot just simply call its instance name anymore as display objects that are dynamically added in many cases need to be referenced by a name property and do not have an instance name. ActionScript no longer "trusts" your judgment when calling dynamically created objects. This results in frustrating errors.
This new concept really made me feel like a newbie at first. Researching documentation on this topic to make sure I'm explaining this properly was also frustrating to find. So here it is! This article will show you when you need to tell Flash how an object should be treated.
In this, the fourth of six excerpts from Foundation Flash CS3 Video published by friendsofED, CMX partner Tom Green and his coauthor, Adam Thomas, show you how to load an Illustrator CS3 file that can be used as a video mask ... at runtime.
Sometimes, when you're coding a Flex application, don't you just wish you could use a Flash animation, right there? And in Flash, don't you sometimes wish you could use that one class in Flex, or that one component, which would make your life so much easier? It is at such times that a developer encounters the limitations of their tools, be it in Flex or in Flash. This series aims to explore the possibilities inherent in an integrated Flash-Flex workflow, bridging the gap between the two technologies, enabling a greater range of development options.
This article offers a clearly understandable tutorial on skinning Flex 2.01 components with Flash CS3. Later in this series we will move on to more advanced component skinning available in Flex 3.
The completed application with custom-skinned buttons.
In this second excerpt from Foundation Flash CS3 Video, CommunityMX partner and his coauthor, Adam Thomas, show you how to add HD video to your web sites.
In this third excerpt from Foundation Flash CS3 Video by friendsofED, Cmax partner Tom Green and his coauthor, Adam Thomas, show you how to reflect alpha channel video using ActionScript 3.0.
Ah, coloring books! In my neighborhood, a family restaurant keeps a stack handy for kids to use while they wait for their food to arrive. Coloring books were certainly a fun pastime for me growing up, both on rainy and sunny afternoons. There's nothing like the smell of a fresh box of Crayolas, and nothing beats the satisfaction of tearing off paper as the colored wax slowly wears down. Even so, online coloring books are plenty fun in their own way, and Flash provides the easiest tool for creating a click-and-paint version of this childhood favorite.
This two-part series began last time with a tutorial for an implementation in ActionScript 2.0. In this article, we'll update the programming for ActionScript 3.0, and use the opportunity to grapple with a few migration issues.
In this, the first of six excerpts from Foundation Flash CS3 Video published by friendsofED, CMX partner Tom Green and his coauthor, Adam Thomas, explore how to play an FLV file through a cell phone.
In Part 2 of creating interactive Flash mapping applications, you will be introduced to KML (the mark-up language for storing mapping data) and UMapper, an online service which we will use to build your maps and export the KML map data to use in your own custom mapping applications using the UMap component.
This article assumes you are familiar with adding the UMap component to a Flash application and have read Part 1 of this series, Interactive Flash Maps Part 1.
Ah, coloring books! In my neighborhood, a family restaurant keeps a stack handy for kids to use while they wait for their food to arrive. Coloring books were certainly a fun pastime for me growing up, both on rainy and sunny afternoons. There's nothing like the smell of a fresh box of Crayolas, and nothing beats the satisfaction of tearing off paper as the colored wax slowly wears down. Even so, online coloring books are plenty fun in their own way, and Flash provides the easiest tool for creating a click-and-paint version of this childhood favorite.
In this two-part series, we'll begin by stepping through an approach in ActionScript 2.0. In the follow-up article, we'll update the programming for ActionScript 3.0, taking the opportunity to note and work through a number of challenges presented by the code migration.
One of the most common reasons for incorporating Flash into a web site is to provide sound. It might be something as simple as a "sound effect" on a button or as complicated as a full blown MP3 jukebox. You might decide to build your entire web site with Flash, or you may only need to use some Flash elements on your (X)HTML page. Either way, to use sound effectively in Flash you'll need to have at least a basic understanding of ActionScript, Flash's programming language and the Sound Classes provided by Flash.
Much of the ActionScript related to Sound has changed in ActionScript 3. Whether you are completely new to ActionScript or migrating from ActionScript 2 to ActionScript 3, this series of articles will show you how to use ActionScript 3 to work dynamically with external sounds. You'll need to make sure you have Flash CS3 to work through these tutorials.
Steve Wilkison has been working in the graphic design field for over fifteen years. He has been involved with over forty CD releases as art director and/or graphic designer, including packages for such artists as Emmylou Harris, Lucinda Williams, Wayne Hancock and Kate Campbell. He
made the move from print design to web design in 2001 and never looked back. Since then he has designed and created numerous e-cards and web sites utilizing many of today's cutting edge technologies. Today he concentrates almost exclusively on web site design and development utilizing XHTML, CSS, Flash, PHP, JavaScript and Ajax through his company Digital Vision Media. He currently teaches web design at Watkins College of Art & Design in Nashville, TN.
As Tom Green demonstrates in his video tutorial "Bitmap Fills in Flash," Bitmap fills are easy to achieve with the drawing tools — but what about ActionScript? Is it even possible to script bitmap fills? If so, is it insanely burdensome? The answers are: yes, it's possible (yay!); and no, it's not burdensome at all (double yay!). So what's the scoop? How does it work? You've come to the right tutorial.
When a client approached me to develop an application that maps out the waterways of Ontario for boating, services, towns, attractions, accomodations, etc, I was "on board" for the task. As we got deeper into the project and ran into limitations of the custom mapping application I was drawing and programming vs. the costs to overcome them with the custom mapping utility we were creating, it was time to look for other possible solutions. That's when I found UMap, a universal mapping component developed by the folks at Advanced Flash Components (AFC).
It's easy enough, in Flash, to open a hyperlink into a new browser window. As a matter of fact, Flash uses the same syntax as HTML: specify "_blank" as the optional target parameter of the navigateToURL() function in AS3 or the getURL() function prior to AS3, just like specifying "_blank" for the target attribute of HTML's <a href="sample.html" target="_blank">. This results in a new window in most browsers — but if you want to control the characteristics of that new window, such as its dimensions, or whether or not to include certain attributes (navigation toolbar, menu bar, status bar, etc.), you'll have to use JavaScript.
If your hyperlink originates from Flash content, it means you'll have to instruct Flash to convey your intentions to JavaScript on your behalf. This two-part series gives you the how-to on doing just that. Here in Part 2, we'll pick up from last time, reviewing what code needs to change in order to produce the same results in ActionScript 2.0.
Sometimes, when you're coding a Flex application, don't you just wish you could use a Flash animation, right there? And in Flash, don't you sometimes wish you could use that one class in Flex, or that one component, which would make your life so much easier? It is at such times that a developer encounters the limitations of their tools, be it in Flex or in Flash. This series aims to explore the possibilities inherent in an integrated Flash-Flex workflow, bridging the gap between the two technologies, enabling a greater range of development options.
In this first article, we will introduce the topic by looking at where certain Flash and Flex development scenarios might need to converge into an integrated Flash-Flex workflow. We'll also look some typical strategies to meet the needs of certain Flash Platform development methodologies. A bird's eye view of the Flash-Flex Workflow.
It's easy enough, in Flash, to open a hyperlink into a new browser window. As a matter of fact, Flash uses the same syntax as HTML: specify "_blank" as the optional target parameter of the navigateToURL() function in AS3 or the getURL() function prior to AS3, just like specifying "_blank" for the target attribute of HTML's <a href="sample.html" target="_blank">. This results in a new window in most browsers, true enough — but if you want to control the characteristics of that new window, such as its dimensions, or whether or not to include certain attributes (navigation toolbar, menu bar, status bar, etc.), you'll have to use JavaScript.
If your hyperlink originates from Flash content, it means you'll have to instruct Flash to convey your intentions to JavaScript on your behalf. This two-part series gives you the how-to on doing just that. Here in Part 1, we'll cover an ActionScript 3.0 approach; next time, we'll break it down for ActionScript 2.0.
Using Photoshop CS3 to add a pattern or texture to an image destined for Flash is about as useful as lighting your BBQ with an atom bomb. Discover how Flash CS3 and Fireworks CS3 is an unbeatable combination.
If you are are creating any kind of logic or data storage/retrieval with ActionScript, you most likely will achieve that in part using arrays. Arrays are the most common and basic data structure, besides variables, in any programming language. Arrays allow storage of a series of one or more values in a single data structure.
In Part 1, we will cover the basics of creating arrays, adding, removing and returning values, and using methods of the array class. In Part 2, we will get more advanced with arrays and put arrays to use in a real world scenario.
For many developers, progressive enhancement is a good idea that often gets set aside. After all, doesn't it require duplicated effort? Not necessarily. In this series, you're going to build a simple Flash slideshow that takes its cues entirely from the HTML document that contains it. Update the HTML and the Flash updates too — automatically. If Flash Player is not installed, the user sees the images anyway, only without the Flash pizzazz.
Here in Part 3, you'll learn how to migrate the ActionScript you wrote last time from 2.0 to 3.0 — code that retrieved images and captions from the XHTML file you loaded in Part 1.
We've all seen those Flash sites where, if you roll over an image, it either blurs or comes into focus. You may be wondering, "How do they do that?". It uses magic. ActionScript magic. In fact the ActionScript is dead simple. Intrigued? Read on.
For many developers, progressive enhancement is a good idea that often gets set aside. After all, doesn't it require duplicated effort? Not necessarily. In this series, you're going to build a simple Flash slideshow that takes its cues entirely from the HTML document that contains it. Update the HTML and the Flash updates too — automatically. If Flash Player is not installed, the user sees the images anyway, only without the Flash pizzazz.
One of the fundamental maxims of this crazy business is:Let the software do the work. Let's go one even better. Let's let the software create a grid of objects on the stage and use them as a sort of transition effect. Did I mention it was code-free? Intrigued? Read on...
One of the main tenets of good Web design involves the principle of progressive enhancement. In general, the idea goes like this: make sure the user can access a web site's essential content regardless of browser. It shouldn't matter whether the user visits your site with Internet Explorer, Firefox, Safari, Netscape, or pick your favorite flavor. In fact, the site's content should be accessible even without JavaScript or peripheral plugins like Flash Player. Once the basics are covered, use CSS to enhance the visual design. Then, and only then, introduce the whizz-bang stuff — nifty rollovers, AJAX interactivity, Flash — and do it in a way that doesn't penalize users who don't have (or choose to disable) the needed machinery.
For many developers, progressive enhancement is a good idea that often gets set aside. After all, doesn't it require duplicated effort? Not necessarily. In this series, you're going to build a simple Flash slideshow that takes its cues entirely from the HTML document that contains it. Update the HTML and the Flash updates too — automatically. If Flash Player is not installed, the user sees the images anyway, only without the Flash pizzazz.
Here in Part 1, you'll learn how to get the HTML data into Flash. In future articles, you'll learn how to pull out the relevant image references and captions and display them with ActionScript 2.0 and 3.0.
Tracking user statistics in a SWF file is a problem as old as Flash itself. Being that a SWF is a self-enclosed file, traffic tracking utilities and services cannot 'peek' inside of an embedded SWF and see what's going on. Even if they could, the events and happening's of the SWF would make no sense to a tracker and it could not really effectively track what's going on. Sure you can track server stats of requested files such as loaded SWF's, images and videos but its hard to match them up with specific user sessions.
Not being able to track statistics effectively from a Flash website is a deal breaker when it comes to selling your Flash services. You need worry no longer though. This is where the Google Analytics comes in!
Let me guess, you have seen some of the HD stuff in Flash and thought: "Whoa! Too complex for me." What if I were to tell you that it can be done ... code-free ... using nothing more than a few mouse clicks. Let's go one better... let me show you...
Loading external files into Flash with ActionScript 3.0 has changed quite a bit from ActionScript 1 and 2.The Flash API contains a new Loader class with which to load JPEGs, GIFs, and PNGs, a URLRequest class for making URL requests and a new event model. SWFs are loaded using the same technique, but finding the right way to call methods and properties of a loaded SWF can be challenging. I have been hand-coding ActionScript for years and this task made me feel like a newbie trying to figure it out.
If you are struggling with the same problem, then please read on and stop the pain.
It's easy enough to cross fade audio in a Flash timeline. Just create a layer for each sound and use the Edit button in the Property inspector to create two custom fades. You'll have to select the keyframe that introduces each sound. Make the one sound fade out and the other in — and position the fades so they overlap. The result is a smooth transition between two audio clips, but it ends up being inflexible in the published SWF. The cross fade happens when it happens, and that's that.
If you want to accomplish the same effect in response to user input, you'll have to use ActionScript. But how? The approach is markedly different between ActionScript 2.0 and 3.0. Last time in Part 1, we took a look at the older AS2 approach. Here in Part 2, we'll update the same principles to work in AS3.
In the ever-evolving world of Flash development, designers, developers, hr people and managers need up to date information on skills categories in the current marketplace. With all the aspects which comprise the Adobe ecosystem of design and development technologies, all of which may be located on a developer's resumé — such as Flash, Flex, ActionScript, FLV Video, Flash Media Server, Adobe Integrated Runtime (AIR), LiveCycle Data Services, and Cairngorm, to name a few — what do we call "the person who builds SWF files" for a living?
This is the question which can confuse an HR person enough to inadvertently misrepresent a candidate, may cause a manager to incorrectly assess a potential hire, and precipitate an identity crisis in the web developer wondering how the heck to correctly market themselves. This article is here to help.
Of course Flash is an animation tool. The thing is, web animations prior to Flash were animated GIF files. The odd thing is, Flash still works with animated GIF files.
It's easy enough to cross fade audio in a Flash timeline. Just create a layer for each sound and use the Edit button in the Property inspector to create two custom fades. You'll have to select the keyframe that introduces each sound. Make the one sound fade out and the other in — and position the fades so they overlap. The result is a smooth transition between two audio clips, but it ends up being inflexible in the published SWF. The cross fade happens when it happens, and that's that.
If you want to accomplish the same effect in response to user input, you'll have to use ActionScript. But how? The approach is markedly different between ActionScript 2.0 and 3.0. Here in Part 1, we'll start with AS2. Next time, we'll update the same principles to work in AS3.
If you've read some of my past articles about ActionScript, you may have heard me say that I am a designer who knows how to program. In other words, I'm in denial about being a programmer. I cannot be in denial any longer though because I have a confession to make... I love making my own utility classes. I can program these things all day long.
Utility classes are classes that perform re-usable, common tasks in Flash. Say you have an application that has status and message panels that pop-up in multiple locations within the application. Rather than re-program the panels for every situation, construct an object from a utility class that takes care of the panel functionality. For me personally, I also love creating separate utility classes as I like to separate tasks and functionality in my code as much as I can. ActionScript is easier to de-bug, read and program when functionality is in a focused and easy-to-digest manner.
Part 2 of this series looks at building a custom loader class to re-use for loading image and swf assets throughout an application. After creating the basics of this custom class, you should feel comfortable in taking the class to the next step and tweaking it out and adding to it for your own dev purposes. As with other utiltiy classes I create in my dev environment, a custom utility class like the one we will build in this article keeps redundant and verbose coding to a minimum and can add some unique functionality to my loading sequences.
The conversion of bitmap artwork into vectors, within Flash CS3, is a bit of "Black Art". In this tutorial I show you how it is done and leave you to make the decisions.
Why is it that working with bitmaps in Flash is often regarded as a "Black Art". Not quite. In this one I show you how editing of a bitmap can be done in both Flash CS3 and Fireworks CS3.
If you've read some of my past articles about ActionScript, you may have heard me say that I am a designer who knows how to program. In other words, I'm in denial about being a programmer. I cannot be in denial any longer though because I have a confession to make... I love making my own utility classes. I can program these things all day long.
Utility classes are classes that perform re-usable, common tasks in Flash. Say you have an application that has status and message panels that pop-up in multiple locations within the application. Rather than re-program the panels for every situation, construct an object from a utility class that takes care of the panel functionality. For me personally, I also love creating separate utility classes as I like to separate tasks and functionality in my code as much as I can. ActionScript is easier to de-bug, read and program when functionality is in a focused and easy-to-digest manner.
Flash CS3 offers a remarkably convenient way to separate code from FLA assets completely. This feature is called the document class, and it's only available for FLA files configured for ActionScript 3.0. In AS3 documents, the Property inspector displays a Document class field when the Stage is selected, which facilitates the new feature; in AS2 and AS1 documents, this field is disabled. In a nutshell, the document class concept allows you control the main timeline by way of a custom class definition that extends Sprite or MovieClip. This class becomes your main timeline at runtime — and you can accomplish this without a shred of code in the FLA itself (see Steve Schelter's "Flash CS3 - The Document Class" series for details).
In team situations, especially, this allows designers to steer clear of programming altogether and opens the way for programmers do their thing away from drawing tools and timelines, which keeps everyone happy. But what if you haven't yet upgraded to Flash CS3? Or what if you have, but your project requirements dictate ActionScript 2.0? While the full benefit of a true document class cannot be realized before AS3, the feature can be faked as early as Flash MX 2004 by way of a single movie clip's Linkage properties. Let's take a look.
For the most part, the drawing API in ActionScript 2.0 and 3.0 is a straightforward business. Sure, complex shapes are a pain to draw programmatically, but the syntax is easy enough. You have your imaginary pen and tell it where to go, using the moveTo(), lineTo(), and curveTo() methods of their respective classes (MovieClip class in AS2, Graphics class in AS3). Fills are easy, too. The beginFill() method accepts two parameters: color and opacity. But gradients ... whoa, gradients are another matter! The beginGradientFill() method accepts at least five parameters, one of which involves matrix math. If you've ever had to build gradients with ActionScript and found yourself lost right out the gate, this is the tutorial for you.
In Part 1 of this two-part series, we'll break down all the parameters of the beginGradientFill() method, including the matrix, which — bafflingly — can be supplied in three different ways in AS2.
In Part 2, we'll write a JavaScript Flash (JSFL) script to create the tedious ActionScript for you.
The Understanding Gradient Fills in ActionScript Series: Understanding Gradient Fills in ActionScript - Part 1
Understanding Gradient Fills in ActionScript - Part 2 Coming Soon
One of the most commonly asked questions when it comes to the playback of a video file is: "How can I loop the video?" Here's how it is done using the Flash CS3 FLVPlayback component.
Importing Photoshop files directly into Flash is now a reality with Flash CS3. Flash's new ability to import a PSD file by its layers and be able to import them as their own bitmap image as well as editable text layers, and into their own MovieClips, is extremely convenient for anyone who develops their interfaces and designs in Photoshop.
This article is quite similar to my previous article about importing Illustrator files into Flash. There are differences when importing Photoshop files however.
Importing Illustrator files is easier than ever with Flash CS3. Flash's new ability to import an AI file by its layers, sub layers and un-used objects and be able to import them on their own layers, in their own MovieClips and as flattened bitmaps, is extremely convenient for anyone who develops their interfaces in Illustrator. I always start my Flash interface development in Illustrator. Even with the new and improved drawing tools in Flash CS3, nothing beats the drawing capabilities of Illustrator.
Finding ways to make it easy for Flash designers to create a simple FLV video player has been a much sought-after goal for many who work with the Adobe suite of technologies. Nowadays, designers and developers have an array of options available to them, from the new and improved v3 (or 'CS3') FLVPlayback component, to a flurry of third party video player components, all designed to make a Flash designer's job easier and more productive.
One such third party player is the video.Maru component. In all my years developing with Flash, I have yet to encounter a component which makes it simpler and easier to create a custom FLV video player. We'll show that it's so easy to create a custom player with video.Maru, you'll be looking for the guide wires!
In this tutorial, we'll be playing videos sequentially from a simple XML playlist.
For many designer/developers, ActionScript 3.0 is still very much new territory. You may have dipped into the latest language a bit — you may have even purchased a book or two on the subject — but unless you're required to use it every day, AS3 may very well present you with baffling new workflow changes, seemingly at every turn. This can especially be true when you undertake the endeavor to migrate an existing AS2-based project.
AS3's new event handling structure certainly threw me for a loop at first. It didn't take long before I realized that certain things seemed to be missing, such as the onReleaseOutside event of AS2's MovieClip and Button classes (Derrick Ypenburg discusses a workaround for this in his article "That Annoying stopDrag() Quirk in AS3.0"). In addition to that, it was recently brought to my attention that two other events, again shared by movie clips and buttons, had gone the way of the dodo: onDragOver and onDragOut.
Here's a brief case study on how I re-discovered the underlying basis for those events within their new trappings in ActionScript 3.0. By sharing the journey with me, I hope you find encouragement in your own friendly grapples with AS3.
I have a geek confession to make. I love regular expressions (aka regex, regexp, and other abbreviations). In a nutshell, regular expressions comprise a mechanism for searching and replacing text. I'm not just talking about finding the word "cat" inside the longer word "catastrophe," though regex can certainly do that. I'm talking about complex searches like spotting all the US ZIP codes in a particular paragraph. Think of the possibilities! ZIP codes can be any combination of five digits, with or without the ZIP+4 (a hyphen followed by another four digits). Or looking for accidentally doubled words — "The dog jumped over the the fence," regardless which two words those might be — or formatting North American telephone numbers consistently, such as rendering 123.456.7890, 123-456-7890, or even (123)456.7890 as (123) 456-7890, no matter what the numbers are.
To me, solving these challenges is a bit like solving Sudoku puzzles. They're flat out fun! Many programming languages support regular expressions, often in their own slightly varied flavors, and ActionScript 3.0 finally brings this technology natively into Flash. Let's take an introductory look at how to make use of it.
Why don't the Flash guys get that Fireworks CS3 symbols can easily move into Flash as symbols? While we are at it, why is it the Fireworks guys aren't doing this as often as they should as well?
I was surprised to see that in AS3.0, the onReleaseOutside mouse event was left out of the MouseEvent class. This was a very important mouse event when it came to drag-and-drop functionality. To find this out, and think of a work-around in AS3.0 has been annoying for many people to find / figure out. Fortunately, the solution is simple.
This article will cover the quick work-around to solve the missing onReleaseOutside functionality.
Flash offers quite a few drawing tools, even if you don't count the time-tested Oval, Rectangle, and Polystar tools, or even Flash CS3's new Oval Primitive and Rectangle Primitive tools. Those provide a great starting point from which to manipulate given shapes, but if your goal is to create strokes and fills of your own design, completely from scratch, you'll want to pick up the Pencil, Pen, or Brush tools. Each has its unique characteristics, and the Brush tool is the most configurable. This article provides an overview of the Brush tool and its options.
Finding ways to make it easy for Flash designers to create a simple FLV video player has been a much sought-after goal for many who work with the Adobe suite of technologies. Nowadays, designers and developers have an array of options available to them, from the new and improved v3 (or 'CS3') FLVPlayback component, to a flurry of third party video player components, all designed to make a Flash designer's job easier and more productive.
One such third party player is the video.Maru component. In all my years developing with Flash, I have yet to encounter a component which makes it simpler and easier to create a custom FLV video player. We'll show that it's so easy to create a custom player with video.Maru, you'll be looking for the guide wires!
In this tutorial, we're going to revisit the basics, for those who missed the first article in this series, and see how video.Maru can also be configured to play a video straight from YouTube. And without using a single line of code.
Well we're almost done the Reflective Thumbnail Menu portion of the Object Oriented Designer series. In this second last tutorial, we will make the thumbnail images respond to mouse events and link to a URL when they are clicked. The URL info will be added to the XML document that feeds the menu its info and the rest will be animating with ActionScript and some tweaks and changes to the AS files.
Finding ways to make it easy for Flash designers to create a simple FLV video player has been a much sought-after goal for many who work with the Adobe suite of technologies. Nowadays, designers and developers have an array of options available to them, from the new and improved v3 (or 'CS3') FLVPlayback component, to a flurry of third-party video player components, all designed to make a Flash designer's job easier and more productive.
One such third party player is the video.Maru component. In all my years developing with Flash, I have yet to encounter a component which makes it simpler and easier to create a custom FLV video player. We'll show that it's so easy to create a custom player with video.Maru, you'll be looking for the guide wires!
In this tutorial, we'll be adding effects to our video.Maru player, all of which are built right into the component. We will show you how to add a reflection effect and place your controls in a fadeTray, which fade and appear when needed. Still with no code required. :)
A video.Maru player with fadeTray & reflection effects.
Flash CS3 introduces two new drawing tools: Rectangle Primitive and Oval Primitive. At first glance, they don't appear much different from the familiar Rectangle and Oval tools. After all, the new ones allow you to draw (you guessed it!) rectangles and ovals. So what makes these mysterious new tools so special? Doesn't "primitive" mean "simple" or "unsophisticated"? Isn't this a step backward? Hardly!
The Rectangle Primitive and Oval Primitive tools
In this two-part series, we'll take a look at what these newcomers do, how they work, and discover their uses and quirks. Last time, in Part 1, we focused on the Rectangle Primitive. Here in Part 2, we'll pick up with the Oval Primitive and examine a few interesting points on the animation of shapes drawn by these tools.
What if Flash was around in the days of Andy Warhol? What if it was Flash CS3 with all the new and improved Bitmap, BitmapDataChannel and bitmapData classes? Well I can't put myself in the mind of Andy Warhol, but his artwork may help make sense and inspire uses for these classes.
In this tutorial, I will cover the basic use of the Bitmap, BitmapData and BitmapDataChannel classes to strip a color image down to three displays of its red, green and blue channels as separate images.
Finding ways to make it easy for Flash designers to create a simple FLV video player has been a much sought-after goal for many who work with the Adobe suite of technologies. Nowadays, designers and developers have an array of options available to them, from the new and improved v3 (or 'CS3') FLVPlayback component, to a flurry of third party video player components, all designed to make a Flash designer's job easier and more productive.
One such third party player is the video.Maru component. In all my years developing with Flash, I have yet to encounter a component which makes it simpler or easier to create a custom FLV video player. We'll show that it's so easy to create a custom player with video.Maru, you'll be looking for the guide wires!
In this tutorial, we'll be adding timeline and sound controls to the Video Maru component, for what are more commonly known as the seek bar, progress bar, volume slider and mute controls. Still with no code required. :)
A video.Maru player with timeline & sound controls.
Finding ways to make it easy for Flash designers to create a simple FLV video player has been a much sought-after goal for many who work with the Adobe suite of technologies. Nowadays, designers and developers have an array of options available to them, from the new and improved v3 (or 'CS3') FLVPlayback component, to a flurry of third party video player components, all designed to make a Flash designer's job easier and more productive.
One such third-party player is the video.Maru component. In all my years developing with Flash, I have yet to encounter a component which makes it simpler and easier to create a custom FLV video player. We'll show that it's so easy to create a custom player with video.Maru, you'll be looking for the guide wires!
In this tutorial, we'll be adding playback controls to the Video Maru component. Still without using a single line of code! :)
Flash CS3 introduces two new drawing tools: Rectangle Primitive and Oval Primitive. At first glance, they don't appear much different from the familiar Rectangle and Oval tools. After all, the new ones allow you to draw (you guessed it!) rectangles and ovals. So what makes these mysterious new tools so special? Doesn't "primitive" mean "simple" or "unsophisticated"? Isn't this a step backward? Hardly!
The Rectangle Primitive and Oval Primitive tools
In this two-part series, we'll take a look at what these newcomers do, how they work, and discover their uses and quirks. Here in Part 1, we'll focus on the Rectangle Primitive. Next time, we'll pick up with the Oval Primitive and examine a few interesting points on the animation of shapes drawn by these tools.
Finding ways to make it easy for Flash designers to create a simple FLV video player has been a much sought-after goal for many who work with the Adobe suite of technologies. Nowadays, designers and developers have an array of options available to them, from the new and improved v3 (or 'CS3') FLVPlayback component, to a flurry of third-party video player components, all designed to make a Flash designer's job easier and more productive.
One such third-party player is the video.Maru component. In all my years developing with Flash, I have yet to encounter a component which makes it simpler and easier to create a custom FLV video player. We'll show that it's so easy to create a custom player with video.Maru, you'll be looking for the guide wires!
In this first tutorial, we'll take a basic look at the Video Maru component, getting a video to play without any controls. And without using a single line of code.
A simple player built with the video.Maru component.
In this segment of the Object Oriented Designer series, we will build on the previous tutorial and focus on populating our menu with numerous external images that are defined in an external XML file. This will allow our menu to be dynamic and updateable from outside of the FLA file.
The final installment in this series will make thumbnails clickable for events or links and make the menu scrollable.
If you are not familiar with the previous installments in this series, please read them before you continue with this tutorial starting here.
In this FLVPlayback component series, you'll learn how to enhance the capabilities of the AS3 FLVPlayback component that ships with Adobe Flash CS3 Professional. Over the next several tutorials, you'll learn how to create an arbitrary class called FLVPlaybackPro and add custom methods and properties to accomplish common Flash Video tasks. The FLVPlaybackPro class extends the FLVPlayback class. In this tutorial, you learn how to create the FLVPlaybackPro class and build a background and backgroundColor property.
NOTE: This series augments the material discussed in my book, Adobe Flash CS3 Professional Video Studio Techniques (Adobe Press). Some of the ActionScript 3.0 (AS3) custom classes I built and included on the book's DVD-ROM are discussed and expanded in this series.
The first thing that comes to mind when many developers think of buttons in Flash is the common button symbol. It's name, after all, is perfectly apt: this is the symbol — out of the triad Movie Clip, Graphic, and Button — that is primed for making, well, buttons. This symbol has a set of specialized timeline frames that automatically update the visual states of Up, Over, and Down, which correspond to the mouse's movement over the button. No complaints there ... the button symbol is good for the basic widget it describes. The thing is, it's also possible to make buttons from movie clips. Robert Reinhardt describes why and how in the first rate "Building Better Buttons" article from this "Better Practices for Flash Designers" series (in a nutshell, movie clips' timelines can be more powerfully controlled, which allows for smoother transitions between states).
Robert's article was written for Flash 8, which means it covers ActionScript 2.0. Even so, the concept holds just as well for Flash CS3 — specifically ActionScript 3.0 — even though the syntax changes a bit. That said, some of the new functionality in the MovieClip class may stump you if you're keen to experiment on your own with movie clip buttons in Flash CS3. Let's examine two possible pitfalls, so you'll know how to sidestep them if they cross your path.
Don't get me wrong, the FLVPlayback component that ships with Flash is a good thing. If you want video content on your site and you're not especially into programming, this component makes things very easy. Just drag an instance to the Stage, flip to the Parameters tab of the Property inspector, and enter the path to your FLV (Flash video) file. In the same Parameters area, you can even choose from a number of skins that affect the functionality and appearance of your video player. If you like, go minimal, with no skin and a video that plays automatically. Otherwise, go full bore and give your users a skin that allows pausing, seeking, volume adjustment and muting. The amount of control you give is up to you — all without a shred of ActionScript. So, what's not to like?
Two things, the importance of which only you can determine. First, FLVPlayback adds something of a heavy footprint to your SWF. Whatever it weighed before the component, FLVPlayback adds 35KB in ActionScript 2.0 documents and 49KB in ActionScript 3.0 documents. Assuming you're okay with that, the other issue is this: even if you configure it not to autoplay, FLVPlayback always initiates a download of your FLV file. That's right, even if it starts in pause mode, your video file will still be hogging up bandwidth, especially if you have two or three video players on your page. Given that your visitor may not even choose to watch, why put that strain on your server? Here's a clever way to step around the issue.
Tom Green likes to mix and match multimedia formats. In From After Effects to Flash: Poetry in Motion Graphics, he and co-author Tiago Dias bounce happily back and forth between video files and SWF files. And why not? Flash has supported true video by way of the FLV format for several versions now. No longer is Flash the exclusive domain of animators and programmers - videographers, too, can join the fun.
Taking a cue from Tom and Tiago, this tutorial explores an atypical approach to an otherwise run-of-the-mill Flash presentation, one in which various timeline keyframes present hyperlinks to other web pages. The catch is that the Flash file in this tutorial is only comprised of a single frame. The visuals are determined by a video file, and the hyperlinks are determined by cue points.
In this segment of the Object Oriented Designer - Creating a Reflective Image Menu, we will build on the previous tutorial and turn the reflective image application into a dynamic menu set-up. We will focus on: converting the previous set-up into a class based set-up, the loading of the external images, the XML configuration menu. This will set us up for the last installment, where we will make the menu interactive and scrollable.
During the week of August 20th, Adobe announced its plans to support the AVC/H.264 video standard in the final release of Flash Player 9 update 3. You can currently download beta 2 of Flash Player 9 update 3 on the Adobe Labs site. This beta contains the AVC/H.264 codec, which enables you to test MPEG-4 files using the H.264 codec right now! I won't recap the information already provided by Adobe, but I'll provide a context for this announcement with existing Flash Video codecs and the world of Internet-delivered video.
In this, the final excerpt from their new book, Foundation Flash CS3 for Designers (friendsofED), Tom Green and David Stiller walk you through the creation of a slideshow that makes exetensive use of many of the new XML-handling features of Flash CS3.
In this segment of the Object Oriented Designer series we will tackle a pretty tricky solution for creating reflective images using AS3.0 and an external image. These reflective image effects and reflective menus are the 'hot' thing to do right now. This tutorial will cover the loading of a single external image, creating a reflection of it by copying the image, flipping it, blurring it, and masking it with a gradient mask so you can get the effect as shown with David Stiller's photo below. No frame and property effects. Just 100% ActionScript!
Further installments will include classing out the ActionScript, dynamically populating a menu list with a number of loaded CMX Partner thumbnails, and mouse interactivity. For now, I will pick on David's image for the tutorial.
The Object Oriented Designer series of articles will focus on the OOP method of writing ActionScript from an Graphical User Interface (GUI) designers point of view. I am personally in denial about being a "coder". I consider myself a designer that learned ActionScript to make my GUI's look and work better in an interactive environment. I have no other interest in programming except for the front-end aspect of things.
GUI Designers in Flash are not only responsible for design and layout, they are also responsible for how a design is interacted with, and what kind of things happen when a design is interfaced by the end-user. This series will also be done in ActionScript 3 so this is a perfect place to move your current AS2 skills into the world of CS3.
Part 1 of this series started out with a fully animated button using Mouse events and the Tween/Easing classes with ActionScript 3. The ActionScript in Part 1 was timeline based. In Part 2, we will move the frame based ActionScript into a custom Button class and make the animated button a true class.
New to Flash CS3 is Device Central. In this, the seventh of eight excerpts from their new book Foundation Flash CS3 for Designers (friendsofED), Community MX authors Tom Green and David Stiller take you through the mobile pace from content to upload.
The Object Oriented Designer series of articles will focus on the OOP method of writing ActionScript from a Flash designers point of view. I am personally in denial about being a "coder". I consider myself a designer that learned ActionScript to make my designs look, and work, better in an interactive environment. I have no other interest in programming except for the front-end aspect of things.
Designers in Flash are not only responsible for design, they are also responsible for how a design is interacted with, and what kind of things happen when a design is interfaced by the end user. This series will also be done in ActionScript 3 so this is a prefect place to move your current AS2 skills into the world of CS3.
The first code-driven bit of design/interactivity I will cover is animated buttons.
Out there in the Flash design and development world, there are many tools available to assist in creating projects. These are "power tools" that supercharge the task of designing, coding, compiling, testing and documenting, allowing you to save time and present ideas much more effectively. Some have been around for a few years, and some are pretty new. This series highlights some of the open source tools and techniques which have made my life as a Flash developer much more effective.
This 2-part article covers a nifty addition to any designer's arsenal of colour aids: the Adobe Kuler colour theme creator and sharing portal. In Part 1 we took a look at the photo-to-gif Flash palette technique. We then looked at how Kuler is a much better alternative to palette selection. Here in Part 2 we will look at the Kuler Desktop, an AIR-enabled version of the Kuler application, as well as the Kuler Flash CS3 Panel.
Out there in the Flash design and development world, there are many tools available to assist in creating projects. These are "power tools" that supercharge the task of designing, coding, compiling, testing and documenting, allowing you to save time and present ideas much more effectively. Some have been around for a few years, and some are pretty new. This series highlights some of the open source tools and techniques which have made my life as a Flash developer much more effective.
This 2-part article covers a nifty addition to any designer's arsenal of colour aids: the Adobe Kuler colour theme creator and sharing portal. First we'll take a look at the photo-to-gif Flash palette technique, then we'll look at how Kuler is a much better alternative to palette selection. In Part 2 we will look at the Kuler Desktop, an AIR-enabled version of the Kuler application, as well as the Kuler Flash CS3 Panel.
In this tutorial series, you learn how to use the new Font class in ActionScript 3.0 and Flash Player 9. The Font class enables you to embed one or more fonts in a Flash movie (SWF file), and reuse the font with other SWF files. In this tutorial, you learn how to utilize a font from a loaded font SWF file with a dynamically-created text field.
NOTE: In order to follow along with the tutorials in this series, you need to use Adobe Flash CS3 Professional. The font sharing techniques discussed in this series require ActionScript 3.0 and Flash Player 9.
When working in the Flex 2 environment, there are many times where you might find yourself in need of a component that does not exist. The Flex SDK offers plenty of extensibility for building custom UI components that can plug seamlessly into the existing framework. In the second lesson of this series, we will set up the foundation for a custom component.
Masks with hard edges are easy to do in Flash. What about masks with feathered edges? That's another story. Learn how in this sixth excerpt written by Community MX partners David Stiller and Tom Green in the new book -Foundation Flash CS3 for Designers- from friendsofED
In this, the fifth of eight excerpts from their new friendsofED book- Foundation Flash CS3 for Designers- Community MX partners David Stiller and Tom Green examine a new feature of Flash CS3. The Photoshop File Importer in Flash CS3 is a welcome addition to Flash CS3. Just be aware there are a couple of "gotcha's" you need to know.
Embed an XML document into an FLV and you too can add closed captions to your FLV files. Find out how in this, the fourth of our excerpts, from Foundation Flash CS3 for Designers by friendsofED written by Community MX partners David Stiller and Tom Green.
In this, the third of eight excerpts from the soon-to-be released Foundation Flash CS3 for Designers (friendsofED) book, Community MX partners Tom Green and David Stiller walk you through the basics of audio in Flash.
In this tutorial series, you learn how to use the new Font class in ActionScript 3.0 and Flash Player 9. The Font class enables you to embed one or more fonts in a Flash movie (SWF file), and reuse the font with other SWF files. In this tutorial, you learn how to create a font SWF file and load it into another Flash movie.
In this Flash Video series, you learn how to process source video files before you encode the content to the Flash Video (FLV) format. Source video can be saved in a wide range of formats across Windows and Macintosh platforms, and each format can use specific audio and video codecs. In this tutorial, you learn how to prepare an MPEG-1 or MPEG-2 file for Flash Video encoding.
NOTE: All of the tutorials in this series require Apple QuickTime Player. I recommended purchasing Apple QuickTime Player Pro directly from Apple. The Pro version enables you to export audio and video files. This series augments the material discussed in my book, Adobe Flash CS3 Professional Video Studio Techniques (Adobe Press).
In this, the second of eight excerpts from Foundation Flash CS3 for Designers by friendsofEd, Community MX partners, Tom Green and David Stiller, show you how to convert a Flash movie into a Quicktime movie. This exercise doesn't just think "outside of the box", it moves to the room where the box is located.
The document class is a powerful new feature in Flash CS3 that utilizes the new IDE's integration into ActionScript 3.0. After the previous lesson, we've covered what the document class is and how it works. In this lesson, we will explore just how powerful the document class can be for building complex, modular applications.
In a series of excerpts from their new book, Foundation Flash CS3 for Designers, Community MX partners Tom Green and David Stiller show you how to apply the Glow effect to Jay Maynard, better known as Tron Guy.
In the high pressure world of RIA development, being efficient at churning out code, over time, can mean the difference between late nights and project overruns or peace of mind. Learning to type 50 WPM is not the only way to code faster. Learn some important secrets to being more efficient in your coding, increasing productivity in both Flash and Flex development environments.
This is presentation made at TodCon 2007 in Las Vegas, June 12, 2007.
Whether you consider yourself to be a Flash developer or a Flex programmer, eventually you will discover that projects have become too complex, too feature-rich, to rely exclusively on the Flash timeline, or on Flex MXML markup. Taking your project that extra step may require using ActionScript class files and structured Object-Oriented Programming.
However, using OOP principles without a plan, without a way of structuring your classes, can very quickly lead to convoluted and unmanageable code. The solution is to use a tool called Design Patterns.
This session will dispel the myth that design patterns are only for geeks with PHDs, and explain how and why to use them in both Flash and Flex projects. Participants will come away with powerful tools to simplify and organize their coding projects to be better suited for efficiency and team development.
This is a presentation made at TodCon 2007 in Las Vegas, June 12, 2007.
The FLVPlayback component that shipped with Flash 8 ushered in a tidy mechanism for seeking to video cue points. All you have to do is reference the FLVPlayback instance by its instance name and invoke the seekToNavCuePoint() method. This method lets you pass in a specific time, cue point name, or cue point object as the parameter, and boom — you're in. The video jumps to that point in the FLV file. FLVPlayback is a boon, because it makes things easy, but there are times when, for various reasons, you may want to avoid the 33KB penalty for using a component (the ActionScript 2.0 version is 33KB; the ActionScript 3.0 version, available in Flash CS3, weighs 49KB).
The NetConnection and NetStream classes provide an easy way to display video at a svelte 3KB, but neither of them supports a seek-related method that accepts cue point names. If you know the cue point's time value, you're fine — but names sure are convenient! What to do? If this is your predicament, ActionScript 3.0 provides an escape hatch via the onMetaData event.
The document classL is a powerful new feature in Flash CS3 that utilizes the new IDE's integration into ActionScript 3.0. Some of you may have noticed the presence of the so-called document class pop up at various different places just from casually playing around with the new IDE, but what is it? In this lesson, we will discuss the significance of this class and its role in AS 3.0 development.
In the past, the creation of audio visualizations were only made possible using external tools. The new AS 3.0 sound utilities, however, offer greater advantages for handling such view-driven effects. The process becomes even greater simplified through the use of the Spectrum Tools library, which I have built for free use to the Flash community.
Ever wondered how some Flash applications "break free" of the constraints of a fixed stage size, flowing from one size to another depending on browser size or application state? Creating these fluid layouts in Flash is considered by some to be one of those hidden mysteries of Flash coding. By others, it is regarded as a milestone to be achieved on the path of ActionScript mastery. For me, it is both.
We will take you through the steps, from intermediate to advanced, necessary to create application layouts in Flash which can exhibit "fullsize" or "fluid" functionality. In this series we will explore the basic principles of creating fluid layouts in Flash, build a sample application with a class architecture using components, finishing off with an exploration of the new fullscreen feature available in Flash Player 9.
In the last tutorial we extended the Stage class, thereby adding to its functionality. In this article we will explore the new Flash Player 9 fullscreen feature, adding this functionality to our new stage class, and to our application.
Since early in its life, Flash has proven itself the leader in Web animation. In recent years, that dominance has nudged into the realm of online applications as well. For user-facing applications, you need user interface (UI) elements, plain and simple — something to receive input from the person viewing your content or to display information in a specific way, such as in a grid or selection box.
The UI components that ship with Flash CS3 are an improvement over the Flash 8 set in a number of ways: size (much smaller), performance (faster, better) and ease of customization. Let's take a brief overview of this last point, customization, by way of the Button component in Flash CS3 Professional. The following tutorial is slightly modified from an excerpt of the components chapter in Foundation Flash CS3 for Designers, by Tom Green and David Stiller, to be published summer 2007 by friends of ED.
In Flash 8, and even earlier, the Check syntax button of the Actions panel was a little friendlier than it is today. Even in Flash CS3 Professional, if you set the document's publish settings to ActionScript 2.0 (File > Publish Settings, Flash tab), you can get a taste of the "good old days" — but ActionScript 3.0 documents represent a new era, where all is not as it seems; an era that many of you may feel is frustrating.
This issue presented in this article affects Flash documents (FLAs) when their publish settings are configured for ActionScript 3.0 and stand-alone classes (AS text files) when edited in the Script window (a full-screen version of the Actions panel that temporarily locks out access to other panels).
The following tutorial is slightly modified from an excerpt of the "ActionScript Basics" chapter in Foundation Flash CS3 for Designers, by Tom Green and David Stiller, to be published summer 2007 by friends of ED.
In this "Working with" series, you learn how to use the Camera class in Flash Player. The Camera class has been available in Flash Player since version 6, yet many Flash designers and developers don't know much about it. The Camera class gives you access to the user's webcam, to do everything from publishing a live video stream to detecting movement in the camera frame. In this tutorial, you learn how to record a live publisher stream directly to a Flash Media Server application.
NOTE: In order to follow along with the tutorials in this series, you should have a webcam and microphone compatible with Flash Player 6 and higher. Just about any webcam and microphone works with the Flash Player.
SPECIAL OFFER: The first twenty readers of this tutorial series to send me an e-mail via the feedback link on this tutorial will receive a free time-limited Flash Media Server account at Influxis. You can use this account to publish live video streams. Please allow one to three days for me to verify your subscriber (or pay per use) status with Community MX. (There are still accounts available as of May 24th, 2007!)
In this "Working with" series, you learn how to use the Camera class in Flash Player. The Camera class has been available in Flash Player since version 6, yet many Flash designers and developers don't know much about it. The Camera class gives you access to the user's webcam, to do everything from publishing a live video stream to detecting movement in the camera frame. In this tutorial, you learn how to control the audio quality and bandwidth usage of the Microphone class used with a live publisher stream.
NOTE: In order to follow along with the tutorials in this series, you should have a webcam and microphone compatible with Flash Player 6 and higher. Just about any webcam and microphone works with the Flash Player.
SPECIAL OFFER: The first twenty readers of this tutorial series to send me an e-mail via the feedback link on this tutorial will receive a free time-limited Flash Media Server account at Influxis. You can use this account to publish live video streams. Please allow one to three days for me to verify your subscriber (or pay per use) status with Community MX. (There are still accounts available as of May 20th, 2007!)
Ever wondered how some Flash applications "break free" of the constraints of a fixed stage size, flowing from one size to another depending on browser size or application state? Creating these fluid layouts in Flash is considered by some to be one of those "hidden mysteries" of Flash coding. By others it is regarded as a milestone to be achieved on the path of ActionScript mastery. For me, it is both.
We will take you through the steps, from intermediate to advanced, necessary to create application layouts in Flash which can exhibit "fullsize" or "fluid" functionality. In this series we will explore the basic principles of creating fluid layouts in Flash, build a sample application with a class architecture using components, finishing off with an exploration of the new "fullscreen" feature available in Flash Player 9.
In the last tutorial we created an encapsulation of certain document properties into a static Movie class. In this tutorial we will continue to lay the groundwork for our AS 2.0 "Fluid stage layout engine" by extending the Stage class, thereby adding to its functionality. And along the way we will take a look at some basic ActionScript 2.0 object-oriented programming techniques and best practices.
Intermediate users of ActionScript 2.0 are generally familiar with the concept of attaching Library assets at runtime. The process requires right-clicking (PC) or Ctrl+clicking (Mac) a Library asset and selecting Linkage... from the context menu. This opens the Linkage Properties dialog, which has historically been the place to provide a unique Identifier label. This label allows the asset to be summoned by ActionScript 1.0 and 2.0 in conjunction with methods such as MovieClip.attachMovie() or Sound.attachSound().
In Flash CS3 Professional, the addition of ActionScript 3.0 has knocked this paradigm on its ear. Attaching assets is still possible — in fact, the new mechanism arguably makes more sense — but until you "get it," you might find yourself blinking at the documentation of your shiny new CS3 install, wondering where the "attach" methods went. Sure, you could set your FLA's Publish Settings for ActionScript 2.0, but you want to take advantage of the new language, right? Let's do just that.
Back in early 2005, Danny Patterson took us on an early examination of something called E4X (see ECMAScript for XML (E4X): Overview). He was looking ahead to a technology that would greatly simplify XML data retrieval when it made its introduction to Flex developers in ActionScript 3.0.
With the recent commercial release of Flash CS3, this enhancement has become available to Flash developers too. You're going to love what E4X means to your XML-in-Flash workflow! The following tutorial is slightly modified from an excerpt of the XML chapter in Foundation Flash CS3 for Designers, by Tom Green and David Stiller, to be published summer 2007 by friends of ED.
In the first two installments of the Art of Encoding Series, I covered the basics of the FLV Format, The Art of Encoding Flash Video: About the FLV Format and introduced everyone to encoding video using Sorenson Squeeze, The Art of Encoding Flash Video: Sorenson Squeeze.
This installment will go further into the compression settings of Sorenson Squeeze 4.5 using its advanced compression settings. Getting familiar with and using these advanced settings will result in higher encoded video quality and better playback performance of Flash video. If you are not familiar with Sorenson Squeeze 4.5, please read the introduction article to Sorenson Squeeze, The Art of Encoding Flash Video: Sorenson Squeeze.
Ever wondered how some Flash applications "break free" of the constraints of a fixed stage size, flowing from one size to another depending on browser size or application state? Creating these fluid layouts in Flash is considered by some to be one of those hidden mysteries of Flash coding. By others it is regarded as a milestone to be achieved on the path of ActionScript mastery. For me, it is both.
We will take you through the steps, from intermediate to advanced, necessary to create application layouts in Flash which can exhibit "fullsize" or "fluid" functionality. In this series we will explore the basic principles of creating fluid layouts in Flash, build a sample application with a class architecture using components, finishing off with an exploration of the new "fullscreen" feature available in Flash Player 9.
In the last tutorial we created an application with a fluid proportional layout using v2 components. In this tutorial we will continue evolving our code by encapsulating certain properties of the Flash document SWF into a static class file called the Movie class, which will be used as a foundation for the rest of this series. We will also show you how to get the document size set in the FLA, at runtime, without needing to use a constant or pre-defined variable.
In this "Working with" series, you learn how to use the Camera class in Flash Player. The Camera class has been available in Flash Player since version 6, yet many Flash designers and developers don't know much about it. The Camera class gives you access to the user's webcam, to do everything from publishing a live video stream to detecting movement in the camera frame. In this tutorial, you learn how to control the image quality and bandwidth usage of the live publisher stream.
NOTE: In order to follow along with the tutorials in this series, you should have a webcam and microphone compatible with Flash Player 6 and higher. Just about any webcam and microphone works with the Flash Player.
SPECIAL OFFER: The first twenty readers of this tutorial series to send me an e-mail via the feedback link on this tutorial will receive a free time-limited Flash Media Server account at Influxis. You can use this account to publish live video streams. Please allow one to three days for me to verify your subscriber (or pay per use) status with Community MX. (There are still accounts available as of April 21st, 2007!)
Out there in the Flash design and development world, there are many tools available to assist in creating projects. These are "power tools" that supercharge the task of designing, coding, compiling, testing and documenting, allowing you to save time and present ideas much more effectively. Some have been around for a few years, and some are pretty new. This series highlights some of the open source tools and techniques which have made my life as a Flash developer much more effective.
When coding an object-oriented project involving many external ActionScript files, using the SEPY ActionScript Editor has been quite simply a boon to my life as a Flash developer, whose features have saved me a lot of time and headaches. One of those features is the ability to automate code creation. In this article we will look at how SEPY can make your job as a Flash developer a whole lot easier.
Flash gives you two mouse cursors: the default arrow and the "finger" pointer that appears over hyperlinks and buttons. While useful, those are the only two you get, and that's that — unless you design your own. If you've ever wanted to enhance the user's experience with additional cursors using ActionScript 2.0, or simply replace the default arrow with something fun, this is the tutorial for you.
In the fourth installment of the AS3 Event System series, we'll be covering the basics of event flow and how the various phases differ from each other.
Sporting a brand new look and a feature that will knock your socks off, the CS3 version of the Flash Video Encoder may just be a the sleeper hit of the Studio.
In this "Working with" series, you learn how to use the Camera class in Flash Player. The Camera class has been available in Flash Player since version 6, yet many Flash designers and developers don't know much about it. The Camera class gives you access to the user's webcam, to do everything from publishing a live video stream to detecting movement in the camera frame. In this tutorial, you learn how to use the Microphone class to add audio from the user's microphone to a live stream.
NOTE: In order to follow along with the tutorials in this series, you should have a webcam and microphone compatible with Flash Player 6 and higher. Just about any webcam and microphone works with the Flash Player.
SPECIAL OFFER: The first twenty readers of this tutorial series to send me an e-mail via the feedback link on this tutorial will receive a free time-limited Flash Media Server account at Influxis. You can use this account to publish live video streams. Please allow one to three days for me to verify your subscriber (or pay per use) status with Community MX. (There are still accounts available as of April 1st, 2007!)
Beginners to Flash programming often find themselves asking a fundamental question: "Dude, where do I put my code?" A quick sweep of the 100s of Community MX Flash tutorials, as well as other code repositories on the Web, reveals quite a few choices. You can put ActionScript into keyframes; attach it directly to objects, such as buttons; put it into external text files; and even write a special kind of external file called a class. So, which approach is best? Are some better than others?
To arrive at an answer, this series takes a stroll among the various techniques mentioned. This is not an article on ActionScript syntax or how to program, but rather, an overview of approaches you might take while getting your feet wet. In Part 1, we looked at code attached to timeline keyframes. In Part 2, we rode a carriage down memory lane to examine code directly attached to objects. Here in Part 3, we conclude with a brief discussion on code in external files.
Out there in the Flash design and development world, there are many tools available to assist in creating projects. These are "power tools" that supercharge the task of designing, coding, compiling, testing and documenting, allowing you to save time and present ideas much more effectively. Some have been around for a few years, and some are pretty new. This series highlights some of the open source tools and techniques which have made my life as a Flash developer much more effective.
This article covers a utility which I consider to be paramount to any Flash developer's toolkit: the FlashTracer extension for Firefox.
Out there in the Flash design and development world, there are many tools available to assist in creating projects. These are "power tools" that supercharge the task of designing, coding, compiling, testing and documenting, allowing you to save time and present ideas much more effectively. Some have been around for a few years, and some are pretty new. This series highlights some of the open source tools and techniques which have made my life as a Flash developer much more effective.
Many times in the past I found myself wanting to preview an FLV video, either for pre-selection during development, or simply to watch a video I had downloaded from the net. Problem is, Flash does not come with a standalone FLV player out of the box. The solution: use a standalone FLV player. This article will cover three popular, free standalone FLV players, by Martijn Devisser, Nothing Media and Blitz Labs (Windows only).
In the third installment of the AS3 Event System series, we'll be taking the custom Stopwatch class we built in part 2 and turn it into a custom event dispatcher.
In November 2006, I wrote an article title "Flash Video: Why the Other Players Don't Get It", wherein I made a case for Flash Video on the web. Indeed, Flash Video is everywhere on the web, from Google to YouTube to Blip.tv. However, within the last couple of weeks, Flash Video suffered a casualty: ABC.com replaced Flash Video as the video player technology on their showcase Full Episode Streaming site. I initially blogged about the event, chiding Adobe for not moving faster to address widely known concerns about Flash Video streaming on the web, especially by providers who want to protect their content. After my post received over 1000 web views within 12 hours, I got the feeling that I should write more about my thoughts on Flash Video, and how it might suffer more casualties if Adobe doesn't take their customers (especially their big customers, like ABC.com) more seriously. (Or should I be so bold as to say they shouldn't take them for granted?)
NOTE: This article is an editorial reflecting my personal concerns about Flash Video technology, and does not reflect the views and opinions of any other entity.
Beginners to Flash programming often find themselves asking a fundamental question: "Dude, where do I put my code?" A quick sweep of the 100s of Community MX Flash tutorials, as well as other code repositories on the Web, reveals quite a few choices. You can put ActionScript into keyframes; attach it directly to objects, such as buttons; put it into external text files; and even write a special kind of external file called a class. So, which approach is best? Are some better than others?
To arrive at an answer, this series takes a stroll among the various techniques mentioned. This is not an article on ActionScript syntax or how to program, but rather, an overview of approaches you might take while getting your feet wet. In Part 1, we looked at code attached to timeline keyframes. Here in Part 2, we'll see how things differ when code is directly attached to objects. Part 3 will conclude the discussion with a brief look at code in external files.
Out there in the Flash design and development world, there are many tools available to assist in creating projects. These are "power tools" that supercharge the task of designing, coding, compiling, testing and documenting, allowing you to save time and present ideas much more effectively. Some have been around for a few years, and some are pretty new. This series highlights some of the open source tools and techniques which have made my life as a Flash developer much more effective.
Implementing code-generated graphics or animations can be greatly facilitated with the aid of an "explorer," showing a live example of certain effects, and the code required to create the effect at runtime. This can greatly expedite code generation, and provide an essential learning tool. In this article we'll look at a little-known but very useful utility created by Adobe called the Transition and Tween Explorer.
Out there in the Flash design and development world, there are many tools available to assist in creating projects. These are "power tools" that supercharge the task of designing, coding, compiling, testing and documenting, allowing you to save time and present ideas much more effectively. Some have been around for a few years, and some are pretty new. This series highlights some of the open source tools and techniques which have made my life as a Flash developer much more effective.
Implementing code-generated graphics or animations can be greatly facilitated with the aid of an "explorer," showing a live example of certain effects, and the code required to create the effect at runtime. This can greatly expedite code generation, and provide an essential learning tool. In this article we'll look at two very handy utilities for exploring code-generated gradients: Kinglong's "Flash Gradient Fills Explorer" and Andreas Weber's Gradient Tween Editor.
Kinglong's "Flash Gradient Fills Explorer" and Andreas Weber's Gradient Tween Editor
In this "Working with" series, you learn how to use the Camera class in Flash Player. The Camera class has been available in Flash Player since version 6, yet many Flash designers and developers don't know much about it. The Camera class gives you access to the user's webcam, to do everything from publishing a live video stream to detecting movement in the camera frame. In this tutorial, you learn how to use the NetStream.play() method to receive a live video feed from a Flash Media Server application.
NOTE: In order to follow along with the tutorials in this series, you should have a webcam compatible with Flash Player 6 and higher. Just about any USB or Firewire webcam works with the Flash Player.
SPECIAL OFFER: The first twenty readers of this tutorial series to send me an e-mail via the feedback link on this tutorial will receive a free time-limited Flash Media Server account at Influxis. You can use this account to publish live video streams. Please allow one to three days for me to verify your subscriber (or pay per use) status with Community MX. (There are still accounts available as of March 8th, 2007!)
AS 3 brings a new level of sophistication in scripting for flash with a unified event model system. In the first installment of this series, we'll be covering the basic principles of registerring listeners and handling event objects.
Beginners to Flash programming often find themselves asking a fundamental question: "Dude, where do I put my code?" A quick sweep of the 100s of Community MX Flash tutorials, as well as other code repositories on the Web, reveals quite a few choices. You can put ActionScript into keyframes; attach it directly to objects, such as buttons; put it into external text files; and even write a special kind of external file called a class. So, which approach is best? Are some better than others?
To arrive at an answer, let's take a stroll among the various techniques mentioned. This is not an article on ActionScript syntax or how to program. If you were an aspiring chef, this might be a tour of various kitchen facilities, to give you a feel for what's available at each venue. After a brief look at the options, you may just find that the best approach is simply the one that makes you the most comfortable, even on a project-by-project basis. We'll start with timeline code, here in Part 1, then address the other procedures in subsequent articles.
Out there in the Flash design and development world, there are many tools available to assist in creating projects. These are "power tools" that supercharge the task of designing, coding, compiling, testing and documenting, allowing you to save time and present ideas much more effectively. Some have been around for a few years, and some are pretty new. This series highlights some of the open source tools and techniques which have made my life as a Flash developer much more effective.
This article covers a utility which I consider to be paramount to any Flash developer's toolkit: the Flash Switcher extension for Firefox. (Windows only)
For online video, delivering it with Flash is your best bet. Flash gives you the ability to create a fully customized and branded streaming experience for the end user. Other streaming formats and platforms stream through players that cannot be customized, or that are extremely difficult to embed and integrate into a customized environment and require expensive development and testing to do so. Further, ad insertion, closed captioning and selective player controls are also quite easy to integrate in Flash video applications. The ubiquity of the Flash player and fast download time of the plug-in allows you to reach a much larger audience.
This series will guide you from creating the basic building blocks for a simple customized Flash video application to developing a full-on television station type of environment complete with error handling and status messaging, playlists, ad insertion and many other bells and whistles.
This tutorial will start with creating the basic building blocks to plan a strong, well-designed custom video application. After completing this tutorial, you will have a functional, custom Flash video player that you can build upon.
Flash Professional 8 introduced a number of exciting new visual filters — such as drop shadow, blur, glow, and bevel — which reproduce many of the corresponding filters of Photoshop and Fireworks. Of these, most are available via the Property inspector's Filters tab. All filters are accessible to ActionScript, but a few actually require programming. One of these is the DisplacementMapFilter class, which distorts images based on the colors or transparency in a special reference map. Here in Part 3 of this series, you will learn how to harness the magnification effect we achieved last time by adding a second layer of "strength factor" to the gradient displacement map. This can produce perspective distortion, only available with shapes until Flash 8, and even curved distortion, like a fisheye lens. In the next and final installment, we'll use ActionScript's built-in Perlin noise generator in conjunction with the DisplacementMapFilter class to add animated ripples to an image.
BitmapData, introduced in Flash 8, opens the door to new capabalities for complex motion effects. This tutorial will cover some of the more common techniques for creating motion trails, and will analyze the process efficiency of each one.
Loaders in Flash have become somewhat of a lost art or a no-brainer, depending on whom you speak to. Many mysteries have been solved quite a while ago in the history of Flash, but with new advances, many of these techniques have been forgotten, and some new tricks have come to light. Like anything in Flash, there is more that one way of arriving at the same result, and loaders are no exception. Despite this fact, the Loader remains one of the most mysterious and neglected aspects of Flash development. This series seeks to cover the pitfalls, best practices, tips and tricks to building loaders of all kinds in Flash.
Ever wondered how to incorporate a loader seamlessly into the design of the application itself, or show the load progress using a photorealistic image? In this tutorial we'll build a load indicator that looks exactly like an analog needle dial from a rusted old display panel.
In this "Working with" series, you learn how to use the Camera class in Flash Player. The Camera class has been available in Flash Player since version 6, yet many Flash designers and developers don't know much about it. The Camera class gives you access to the user's webcam, to do everything from publishing a live video stream to detecting movement in the camera frame. In this tutorial, you learn how to use the NetStream.publish() method to send an audio and video feed from your webcam to a Flash Media Server application.
SPECIAL OFFER: The first twenty readers of this tutorial to send me an e-mail either via the feedback form at the end of this tutorial or to robert@communitymx.com will receive a free time-limited Flash Media Server account at Influxis. You can use this account to publish live video streams. Please allow one to three days for me to verify your subscriber (or pay per use) status with Community MX.
Instead of looking at After Effects and Flash as being two big applications... ask yourself how they can work together. The results my just be the brightest idea you ever had.
In the evolution of many a Flash developer, eventually one will discover that projects have become too complex, too feature-rich, to be built using the timeline metaphor of classic Flash programming. Taking ActionScript that extra step requires using class files. However, even using class files and object-oriented programming (OOP) principles, without a plan, a way of structuring those classes, things can quickly become very convoluted and lead to unmanageable code.
Whether you know it or not, every time you use the Flash v2 Component Architecture, or a third party Flash component set — in fact, every time you use the ActionScript 2 event model in a class file — you are most likely using design patterns.
So what are design patterns and how can we use them in Flash? In this series we will explore design patterns commonly used in Flash ActionScript applications and their implementation. This series assumes the reader is familiar with creating and using custom classes in Flash along with the basics of object-oriented programming.
In the evolution of many a Flash developer, eventually one will discover that projects have become too complex, too feature-rich, to be built using the timeline metaphor of classic Flash programming. Taking ActionScript that extra step requires using class files. However, even using class files and object-oriented programming (OOP) principles, without a plan, a way of structuring those classes, things can quickly become very convoluted and lead to unmanageable code.
Whether you know it or not, every time you use the Flash v2 Component Architecture, or a third party Flash component set — in fact, every time you use the ActionScript 2 event model in a class file — you are most likely using design patterns.
So what are design patterns and how can we use them in Flash? In this series we will explore design patterns commonly used in Flash ActionScript applications and their implementation. This series assumes the reader is familiar with creating and using custom classes in Flash along with the basics of object-oriented programming.
If you want to dramatically increase the quality of encoded video, you need to go beyond the free Flash 8 Video Encoder that ships with Flash 8 Professional. Third-party software such as On2 Flix Exporter for Flash and Sorenson Squeeze 4.5 are the best options for encoding video with superior quality. Third-party encoding software also has many options and settings: deinterlacing options, pre-processing filters and greater control of audio/video data rate and compression settings, are all enhanced options that any encoding professional needs to make the best video they can for streaming delivery.
If you want to shake your "money-maker" with top-notch video, then this article is for you. This article will go into detail of all the advanced settings of Sorenson Squeeze and make quality comparisons to video encoded with the Flash 8 Video Encoder.
Flash Professional 8 introduced a number of exciting new visual filters — such as drop shadow, blur, glow, and bevel — which reproduce many of the corresponding filters of Photoshop and Fireworks. Of these, most are available via the Property inspector's Filters tab. All filters are accessible to ActionScript, but a few actually require programming. One of these is the DisplacementMapFilter class, which distorts images based on the colors or transparency in a special reference map.
Here in Part 2 of this series, you will learn how a gradient fill can be used to skew and magnify pixels in an imported graphic file. In future installments, you will learn how to add curvature and even ripples.
In this "Working with" series, you learn how to use the Camera class in Flash Player. The Camera class has been available in Flash Player since version 6, yet many Flash designers and developers don't know much about it. The Camera class gives you access to the user's webcam, to do everything from publishing a live video stream to detecting movement in the camera frame. In this tutorial, you learn how to use the Camera.onActivity event handler to detect motion in the video feed.
I know the busy season for sending out greeting cards to your clients and friends has passed, but you can plan ahead for next year as well as using this tutorial for sending out any customized info and greetings throughout the rest of the year.
Nicely designed e-cards using Flash can send an effective, fully animated-greeting and message to your clients/friends. It also saves you a bundle in printing and mailing costs that come with hard-copy cards and mail-outs. If you're like me and you wait to the last minute with things, you can send them out much later and not have to worry about the time mail takes to get to places on-time!
This tutorial covers using PHP, URL encoded strings, FlahVars, and Flash to send out an address to a simple Flash e-card template that is personalized for each recipients name.
Flash Professional 8 introduced a number of exciting new visual filters — such as drop shadow, blur, glow, and bevel — which reproduce many of the corresponding filters of Photoshop and Fireworks. Of these, most are available via the Property inspector's Filters tab. All filters are accessible to ActionScript, but a few actually require programming. One of these is the DisplacementMapFilter class, which distorts images based on the colors or transparency in a special reference map.
Here in Part 1 of this series, you will learn how the displacement map filter works and how to use it to reposition pixels in an imported graphic file. In future installments, you will learn how to produce a handful of very cool visual effects that are only possible with ActionScript, including a magnifying class, fisheye lens, and ripples.
In the evolution of many a Flash developer, eventually one will discover that projects have become too complex, too feature-rich, to be built using the timeline metaphor of classic Flash programming. Taking ActionScript that extra step requires using class files. However, even using class files and object-oriented programming (OOP) principles, without a plan, a way of structuring those classes, things can quickly become very convoluted and lead to unmanageable code.
Whether you know it or not, every time you use the Flash v2 Component Architecture, or a third party Flash component set — in fact, every time you use the ActionScript 2 event model in a class file — you are most likely using design patterns.
So what are design patterns and how can we use them in Flash? In this series we will explore design patterns commonly used in Flash ActionScript applications and their implementation. This series assumes the reader is familiar with creating and using custom classes in Flash along with the basics of object-oriented programming.
In this "Working with" series, you learn how to use the Camera class in Flash Player. The Camera class has been available in Flash Player since version 6, yet many Flash designers and developers don't know much about it. The Camera class gives you access to the user's webcam, to do everything from publishing a live video stream to detecting movement in the camera frame. In this tutorial, you learn how to test a webcam connection and watch live output in a Flash movie.
In the evolution of many a Flash developer, eventually one will discover that projects have become too complex, too feature-rich, to be built using the timeline metaphor of classic Flash programming. Taking ActionScript that extra step requires using class files. However, even using class files and OOP principles, without a plan, a way of structuring those classes, things can quickly become very convoluted and lead to unmanageable code.
Whether you know it or not, every time you use the Flash v2 Component Architecture, or a third party Flash component set — in fact, every time you use the ActionScript 2 event model in a class file — you are most likely using design patterns.
So what are design patterns and how can we use them in Flash? In this series we will explore design patterns commonly used in Flash ActionScript applications and their implementation. This series assumes the reader is familiar with creating and using custom classes in Flash along with the basics of object-oriented programming.
Whoah. As in a Joey Lawrence, "whoah." Cheesy, but it's pretty much how I felt as a Macworld newbie this week in San Francisco. Lynda Weinman had asked me back in October if I was interested in presenting a Flash Video session at Macworld. Since I had never been to a Macworld conference, I took the opportunity to go. I arrived Sunday night and prepped my slides and sample files on my brand new black MacBook, packing a sweet Intel Core 2 Duo processor. Little did I know that night just how rewarding the following two days were going to be.
The most popular format for immersive panoramic images on the web is probably QTVR (QuickTime Virtual Reality). QTVR files put the viewer "right in the action" and are viewable with the free QuickTime player, which also displays video. Not a bad way to go! There are alternatives, of course. Another fairly popular format is iPix, which relies on the Java virtual machine. Both solutions are quite impressive, hands down, but it is possible to simulate interactive panoramas with Flash. This tutorial steps you through the ActionScript 2.0 necessary to pull it off.
Ever wondered how some Flash applications "break free" of the constraints of a fixed stage size, flowing from one size to another depending on browser size or application state? Creating these fluid layouts in Flash is considered by some to be one of those "hidden mysteries" of Flash coding. By others it is regarded as a milestone to be achieved on the path of ActionScript mastery. For me, it is both.
We will take you through the steps, from intermediate to advanced, necessary to create application layouts in Flash which can exhibit "fullsize" or "fluid" functionality. In this series we will explore the basic principles of creating fluid layouts in Flash, build a sample application with a class architecture using components, finishing off with an exploration of the new "fullscreen" feature available in Flash Player 9.
In the last tutorial we completed our examination of the basics by creating a fluid layout with proportionally sized content "panels". In this tutorial we will use this technique to create a basic application with v2 components, moving all of our code off the timeline and into a class file.
This article provides a brief overview into the feature set of Zinc 2.5, a Flash Projector enhancement tool developed by Multidmedia Limited. Though expensive, Zinc extends the capabilites of normal Flash Projectors in a variety of interesting and useful ways and is compatible with both the Windows and Macintosh operating systems. To my thinking, the extended functionality is well worth the price.
Ever wondered how some Flash applications break free of the constraints of a fixed stage size, flowing from one size to another depending on browser size or application state? Creating these fluid layouts in Flash is considered by some to be one of those hidden mysteries of Flash coding. By others it is regarded as a milestone to be achieved on the path of ActionScript mastery. For me, it is both.
We will take you through the steps, from intermediate to advanced, necessary to create application layouts in Flash which can exhibit fullsize or fluid functionality. In this series we will explore the basic principles of creating fluid layouts in Flash, build a sample application with a class architecture using components, finishing off with an exploration of the new fullscreen feature available in Flash Player 9.
In the last tutorial we covered the basics of fluid layouts by building a flexible stage container and positioning objects within according to the stage size. In this tutorial we will complete our examination of the basics by creating a fluid layout with proportionally sized content panels.
In this "Working with" series, you learn how to create and use shared libraries with your Flash movies. Shared libraries can help you optimize your workflow, making it easier to update assets across several Flash movies used for any type of project. In the last tutorial of this series, you learned how to use CSS files with shared fonts. In this tutorial, you learn how to create a shared library for Flash UI components. Components can require many kilobytes (KB); if you're using the same component across several Flash movies on the same web site, you should consider using a runtime shared library to store the components.
In January, 2007, friendsofED will be releasing a ground breaking book: From After Effects to Flash: Poetry in Motion Graphics. Written by Community MX Partner, Tom Green and Community MX contributer, Tiago Dias, the book is the first exploration of how After Effects and Flash are about to become a motion graphics power house.
Over the next few weeks, we will be presenting the first two chapters of the book. These two chapters are designed to explore the emerging workflow between After Effects and Flash and they take you from concept to upload. In this second excerpt, from Chapter 2, you convert the project created in the previous chapter into an FLV.
Ever wondered how some Flash applications “break free” of the constraints of a fixed stage size, flowing from one size to another depending on browser size or application state? Creating these fluid layouts in Flash is considered by some to be one of those hidden mysteries of Flash coding. By others it is regarded as a milestone to be achieved on the path of ActionScript mastery. For me, it is both.
We will take you through the steps, from intermediate to advanced, necessary to create application layouts in Flash which can exhibit fullsize or fluid functionality. In this series we will explore the basic principles of creating fluid layouts in Flash, build a sample application with a class architecture using components, finishing off with an exploration of the new fullscreen feature available in Flash Player 9.
This tutorial will explore the basics of creating a flexible stage application.
We now have 20 JumpStarts and are still counting. For anyone who has ever agonized over which to use for a current project, this article is for you. Updated from an article we released a year ago, the newly expanded and refreshed catalog should help you make the tough decisions about which layout and features will work for your latest client's site.
In Knobs, Sliders and Flash, Oh My! Sound Controls in Flash MX 2004, Tom Green shows how to use a specialized button — a knob, or dial control — included with Flash under the Window > Common Libraries panel. These built-in assets look great and are indeed good for rapid prototyping, as Tom mentions, even if they aren't as powerful or easily configurable as the more recent v2 User Interface components. Surprisingly, the Components panel does not offer a rotating dial control, so if you're interested in something round, you either have to use the discussed knob button or build one from scratch. In this tutorial, you'll learn learn how to "roll your own" basic dial control with ActionScript 2.0 ... and yours can look exactly how you like.
Ever tried formatting a text field in flash using ActionScript, only to get all tangled up in a myriad of class properties and methods? Parts 1 & 2 of this series looks at how to create a text field and format it completely with code. Part 3 examines dynamic font embedding, Parts 4 & 5 cover how to use HTML formatting, and Parts 6 & 7 show you how to use CSS stylesheets in Flash.
In this tutorial we are going to pick up where we left off in Part 4, where we looked at formatting HTML text. We are also going to expand on what we learned about font embedding in Part 3 as it applies to HTML text.
Buttons come in all shapes and sizes. Some include text and others don't — and then there are buttons that contain nothing but text. Historically in Flash, text-only buttons have been a bit tricky. Without careful attention to the symbol's Hit frame, such buttons can be very difficult to click, which makes for a frustrating experience to the end user. A change in Flash Player 8 improved matters, but not in all cases. Ultimately, it's up to you, the developer, to ensure that text-only buttons are comfortably usable. This tutorial helps steer you clear of the pitfalls.
Ever tried formatting a text field in flash using ActionScript, only to get all tangled up in a myriad of class properties and methods? In Parts 1 & 2 of this series we looked at how to create a text field and format it completely with code. Part 3 will examine dynamic font embedding, Parts 4 & 5 will look at how to use HTML formatting, and Parts 6 & 7 will show you how to use CSS stylesheets in Flash.
Learn how to add and manipulate a variety of objects and media in an After Effects project destined for Flash playback. This is the second part of Chapter One of From After Effects to Flash: Poetry in Motion Graphics
Flash Video has taken over the web video industry. There should be little doubt by now that Flash Video is a major player—in any sense of the word—with online distribution of video. I've personally worked on several high-profile Flash Video deployments, and you can see the evidence of Flash Video on just about every major video-enhanced web site.
In January, 2007, friendsofED will be releasing a ground breaking book: From After Effects to Flash: Poetry in Motion Graphics. Written by Community MX Partner, Tom Green and Comunity MX contributer, Tiago Dias, the book is the first exploration of how After Effects and Flash are about to become a motion graphics power house.
Over the next few weeks, we will be presenting the first two chapters of the book. These two chapters are designed to explore the emerging workflow between After Effects and Flash and they take you from concept to upload. In this first excerpt, from Chapter 1, you are introduced to the After Effects work space and how Projects and Compositions are created in After Effects.
The process of encoding quality streaming video for Flash (or for any video streaming playback delivery for that matter) is the most important process in creating video streaming applications. Any slick-looking video player that you build will only be as good as the quality of the video streaming through it.
This article provides a comprehensive overview of FLV encoding by the encoding software. Understanding this article will help you create higher quality FLV files when it comes to applying settings in an encoder and creating video for encoding.
Many of you will remember the Milton Bradley game Simon, immensely popular in the 1980s. This two-part series re-creates the game in Flash.
In the previous article, Part 1, we covered an ActionScript 2.0 class that manages the game's functionality. This class was specifically designed to be realized in a variety of ways. Here in Part 2, we'll prove that by walking through two different implementations — one very much like the Milton Bradley original (lighted buttons and tones), and one that relies on timeline animation, rather than sound.
In this "Working with" series, you learn how to create and use shared libraries with your Flash movies. Shared libraries can help you optimize your workflow, making it easier to update assets across several Flash movies used for any type of project. In the last tutorial of this series, you learned how to reuse fonts with dynamic text fields created in ActionScript. In this tutorial, you learn how to use a CSS file (cascading stylesheet file) to format ActionScript-generated text fields. Sharing fonts is one of the best ways to trim down SWF file sizes for large projects involving many SWF files.
Way back in December 2003 I wrote a free article here at Community MX called Fun with Webdings and Wingdings which is consistently in the Top Ten of our most viewed tutorials. As of this writing the tutorial has been viewed over 55,000 times. And why not? First of all, the tutorial is free, and secondly, Webdings and Wingdings are lots of fun to play around with. They can also serve some really useful purposes. Depending on the font in that family of "Dings" you can get all sorts of little miniature pictures by just typing in the correct character using the Fireworks Text tool.
Recently I needed some small icons for a design project so I started up Fireworks and created my own reference library for the Webding font family. And while I was at it, I decided to go ahead and convert all of the text objects into vector shapes. What you'll find here is a somewhat later version of the same file that is a tad better organized. You can use this file for your own design purposes or use it as a reference for creating your own library of characters.
What do you get in terms of images? Well, you'll have to open the file up to see all of the little pictures that Webdings create, but here are a few samples.
In addition there are two source files included in this download—both a Flash and a Fireworks source file that make use of the webding vector shapes included in the library for your examination.
In this "Working with" series, you learn how to create and use shared libraries with your Flash movies. Shared libraries can help you optimize your workflow, making it easier to update assets across several Flash movies used for any type of project. In the last tutorial of this series, you learned how to reuse fonts with dynamic text fields in other Flash movies. However, those text fields were placed in the movie at authortime, not with ActionScript at runtime. In this tutorial, you learn how to reuse shared fonts with dynamic text fields created in ActionScript. Sharing fonts is one of the best ways to trim down SWF file sizes for large projects involving many SWF files.
Many of you will remember the Milton Bradley game Simon, immensely popular in the 1980s. In this two-part series, we're going to write an ActionScript 2.0 class that emulates this game (Part 1, this tutorial) and then build a couple sample FLAs that use the class (Part 2, next time).
This class is specifically designed to be realized in a variety of ways. For example, you may want your version to be comprised of eight buttons instead of the original four. In fact, you might aspire to a themed approach, where your buttons are represented by, say, blenders in a smoothie shop or arms on a starfish. The presentation is up to you, and the sky's the limit! Our incarnation — a playfully similar spelling, suggestive of the notion "monkey see, monkey do" — is called Simian.
Sometimes video needs to be such an odd shape that using a simple mask in Flash just won't solve the issue. In this video tutorial, I show you how to use the bezier Warp tool in After efects 7 to create a video that wraps around a shape. Then I show you how to output the video in After Effects and use that video in Flash.
In Part 1 and Part 2 of this series, we created an animated drop-down menu that built and populated itself with buttons based on data provided by an array of objects.
In Part 3, we are going to wrap things up by making the menu truly dynamic. As it stands now, the menu data comes from a hard-coded array of objects from the main timeline. Now we will finish things off by feeding the data dynamically into this array of objects from an external XML file.
When I was very young, I liked to tinker with gadgets. Anything was fair game, including old watches ... as long as the item in question was no longer needed! What impressed me the most about gears were their complexity and symmetry, rolled into a single sharply elegant wheel. I often tried to draw them on paper, but the endeavor was almost overwhelming — all those tiny teeth had to be distributed evenly! Ah, if only I had known then about Flash.
In this tutorial, we'll examine how to use the Transform panel to make this task surprisingly easy. When you're done, you'll be able to use this technique to draw a great variety of gears. You may, in fact, use a similar approach to draw any image that relies on regular distribution around a circle, such as a flower.
We will take our basic animated menu arcchitecture we created in Part 1 and add to it it make our menu fully dynamic.
In Part 2, we are going to create a button class to populate our menu with, a data provider to specify how many buttons the menu will have, the labels for the buttons, and where the buttons will link to when pressed. We will also create some "smart" code that will size the menu mask, and calculate the animated mouse-over and mouse-off positions depending on the height of the menu.
Part 3 will wrap things up with populating our menu data from XML and some dynamic menu backgorund drawing using the drawing API.
Ever tried formatting a text field in flash using ActionScript, only to get all tangled up in a myriad of class properties and methods? In Parts 1 & 2 of this series we looked at how to create a text field and format it completely with code. Part 3 will examine dynamic font embedding, Parts 4 & 5 will look at how to use HTML formatting, and Parts 6 & 7 will show you how to use CSS stylesheets in Flash.
In this "Working with" series, you learn how to create and use shared libraries with your Flash movies. Shared libraries can help you optimize your workflow, making it easier to update assets across several Flash movies used for any type of project.
In the last tutorial of this series, you learned how to create a runtime shared library (RSL) file and share its font assets with static text in other Flash movies. In this tutorial, you learn how to reuse the fonts with dynamic text fields in other Flash movies. Sharing fonts is one of the best ways to trim down SWF file sizes for large projects involving many SWF files.
Masking has been available in Flash for as long as I can remember. This feature can be very useful and is easy to implement, either by hand or with ActionScript. The only regrettable point, in fact, is that soft masking (where the edges are blurry) has always required a tricky and tedious workaround ... until now.
This two-part series examines both the historical workaround — that's the tedious one — and a new (as of Flash 8) approach that is much easier. Knowing both will allow you to apply soft masks in SWFs published to just about any version of the Flash Player. Here in Part 2, we'll learn the approach for SWFs published for Flash Player 8 and later.
In this "Working with" series, you learn how to create and use shared libraries with your Flash movies. Shared libraries can help you optimize your workflow, making it easier to update assets across several Flash movies used for any type of project.
In the last tutorial of this series, you learned how to create a runtime shared library (RSL) file and share its graphical assets with other Flash movies. In this tutorial, you learn how to create a runtime shared library containing font symbols, to reuse the fonts with static text fields in other Flash movies. Sharing fonts is one of the best ways to trim down SWF file sizes for large projects involving many SWF files.
Ever tried formatting a text field in flash using ActionScript, only to get all tangled up in a myriad of class properties and methods? In Parts 1 & 2 of this series we'll look at how to create a text field and format it completely with code. Part 3 will examine dynamic font embedding, Parts 4 and 5 will look at how to use HTML formatting, and Parts 6 and 7 will show you how to use CSS stylesheets in Flash.
The ideas that sparked this series came about in an unexpected manner.
Having just completed an article on the subject of creating reflections in Flash, I started thinking about how it could be done using video instead of images. In typical Community MX fashion, I bounced my question off of our Flash guy Joseph Balderson, and we rapidly solved the problem. (That's happens when a couple of "Tech weenies" get hold of Flash Video.) By that I mean we have a fascination with what we can do with this technology. As such the two of us starting thinking:, "Yeah that is interesting but, really, what more can we do with this basic technique?"
It turns out there is quite a bit more you can do with the video reflection technique. At one point in our discussion Joe said, "Hey, now that we have one reflection working, why not add a few more? Let's show 'em how to build a video kaleidoscope too!!" And so this series was born.
If I had a dollar for every time someone asked me how to make a functional, bug-proof, animated drop-down menu instead of having to resort to using a component, well, you know the old saying.
Creating your own animated drop-down menus can be tricky for a number of reasons: The complexity involved with having numerous buttons to roll-over; The roll-over that triggers the menu to slide down and how it can not interfere with the sub buttons in the drop-down; How does the menu animate back up when the user rolls off?
I'm going to break down the creation of creating an animated, drop-down menu from scratch, into 3 articles. In this article we will build the basic shell for the menu that will include: a button that animates the menu down and up, a container that will be animated and that will hold the buttons for the menu, and the basic code to get the menu responsive and working.
Parts 2 and 3 will cover creating button classes for the menu and configuring and populating the menu using XML.
Masking has been available in Flash for as long as I can remember. This feature can be very useful and is easy to implement, either by hand or with ActionScript. The only regrettable point, in fact, is that soft masking (where the edges are blurry) has always required a tricky and tedious workaround ... until now.
This two-part series examines both the historical workaround — that's the tedious one — and a new (as of Flash 8) approach that is much easier. Knowing both will allow you to apply soft masks in SWFs published to just about any version of the Flash Player. Here in Part 1, we'll take a quick tour of mask basics, then learn the approach for SWFs published for Flash Player 7 and earlier.
Working with ActionScript externally has many benefits to working with AS directly within a Flash movie itself. This article will discuss some of the benefits to working with ActionScript externally, and the great features that the SE|PY Actionscript editor has to offer to make coding easier and more productive.
In this "Working with" series, you learn how to create and use shared libraries with your Flash movies. Shared libraries can help you optimize your workflow, making it easier to update assets across several Flash movies used for any type of project. In the last tutorial of this series, you learned how to create an authortime shared library file and add it to the Common Libraries menu in the Flash 8 authoring environment. In this tutorial, you learn how to create a runtime shared library.
Ever tried formatting a text field in flash using ActionScript, only to get all tangled up in a myriad of class properties and methods? In Parts 1 & 2 of this series we looked at how to create a text field and format it completely with code. Part 3 will examine dynamic font embedding, Parts 4 & 5 will look at how to use HTML formatting, and Parts 6 & 7 will show you how to use CSS stylesheets in Flash.
Jigsaw puzzles were a mainstay of my youth on rainy afternoons. The earliest puzzles I remember had merely a dozen pieces, but ah, the sense of accomplishment! Piecing together the artwork was always a rewarding experience. One year, my mother found an ad in a magazine for a company that would convert your personal photo into a puzzle — at the time, the notion struck me as incredible! We ordered one and I treasured it for years.
After reading this two-part series, you'll be able to do the same thing on your own computer! Over the course of these tutorials, you will write an ActionScript 2.0 class to build a re-usable jigsaw puzzle engine. Here in Part 2, we resume our efforts and step through the helper methods called by the sizable method introduced last time, buildPuzzle().
In Part 1 of this series, we worked on informing the end user by detecting and handling errors in Flash Applications. We will build on that by focusing on informing the user of the status of a video application, as well as errors that can happen duriing video playback. Further, we can use status events of objects used in a video application to manage the playback controls of the player.
In this article, we will take a simple video player application and create "status messaging", informing the user of the state of the video in a player, and errors that happen in a video stream. We will also use these status messages to be the "nerve centre" of the player to toggle and disable player controls depending on the playback state of a video. The status messages we will be using come from the event objects of the NetConnection and NetStream classes.
In this new "Working with" series, you learn how to create and use shared libraries with your Flash movies. Shared libraries can help you optimize your workflow, making it easier to update assets across several Flash movies used for any type of project. I just finished a large DVD-ROM project for UCLA's Center for International Emergency Medicine, and the use of shared fonts dramatically decreased troubleshooting font issues between Mac and Windows versions of Flash 8.
So Apple creates these really cool ads for the iPod. The ones that have black silhouettes against bright backgrounds. Ever wondered how they do it? They aren't telling but here's one way.
Jigsaw puzzles were a mainstay of my youth on rainy afternoons. The earliest puzzles I remember had merely a dozen pieces, but ah, the sense of accomplishment! Piecing together the artwork was always a rewarding experience. One year, my mother found an ad in a magazine for a company that would convert your personal photo into a puzzle — at the time, the notion struck me as incredible! We ordered one and I treasured it for years.
After reading this two-part series, you'll be able to do the same thing on your own computer! Over the course of these tutorials, you will write an ActionScript 2.0 class to build a re-usable jigsaw puzzle engine. Here in Part 1, we will deconstruct our endeavor into a handful of bite-sized methods and write one large method, CMXJigsawPuzzle.buildPuzzle(), to call those as necessary. The complete code is already included with this tutorial, but the full explanation will span into Part 2.
Error handling is one of the biggest oversights in Flash development. There's nothing worse for a user to have something go wrong, or wait for something, and not have a clue what's going on and what to do.
As anyone who uses Windows or Macintosh can attest, the double-click is among the most familiar of user interface actions. Curiously, neither buttons nor movie clips in Flash raise an onDoubleClick event in ActionScript 1.0 or 2.0. Despite the many events they do raise, they cannot be instructed to handle double-clicks without custom programming. In Part 1 of this three-part series, we looked at a basic solution to this strange omission. In Part 2, we expanded on that original work to produce a configurable version of the same solution. Here in Part 3, we will conclude by providing for triple-clicks and more.
In the last installment of this series, you added alpha and color mode effects to the printable certificate. In this tutorial, you learn how to print filter effects added to the certificate, enabling you to create more enhanced graphics. During the process, you learn how to use the new BitmapData class to create a pixel-by-pixel copy of the CourseCert clip. You can preview the finished version of the Flash movie here.
In the last installment of this series, you created a color toggle to the preview window for a printable certificate. In this tutorial, you learn how to correctly print alpha and color mode effects added to graphic elements of the certificate. During the process, you learn how to use the printAsBitmap feature of the PrintJob class to faithfully reproduce your certificate on the printed page. You can preview the finished version of the Flash movie here.
Ever get confused by all of the different ways that Flash organizes assets and information within your FLA and your SWF? Frames and timelines and levels and layers and depths, oh my! This series will sort it all out, and give you some great tips. If you ever wanted the skinny on the Flash movie clip architecture, this be da place, mon. br>
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In Part 3 of this series we will look at Scenes: what they are, when to use and not to use them, and what the alternatives are when building your Flash application.
As anyone who uses Windows or Macintosh can attest, the double-click is among the most familiar of user interface actions. Curiously, neither buttons nor movie clips in Flash raise an onDoubleClick event in ActionScript 1.0 and 2.0. Despite the many events they do raise, they cannot be instructed to handle double-clicks without custom programming. In Part 1 of this three-part series, we looked at a basic solution to this strange omission. Here in Part 2, we will step through an intermediate solution, which builds on our previous work. In Part 3, we will expand the capability even further to provide for triple-clicks.
Ever get confused by all of the different ways that Flash organizes assets and information within your FLA and your SWF? Frames and timelines and levels and layers and depths, oh my! This series will sort it all out, and give you some great tips. If you ever wanted the skinny on the Flash movie clip architecture, this be da place, mon.
In Part 2 of this series we will look at levels: what they are, how to use them and what to watch out for in your Flash projects. We will look at library asset linkages in multilevel SWFs, and examine the difference between authortime and runtime objects. In addition we will look at the _lockroot property. As an advanced topic bonus we will also code an implementation of _lockroot for SWFs exported to Flash 6 using AS 1.0.
As anyone who uses Windows or Macintosh can attest, the double-click is among the most familiar of user interface actions. Curiously, neither buttons nor movie clips in Flash raise an onDoubleClick event in ActionScript 1.0 and 2.0. Despite the many events they do raise, they cannot be instructed to handle double-clicks without custom programming.
In this three-part series, we will step through a solution to this strange omission and learn a bit about writing ActionScript 2.0 classes in the process. Part 1 of this series looks at a convenient, basic edition solution that stands on its own. Parts 2 and 3 build on this workaround to accommodate additional functionality. At the end of each tutorial, you will have a functioning class that is progressively more useful.
SWFObject is an external JavaScript file, created by Geoff Stearns, that enables you to embed Flash movies into web pages using XHTML-compliant code. The CMX Insert SWFObject extension automatically inserts SWFObject code into Dreamweaver documents, and copies swfobject.js into the folder you specify. Now supports major, minor, and revision Flash Player detection.
Requirements: Dreamweaver MX or higher, Flash Player
All objects in recent versions of ActionScript are defined by something called classes. Think of classes as blueprints that determine the unique combination of characteristics, actions, and reactions that comprises a particular object of a certain type. By "object," we are talking about the familiar things a Flash developer deals with every day: movie clips (the MovieClip class), text fields (the TextField class), buttons, sounds, math functions, components, you name it. They are all defined by classes.
Out of the box, Flash provides hundreds of built-in ActionScript classes. The great part is, you can even write your own! But there's a catch: the Flash compiler, which converts ActionScript into Flash Player bytecode, must be told where new classes are located, or it won't be able to find them. That's what this article is about.
Ever get confused by all of the different ways that Flash organizes assets and information within your FLA and your SWF? Frames and timelines and levels and layers and depths oh my! This series will sort it all out, and give you some great tips. If you ever wanted the skinny on the Flash movie clip architecture, this be da place, mon. br>
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In Part 1 of this series we will distinguish the fundamentals of the Flash Movie Clip Architecture: movie clips, the timeline, layers and depths. This article will also reveal the secret of "magic frame rates".
So, you'd like to use a timeline to animate visual elements in Flash? Well, allow me to introduce you to the Tween siblings: Motion and Shape. Motion tweens and shape tweens have been helping designers produce eye-catching animation for years. Their relationship is a little out of balance, though. Sibling rivalry between the two is generally won by Motion Tween, who gets the greater share of lime light in the authoring environment. Let's root for the underdog, then, and take a look at what Shape Tween has to offer.
In the last installment of this series, you created a preview window for a printable certificate. In this tutorial, you learn how to add a color toggle to the preview window, enabling the user to preview a black & white (or grayscale) version of the certificate before it is sent to a black & white laser printer. During the process, you learn how to use the new filters property of the MovieClip class in Flash Player. You can preview the finished version of the Flash movie here.
In this tutorial we will look at using the popular CMX GIF Pre-Loader Packs, which contain animation assets for loaders. Using a sample from the series, you will create a custom animated flash loader using a combination of tried-and-true techniques and some of the latest in flash 8 effects.
By the end of this tutorial your loader will look like the following:
In the last installment of this series, you built a Flash form that passed information to a dynamically created certificate you could print. In this tutorial, you learn how to create a preview window for the certificate. During the process, you learn how to use the Window component. You can preview the finished version of the Flash movie here.
Once you have a component that can accept dynamic parameters, you'll want to make a user interface that can easily accept new certificate details and pass the information to the certificate clip. In this tutorial, you learn how to add Label, TextInput, and DateField components to your Flash movie.
Last week before heading off to TODCON I did my due diligence and installed the Dreamweaver 8.0.2 updater. Later that evening one of the partners for whom I had done a video tutorial asked me where I had put it. Turns out I thought she was finished with it and I had pulled it down. Being the great guy that I am, I opened Dreamweaver and used the Put feature of the Dreamweaver 8 Files panel to upload it. This is where things get interesting.
You've read Jen deHaan's excellent Flash ActionScript 2.0 Learning Guide and are eyeballing an empty Actions panel. Either that, or you've found a code sample online and have pasted it into the same. But you're stuck. You're itching to jump in, and yet ... something tugs at you, holds you back. For some reason, you still don't know where to begin.
Sure, you have a handle on the concepts, but the nitty-gritty still evades you. It's that pesky ActionScript 2.0 Language Reference, isn't it? It's supposed to be your first stop, yet stop is all you've done. In theory, it's got everything you need, but it seems so vast! How is anyone expected to plod through this seemingly endless reference? So you sit... Until now.
Trying to fit a big fat JPG image into a small Flash SWF can be much like trying to stuff five pounds of leaves into a three pound bag. In this article we take a JPG that weighs in at over 100k and, using a few features of Fireworks, slim it dowwn to a "svelte" 10k.
When you start using After Effects, there will come a time when you look at the presets and think, "Gosh, I am bored with these." That will be the point where you discover Adobe has a wonderful sense of humor and you start using the Wiggler. In the text options, on the timeline, the Wiggly selector can be added to a chunk of text to randomize the values of any of the properties associated with that group. That description may sound rather formal, but when it comes to adding effects, randomness can lead to some happy surprises.
In this exercise you will create a video that blurs the edges of a mask to create the effect of a video that is in focus in a "knock out" area while the remainder of the video, under a black bitmap, is blurred using a Threshold effect. The key to this exercise, is to understand that the shapes you draw are composed of colored pixels. These pixels form a shape and that shape, when the movie is displayed on your screen, is seen by the computer as a bitmap.
As you know movie clips can be created using ActionScript and they have properties like position and size that can be manipulated. In this exercise we are going have a quite a few masks — up to 30 at any given time — moving across the screen and the color of the video will change based upon the position of the mouse on the screen.
Filters and blends can be applied without the use of code. They are all available through the Property Inspector and can be applied singly or in combination with each other. The filters and blends can also be applied through the use of ActionScript.
In the first of two exercises, you will blur a video by dragging your mouse across it. In the second exercise you add a screen blend mode that simulates the effect of a video being projected onto an underlying image… but the image shows through.
Of course you can't loop a video in Flash because there is nothing in ActionScript that specifically deals with the issue. Turns out you can indeed do this. All you have to do is to eavesdrop.
There are many ways to code a loader, and just as many ways to create its look and feel. In this article you will build a style of loader that uses a "shape fill" progress indicator to add that "extra something" to your project.
Recently the school district where I work conducted our annual technology conference—a huge event that requires months of planning by the team that I work on, culminating in a single-day event attended by over 1,300 teachers.
To capture the whirlwind of activity that it requires to pull this off I wanted to grab as many photos as possible during the set up and then share them with members of my team and with the other volunteers that help us. And to make it more engaging than simply sharing a bunch of pictures, I decided this year to set the photos to music and produce a slideshow that has the proper musical accompaniment.
In this article I'll discuss how I created our little music video using a number of tools on my Macintosh. Yes, this is a decidedly Mac specific project. The video itself was generated using a combination of iTunes, iPhoto, Quicktime Pro, and finally published as a Flash video so that everyone would be able to see and hear my tribute to all of those who worked so hard to make our event a success.
PHP/SWF Charts is a PHP-based tool to generate Flash charts and graphs from dynamic data. With it, you can create charts that update in real time, right on the same page. This tutorial will show you how to use the free version of PHP/SWF charts (along with PHP and MySQL) to create an opinion poll page where poll results are charted in real time.
In the last installment of this series, you learned how to print a certificate template that was created in Adobe Illustrator CS2 and Flash 8. In this next installment, you learn how to specify the name, title and date of the certificate using ActionScript.
The dreaded "video scrubber" isn't as scary as you may think. In fact, when you really think about it, it isn't that hard to create. You just have to think about the process in a slightly different manner.
In this tutorial you will be creating a scrubber bar that allows you to drag the Progress widget and move forwards and backwards in the currently playing video. When you release the mouse, the video will start playing at that point. Like all of the previous tutorials in this series, we aren't going to dive right into the project. The first thing we are going to do is answer that "Age Old" question: How does the dang thing work?
In the last installment of this series, you learned how to create a certificate template in Adobe Illustrator CS2 and Flash 8. In this next installment, you learn how to add the appropriate ActionScript to your Flash movie to send output to a printer.
More and more Flash content creators are discovering the power of printing from the Flash Player. Since Flash Player 4, you've had the tools to print content from a Flash movie. Starting with Flash Player 7, a powerful ActionScript class named PrintJob has been on the scene to enable exacting control over printed output from a Flash movie. In this multi-part series, you learn how to build a printable certificate from a Flash movie. In this first installment, you learn how to create the certificate template in Adobe Illustrator CS2 and Flash 8.
In Part 3 of this series, you'll learn how to install the ASDT plugin for Eclipse and set up your environment for ActionScript development. You will also learn how to compile SWFs using MTASC and enable trace statements with Flashout.
Not being a huge fan of embedding video into a SWF, when I discovered that was exactly the way it is done in Captivate I thought, "Gosh, there has to be a better way!" There is: embed a SWF into your Captivate movie that calls an FLV into Captivate. Turns out, the bandwidth hit is minimal and Captivate does the preloading duties to boot. Does it get any better than that? You can beat the "video bloat" of an embedded AVI in Captivate simply by using an FLV instead.
When the Flash Video components or pre-rolled buttons don't fit the the project spec, what's a developer to do? How about using Fireworks 8 and Flash 8 to create a custom video player?
In this article I will show you how the drawing tools in both Flash 8 and Fireworks can be used to create a custom video player. We've also included some sweet little buttons created by CMX Partner Gordon Mackay.
In the next article, we will wire the whole thing up using ActionScript.
Wiring up the buttons that control video playback isn't all that difficult to accomplish. You just need to think a bit differently. In the previous installment of this series we created the Player. In this part, we will deal with the ActionScript that makes it all work.
When Flash Professional 8 was released in 2005, the only tool available to add embedded cue points to Flash Video (.flv) files was Macromedia's own Flash 8 Video Encoder tool. Now, Sorenson Squeeze 4.3 adds a powerful cue point creation feature to the mix. Read this tutorial to learn how to add navigation cue points to your Flash Video files.
The process of creating a loading progress indicator for your Flash movie is more involved than you may think. Here's one way of constructing one that is "bullet proof".
Sometimes you are handed a video that is just so good, it should be framed. For instance there was that video shot when Chris Flick, whose career has been built on "slandering" me, and I "hooked up" at TODCON and I did my version of "Kill Chris"! Here's how to put it in a frame and, along the way, you learn how to mask a video.
Since the release of Flash Player 8, a lot of buzz has been generating about the new and improved quality of Flash Video, thanks to the On2 VP6 codec that is part of the Flash Player 8 plug-in. In Part 1 of this series, the process of deploying a 35-minute documentary with Flash Video is examined.
In Part 2 of this series, you learned how to use the built-in EventDispatcher class to dispatch events from AS2 classes. In this part, you'll learn how to implement Danny Patterson's event framework to add event support to your Flash applications.
In this series we are going to look at all the different kinds of flash loaders — what they're for, how to build them and when to use them. For those Flash users who think they know everything there is ot know about loaders, we hope to show you some new tricks.
In this tutorial — Part 1 of this series — we will be looking at basic loader concepts and loader usability. In Part 2, we'll go over a variation on the classic frame-based loader, upgraded to ActionScript 2.0 syntax.
In Part 1 of this series, you learned how to define event handlers for Flash UI components. In this part, you'll learn to use the EventDispatcher class to dispatch events from AS2 classes.
In this installment of Stupiud Web Cam Tricks you are shown how to create a series of blocks with video in them. You are also shown how to create your own stack.
PowerPoint has been capable of accepting and playing back videos for quite some time, at least as far back as Office 97. In most cases the process is quite simple. Go to the Insert menu, click on Insert Movies, and away you go. At least in theory.
The reality of the situation is that your success with video in PowerPoint may vary wildly. Sometimes things will play back absolutely perfectly, especially if you use the same computer with the same operating system to create and encode the video, create the PowerPoint file, and playback the slide show.
But what happens when you develop your video and PowerPoint show on different machines? Or perhaps you're collaborating with someone else who is producing the video while you create the slide show?
Luckily, there is a solution that works between versions of PowerPoint that eliminates the unknowns and ensures that your video will playback exactly the way you want. By converting your video to Flash Video and inserting the completed file into your PowerPoint show you can be certain that the video will playback regardless of the computer and even the operating system that is being used.
In this three-part series, you'll learn how to use events in Flash. In Part 1, you'll learn how to define event handlers for Flash UI components. In Part 2, you'll use the EventDispatcher class to dispatch events from an AS2 class. In Part 3, you'll learn how to implement Danny Patterson's event framework.
Are you looking for a way to read cue point data from an FLV file you created with the Flash 8 Video Encoder or the Flash Pro 8 Video Import wizard? In this tutorial, learn how to populate a List component with cue point names from a sample FLV file, as shown in the completed Flash movie below. As the video plays, the appropriate cue point highlights in the List component.
Ever wondered how to do a cool motion graphic text effect without knowing how to use Flash or even do a tween? If you have After Effects, a simple drag and drop is all you need to know.
Web designers and developers alike have been speculating wildly about the fate of the Flash Player, now that Adobe's acquisition of Macromedia is history. The most popular rumor is that the Flash Player will become one with Adobe Reader. If you've been flying solo with Macromedia products and never touched Adobe's line, you've probably still used the Adobe Reader, formerly known as the Adobe Acrobat Reader. Adobe Reader can open, display, and print PDF files. PDF stands for Portable Document Format, and accomplished very similar feats for the printing industry as SWF did for the web industry.
A visual effect that has become very popular of late with home builders and mortgage companies uses Flash to draw an outline of an architectural object such as a house before revealing a photograph of the home. It's such a popular effect that one of the subscribers to Community MX recently requested a tutorial showing how it is done.
The creation of this effect is fairly straightforward, if not a little time consuming to achieve. To accomplish the outline of the architectural object you start by drawing directly on top of the image that will ultimately appear, separating each outline into its own layer. Once the outline is created the drawing effect is accomplished by drawing a mask in a new layer over the outline then nibbling away at the masking object until no mask remains. The frames are then reversed and the the mask is applied by changing the property of the layer holding the mask. When all is said and done you'll have a rather impressive little animation that is the topic of this tutorial.
Looking for answers to your Flash video questions? Review our Flash Video FAQ to learn more about using the Flash platform to deliver your web video content.
Flash Video combined with simple ActionScript gives you, the developer, the ability to synchronize video content with additional data such as text, images and even links. This functionality has been enabled since Flash Video started with Flash 6, but is now easier to implement with tools like Captionate and the Flash 8 Video Encoder. This article focuses on the basics of Captionate 2.0 and its ability to synchronize video content with persistent data. I will not go in to detail of any feature; however I will try to cover Captionate from a broad spectrum. I will assume you have never used the application and will explain not only what's new, but also the existing features from Captionate 1.0.
In this article, you'll learn how to create hyperlinks (in Flash Player 7 or higher) using HTML-formatted text fields and the TextArea component. You'll also learn how to format hyperlinks using styles loaded from an external CSS file. Finally, you'll learn how to use the built-in asfunction protocol to invoke a Flash function when the user clicks a hyperlink.
This tutorial discusses using JavaScript to dynamically add a small Flash music player control to a page that contains links to MP3 files. With this technique, you'll merely need to link in the appropriate JavaScript to your page, and all MP3 links on a page, such as your latest Podcast, will automatically have player controls added next to them, with no further digging into the code on your part.
We now have a healthy portfolio of JumpStarts, and sometimes so much choice can be overwhelming. This article outlines the features of all the JumpStarts, offers guidance in choosing the right JumpStart for your project, and provides a complete catalog of our first thirteen JumpStarts.
It seems like Flash developers always want to save data to the user's local file system. For security reasons, Flash does not give a SWF permission to do this. However, with the features found in many of today's top Flash projector tools, you can write to the user's local file system.
In this article, we will examine Zinc, one of the most popular Flash projectors on the market, and see how we can use it to save an XML file to the user's hard drive.
Why use the FLVPlayback component's parameters to add content, skins or otherwise manipulate video in your movie? ActionScript gives you the same control.
Have you ever had a calendar date that you wanted to fix in the mind of the viewers of your site? Perhaps it's an important upcoming event that you want to make sure they make note of. A good way to do that is to provide the viewer with a visual representation of a date on a calendar being circled. Even, better, if you make the circle animated you'll add more impact to the reminder and help your viewers really get the message.
Using Fireworks and Flash together you can create an image like this in short order. In this tutorial you'll see how to use the Pie Autoshape in Fireworks to create a segmented circle that is then distributed to frames and readied for transfer over to Flash. Once you're in Flash the animated circle from Fireworks becomes a movie clip that is applied as a mask to small circle. The end result is a circle that appears to be drawn around the date you want to highlight as the mask is revealed. While that might sound complicated, in fact it's quite easy.
Flash Professional 8 makes the process of adding cue points to your video content easier than ever before. In this introductory article for a new Flash Video series at Community MX, you learn the in's and out's of cue points for Flash Video.
Learn how to create multiple SMIL files for several pieces of video content, played within the new FLVPlayback component shipping with Flash Pro 8. Use the List component with XML data to specify each clip, which in turn loads a SMIL file responsible for the FLV files associated with the video content.
Flash 8 is the first version of the SWF file format to support standardized, native metadata. This is a great new feature that has the potential to make SWF files easier to manage, organize, and even locate through search engines. Unfortunately there's one small catch; although Flash 8 has made adding metadata to your SWF files extremely simple, at the time of writing there are very few applications/scripts/bots outside of Flash itself that actually have the ability to read that metadata!
In this article we'll take a look at a custom PHP class that can be used to read SWF metadata, and how it can be used to realize some of these great new potentials.
The ability to use video with an Alpha Channel is new to Flash Professional 8. This articles shows how to create the video and then place it in Flash. Ever wondered how they create those talking head videos and cool banner ads on the Macromedia site? Read on...
Perhaps the most requested feature for Flash by developers is the ability to upload and download files right from inside Flash. For years developers have been writing "workarounds" for this feature using Javascript and HTML. Now with Flash 8, developers can use this funtionality from within Flash. In this article we will examine this new feature and build a simple Image Uploader/Dowloader application; all without any Javascript.
In this tutorial, you learn how to take advantage of SMIL to easily integrate data-rate specific Flash Video content with your Flash Media Server (or Flash Communciation Server) applications. These server technologies take the guesswork and hassle out of determining the Flash client's available bandwidth.
In this article, you'll learn how to use the Macromedia RadioButton component in your Flash applications. To demonstrate, we'll create a simple quiz with three radio buttons and define them as members of the same radio button group. We'll also create a listener for the RadioButtonGroup.click event, and respond to the user's selection by displaying the corresponding movie on IMDB.com.
With the release of ActionScript 3.0 (AS3) in the Flex 2 public alpha, many developers have already been speculating on the difficulty of migrating code written is ActionScript 2.0 (AS2). This article will migrate a class I wrote an article on a few weeks ago that is used to load XML configuration settings into your application at runtime. In this article we will examine the various changes related to this class and build this same class in AS3.
Eclipse is an open-source IDE widely used for Java development and developed by the Eclipse Foundation. Eclipse, in conjunction with plug-ins, can be used as an environment for any number of programming languages. There are plugins for ColdFusion, .NET, PHP, and even Ada and LISP. In addition, Macromedia is joining the Eclipse Foundation and has built a Flex IDE, formerly code-named Zorn, based on the Eclipse editor.
In this article, you'll learn how to download and install Eclipse, define a workspace, and create and debug a "Hello world!" application in Java.
If you use a SMIL file to list a variety of specific data rate FLV files for the FLVPlayback component, you need to know how to determine the Flash client's available bandwidth. Once the bandwidth is calculated, the FLVPlayback component can select the appropriate FLV file to play. This tutorial enhances the Flash movie you created in Part 1 of this series.
Looking to do some cool video stuff in Flash Professional 8 such as adding a drop shadow or having the background "project" onto the subject? Read on...
In Part 1 of this series, you learned how to use the built-in Date class to create and manipulate date objects in Flash. In this article, you'll learn how to use dates with the Flash DateField component.
The DateField component is a combination of the Macromedia TextInput and DateChooser components. It helps ensure correctly formatted date input by popping up an instance of the DateChooser component when the users clicks on the TextInput component.
There are few tools available to Flash developers for debugging their applications. This becomes increasingly complex when developing Flash applications with server integration. Service Capture, written by Kevin Langdon, is one of the few tools to break into this market. It works as a proxy on your local computer and inspects Remoting (AMF), Web Service (SAOP) and XML data. It also captures other data not directly relevant to Flash development. In this article we will examine the various feature
One of the most talked about features of Flash Professional 8 is the new FLVPlayback component. In this tutorial, you learn how to use SMIL files with the FLVPlayback component to enhance the quality of the video playback experience for a range of target data rates.
Web video is suddenly all the rage thanks to Flash Professional 8, those wonderful people at On2 and Sorenson and the folks at Adobe who provide the video editing software. It is enough to make a web developer's head spin. Suddenly we are confronted with putting web video in our web pages because clients see the neat stuff the "Cool Kids" over on the Flash side of the street are doing and we get caught with a "Me too!" The guys at Macromedia must have anticipated this because they did something with Flash Video in Dreamweaver 8 that is rather amazing; they made it even easier to use. Best off all, it is free.
Prior to the release of Dreamweaver 8, the Flash Video Kit for Dreamweaver MX 2004 was a spending decision on your part if you wanted to add Flash video to your pages. Mind you, the "Kit" included a copy of Sorenson Squeeze Lite and it is still an integral FLV creation tool if you didn't purchase either Studio 8 or Flash Professional 8. The Video Kit is now bundled with the application and is even better than the retail version of the Video Kit.
Macromedia has pulled off a rather amazing feat with Dreamweaver 8. They made adding video to your web pages even easier than ever.
In Part 1 of this series, you'll learn how to use the methods of the built-in Date class to create and manipulate date objects in Flash. You'll also learn how to display dates in a more readable format in your applications.
Scale 9 is a new feature of Flash 8 that allows you to specify how you want a MovieClip to scale. A great example of how you can use this is to preserve the rounded corners of a box. In this tutorial, we will examine two ways of using scale 9 in your projects.
Starting with Flash 8, you can now include metadata within your Flash movies (SWF files). By adding a title and description to your Flash document, search engines have the potential to index more of your Flash content on the web.
By now, you've probably heard about--and seen--the new On2 VP6 codec featured in Flash Player 8. While the codec offers image quality that is far superior to Sorenson Spark, On2 VP6 is not always the best choice for your video content. In this article, you learn how to determine which codec will offer the best experience to your audience.
It vanished in Flash MX 2004 but has been returned, all spiffed up and using a a new name in Flash Professional 8. Script Assist is a great way to learn how to use ActionScript in Flash. Script Assist won't write your code, but it is a great addition to Flash 8 if you are just getting into writing ActionScript.
In the Working with the Flash 8 Bitmap API series learn how to work with the BitmapData class in order to achieve a variety of effects. In Part 1 learn the basics such as how to construct a BitmapData object and display it on the stage.
In this article, you'll learn how to use the MovieClipLoader class to load external assets, such as SWFs and JPEGs, into Flash movies. Unlike loadMovie(), the MovieClipLoader class enables you to monitor the loading progress of a download to display feedback to the user. With MovieClipLoader, you can also use a single instance to load multiple assets.
Whenever a new version of the Flash Player is released, Flash content creators need to decide how soon they'll start building content for the new player. In this article, you learn more about Flash Player adoption trends.
In this article you will learn how to detect a user's frame rate capabilities. Frame rate detection is helpful in determining whether or not the user will be able to playback content as intended. Often you can use frame rate detection in order to provide the user with the optimal content specifically designed to playback at their frame rate capabilities. This article looks at both SWF timeline frame rate and FLV frame rate detection.
Continuing with the series on distributing ActionScript classes, this article will examine creating documentation for your classes. We will comment our classes with Doc-Style documentation. Then we will use a product called BLDoc created by B-Line Express. This tool will parse our classes and generate help files that we will then include in our installation package. This will make the documentation available right inside the Help Panel of the Flash authoring environment.
In this article, you'll learn how to define an array as the data provider for a combo box, and how to add and remove items using the ComboBox.addItem() and ComboBox.removeItemAt() methods. You'll also learn how to display icons in a ComboBox or List component using the List.iconField property, and how to expand and collapse the ComboBox using its open and close methods.
As the line between vector and bitmap applications become more blurred it is very important to understand the difference between vector and bitmap artwork. Part I of this two-part series dealt with the pros and cons of bitmap and vector artwork.
This article will discuss when it is best to use each and look at how some Macromedia applications work with bitmap and vector artwork. In addition we will check out the applications that contain both vector and bitmap tools and discuss what to watch out for when using them.
Do you think components are evil? The work of crazy people who intentionally want to bloat your Flash movie file sizes? This tutorial shows you that you can create your own style of Button component that doesn't eat eat up 20 or more KB in your Flash movie. Learn how to take the frame script from the previous tutorial and convert it into a full-blown ActionScript 2.0 class associated with a component clip in the library.
Creating an XML Configuration file can prove to be a big time saver when it comes to maintaining your application. There are many constants in an application that you should be able to change without re-compiling your SWF. That is one of the main advantages of using an external configuration file. Since its not compiled into the final application, you can change it without recompiling. XML is the preferred format for this file because it can be read by many different technologies.
In this article we will look at creating an XML configuration file, an XML Schema file for validating the configuration file's format, and finally we will create a Settings class for managing the loading and retrieval of the configuration constants.
In this article you'll learn how to detect a client computer's bandwidth capabilities using Flash. Bandwidth detection can be useful in many applications. Once you've detected the bandwidth you can optimize the application and assets for the client based on the detected bandwidth. You learn how to build the necessary elements and write the code that checks the bandwidth.
Macromedia seems to have pulled off a magic trick: Make Flash video more complex but easier than ever to use.
In the first part of this overview of the new video features of Flash Professional 8, I showed you how to use the new tools in Flash Professional 8 — The Wizard and the Flash 8 Video Encoder — to create the FLV file. In this installment I will walk you through the use of the new FLVPlayback component and the new FLV Custom PlayBack UI components.
In Part 1 you learned how to use the NetConnection to make low-level Flash Remoting calls. However, when you use NetConnection directly there is no built-in debugging functionality. In Part 2 learn how to add debugging functionality similar to that of the NetConnection Debugger that is part of the Macromedia Flash Remoting components.
In this tutorial, you learn how to create Movie Clip buttons with tweening transitions between over and out states, and how to write Movie Clip button handlers in ActionScript. Get a sneak peek at Flash 8's Glow filter in the works as well!
FlashObject is an external JavaScript file, created by Geoff Stearns, that enables you to embed Flash movies into web pages using XHTML-compliant code. The CMX Insert FlashObject extension automatically inserts FlashObject code into Dreamweaver documents, and copies flashobject.js into the folder you specify. Now supports major, minor, and revision Flash Player detection.
Requirements: Dreamweaver MX or higher, Flash Player
This extension has been updated 7/10/06. The updated version is available here.
Flash's ability to integrate with JavaScript just took a huge leap forward with the release of Flash 8. Introducing the External Interface! This is a new feature in Flash 8 that allows for better communication between Flash and its host. Most of us will use this for integration with JavaScript. This article will show you how easy this new feature is to use. It will whet your appetite and get you thinking about how you want to use this in your applications.
In this tutorial, you learn how to setup a runtime shared library, or RSL, to reuse font assets with several Flash movies. RSLs can greatly optimize your Flash workflow and reduce the file size of font-heavy Flash projects.
Flash Remoting is an extremely useful and effective technolgoy, and it is simpler than you might think. In this article learn how to make Flash Remoting calls and handle responses using ActionScript functionality that is built into Flash Player.
Flash Professional 8, in many respects, not only invites the "Design Guys" back to the party, it seems as though the party is being held in their honor.
If you read Tom Green's article, Getting Expressive with Flash 8 Professional, you learned about the new filters — Drop Shadow, Blur, Glow, etc. — that you can apply to movie clips and text at authoring time. In this article, you'll learn how to apply the new filters to movie clips and text fields at runtime using ActionScript.
Creating Flash video was a rather mysterious process until Macromedia added the Flash 8 Video Encoder to the product. In the process they did something amazing: Complicated the process and made it even easier to create an FLV.
Flash 8 was announced today (August 8, 2005) and that always means two things. There is not only a new version of the Flash authoring environment but also a new version of Flash Player. This article will examine many of the new features available to programmers in Flash Player 8.
Flash Lite is the version of the Macromedia Flash Player that has been specifically designed for use on mobile phones. This article aims to give you an introduction to developing content for mobile devices and the tools you need to start building applications using Flash Lite.
One of the many beauties of Flash is that you can create interactive movies with a variety of techniques and ActionScript code, each accommodating a specific user's level of comfort and familiarity with the Flash toolset. In this tutorial, you learn how to expand your use of ActionScript to better organize and write your code for buttons.
If you have been following this series, Part 1 explained how the video file is created and Part 2 walked you through the creation of the FLV file that will deliver the video. In this, the final installment, I review the end game: "How the heck do I get video to play in my Flash movie?"
At first glance that may seem to be a dumb question. It isn't. In fact, it is one of the most common questions asked of me when I talk about video in class or at a variety of speaking engagements. If you take the time to really think through the question you quickly come to the realization it is a two-parter:
Do I use FLV or a SWF?
Which video delivery option is best for me?
The answer to the first question depends upon how the video is to be delivered. If it is to be streamed either from your web server or a Flash Communication Server then FLV is the best route. All other scenarios will most likely require a SWF.
If you've ever developed an application or a piece of software that needs to be distributed, you know it isn't always easy. One area that most Flash developers have to eventually deal with is distributing their code. This most frequently happens when working on teams with other developers or designers. In the first part of this series, we will look at techniques focused on distributing ActionScript classes in a way that allows for easy installation, maintenance and scalability.
Flash MX 2004 ships with two UI Components that enable you to display modal and nonmodal alerts and windows: the Alert component and the Window component. The Alert component displays a centered dialog box with a title bar, message, and optional icon and buttons. The Window component features a title bar, optional close button, and the ability to display content loaded from a movie clip in the library, a SWF file, or a JPEG.
In this article, you'll learn how to display alerts using the Alert.show() method, and how to show and hide windows using methods of the PopUpManager class.
It is a common scenario. Someone hands you a CD containing a QuickTime video and you are instructed , "Let's get this up on our site as soon as possible." So you purchase the Flash Video Kit from Macromedia or, you notice you already have Flash Professional, so all you need to do is to pick up the FLV Video Exporter and you are on your way to streaming video greatness. It is at this point where the Macromedia or Community MX forums suddenly receive a pitful cry from the wilderness: "This isn't as easy as it looks."
In this article I will walk you through the FLV creation process and explain the math used to determine the values you enter in the dialog box that appears in the two more popular FLV creation tools out there: Sorenson Squeeze and the Flash FLV Exporter.
Fear of math is more than common with beginner Flash developers (and completely understandable). What most beginner Flash developers don't realize at first is that they can get very far using just the basic math they learned in public school to create more advanced Flash movies. ActionScript functions, classes and methods can only take you so far. To expand on ActionScript, math is needed to create logic, affect object properties, and create artificial intelligence in a Flash movie. This two-part article will help make using math in Flash a bit more comfortable for you to work with.
In past tutorials of this series, the new Binding and Schema tabs of the Component Inspector panel were used to create associations between data and events among MX 2004 components. In this tutorial, you learn how to write your own data-binding code to accomplish the same tasks.
This article reviews tools and applications that make Flash development easier, from ActionScript editors to Flash video utilities, from compilers to debuggers, from document generators to version control systems. If you write ActionScript classes and components, these tools will save you a great deal of time and effort.
In the fifth in our series on Laszlo, we look at the methods provided to automate the layout of elements in your applications. Using layouts you create complex layouts that without explicitly defining the width, height and placement of every element. Instead, your layouts can be intelligent and take into account the size of the canvas and items' relationships with each other.
One of the main features of ActionScript 2.0 and Flash Player 7 is the ability to strong-type variables and parameters. Previously in ActionScript, you could not strong-type. This new feature is optional, but in this article you will learn why you should always strong-type your code and in the process unleash the power of types.
Most Flash designers and developers use CSS in Flash movies to control the styling of text within Flash dynamic textfields. You can also use CSS to style just about anything else in Flash movies, including UI components. In this tutorial, you learn how to create a simple stylesheet that controls the look of a ComboBox component.
In this article we'll take a look at some of the basic steps many application developers mistakenly ignore, and how those steps can help you build applications more effectively. You'll learn what the steps are, some useful technologies, and how you can benefit. The advice in this article can be helpful for application developers at many levels from novice to expert.
As Flash applications become more and more complex, it's difficult to debug them using only trace() statements and the built-in Flash Debugger. To address this, a number of Flash developers have begun creating their own debug tools using the LocalConnection class. Of these, the clear standout is John Grden's AdminTool.
In this article, you'll learn two different ways to use AdminTool with your Flash projects:
The AdminTool Connector component — This Flash MX 2004 extension enables you to integrate AdminTool simply by adding the component to your FLA library.
The AdminTool Connector package — This ActionScript class, com.acmewebworks.admintool.Connector.as, loads an external SWF called ConnectorOnly_as2.swf. This approach is a little more complicated because you have to import the class and create a listener for the Connector.adminToolLoadComplete event.
The support files include examples of both approaches: a component demo, and an ActionScript class demo.
Have you ever been seated in a restaurant only to have to wait 15 minutes to even get your menu? That's how a lot of Flash sites are still being developed. Visiting a slow loading site can be quite frustrating and eventually the user will leave the site. Why make people wait just to make a choice? Why make me wait just to see what's on the menu before I make a decision?
By using the loadMovie() function in Flash, we can become better waiters and deliver options faster and only make the user wait once they've made a decision to be somewhere.
Using the data binding features of Flash MX 2004 UI components doesn't mean you have to sacrifice a unique look-and-feel for your Flash movies. In this next tutorial of the data binding series, you learn how to use the setStyle() method of the UI components to control text formatting in a variety of scopes, from document-wide to individual instances.
In this installment of the our introductory series about Laszlo, we learn about a wide range of elements you can include in your Laszlo applications including text, images and form widgets.
You are handed a QuickTime movie and told, "Get it ready for web playback." Here's what you have to know about that video, how it was created, and why, sometimes, video simply doesn't work.
The Flash/JavaScript Integration Kit was developed by Christian Cantrell and Mike Chambers at Macromedia. It was developed to make the communication between Flash and JavaScript easier to implement. This isn't a new technology, but it's a straightforward way to implement this type of communication between these different pieces of your application. This article discusses the benefits of the Integration Kit and gives a simple demonstration of how it can be used.
At the time of this writing — Flash Player 7 — there is no consistently reliable method for talking to Flash with JavaScript. But there is a workaround. In this article, you'll learn how to use FlashVars and the LocalConnection class to send messages to a Flash movie embedded in an HTML document. This technique should work in virtually every browser and platform, provided the user hasn't disabled JavaScript.
The idea of collections and iterators is borrowed from Java. In Java there are two interfaces, Collection and Iterator, that describe this functionality. Implementations of the Collection interface in Java would be classes like ArrayList. In this article, you will learn how to use a generic Collection and Iterator class and what the advantages are. Our implementation won't follow the Java collection framework exactly, but it borrows many of the same concepts.
Maybe Hillman Curtis was on to something when he stressed to any Flash developer that would listen: "Pay attention to the pipe". With sound, you can clog the pipe even before you open Flash!
In the previous article in this series I dealt with the basics of sound in Flash. In this one, we move to the next step in the process — importing sound and working with it in a variety of locations ranging from the Library to the Property inspector.
Masking images in Flash can sometimes be a frustrating task. I find you cannot mask an image in Flash as well as you can mask an image in Photoshop or Fireworks. Masks in Flash do work well for creating certain effects, but for masking images that need a transparent background around detailed shapes, especially images that require feathering around their edges, Flash just doesn't cut it.
What's the solution then? Well Photoshop and Fireworks have much more powerful tools and masking capabilities. Plus, they can both export files in PNG (Portable Network Graphics) format. PNG files are capabele of retaining the mask and transparency information of an image.
Many designers and developers who use Flash want to know how to load text from a text file and display it in a Flash movie at runtime. In this tutorial, you learn how to store text in an XML file, load into a Flash movie with the XMLConnector component, and bind the data to Label, TextArea, and Loader components.
Read about the "State of Flash" in this discussion of Macromedia's announcement of the Flash Platform. Learn about where the Flash Player can be found, and how the Flash Player is supported by an entire platform of related technologies. Additionally, read a brief overview of some of the new features in the pending Flash Player, code named Maelstrom.
We proudly introduce CMX JumpStart Vegas, designed by Fireworks expert Linda Rathgeber, and coded by CSS guru Stephanie Sullivan. Vegas includes a Flash slideshow, FlashObjects JavaScript for accessibility, sIFR for using custom fonts on your pages, a form with an often requested complex layout, and a golden design that does justice to the town that never sleeps. It's all there, ready for you to adapt it for your own sites.
Las Vegas, entertainment capital of the world, inspired this exciting JumpStart design. As with all the JumpStarts, you can use and modify the design in any way you see fit, for commercial work or otherwise.
Two pages, a home page and contact page, are included in this JumpStart. Both pages feature a fixed width, centered design using a faux column technique. The home page includes a customizable Flash Slideshow component that includes a demonstration of images loaded using an XML file. This JumpStart features the cutting edge and accessible sIFR technique. sIFR allows you to use any font currently on your computer to create your headings. The contact page features a styled form using fieldset and legend. The pages are constructed using valid XHTML 1.0 markup and formatted using valid CSS 2 styling. We provide an extensively commented style sheet so you know what each piece does and how to change it to suit your design. Vegas also follows the WAI and Section 508 accessibility guidelines to provide you with a solid foundation for your work and give your users the best experience possible.
We've included the PNG file used to create the layout so you can adapt it with your own look and colors. It features masks that allow you to easily replace our graphics with your own, enabling you to adapt this design for any number of uses or clients. It includes the CMX Flash Slideshow component and the graphic and code techniques used to create Vegas are explained fully in the 13 tutorials that we've included in your download. Those techniques that are not covered in the bundle are explained here, providing you with not only a robust template, but a learning tool giving you insite into the web design process as well.
If you'd like a more detailed look at the Vegas Jumpstart, as well as seeing a modified Vegas design, check out Sheri German's CMX JumpStart Vegas: An Introduction.
I'm an Ultra-Noob when it comes to Flash. Frankly, the application overwhelms me, most likely because I over think the process. So one thing that CMX has helped me with is to learn a bit about this program, by working with some of the cool extensions and tutorials created by our Flash Experts.
Case in point: In the past few weeks, I have had TWO requests from clients for an automated slide show for their web sites. In the past I have built these as semi-interactive photo galleries, making use of other extensions and then hammering them into submission until the gallery fit in the page the way I wanted. After reading Paul Newman's article on his CMX Slide show Flash Extension I was not only intrigued, but completely hooked. I could DO this.
And I did, in less than an afternoon, including image selection and batch processing. Let me tell you, I was tickled pink that this worked. Not only did I do something in Flash, I also had an answer for two clients - which means more work and happy customers!
After my initial elation wore off, the designer part of me kicked in. I started wondering how I could jazz up the slide show. I glanced nervously at the drawing tools in Flash, but my hand knew better. Fireworks was launching before I even thought about it.
Paul's excellent tutorial gives you all the info you need to make his extension work. This tutorial will look at how easy it can be to design-ify a Flash interface, by working seamlessly with Flash and Fireworks. What we will be doing is creating a custom frame that surrounds the slide show. area. We will customize the frame so that it looks a bit more organic, and then bring the design into Flash.
Easing is the process of adding acceleration or deceleration to an animated sequence in Flash. That's a rather sterile description for an effect that can go a long way to adding realism to an animation. In this article you'll see just how easing is accomplished, which settings to use to create a a particular effect, and how easing is applied to a tweened object on the Timeline. And since easing is a technique best seen rather than described, there are several examples of how the effect is accomplished here.
There are a lot of articles at Community MX that deal with the use of sound in Flash.
If you are new to Flash, or even sound, this article - the first of a two-part series - is designed to get you going.
In the last tutorial of this series, you learned how to use the new visual data binding features of Flash MX Pro 2004 to add interactive behaviors to the List and MediaPlayback components. In this tutorial, you learn how to add the XMLConnector component to the mix. Instead of putting all of the FLV file data directly on the List component via the Property inspector (or the Component Inspector panel), you will create an XML file storing the data. You'll use the XMLConnector component to load and parse the XML file into information that the List component will understand.
A "wrapper" movie clip is essentially a main movie clip for a Flash movie that has all other movie clips and functionality of the movie nested within it. Wrapper movie clips are not built into Flash, it is just a terminology for a fundamental technique when working with a Flash movie and all of its elements and objects.
This article will cover the basics of working with wrapper movie clips and the value they add to the overall production and functionality of a project.
In the third article in our series we learn about the basic component of a Laszlo application, the canvas, and then display the ever-popular "Hello World" text on the canvas.
My last article covered a lesser-known feature of the native Object class in Flash for resolving undefined properties and methods: Resolving Undefined Methods and Properties Within a Flash Object. This article is also going to explore a lesser-known feature of the Object class called watch/unwatch. The feature allows you to monitor an object's properties for changes. In this article we examine the feature and show how to use it. We will also cover a real-world example of how this feature could be used to make your development efforts easier.
Flash MX Professional 2004 enables you to quickly bind two or more components together with interactive behaviors using the new Bindings and Schema tabs of the Component Inspector. In this tutorial, you learn how to add a list of FLV files to the List component and bind the selected item's data to the MediaPlayback component.
One of the most frequent problems that arises when developing ColdFusion applications is form processing. Often, forms don't work because they don't return the expected results. In this article, you'll learn how to create a form tester page that you can use to view the results of forms submitted via GET and POST. These can be regular HTML forms, or forms created using the cfform tag. You can even test Flash forms in ColdFusion MX 7.
In this installment of the "Streaming MP3s with Flash Communication Server" series, you learn how to apply the knowledge from Part 7 to the Flash UI you started building in Part 6. In the following sections, you will accomplish the following tasks:
Setup a virtual directory for your music MP3 files, so that your FlashCom applications can access them.
Edit the ColdFusion component (CFC file) created in Part 5 to return a FlashCom-friendly URI to the Flash UI. The MP3 file locations stored in the MP3 database file are local paths (e.g. C:\MP3\Johnny
Cash), which cannot be used for runtime playback in the Flash UI.
Create NetConnection and NetStream instances within the Flash UI to play a MP3 file that is selected in the songs list.
This tutorial assumes that you have read and completed Parts 5, 6, and 7. Please review these other tutorials before you proceed with this tutorial.
In Part 3 of the ActionScript Drawing API, I will cover how to program and create a doodle board/white board application. This drawing application will include brush color, brush alpha and brush thickness options for the user.
Clients can come up with the darndest ideas. Imagine this scenario - your client wants to add an animated splash screen to their site. As much as you dislike those kinds of things, your client really wants this done, and is of course, willing to pay for your time and expertise. Not being one to either (A) make your client angry or (B) turn down a paying job, you agree to do the animation for them. In this Captivate video case study you'll follow along with the steps I took when presented with just this challenge.
The __resolve method of the native Object class in Flash is a fairly unknown feature. When implemented, it gives an object the ability to handle requests to undefined members. In this article we will look at how we can use this feature to resolve undefined properties and methods. We will then use it in a real world example as we create a proxy class to an XML document.
FlashObject is an external JavaScript file, created by Geoff Stearns, that enables you to embed Flash movies into web pages using XHTML-compliant code. The CMX Insert FlashObject extension automatically inserts FlashObject code into Dreamweaver documents, and copies flashobject.js into the folder you specify.
Requirements: Dreamweaver MX or higher, Flash Player
An update to this extension was released on 8/25/05. The updated version is located here.
OpenLaszlo is an open-source, Java-based application server which can be used to deliver Flash-based Web sites entirely built with a server-side tagging language. This installment in our series on Laszlo covers the installation of the server on Mac OS X and Windows.
In this installment of the FCS series, you learn how to create virtual directories on the FlashCom Server. Virtual directories enable you to stream MP3 or FLV files from folders or network locations not directly created in the FlashCom application folder.
The Transition class is a pre-built set of classes that ship with Flash MX 2004. Transitions in Flash are used to create dramatic and appealing exits and intros to images, sections and other objects within a Flash movie. Just think about how one shot goes to another on TV and in movies, transitions serve the same purpose in Flash.
Clients always seem to want the darndest things. In this case study you'll follow along with an actual design challenge that I was presented with--taking a static company logo and converting it to a Flash animation. Along the way you'll learn some tips for recreating an image with vector objects so they can be animated, some best practices for organizing a Flash movie, and some production tips to make the whole project get finished more quickly, and to you client's liking. This project also serves as am excellent introduction to Flash animation techniques for those who are just getting started in working with Flash and its animation tools.
The New Orleans JumpStart has been designed with the Umoja String
Quartet and their jazzy feel at the center. Two pages, a home page and
contact page, are included in this JumpStart. Both pages feature a fixed
width, centered design with a scrollable content area. The home page
includes a customizable MP3 player built in Flash that includes music
from from two Umoja String Quartet CDs: "Songs of Our Fathers" and
"Things Ain't What They Used To Be."
The pages are constructed using valid XHTML 1.0 markup and formatted
using valid CSS 2.1 styling. We provide an extensively commented style
sheet so you know what each piece does and how to change it to suit your
design, as well as another version of the style sheet with the comments
stripped out so you don't have to cut out all those extra kilobytes by
hand when you're ready to go live! New Orleans also follows the WAI and
Section 508 accessibility guidelines to provide you with a solid
foundation for your work.
Beyond just the pages, we've also included all the source files used to
create both of the layouts, both PNG and Flash. All layers in the PNG
file are organized and labeled so that it's easy to make any
modifications you need.
The graphic and code techniques used to create New Orleans are explained
fully in the 14 tutorials that we've included in your download. Those
techniques that are not covered in the bundled tutorials are explained
in this article.
If you'd like a more detailed look at the New Orleans Jumpstart, as well
as seeing a modified New Orleans design, check out Sheri German's CMX
JumpStart New Orleans: An Introduction.
The suspense has been building around the release of our next JumpStart, and now it's here: Jazzy JumpStart New Orleans, a hybrid CSS/Flash layout that should appeal to anyone needing to build a music site. Its inspiration is derived from two sources: the sites of Sony artists such as Vladimir Horowitz, Joshua Bell, Louis Armstrong, and The Isley Brothers where Flash and frames combine, and content scrolls in a fixed-area; and the recent acquisition of our own "CMX artist" the jazzy, bluesy Umoja String Quartet, whose site will be hosted on Community MX in the upcoming weeks.
Read on to find out more about this feature-rich JumpStart that includes an MP3 Player that uses wmode, FlashObject for accessibility, scrolling content, functional forms, and a fully editable source PNG.
One of the most powerful techniques in Flash development is the use of Web Services. This allows a Flash client to call a remote web service. However, at times the restrictions imposed by the Flash Security Model can become a problem. This article will identify the cross-domain security restriction and provide a solution with a Web Service Proxy built in ColdFusion.
Macromedia has done a lot to promote Flash as a platform for the delivery of media-rich Web applications using Flash, Flash Remoting and ColdFusion to build and deliver applications or using the Flex platform to deliver them.
However, the open source Laszlo platform from Laszlo Systems, offers a complete, intergrated, powerful environment for delivering Flash-based Web applications and offers a compelling alternative to Flex for server-driven delivery of generated Flash movies.
Cascading Styles Sheets and regular web pages do it. So why not have your Flash movies be capable of re-sizing themselves selectively for the various screen sizes and browser window sizes out there? As web developers, we've all noticed how some websites are created to re-size themselves to always fill the browser window. The CMX site is an immediate example. If you re-size your browser window right now, you'll notice this column grows and shrinks depending on how much space is opened up or taken away by re-sizing the browser. Notice at the same time that the Nav bar on the left stays consistent and the Nav bar and banner up top re-position themselves but do not scale. We can get this same control with our Flash movies by using the Stage class.
Recently, some of our subscribers have asked how they can manipulate Flash forms — a new feature of ColdFusion MX 7 — using ActionScript. At first glance, support for ActionScript in Flash forms seems limited. However, Flash forms are generated on ColdFusion 7 using a modified version of Flex Server, so if you know a little about Flex and ActionScript, you can get your Flash forms to perform some amazing tricks.
In this article, we're going to use ActionScript to resolve two issues posted on the Community MX Forums: how to create interdependent combo boxes using <cfselect>, and how to set focus to text fields (<cfinput>) in an accordion control.
In this tale of deception, deceit and a quest for knowledge, you will follow me as I discover that using the Flash Communication Server isn't as easy at it appears and learn, at the end of my quest, "something I wish I would have known" before I started.
The CMX MP3 Player component enables you to load external MP3s from an XML playlist. Features include track info display (title, artist), elapsed and remaining time, audio scrubber, volume slider, and playlist navigation.
In this tutorial, you learn how to create Flash MP3 browser which uses a series of List and RemotingConnector components. These components enable the interface to fetch MP3 artist, album, and song information for a ColdFusion CFC, accessed over the built-in Flash Remoting gateway available on ColdFusion servers.
In Part 1 of this tutorial, ActionScript Drawing API: Part 1 - Basic Lines, Shapes and Fills, we learned how to create basic squares, curves and lines and fill them with a color. I was thinking about what I should cover first for Part 2 of the ActionScript Drawing API and I thought it might make sense to actually show an applicable use of the drawing API before I move on to more advanced topics.
Programmatic masking is a great example of the drawing API in action. In this article, we will cover the drawing of shapes to be used as masks and the manipulation of these shapes over time to create some really cool masking transitions for use in your projects. Once you know the basics, you can get more fancy with your code and create some really interesting shapes and animations to create more robust masks and transitions.
This extension for Flash MX 2004 loads external JPEG and SWF files to create a Flash slideshow. The CMX Slideshow component is very customizable and includes support for hyperlinks, captions, padding, resizing, transitions, controls, and much more.
You can also access CMX Slideshow's methods, properties, and events using ActionScript. The support files demonstrate how to create your own custom controls, and how to load a list of images from an external XML file.
The Drawing API (Application Programming Interface) was first introduced in Flash MX. Simply put, the Drawing API gives you the ability to create lines and shapes using ActionScript. Drawing shapes programmatically is beneficial in any application that is built dynamically and programmatically, such as games and whiteboard applications. Further, dynamic masking using programmatically-drawn shapes as the masks can create unique and dynamic masking effects.
Part 1 in this series of tutorials on the Drawing API will cover the creation of lines and basic shapes and fills. Content that will be covered in further tutorials is mentioned at the end of the article.
In this article, you'll learn how to use an editable DataGrid component to update an external XML file and save the changes back to the server using XML.sendAndLoad and ColdFusion.
In addition, you'll learn how to create a listener for the DataProvider.modelChanged event to detect when items are added, updated, and removed from the data grid.
In this tutorial, we will be looking at how we can create a more compact flash form by using the accordion interface. We will look at setting up required fields and how we can then validate them using ColdFusion.
We will also investigate the use of the datefield control. This control adds an icon to your form that when clicked allows a user to select a date from a scrollable flash calendar.
In this tutorial, you'll learn how to build Flash movies that can load external FlashPaper 2 SWF files. This technique enables you to control the context of your FlashPaper viewing environment without using traditional layout tags in an HTML page.
In this tutorial, we will be looking at how ColdFusion MX 7 makes it very easy for us to use and create flash forms in our work.
We will be looking at how to set up the forms and we'll investigate tabbed navigation and paging. Breaking our forms down into manageable chunks can be very helpful for our users, particularly on large forms. CFMX 7 makes it very easy for us to do this.
Finally we will look at skinning our flash forms and the skins that are natively available on the CFMX 7 server.
In this tutorial, you learn how to use MP3 Observer Pro to quickly create a Microsoft Access database describing a collection of MP3 files. This database will be set up as a datasource for ColdFusion. You will then create a ColdFusion component (CFC file) that can select artist, album, and song names from the datasource. In a later tutorial, you learn how use this datasource over a Flash Remoting gateway.
Display announcements on the side of a building for the world to see. Just like at Radio City Music Hall and the world's greatest theatres, you too can see your name in lights.
Though the Flash purists tend to look down their noses and snort derisively into their lattes about the use of the knobs and sliders in the Flash library, if they are there, why not use them? In this tutorial I demonstrate how the Pan knob, a couple of buttons and the Gain slider in the Flash library can be used to control sound playback.
In Part 1 you learned the basics of adding captions to Flash video. In Part 2 you'll use slightly different (and more advanced) techniques to apply captions. Using the Video and NetStream classes you'll playback the video without using the media components, and you'll learn how to make the captions scroll.
You can use the MediaPlayback component to stream content, including MP3 files, from your FlashCom Server. In this tutorial, you learn how to specify URIs for FlashCom-served MP3 files and how to combine the functionality of a listbox with the MediaPlayback component.
By registering timelines within an object, they can be targeted from any timeline within a movie without using target paths. Registering a timeline and giving it a unique reference name is also useful when calling a _root timeline in a SWF file that has been loaded into a parent SWF, movies can only share a single main timeline.
sIFR may well revolutionize web fontography. If you're not familiar with sIFR, it stands for scalable Inman Flash
Replacement. You can read more about it, including the source of its name at Mike
Davidson's Blog one of the lead developer's of sIFR (search for sIFR if its no longer listed on the front page).
This tutorial will show you how to automate the creation of the SWF font files that are used by the sIFR technique.
Are you using Flash video? Want to add captions? Captions help make your applications more accessible to those with low and no hearing. You can also use the same techniques to add transcriptions of the audio as translated to other languages. In this article learn how to add captions to Flash video playback.
This article assumes that you have a basic understanding of ActionScript and XML and know how to create FLVs for videos. Additionally, you'll need to have Flash MX Professional 2004 in order to use the MediaPlayback component.
Shared objects are a powerful class in Flash. They offer real-time data sharing between objects stored locally on the user's computer. Shared objects are basically "cookies" for Flash.
I will cover local shared objects, as well as walk through an example of a user-customized Flash movie that keeps the same personal settings upon their return to the site.
In this article, you'll learn how to use CacheManager, an ActionScript 2.0 class, to prevent Flash Player from caching external images, XML, and text files in your applications.
In this installment of the Flash Com MP3 tutorial series, you learn how to use playlists with FlashCom MP3 streams. A playlist enables you to queue two or more streams. When one stream reaches its end, the next stream in the playlist begins to play. You can add the same stream name to a playlist more than once, allowing you to loop playback of a stream as well.
JSAPI is a new feature that was introduced in Flash MX 2004. This feature adds the ability to extend the Flash authoring tool by adding functionality through commands, behaviors, tools, and effects. The JSAPI was created to closely resemble the Dreamweaver and Fireworks javascript APIs.
The XML to UI feature is used to define dialog boxes. XML to UI uses a subset of the XML User Interface Language (XUL). In this article, we will use XML to UI to create a dialog box from within a JSAPI command. This article will cover the creation of the XUL dialog, the JSFL command, and finally we will put the command in an MXP file that can be installed through the Macromedia Extension Manager.
This Flash Element for Dreamweaver MX 2004 enables you to quickly insert the CMX Flash Video Player into an HTML document. Using Dreamweaver's Tag inspector, you can browse to an FLV file on your computer, and define player settings such as autoPlay, bgColor, flvURL, and volume.
In addition, CMX Flash Video Player is resizable and you can preview it in Design view. Requires Flash Player 7.
Includes: CMXFLVPlayer_dw.mxp, demo files, sample videos, PDF
This Flash MX 2004 extension enables you to play back progressive Flash video (FLV) files in your Flash movies. Features include play/pause button, FLV download progress bar, real-time scrubbing, volume slider, and mute button.
Because this extension uses the NetConnection and NetStream classes, the resulting SWF file is only 5K in size, so it doesn't require a preloader. In addition, the methods, properties, and events of the component can be manipulated using ActionScript 2.0. There's even an event that broadcasts FLV metadata!
Using the ASCBLibrary Logging library you can more readily accomplish both simple and complex logging. Rather than using trace() - which only allows you to write simple output in the test player - the Logging library enables you to write log output to a variety of locations even when not using the test player. You can apply custom formatting and message level prioritization. Read more in this article.
This summer ECMA International approved ECMAScript for XML (E4X). This specification adds native XML support to ECMAScript. Why does this matter to you? ActionScript is based on ECMAScript, so understanding the future of ECMAScript will give you a glimpse into the future of ActionScript. It remains to be seen if the next version of ActionScript will follow the E4X specification, but Macromedia has publicly stated that full compliance with the ECMAScript 4 Standard is one of the goals for the next release of Flash.
This article will cover a few highlights of the E4X specification including objects, initializers, accessors, and filtering. It will also show some examples of what the ActionScript code may look like when (and if) these features find their way into the next version of ActionScript.
If you're using Flash Remoting with a Microsoft IIS server enabled with an SSL certificate, you will experience problems with Flash Remoting service calls from your Flash movies. In this tutorial, you learn how to prevent problems with Flash Remoting and secure data communications over SSL.
Why look at Flash as just a web-based technology? With a bit of creativity all the power and ease of Flash can be used to control and interact with everyday objects in the realworld!
In this article, we'll take a look at how Flash can be used to automatically answer a telephone, conduct a believable and convincing conversation with a caller, and hang up again when the conversation's over.
Just because you've published a Flash movie and put it online, it doesn't mean the user will automatically be able to view your movie. Many users have not upgraded their Flash players from previous versions to the version that your movie requires.
To avoid losing a viewer who cannot see your file, due to not having the Flash player or an older Flash Player version, Flash detection will let the user know they need to upgrade their player in order to view your file, or, redirect them to a non-flash version of your site.
In Part 1 of this three-part series, you learned how to create a Flash video (FLV) player using the MediaDisplay component. In Part 2, we created the same player using the NetConnection and NetStream classes, resulting in a smaller SWF file (2K versus 58K). In this part, you'll associate an ActionScript 2.0 class file with a movie clip symbol to create a reusable Flash video player component. You'll also learn how to export an SWC file (or component package) so it appears in the Components panel.
Includes: Complete source files for the CMX Flash Video Player extension, as well as sample FLVs.
Have you ever wondered how those mysterious DataConnection components in Flash MX Professional actually work? In this tutorial I will walk you through using the XMLConnector component to create a Rich Media Application that uses data from an XML document.
In this article learn the ins and outs of ActionScript functions. Learn how to work with functions as objects. Learn how to create "overloaded" functions by using the arguments object. Even learn how a function can reference itself and how to call a function using a different calling scope.
In the previous two installments I explained how the Comm Server works and how to connect to it using the Communication components. In this third installment, we build an actual Chat Room which includes text, audio and video chat. Our task is to build the room, wire it up and test it.
As a developer working with several ActionScript 2.0 (AS2) classes, you may find it easier to package your classes as a compiled clip within a distributable SWC file. While authoring in Flash MX Professional 2004, you may have already seen such compiled AS2 classes, such as the RemotingClasses clip or the DataBindingClasses clip. In this tutorial, you learn how to package custom AS2 classes and distribute them as SWC files.
In Part one of this series, we reviewed the concept behind the project, determined the plan and the assets needed and went on a tour of the Flash Communication Server. In this installment we build the Text Chat using the Communication Components in Flash MX Professional and test it locally using the Comm Server.
Getting connected to the Flash Communication Server involves nothing more than knowing where a couple of components are located and how to use a keyboard.
In Part 1 of this series, we created a custom Flash video (FLV) player using the MediaDisplay component.
In Part 2, you'll create the same player using the NetConnection and NetStream classes. This results in a much smaller SWF file (2K versus 58K), which eliminates the need for a preloader.
You'll also learn how to use the NetStream.onStatus and NetStream.onMetaData event handlers to return information about the FLV file, including its duration, height, and width.
If you are at all interested in creating streaming media applications a familiarity with the Flash Communication Server is important. In this series we will use the Comm Server to create a Chat Room. We will start by gaining an understanding of how to use the Comm Server.
In Part 2 of the Tree component series you'll build several stages of an application that builds upon what you learned in Part 1. Starting with a static XML document, you'll then retrieve the data from a dynamic XML document, and eventually you'll retrieve the data on demand from a series of dynamic XML documents.
Since its introduction in Flash Player 6, the setInterval and clearInterval functions have been used widely by nearly all Flash developers. They added the ability to delay the call of a function or simply repeat a function call at a given interval. However, many times I have run into Flash developers that continually have problems with intervals in Flash. This article will talk about some of the common problems developers have with intervals. Then it will give a simple example of how to manage the intervals in your own applications through the creation of an IntervalManager class.
This article will go over the basics of random creation of effects and interfaces. Using math and the random() method of the Math class in Flash can create ever changing/evolving interfaces and effects for interactive creations and games. We will go over basic generation and placement of random objects by using the onEnterFrame event handler, the setInterval function and the for loop. From there we will add random motion and functionality to the objects.
My example will be that of an outer space background for a space game or a site in outer space. Being that it would take me forever to copy and paste a thousand stars of different sizes, at different coordinates and having different opacities, using some looping events and some random math we can create this effect a lot faster and it will always be different every time the project loads.
This tutorial will examine the creation of a Flash randomizer class in ActionScript 2.0. This randomizer class will allow us to specify an array of items and randomly return one item from the array when we request it. Sounds fairly straightforward, however, what makes this Randomizer class different is that it is persistant across sessions. It never returns the same array item back-to-back, and it displays all of the items once before another item is displayed again.
Want to go beyond the Flash Video Kit and the MediaPlayback component?
In this tutorial, you'll learn how to create a custom player for progressive Flash videos (FLVs), complete with play/pause, progress bar, volume slider, and real-time scrubbing. In addition, the player is easy to skin and you can edit basic settings using an external XML file.
In this three-part series, you'll learn to:
Part 1 - Create a Flash video player using the MediaDisplay component
Part 2 - Create a Flash video player without components
Part 3 -Create a Flash video player component
In Part 1, you'll create a player that incorporates the Flash MediaDisplay component. You'll also learn how to modify or "skin" the player's appearance by replacing its movie clip symbols.
In Part 2, you'll create the same player using the NetConnection and NetStream classes, rather than the MediaDisplay component. This results in a much smaller SWF file (2K versus 58K).
In Part 3, you'll create an ActionScript class file, and associate that class with the player controls, to create a reusable Flash video player component.
Freehand is a bit of an oddball amongst its Macromedia Studio siblings. Fireworks, Dreamweaver and Flash are built for web development; Freehand is built for print. Other than the Macromedia name, what do they have in common? The creation of web pages and artwork for print require two completely different sets of skills. Moving a project from print to web can be tedious. Freehand has recognized this and offers tools to simplify the conversion. By providing seamless integration with Flash and Fireworks, Freehand is making itself a useful tool in this web development family
There are many uses for the Tree component in Flash MX 2004, but you have to know how to use it first. In this series of articles on the Tree component, you'll get a chance to learn the basics through to the advanced. Part 1 looks at the commonly-used properties and methods of the Tree component and how to get started.
During the Macromedia MAX 2004 conference in New Orleans, members of the Flash Communication Server product team hosted a group discussion about possible features for the next major release of the product. In this article, I'll be describing Comm Server's current role in the Macromedia product line and outline a list of features that I'd like to see implemented in the next release.
Using basic math equations with ActionScript in Flash can open up a whole new realm of effects and interactivity for your projects. Math and ActionScript can create realistic effects such as gravity and inertia for moving objects. Math and ActionScript can randomly populate video game interfaces, create random movement, placement and interactivity with objects. In other words, being comfortable with using math with ActionScript can open up a lot of doors for us in our projects.
This article introduces basic math in Flash for programmatic tweening of objects. I'm going to cover a basic programmatic tween with an easing effect. The math used will tween an object and ease it out to a nice stop. The premise of this article is to give a basic math lesson and show how to apply it to the motion of an object using ActionScript.
It's always exciting when you find out about hidden features in a software you use on a daily basis. This tutorial has information on little known features in Flash MX 2004 including copying text to the clipboard, detecting screen resolution, etc.
One of the exciting additions to Macromedia Flash Communication Server MX in version 1.5 is the capability to stream MP3 files in real-time. In this tutorial, you learn how to set up MP3 files within a Comm Server application and stream those files in real-time to a Flash movie.
This tutorial will introduce you to JSFL scripting and how to create your own custom tools for the Flash IDE.
While building a Triangle Tool you'll learn all about handling mouse events, using the drawing layer and creating shape paths. A great read for anyone interested in extending Flash MX 2004.
One of the big issues that Flash development brings to the table is with browser history. Since a Flash web site only really needs one page, browser history becomes irrelevant. The problem is that many web site users don't know this and will often hit the back button and get unexpected results. This tutorial will show one scalable technique for integrating browser history with your Flash movie navigation.
Flash Remoting is the way to build Flash applications that interact with a business tier on the server. It is fast, efficient, and scalable. In this article learn how to use the free AMFPHP Flash Remoting gateway in order to get started building more sophisticated applications.
Today, October 18, 2004, Macromedia announced the upcoming release of Flex version 1.5, the presentation server and application framework that enables enterprise developers to easily create Rich Internet Applications.
The campaign for the American President in 2004 has seen an interesting phenomenon develop--the use of Flash for the creation of "home-made" campaign commercials. By far the funniest, and the most-widely viewed, are the two Flash movies created by the two brothers at JibJab.com.
This tutorial includes 5 movies where you'll see how one part of that video might have been done using Fireworks and Flash. You'll take a look at the creation of a talking head in this tutorial and see how masks are used for editing bitmap images, how the use of layers in Fireworks allows you to create a single master file, and how the different pieces are brought together in Flash to create an animated talking head.
One of the most frequent questions in our Flash forums is how to use the MenuBar component. For most users, creating a Flash movie with a menu bar is not that difficult. The elusive part is how to create a listener for the menu bar and respond to its change events.
In this tutorial, we'll cover three practical uses of the MenuBar component:
Populating a MenuBar from an XML File
Populating a MenuBar Using the Menu Class
Populating a MenuBar from an RSS Feed
Along the way, you'll also learn about related classes such as Menu and MenuDataProvider, how to create menu icons and fly-out menus, and how to respond to menu events using ActionScript.
Includes: Sample XML document and Flash source files for all three versions
Experimenting with Flash in your spare time is a great way to come up with new concepts and ideas. It's also a therapeutic way of purging yourself of any lingering ideas you don't have the opportunity to use in you client work. No idea should go to waste. Experimental sections on your site show forward thinking, talent and unique pieces a viewer does not have the opportunity to see in your professional work.
This experiment uses the volume and pan properties of a Sound object to create "3-D" sound based on the position of an object. This experiment can be applied to a gaming environment and music promotion where the user can interact with audio.
In this tutorial, we create a filter for the Flash List component. As the user enters text into the TextInput component, the List component is filtered to display only those items that match the filter criteria.
This tutorial also explains how to port this functionality to JavaScript/HTML.
Using the Date class in Flash, you can retrieve the current date and time from the user's computer. By manipulating the time values, we can apply them to still and motion graphics to re-purpose what a clock can look like.
As mentioned above, we will be using the Date class in this article. The Date class can be used to do more than just retrieve the time and date from a users machine. Time and dates can be referenced for timing in games, tracking time between events, creating countdowns to events and whatever way you'd like to manipulate time and dates. In this article, we will be focusing on retrieving the hours, minutes and seconds from the users computer using the Date class, and we will use these numbers to graphically represent the time.
Design patterns are standardized solutions to solving common programming problems. The Singleton design pattern is one of the most widely known design patterns; and it's also one of the simplest. It's used to insure that a class is only instantiated once. The pattern also provides a global point of access to the sole instance of the class.
This article explains how to use the Singleton pattern within Flash and it gives a real-world example of how it can be used.
If you're having difficulties with scope issues in ActionScript 2.0 classes, read this article. Even if you think you already know everything there is to know about scope issues, read this article. If you're trying to use LoadVars, XML, MovieClip or any other event handler-based datatype within a class, read this article.
In typical Macromedia fashion, the Flash Video Kit has been quietly introduced and, based on my first impressions, they have a sleeper hit on their hands.This thing is an absolute breeze to use and doesn't require you to know anything about video in Flash. No components. No "netConnections". No "netStreams". No video objects. No intimate knowledge of Actionscript 2.0. Nothing. Nadda. If you can access a menu item in Dreamweaver, you can now add video to your web pages.
This article covers basic collision detection between objects in Flash for the beginnings of game development. The example used is a basic "Alien Invaders" game where the user shoots laser at an enemy ship.
This method can also be used to detect collisions to create unique navigation and interactive learning applications.
People ask me all the time how they can get Flash's playhead to play backwards. Usually they have a button with a fairly complex timeline animation. When they roll over the button they want it to play though the animation, but when they roll off the button they want the animation to play backwards to the beginning of the timeline.
This article covers how to manage the playhead within your timeline, and how to create a class to encapsulate this management code.
Custom cell renderers provide a way to enhance and change the functionality of List-based UI components in Flash. In this article, you'll learn the basics of how to implement a custom cell renderer using two sample Flash documents. This will enable you to implement custom cell renderers in other projects.
This Flash component enables you to display one or more RSS feeds in Flash Player 7 with a number of customizable options. CMX Blog Scroller automatically parses the XML and displays the latest blog entries.
Includes: CMXBlogScroller.mxp, ColdFusion proxy script, sample FLA file, PDF
Flash is a fantastic technology, but is it really the best multimedia tool for every project? Director, for most, is a dinosaur that doesn't fit the modern world of the web, but is it really obsolete? An interesting look at the two multimedia technologies provides some unexpected answers to these far too common questions.
You want to create a Flash application that is capable of managing the stage layout as the player resizes. It's fairly trivial to cause the player to scale the contents of your application as the player resizes. However, scaling the contents is not necessarily the optimal solution in many cases. That can cause text to get too large or too small. It can cause bitmapped content to appear pixelated. And it can have other unexpected effects. Instead, in this article you'll get to read about the basics of creating a Flash application that can manage the layout more effectively.
Any developer that uses XML should become familiar with XPath. What is XPath? XPath is a W3C standard for defining parts of an XML document. XPath uses expressions to search for matching nodes within an XML document. This article will cover some of the basics of XPath and how you can use XFactorStudio's XPath classes inside your ActionScript code. This article will not attempt to cover all the syntax involved with XPath.
Just because you don't have the resources to pick up a copy of Flash Professional is no reason to be shut out of the web video game. Here's how to create the Vodafone Video Bracelet using Flash MX 2004.
Macromedia announces the Flash Video Kit. A new Dreamweaver extension that provides you with a hassle free way to implement video into your web pages.
See how you can get this extension and bring your clients products to life with streaming video content.
You've learned how to create programmatic tweens in another CommunityMX article. In this article learn how to apply that information in order to programmatically tween between colors in order to create complex and exacting effects.
Have you ever wanted to store persistent information in your Flash movies? Shared objects are the answer. You can use them to save login information, shopping cart data, user preferences, even complex objects like arrays.
This extension for Flash MX 2004 adds an ActionScript 2.0 class called "Cookie" to your global classpath. The Cookie wrapper class provides a more intuitive way to write, read, edit, and remove Flash "cookies" in your applications.
Going from concept- let's show the future of wireless communication- to upload in less than 30 minutes using the tools in the Studio, I show how to put a video on a a wrist watch and how to create an effect used in the Vodafone site.
When Macromedia first introduced the FlashPaper printer feature with the roll out of Contribute 1, the technology was exciting, but limited in scope. Yes, you could gain some significant advantages over printing documents to the Web, particularly PowerPoint files, but beyond providing you the capability to reduce file sizes and print to a more web-friendly format; FlashPaper was somewhat limited in what it was able to do.
In this article we’ll take a look at the new features that have been added in this latest version of FlashPaper and demonstrate the ways that the program may be of value to a web publisher.
Want to create programmatic tweens using ActionScript? Then read on. In this article you'll learn how to use the Tween and easing classes in Flash MX 2004 to create programmatic tweens within your Flash movies, enabling you to create highly dynamic, yet visually interesting, Flash applications.
It's not uncommon to hear developers complaining that their DHTML menus, when triggered, have dropped behind the Flash movie below them. It's also not uncommon to hear, "that's just how they work." Before Flash Player 6, that was true in many browsers. But nowadays, it's become urban legend. With Flash Player 6, Macromedia introduced windowless mode for Netscape and Mac OS X (previously it was supported only for Windows). In the process, this also gave developers a way to completely hide Flash from older screen readers and the focus issues they can have with it. In fact, when Flash is purely used as eye candy, it's wise to remove it from the flow of the screen reader's page so that they don't have to listen to Flash without a purpose.
Today, Macromedia released the Flash MX 2004 7.2 updater. This updater includes over 120 fixes and changes, making Flash the Lee Majors of software: better, faster, stronger.
In addition, the Flash team added over 400 new code examples to the documentation, increasing the percentage of entries with examples from 43% to 98%. Read on to learn more about what's new in Flash 7.2, and how to obtain and install the updater.
When Macromedia suggests sticking Flash video in the Sony JumboTron on Times Square in New York, the normal response might be "Huh?" This article goes them one better and shows how, through the use of Masking in Flash, to create a "Blade Runner" effect (using video and a web cam), just a little up the Square from the JumboTron.
Rich Internet Applications, or RIAs, are the wave of next generation applications being developed today. However, you may be wondering what RIAs are, what purpose they serve, and what technologies are used to create RIAs. Furthermore, you may have heard of some of the technologies, but you may not have yet understood what each techology does and how they fit together. In this article, you'll get a chance to learn more about RIAs in general as well the different technologies used to create them.
Recently, one of our subscribers made me an offer I couldn't refuse. He created a ColdFusion component (CFC) that sends mail using CFMAIL, and queries an Access database. But he was having difficulty getting the data into Flash, and sending the results of a contact form to the CFC. He offered to send me the database, CFC, and FLA source file if I could use the new Flash Remoting classes to tie it all together.
In this article, you'll learn how to call methods on a Flash Remoting service and return the results to Flash MX 2004 components. Includes coverage of the following Flash Remoting classes: Service, PendingCall, RelayResponder, ResultEvent, FaultEvent, Log, RecordSet, DataGlue.
Support Files: ColdFusion component, Microsoft Access database, Flash document, ActionScript file.
We sometimes tend to forget how we got here. Back in the early days of Flash, when video was a dream, we discovered how to use video without using video. Rotoscoping lets you create some rather interesting video effects.
Using Flash and some modified electronics, I wired a Flash movie to my car to tell me when my oil light comes on. Warning: This article voids vehicle warranty.
Have you ever wondered how to build a really cool button? In this tutorial, I show you how to build a button using the features of Freehand, Fireworks and Flash. I also show you a couple of "integration" techniques guaranteed to speed up your workflow.
There are many times while developing ColdFusion or (especially) Flash Remoting applications that the default log files and error messages supplied by ColdFusion and/or the NetConnection debugger don't give you enough information. For those situations, the technique shown in this article will show more than the typical amount of error info.
In these three video tutorials, you'll learn how to use the new Flash Remoting components for Flash MX 2004 and ActionScript 2.0 to work with Flash Remoting visually and programatically.
In the first video, you'll learn about the new components, documentation, and samples installed with the Flash Remoting components.
In the second video, you'll work with Flash Remoting using the new RemotingConnector component and visual data binding.
In the third video, you'll learn how to use the new Flash Remoting classes in ActionScript.
Create a preloading sequence for Flash movies with longer download times. Preloading sequence displays the amount of the movie that has been downloaded graphically and numerically. Example also shows how to get creative with preloading sequences.
Design patterns have gained a lot of popularity in the ActionScript arena — especially Model-View-Controller, or MVC for short. While MVC has benefits, one of the difficulties is that there doesn't seem to be any simple, clear tutorials that explain what it is, and how you can implement it. This article does just that. By the time you have read this article you will have a good introduction to the basics of MVC.
In these video tutorials, you'll learn how to use Macromedia's Data Connection Wizard to connect to web services and XML data sources with Flash MX 2004 and return the results in a data grid. You'll also learn how to format the data grid's columns using the DataGrid Column Editor.
In the first video, you'll connect to a CMX web service. In the second video, you'll consume a CMX RSS feed that returns the 30 most recent articles.
If you use a Flash intro on your site, have you considered involving the site visitors in the intro? This article explains how to create a streaming video intro that will keep visitors coming back for more. Using nothing more than FreeHand MX and a Flash Camera object, you will be shown how to recreate a part of the titling sequence from the movie, "Altered Sates".
In this article, you'll learn how to implement event-dispatching in your applications using the mx.events.EventDispatcher class. This enables you to create ActionScript 2.0 classes and v2 components that properly dispatch events. You'll also learn how to register listener objects that listen for events and respond to them accordingly.
In this tutorial, you'll learn how to use Flash's XML class to load an XML document, and Alessandro Crugnola's XML2Object class to parse the XML data and convert it to a native Flash object. This enables you to work with the XML data more intuitively using dot notation.
One common Flash animation technique that you see on the Web a great deal, especially in ads, is the silhouette effect. With this technique the background behind an object is removed, the object is outlined in a contrasting color, and the results are animated to produce an eye-catching graphic. In this tutorial you'll see one method for creating this effect using the Tint effect and some simple tweening.
Regular expressions are a powerful feature of many programming languages. And in this series you'll get a chance to learn how to start using regular expressions with ActionScript.
Recently, one of our subscribers requested a tutorial on the Flash Tab Bar component from DRK 5. In response, this is the first in a series of tutorials on how to use Flash MX 2004 components.
In the first part of this series, I showed you what could happen if you take a basic technique and start playing what I call "What if?" games. The key is understanding one technique, in this case the Flash MX 2004 Camera Object, and applying it in ways you may not have first considered. In this tutorial, we use the Camera Object to put the site visitor into the action.
You've designed a great Flash button, or a series of Flash buttons for a navigation bar, but now what? In this tutorial you'll learn the basics of working with Flash navigation objects, including the all-important step of making them actually work in your HTML pages.
The Trace Bitmap tool in Flash has got to be the best bitmap-to-vector tracing tool out of all the software I've seen.
In this tutorial, I will go over tracing bitmaps for abstract image manipulation, and for design and animation techniques.
Here's a great "What if" game. What if I were to "tweak" a tutorial that shows how to create Flash objects that grow and fade depending on their distance from the cursor? Instead of a simple image, how about using a video feed? The result is a rather fascinating video wall.
Learn how to use error handling with ActionScript. In this article, you'll get a chance to learn about using try/catch/finally statements in your ActionScript code in order to best deal with errors that may arise.
In this tutorial, you'll learn how to calculate the distance between objects in Flash using basic trigonometry. This is a fundamental scripting technique that is used in Flash gaming and in other methods, such as dynamically drawing objects.
Learning about software doesn't always have to be a grind. Sometimes, in fact, doing something frivolous and fun can be just as instructive as doing more "serious" work. In this case, my desire to make a silly music video in Flash featuring some of the partners at Community MX led me to learn some valuable new skills in Fireworks and Flash, and also resulted in a fun video to share with the world.
This past week I picked up an iSight for my Mac. Once I got over the initial thrill of having iChat play "All Tom, All the time", I started wondering: "What can I do with the video feed from the camera." It turns out, if you have Flash MX 2004, the answer is "Quite a bit."
Explore and experiment with new ways for users to interface your work. In this example, a cat alarm is built in Flash that detects the sound of a kitten attacking an innocent tree and plays a sound to chase the kitten away.
Printing. You learned the basics of printing in the previous installment of this series: Printing Flash 7 Content - Part 1. However, once you've printed a page or two, you're likely to want to do more than just the basics. You're going to want to print content that spans more than a single page. And you're probably going to want to print content that scales to fit the page upon which it is printed. Well, if that's what you want to learn, then this is the article for you. Read on.
The History panel, new to Flash MX 2004, allows you to track each step you take in your Flash document and then use the Replay button to repeat the steps. In this tutorial you'll see how to take some of the drudgery out of creating repeating objects, as well as how to use this new feature for making interesting graphical objects and simple animations.
Learn to print with Flash MX 2004 and Flash Player 7. In this first part in a series on printing using the PrintJob class you'll learn the basics of managing printing - opening the print dialog box, adding pages, and sending it to the printer.
This, the third part in a series on working with data structures in ActionScript, looks at the application of associative arrays and creating custom data structures. This article looks at the application of associative arrays and creating custom data structures. Includes a drag-and-drop example using an associative array to keep track of items.
Data is an unavoidable part of ActionScript. And the more complex your Flash application, the more data is involved. But just because you're working with more data, doesn't mean working with that data has to be more difficult or complicated. Learning the proper structures for organizing your data, and when and how to use those structures, can be very beneficial.
In this article you'll get a chance to learn about the different structures for keeping track of data in ActionScript such as arrays, associative arrays, and objects. Obviously there are as many ways to work with data as there are applications. But there are some basic patterns that you're likely to notice frequently. This article looks at how to work with data in the context of those scenarios.
In this video tutorial, you'll learn how to implement the preloader from Macromedia's Flash Video Gallery in your own applications, and save it to Flash's Common Library for reuse. This enables you to preload movies that use Flash components by placing a preloader on Frame 1, and exporting your ActionScript classes on Frame 2.
Some questions seem to pop up over and over in the various forums I participate in. One of those questions is "How do I create a map with information that pops up when a viewer rolls their mouse over a location in the image?"
In this tutorial, I'll take you through the process of doing just that in Flash. While you can do this using other programs and methods, using Flash results in a solution that is easier to put together, much lighter in file weight, and allows you to add some animated effects that make your information more appealing to your viewers.
Community MX is the only resource I know of where members can request tutorials from authors and actually see them appear. While you might luck out on some of the free web sites and find what you want, with our service members can actually request a tutorial on a paricular technique via the forums and see their request filled. Such was the case recently when a member asked how to create an effect of a flare following the outline of an object. This tutorial covers that technique.
In this second part of a series on text in Flash, learn how to apply formatting so that you can create a much more interesting visual presentation of your textual content. Since Flash provides you with more than one way to apply formatting, you'll get a chance to learn the advantages and disadvantages of three techniques: using the TextFormat class, using HTML text fields, and using CSS in Flash.
Do you want to know how to create, package, and distribute Flash components? In this continuing series on Flash components, you'll learn how to add custom icons to your components as well as how to package your components using Macromedia Extension Manager.
With the introduction of ActionScript 2.0, Flash MX 2004 makes creating and extending classes easier than ever. However, the Flash IDE is not ideal for working with ActionScript 2.0 classes.
In these three video tutorials, you'll learn how to use Sapien PrimalScript to code for Flash. The first video explains how to set up workspaces and projects in PrimalScript. The second video shows you how to use PrimalSense and the class browser. The final video explains how to integrate a command-line compiler with PrimalScript, so you can publish your SWFs with the touch of a button.
Text. If you work with Flash, you're going to work with text from time to time. Maybe even a lot of the time. So it's a good idea to familiarize yourself with some effective techniques to accomplish your text-related goals. In this article, you'll get a chance to learn about some ways to do a variety of things with text — applying formatting, ensuring the viewer reads the text in the correct font, setting exact dimensions, and more. In Part I you'll specifically get a chance to read about choosing the correct type of text, as well as how to ensure that the text displays in the correct font.
Do you LoadVars? If not, you're missing out. Learn to make Flash content easier to update by storing text and other data outside of your SWF and loading it at runtime. Also, learn to send form data out of a SWF.
Flash MX 2004 makes creating custom classes easier than ever. For users accustomed to Flash MX and earlier, however, the new method for extending classes can be a little daunting. In this tutorial, we take the mystery out of extending custom and built-in ActionScript 2.0 classes.
Managing how you display content to the user can be an important part of your application. A useful and interesting interface can provide added value. In this tutorial you'll get the chance to build a folder tabbing system using Flash MX
2004.
In this tutorial, you'll learn how to create custom ActionScript 2.0 classes and use them to create new class instances. You'll also learn about the advantages of using get/set methods to modify your class properties.
One question that I've seen posted on the Dreamweaver newsgroup from time to time relates to creating a simple password protection scheme for a site. Perhaps you've got some documents that you want to share with a client, but want to be able to do it without exposing them to the entire world. In my situation I wanted to be able to allow my students access to a portfolio of their work, but without violating our school district's policy about allowing photographs of students to be posted on the Web. In a case like this, where only simple password protection is required, a little Flash form can get the job done easily.
One of those common "gotta have it" features on many sites is an click-through photo gallery. You've seen them out there, and perhaps you've even built your own with JavaScript or purchased one of the off the shelf methods for making them. What you may not know is that you can easily build your own by taking advantage of the ability that Flash has to import images in sequence. Add in a my favorite kind of ActionScript—the simple kind—and you can have your own click through photo gallery in just a few minutes.
It's Christmas time here at Community MX, and time to get a little holiday cheer under way. And of course, what better way to celebrate the holidays than with some fun animated graphics? In this tutorial you'll learn how to use the tools in Fireworks to create a realistic looking snowglobe and then animate the globe in Flash. Along the way you'll learn some great lighting effect techniques and a little more about the tools that Fireworks contains for generating the kinds of cool images that will set your designs apart.
In Part 1 of this tutorial, we examined how to create different types of arrays and loop through them using ActionScript. In Part 2, we explore how to add, edit, and remove array elements using the built-in methods of the Array class.
As rich and diverse as the suite of tools available for designers using the MX Studio are, the one area where there is a deficiency is in rendering three-dimensional effects. You can certainly buy, and learn, new applications that will render these kinds of effects for you, but when you only need the occasional 3-D effect what are you to do? In this case — where the goal is to create an animation that simulates the opening of a book — you turn to Freehand for its ability to perform 3-D rotations of objects and then to Flash for the completion of the animation.
Flash MX 2004 and Flash Player 7 allow you to load and playback external video content without having to rely on a server-side technology. This great new feature allows you to add video content to your Flash applications in powerful and dynamic ways. Read this article to find out more details of the whats, whens, whys, and hows of video in Flash.
As rich and diverse as the suite of tools available for designers using the MX Studio are, the one area where there is a deficiency is in rendering three dimensional effects. You can certainly buy and learn new applications that will render these kinds of effects for you, but when you only need the occasional 3-D effect what are you to do? In this case — where the goal is to create an animation that simulates the opening of a book — you turn to Freehand for its ability to perform 3-D rotations of objects and then to Flash for the completion of the animation.
Arrays are a staple of ActionScript and, for that matter, ECMAScript, upon which ActionScript is based. In this tutorial, we'll examine how to create different types of arrays, and how to loop through them using ActionScript.
It's easy to consume web services in Flash using Flash Remoting. Community MX publishes a web service that allows developers to search our content. Using the Community MX web service as an example, this tutorial shows how to pass arguments to the searchContent method and return results in Flash MX and Flash MX 2004.
This Macromedia Central application enables you to search for articles on CommunityMX.com, browse content using a calendar, and maintain a list of favorites.
Have you struggled with trying to figure out the best way to accomplish some of the common ActionScript tasks? Have you wondered why there seem to be so many ways to do the same thing? Could you sometimes use some clarity about which option is best? In this article, you'll find out the best way to handle button events, perform repeated actions, load SWF/JPEG content, load data, and name text fields properly.
You need to be paranoid in today's programming world. Very paranoid. Safe security is the only solace and in this article you will learn how to tighten down the security within your Flash movies.
This Floating Panel for Flash MX 2004 enables you to search for articles on CommunityMX.com, or browse content using a calendar. Now you don't have to leave Flash to find the latest articles on Community MX.
Games are a lot of fun. In this game you will build a simple snow boarding game. The concepts for the game can be used for any game you develop with Macromedia Flash.
There are so many fascinating effects that can be animated in Flash that sometimes you just need to be presented with a problem to get the creative juices flowing. Such was the case when a subscriber to Community MX asked if there were any tutorials available on creating the effect of a camera lens opening. You know, we always aim to please here at CMX, so the end result is a look at a how this effect can be created with some simple motion tweening, masking, and the creative uses of basic animation techniques.
When creating animations and effects within Flash, the easiest way to do it to the uninitiated is by complex tweening and multiple key frames which can take many hours of your time and can result in unrecoverable catastrophes when you make a mistake. There is however a much quicker method for creating animations using the same basic principals--Maths... Have we still got your attention? Have you drifted away ready to click on the back button? You shouldn't because with the addition of some simple mathematical functions to your movies you can create engaging, attention grabbing animations.
Starting with version 7, Flash Player now offers mouse wheel support on the Windows platform. In this tutorial, we will explore two new features: the Mouse.onMouseWheel listener, and the TextField.mouseWheelEnabled property.
Flash Remoting is one of Macromedia's coolest technologies, offering a quick and easy way to connect to custom web services that you build, or to SOAP-based web services that are freely available. Community MX publishes a web service that can be consumed by a Flash Remoting application. This tutorial shows you how. Part 1 of the tutorial shows the getContent method of the web service.
In the previous article, Part I of the series, I mentioned that context menu can be customized in Flash Player 7 by using the latest version of Flash, MX 2004. This time, I'm going further and will play with this new feature in a slightly more complex way!
Many people are wondering if Flash Remoting still supported in Flash MX 2004. The answer is “Yes”, however I think the next few months will be a transition period. The latest Flash Remoting components from Macromedia still utilize ActionScript 1.0 code, but the good news is that everything still seems to work. In this article I'll try to answer a few of those questions that have appeared since the release of Flash MX 2004 and Flash Professional.
Timeline Effects in both versions of Flash MX 2004 are a great feature. But sometimes great features don't always work as you would expect them to. In the case of artwork imported into Flash, there is a gotcha with regards to Timeline Effects. Kim Cavanaugh and I have found a workaround that will allow you to import artwork into Flash and apply the Timeline Effects without incident.
So you want to learn the basics of animating with ActionScript? Well, here you go - a step-by-step video walkthrough that teaches all the basic concepts you need to know to start making animation entirely with code.
In this article you will learn how to programmatically skin Components in Flash MX 2004. You will add several Components to the Stage and through ActionScript, programmatically control the look and feel of the Components.
One of the newest additions to the world of Flash is the History panel. With this nifty tool you can step back in time by un-doing specific steps that you've taken in a document, repeat steps that you've taken, save steps as a custom command that you then have available anytime you're working in Flash, and even copy and paste steps from one document to another. Long present in graphics applications such as Fireworks and Photoshop, learning to take advantage of a History feature like the one now present in Flash MX 2004 can lead to both better productivity and can even unlock some new graphical applications.
One of the main new features found in Components for Flash MX 2004 is the ability to bind data, such as Arrays, XML and other data sets, to the Component. In this article you will learn how to bind data from an Array of the 50 US States to a ComboBox, List and Grid Components.
One of the important new features in Flash MX 2004 is the ability to customize the context menu. With this new version, we can now play with the menu you get when right-clicking (Windows) or Control-clicking (Macintosh).
You know you're out there. You're an accomplished Dreamweaver user who really wants to be able to offer more Flash content to your clients. Problem is, as good as you are at getting Dreamweaver to produce pages that sizzle, getting over the learning curve with Flash is just darned difficult. The interface is so different and the number of panels you have to open and things that you have to do just to create interactive elements in Flash has always been a bit daunting, so you keep shying away from Flash as a result. Macromedia knows you're out there too, and in Flash MX 2004 they've added a new panel just for you--the Behaviors panel. Sound familiar? Well, that's the idea, giving you a functionality similar to the Dreamweaver Behaviors panel that makes the creation of simple (and even fairly complex) actions as easy as applying the behavior to an object within the movie.
One of the most popular widgets in Macromedia's DevNet Resource Kit Volume 4 (DRK 4) is Pollster. This tutorial includes everything you need to migrate Pollster to SQL Server, including a SQL script and instructions on revising the application's ColdFusion components.
Flash MX 2004 introduces a whole new way of creating sophisticated effects in a snap with the new Timeline Effects feature. With these new tools you can create either animated effects with the Blur, Expand and Explode effects, animated transformations with the Transform and Transition effects, or static effects such as a drop shadow. Regardless of the effect that is created each of these features is easy to apply with the help of a live preview panel that allows you to see the effect before it is applied to the selected object. In this article we'll look at the interface for applying Timeline Effects and see some examples of the kinds of things that each allows you to create.
I was very lucky to have a chance to preview the latest version of Flash, Flash MX 2004 Professional. In this article I'll go over some of the new features that the folks at Macromedia have cooked up for us in this version. Let's get started! But, please keep in mind that I am going to walk through generally from the developer's perspective; focusing on the professional version.
One of the new features in Flash MX 2004 is the support for Cascading Style Sheets, CSS, in the Flash Player. In this article you will learn where and how to apply CSS formatting in a Flash movie.
QuickTime movies are more than just video. The QuickTime movie player can also be changed to enhance the message being delivered through the movie. In this article you will learn how to "skin" the QuickTime player.
One of the most basic forms of interactivity that can be created in Flash is the drag-and-drop action. Once you understand how to create the ActionScript that allows objects to be dragged within a Flash movie you'll have another important technique in your arsenal. In this tutorial you'll learn how to create a simple game similar to what might be done with a Mr. Potato Head game. While you might not need to make a game like this anytime soon, knowing how to make movie clips dragable will open up some terrific new opportunities for adding interactivity to your Flash projects.
This extension adds a panel to Dreamweaver MX that lets you easily test Flash Remoting calls and see their results from within Dreamweaver MX. This is the same version of the Remoting Tester Panel for Flash MX that has been ported to Dreamweaver.
Loading a SWF file into another Flash movie is a very common way to present information in an efficient manner. By loading a movie, rather than composing a Flash file with all the graphics contained in a single SWF, you are able to dramatically decrease download times and provide a better experience for the viewer. In addition, loading movies allows you to perform all sorts of cool tricks with navigation objects and other simple slights of hand that can take your Flash skills up a notch.
Loading a SWF file into another Flash movie is a very common way to present information in an efficient manner. By loading a movie, rather than composing a Flash file with all the graphics contained in a single SWF, you are able to dramatically decrease download times and provide a better experience for the viewer. In addition, loading movies allows you to perform all sorts of cool tricks with navigation objects and other simple slights of hand that can take your Flash skills up a notch.
The second in a 3 part series explaining how to control the appearance of the built in Flash Components. This article focuses on how skinning works in Flash, how it works with the FStyleFormat, and how you can make your own skins.
So here's the challenge. You have a limited amount of screen real estate, but a sizable amount of text that you want to make available to your viewers. You can turn to a DHTML scrolling text box, work around the differences in operating systems and browsers, and ultimately struggle through the process of creating something that all your viewers will have access to. Or, you can turn to Flash and generate the same effect without the limitations of JavaScript and the annoyance of cross-browser compatibility issues.
The first in a 3 part series explaining how to control the appearance of the built in Flash Components. The first part will cover FStyleFormat and it's derivatives to control the appearance of Flash FUI Components in your Flash movies. You'll see how globalStyleFormat controls all, how the setStyleFormat method can be used on a component by component basis, and how
you can group components using your own FStyleFormat class
Tool tips are a common interface object when you want to add a bit more information to a button. In HTML there are methods for generating tool tips by controlling the visibility of layers. In Flash the methods for generating tool tips are surprisingly similar. In this tutorial you'll learn how to create tool tips, but more importantly, you'll see how visibility properties for movie clips can be controlled through the use of some simple ActionScripting.
The Stupid Flash Tricks Series is a collection of short articles that explain how to do something very quickly and easily in Flash. The first is how to create a Drop Down Menu that links you to a new web page using the Flash MX UI Components.
One of the real disadvantages to working in vector drawing applications such as Flash is the inability to create effects such as bevels, glows, and drop shadows easily. In this tutorial you'll learn a number of techniques for using the tools built into Flash for creating realistic looking shadow effects without having to turn to a bitmap editor such as Fireworks or Photoshop.
So you've got a client who has no internet access and you want to show them the beautiful website you've built for them? Or maybe you want to put your website on a CD as a promotional/marketing tool.
Sounds easy, doesn't it? Just copy the site files to the CD, and you're off! Believe it or not, many folks won't know what the heck to do with the CD, or which file to open to get to the material you want them to see. Make it easier for them by making a CD that will launch their browser automatically for them. This technique will use Flash, but the user won't need to have Flash installed in order for it to work.
In this article you will learn in 12 easy to follow steps the fundamentals of building an application with Flash Communication Server. You will set up the folders on the Communication Server, construct the Flash Movie with Communication Components and publish them to your web site.
Naming conventions are important for any program that you create. This is certainly important for ActionScript (especially when you start to work with ServerSide ActionScript with Flash Remoting and Communication Server).
In this article you will be presented with the official list of suffix extensions you should place at the end of your ActionScript objects, arrays, and components.
When you hear the term "Flash Remoting", you might be wondering what exactly is being referred to. Macromedia's latest push towards the Rich Internet Application has at its core the Flash Remoting technology. This article will give you a brief introduction and show you the necessary requirements to getting it up and running on your machine and your web server.
3D is the new big "thing" for Flash. In this article you will learn how to construct a 3D model with just ActionScript. By the end of this article you will understand what you need to fool Flash (a natively two-dimensional tool) into thinking it is a 3D modelling tool.
Macromedia FireFly is the new tool that allows you to connect your Flash movies to any type of data. In this introduction article you will be introduced to FireFly and how you can use it to rapidly build a Rich Internet Application using no ActionScript.
Flash Remoting for .NET provides a powerful tools to allow you to use .NET to power you "Rich Internet Applications". This article will show you how to use the Flash custom control when passing data back and forth between your flash movies and .NET applications.
How many times have you stared at that blank canvas trying to figure out just where to begin? If you know your business, your audience and the psychological effect you want to have on them, you're well ahead of the game. This article discusses ways to make a color plan and creatively and harmoniously blend your color palette.
Masking in Flash is often used for creative effects, and is particularly helpful for adding a little flair to a movie by combining masks with animated movie clips. In this tutorial you'll learn how to use text as a mask and create a neat little animated movie that uses masking techniques. For those that are new to Flash you'll be able to pick up some additional practice in using layers, movie clips, drawing with the Pencil tool, and using symbols in animations.
Flash MX added two important capabilities that made text animation and effects much easier--the ability to break text into individual text boxes, each contatining a single letter, and the ability to distribute the text boxes to their own layers. With those two tools animating text in Flash became much easier, as you'll learn in the 3 tutorials here, creating a motion effect, fade effect, and fade and zoom effect.
The three primary drawing tools from Macromedia all depend on vector graphics to work their magic. Whether you are animating in Flash, drawing in Fireworks, or illustrating in Freehand, the common thread between all three is their use of vectors. In the second part of this series you'll examine the relationship between anchor points and the line segments that are created when points are connected, and see how line segments are modified in Freehand, Fireworks, and Flash.
This final part of the 3 part series completes your initial introduction to Flash MX. In this final tutorial you'll do a little more work with animations, learn how to import bitmap graphics and create a fade effect, create an invisible button, add sound to a button, and finally link the button to a URL. All of this with the primary goal of helping your overcome your Fear of Flash.
Vector graphics are at the heart of the three primary drawing tools in the MX suite. Freehand, Flash, and Fireworks all depend on vectors for drawings that range from the simple to the astoundingly complex. No matter how they are created though, all vector drawings share a common structure that is explored in this multi-part series.
There is nothing to fear. You don't need to be a world class artist to create compelling interfaces and animations in Flash MX. This 3 part series will show you how easy it is to leverage Flash's powerful tools to move your web applications into the next generation.