- Flash Guide 2006
- Welcome to the New Flash Reference Guide
- Flash Design Guide
- Introduction To Flash
- Working with the Authoring Tool
- Working with Templates
- FreeHand for the Power User
- Creating Animation with Fireworks
- Creating Animation in Flash
- Animating Text
- Working With Layers and Keyframes
- Working With Tweens
- Quickly Add Keyframes to Tweens
- Using Animation Paths
- Using Flash's Onion Skinning Tools
- Publishing Your Animation
- Preloading for Non-Programmers
- Drawing in Flash
- Using the Library
- Organizing Animations With Storyboards
- Working With Masks
- Making 2D Look 3D
- Working With Text
- Working With Input Text Fields
- Working With Dynamic Text
- Working with Text: Advanced Text Treatment With CSS
- Working With Text: Embedding Fonts
- Flash Interactive Developer Guide
- What is an Interactive Developer?
- Creating Flash Projects
- Using Form Applications
- Working with Form Components
- Setting up a Movie for Design and Animation
- Setting up a Movie for Programming
- Working with Components
- ActionScript Fundamentals
- Intro to Working With Arrays
- Understanding The Three Types of Arrays
- Control Data Stored in Arrays
- The Eolas Solution
- Intro to Flash Player 9
- Working with Strings
- Creating ActionScript Transitions
- Working with Boolean Objects in ActionScript
- Optimizing Delivery
- Working with Numbers in ActionScript
- Working with the Number Class
- Flash Professional 9 Preview
- Adobe Takes ActionScript Open Source
- Flash Rich Media Guide
- Pros and Cons of Flash 8 Video
- Using SMIL in Flash Video 8
- Stream an MP3 Audio File to Your Flash Movie
- Flash 8
- Introduction to Flash 8
- Advanced Text Rendering
- Using BitmapData Class in Your ActionScript
- The CacheAsBitmap Property
- Bitmap Rendering Improvements and Blend Modes
- Using The ExternalInterface Class
- Using Filters
- Downloading and Uploading Files with ActionScript
- Runtime Support for GIF and PNG Files
- Garbage Collection in Flash 8
- Using Enhanced Gradients
- Using Scale 9
- Stroke Enhancements in Flash 8
- Video Support in Flash 8
- How to Create a Slideshow
- Creating Dynamic Text in Flash
- Flash 3-D–Taking Flash to the Third Dimension!
- Object Collision Detection with Flash
- Create a Quiz With The Flash Quiz Template
- Working with Flash
- Uses for Flash
- Beyond Flash
- Flash Reference Guide
- Informit Articles and Sample Chapters
- Books
- Online Resources
- Blogs and Discussion
- Tools and Downloads
- Summary
- Flash MX Interface
- Welcome to Flash: the Designers' and Developers' Tool
- Using the Stage
- Panels, Panels Everywhere
- Using the Tools Pane
- Using the Property Inspector
- Using the Timeline Panel
- Using the Library
- Adding Interaction through the Actions Panel
- Integrating with Studio MX
- Saving and Publishing Flash Movies
- Informit Articles and Sample Chapters
- Books
- Online Resources
- Summary
- Drawing in Flash
- Shape Tools
- Applying Color
- Informit Articles and Sample Chapters
- Tools and Downloads
- Summary
- Flash Bitmaps
- Importing Bitmaps
- Exporting Bitmap Images
- Converting Bitmap Images to Vector Illustrations
- Informit Articles and Sample Chapters
- Online Resources
- Tools and Downloads
- Summary
- Flash Text and Text Fields
- Text Types
- Input Text
- Online Resources
- Tools and Downloads
- Summary
- Using the Library
- Library Organization
- Creating Instances
- Informit Articles and Sample Chapters
- Books
- Online Resources
- Summary
- Flash Animation
- Controlling Time
- Keyframe Animation
- Tweening
- Text Animation with Flash
- Informit Articles and Sample Chapters
- Books
- Online Resources
- Summary
- Flash Audio
- Using Audio in Flash
- Importing
- Linking to MP3
- Publishing Audio
- Streaming MP3 from the Flash Communication Server
- Informit Articles and Sample Chapters
- Online Resources
- Summary
- Video in Flash
- Video
- Flash Video
- Spark Codec
- Exporting Video
- Informit Articles and Sample Chapters
- Blog and Discussion
- Summary
- Flash Components
- Attaching Components to Movies
- Creating a Component
- Informit Articles and Sample Chapters
- Tools and Downloads
- Summary
- Exporting and Optimization
- Connecting Flash to the Internet
- Loading SWF Movies
- Sharing Fonts Between Movies
- Reusing Your ActionScripts
- Using Third-Party Tools
- Informit Articles and Sample Chapters
- Online Resources
- Tools and Downloads
- Summary
- Introduction to Design in Flash
- Introduction to Design
- Fundamental Design Concepts
- Breaking Up the Screen
- Branding
- Adding Forms to Movies
- Developing with ActionScript
- Introduction to Programming within Flash MX 2004
- Using ActionScript to Extend the Functionality of Flash
- ActionScript Fundamentals
- Using the Actions Panel
- Using the Reference Panel
- Rapidly Adding ActionScript with the Behaviors Panel
- Event Handling within ActionScript
- Timeline Events
- Triggering Events through User Interaction
- Flash MX 2004 Pro
- Summary
- Creating Interactive Movies
- Giving Users a Choice
- What it All Comes Down to
- Summary
- Testing your Flash Movies
- Naming Conventions
- Syntax Checker
- Testing your movies
- Summary
- Debugging
- Using the "Debugger"
- Reviewing ActionScript Error Codes
- Summary
- Using ActionScript to Control Your Movies
- Setting Up Your Movies for Interaction
- Making Movie Clips Behave Like Buttons
- Controlling Multiple Movie Clips
- Applying Different Types of Events to a Movie Clip
- Summary
- Using ActionScript to Control Text
- How ActionScript Can Control Text
- Using Cascading Style Sheets within Flash MX 2004 Dynamic Text Boxes
- Applying CSS formatting with ActionScript
- Where Do You Go Now?
- The Differences Between ActionScript 1 and ActionScript 2
- Working with Classes
- Which Version of the Flash Player should you use?
- What’s Next?
- Using Pre-Built Classes In Flash MX 2004
- Using a Class in ActionScript
- The List of Core Classes
- Flash Player-Specific Classes
- Summary
- Creating Your Own Classes
- Creating a Custom Class
- Working with External Data in Flash
- Why Use XML in Flash?
- Integrating Flash and XML
- Visual Elements
- Adding the ActionScript
- Future Shock
- Using Components
- Begin Using Components
- Building an Application with Components
- Gluing Components Together with ActionScript
- Summary
- Informit Articles and Sample Chapters
- Books and e-Books
- Online Resources
- Rich Internet Applications
- Introduction to Rich Internet Applications
- Why Use Flash for Building Application Solutions?
- Building Applications with Flash
- Getting Started
- Using Flash Variables
- Working with Parameters in the Object and Embed HTML Tags
- Linking data with Flashvars
- Getting Data Into Flash: Loading External SWF and JPG Files
- Why You Should Separate Your Files
- Loading Movies into Levels and Target Movie Clips
- Summary
- Loading SWF and JPG Images
- Working With XML: What is XML, and How Does it Relate to Flash?
- A Brief History of XML
- Why Structuring Your Data is Always a Good Thing
- How XML Came to Flash
- Summary
- Working with XML: Good XML vs. Bad XML
- Good Places to Start
- Writing Good XML
- XML Tools
- The Next Step - Using XML in your Flash Applications
- Working with XML: Loading XML into Flash
- Integrating Flash and XML
- Visual Elements
- ActionScript
- Future Shock
- Working with XML — Dynamically Building XML with .NET, ColdFusion, Java, and PHP
- ColdFusion
- .NET
- Java
- PHP
- Summary
- Working with XML — Web Services
- SOAP Support in Flash MX 2004
- Using Components to Bind Web Services into your Applications
- Summary
- Working with Data — Working with XML
- XML In Flash
- Writing XML In Flash
- Building Trees of Data with XML
- Working with Data: Pushing Data back to the Server with Load Vars
- Setting up the Database
- Writing the VB.NET Code
- Creating the Flash Movie
- Working with Data: Leveraging Persistent Connections
- Using XMLSocket Connections
- XMLSocket Server
- XMLSocket Security
- XMLSocket Class in Flash
- Creating a Pong Game with an XMLSocket Server
- Summary
- Flash Remoting
- What is Flash Remoting?
- Using Flash Remoting
- The Future of Flash Remoting
- Flash Remoting Links
- Working with Data: Macromedia Flex Presentation Server
- What Problem Does Flex Presentation Server Address?
- How does Flex work?
- Coding and Building Flex Applications
- Building Rich Internet Applications: Connecting Flash to a Database
- Using FlashVars
- Using LoadVars
- Loading XML
- Consuming a Web Service
- Live data connections with XMLSocket Connections
- Building Rich Internet Applications: Planning, Planning, Planning
- A Simple Plan
- Tools You Can Use
- Applying a Discipline
- Building Rich Internet Applications: Design Counts
- Do Not Be Afraid to Ask For Help
- What if You Do Not Have a Ben To Call
- Building Rich Internet Applications: Beyond the Movie Clip
- UI Components
- Data Components
- Media Components
- Manager Components
- Screen Components
- Building Rich Internet Applications: Using Macromedia Central
- What Central is All About
- Who is Using Central?
- Developing for Macromedia Central
- Next Steps You Need to Take
- Building Rich Internet Applications: Using Macromedia Flex
- Authoring with Flex
- Publishing with Flex
- Presenting the Solution: Delivering Flash Applications to the Web
- Flash's own Publishing Tools
- Using Dreamweaver
- Writing your Own HTML
- Presenting the Solution: Delivering Flash Over Non-PC Devices
- Using Macromedia's Flash Lite
- Programming for Flash Lite
- FlashCast
- Informit Articles and Sample Chapters
- Books and e-Books
- Flash for Designers: Rich Media Production
- Graphic Control in Flash
- Drawing in Flash
- Importing Vector Art
- Importing Raster
- Scripting Images
- Introduction to the Rich Media Production
- Using Video, Audio and Images in your Flash Movies
- Using SWF Flash Movies
- Using JPEG Images
- MP3 Sound Files
- Flash Video
- Using Components to Build Rich Media Solutions
- Using the Loader Component
- Using the Media Components
- Controlling Components with ActionScript
- Controlling the Loader Component
- Media Components
- Using Audio in Flash
- Linking to MP3
- ActionScript-Controlled Audio
- Volume Control
- Publishing Audio
- Summary
- Video in Flash
- Working with Video
- Controlling Video with Components
- Exporting Video
- Summary
- Choosing Which Version of Flash Communication Server to Use
- Server Requirements
- Installation
- Running Communication Server on Different OS Platforms
- Pitfalls to Watch for
- Summary
- Streaming Video
- Live Video
- Broadcast Video on Demand
- Flash Video Components
- The Communication Server MX Server Code for the VideoPlayBack Component
- Record Video with VideoRecord Communication Component
- Create A Video Conference
- Examining the VideoConferencing Component
- The Communication Server MX Server Code for the VideoConferencing Component
- Summary
- Using the Microphone and Camera Core Classes
- Microphone
- Camera
- Constructing Large Applications That Leverage Video and Audio
- Configuring the Server
- Creating the Movie
- Broadcasting
- Summary
- Informit Articles and Sample Chapters
- Books and e-Books
- Matthew's Predictions for 2006
- Matthew's Favorite Flash Books
- Matthew's Favorite Flash Web Resources
- Macromedia as Part of Adobe
- First Look: Flash Player 8
- First, the Facts
- What Macromedia Brings to the Table
- What Adobe Brings to the Table
- What the Two Companies Can Do for Each Other
- A Brief History of Flash
As a designer, you’ll spend a lot of time using Adobe’s Flash Authoring tool. The current release is Flash 8. Overall, for designers, there have not been too many changes to the Authoring tool since Flash MX, the sixth version of Flash.
In this section, I’ll give you a quick tour of Flash 8 with a look at where all the tools are located and explain how to get started using the tool, save files, and test and publish a movie.
Starting Flash
Before you can do anything with Flash you need to be able to load and create a new file in the Flash Authoring tool. Whether you’re running a Mac or a PC, you’ll want to find the Flash 8 icon that launches the tool. The icon looks like this:
When you select the correct icon, the Flash 8 Authoring tool opens. It should look something like this:
The area is the central launch tool. The launch tool allows you to see which files you’ve been working with recently, new file types you can create, templates you can work with, and new information about Flash. This is how it looks closer up:
You can create a new file by selecting a document definition under the Create New category. Select Flash Document to create a new, blank Flash document.
Creating and Saving a File
A second way to create a new, blank document is to select File > New. This opens the New Document window.
The New Document window splits the General document types and Templates into two tabs.
The General document category lists the general document types you can use in your projects. The first document type is Flash Document, which creates a blank document. This is the document type that you’ll use for most of your applications. Other visual document types include Flash Slide Presentation and Flash Form Application. These two document types were created to help traditional enterprise developers migrate to Flash from programs such as Visual Studio.
In addition to the visual files there are three text-only files: ActionScript File, ActionScript Communication File, and Flash JavaScript File. These three files create text-only documents used for programming script for Flash Movies, Flash Media Server, and the Flash Authoring tool. The final document is a Flash Project file, which helps keep related content for a Flash movie together in one spot.
Selecting the Template tab displays many of Flash’s default templates, which can serve as a starting point for your movies.
Select a Flash Document from the General tab and select the OK button. This creates a default Flash Document in your file. A blank file will look something like this:
You’ll want to save your file to your hard drive by choosing File > Save. The first time you save a document you’ll have to give your file a name. Subsequent File > Save requests will not require you to name the file. As you save your file, you’ll notice that the file extension to a Flash file is FLA.
Where Are The Tools?
Flash leverages a consistent interface common to Dreamweaver and Fireworks. The three products have been united for several years and this is shown clearly with the interface.
Flash has four key areas: the Tools panel, Timeline, right-hand side column, and Properties Inspector.
The Tools panel holds common tools such as the Drawing, Shape, and Pen tools. If you’re familiar with Photoshop, Illustrator, or any graphics tool, then you will find familiar tools in the Tools panel.
The Timeline panel controls where and when animation sequences occur over time. This is similar to the Timeline panel in Dreamweaver and Director. If you’ve used video-editing tools, such as Movie Maker XP or Final Cut Pro, then you’ll be familiar with how the Timeline works.
The panel on the right-hand side of the screen expands and contracts, allowing for additional panels that are not currently shown to be added.
The Properties Inspector controls specific features for an object.
The Flash interface has several additional features that can be selected through the Window menu. I’ll cover these panels in later sections of the guide.
Testing a Movie
I’ve shown you how to create a Flash document and told you where all the tools are; now, I’ll show you how to create and test content.
The white area in the center of the Flash Authoring tool is the Stage, which is where you create your work. To get started, from the Tools panel, select the Text tool (HINT: it is the letter A) and click the Stage. Type the following: Flash Rocks!
You’ve created your first bit of Flash content. You’ll see that the Properties Inspector has changed to reflect the parameters that you can apply to your text. For instance, you can change the font, color, size, and orientation.
If you want to see how your new Flash file would look in a Web page, you’ll need to test the file. To do this, select File > Publish Preview. This previews your movie within the Flash Authoring tools.
Testing within Flash is a great way to ensure that what you’re building works. I strongly recommend it.
Publishing a Movie
Earlier, you saved your Flash file to your computer as an FLA file. When you publish your Flash file for distribution over the Internet, however, you’ll need to save it in a different file format. Flash helps you here.
To quickly export your file to Web, select F12. This is a command that publishes your Flash file. When you press F12, the default settings for a Flash movie create two files in addition to your FLA file: HTML and SWF.
The HTML file, which will, by default, have the same name as your Flash file—but with the .html extension—is a container that links the SWF file to the Web page. All of the HTML code and settings are written for you.
The SWF file is a compiled FLA file, or what is often referred to as a Flash movie. The SWF is the heart and soul of your work. As with the HTML file, the SWF file is, by default, given the same name as your main FLA file.
To publish your files to the Web, you’ll need to move both the SWF and HTML file to your Web server. The FLA file does not need to be moved to your production Web server. Keep both the SWF and HTML files in the same folder. Now you can point your Web browser to the HTML file and view the HTML with the embedded SWF file. This is your first Flash movie on the Internet. Congratulations!
Summary
What I’ve covered here is an introduction to the Flash Authoring tool. The following sections of the guide will cover specific elements of the Flash Authoring tool in greater detail and explain how you can use it to produce world-class solutions.