- 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
The most essential tool you can master is the Library. The role of the Library is to manage files used within your Flash movie. Doing without the Library was OK with Flash 3 and even with Flash 4 when you only had graphics, movie clips, and buttons. But in newer releases of Flash, you must also track video, audio, fonts, components, and bitmaps. As such, the need to organize all this with the Library increases all the time.
The Library can be as organized or as disorganized as you like. I will be the anal person here and tell you need to be organized. There are a lot of ways in which you can do this. The following steps will explain how to setup your library so that it is ready for action and organization.
- The first step is to create a new Flash movie. Open Flash. The default settings will be 550 x 400 pixels. This is fine.
- You now need to open the Library. You can choose Windows > Library or simply press CTRL+L (Windows), or Command-L (Mac), to open the Library.
- Select the Options menu from the top right corner of the Library panel. Most of the options in the drop down menu will be grayed out. One of the exceptions is "Keep Use Counts Update." It is important to keep an accurate account of which movies you use. Selecting the Keep Use Counts Option will keep a running tally of how often a specific Library item is used in your current movie.
- Across the bottom of the Library you will see a number of buttons you can press. The second from the far left has an icon of a briefcase. Select the briefcase. In the Library appears a folder that you can name. This folder can contain any Library item. Double-click the folder. The folder is now highlighted in blue, indicating that you can now name the folder. Name this folder "graphics." A graphic is one of the basic file types you will use in your movies.
- Now click on the New Folder icon (the briefcase) six more times. This will create seven folders. Name the folders: buttons, movies, bitmaps, audio, video, and fonts. These seven folders are the most common Library items you will be using in your movies.
- To save this movie as a template that you can reuse in the future, choose File > Save as Template. In the window that opens, there are three categories you can fill out: Name, Category, and Description.
- Name the new template "Library Template." The Category drop down box allows you to select from preset categories. Or, you can type directly into the Category drop down menu to create your own category. Enter "Library."
- Finally, a description should be entered describing your new Flash template. Descriptions are not necessary, but they are helpful. Enter the following description: "This Library template has folders for organizing any movie." Click OK. Your movie is now saved a template.
- To test if the template has been saved correctly, choose File > New From Template. You will see a new category on the left hand side of the New Template window named Library. Select the Library category and a single file named "Library Template" will appear in the central column. Selecting it will highlight a description of the movie in the far right hand window. Click OK and Library Template will open in edit mode within Flash. Open the Library panel and you will see that it is correctly formatted.
Creating Instances
So far we have covered how you can create a Library. What makes the Library useful is what it can do with media within Flash. The Library gives you the tools that allow you to store and re-use your artwork.
Media, such as graphics, that are stored in the Library can then be dragged onto the stage. The thing to remember is that an object dragged to the stage from the Library is not the original; it is a copy called an instance. If you drag a second copy of a graphic from the Library, you add a second instance on the stage. You can drag as many instances onto the stage as you like. As you do this you do not increase the overall file size of the movie. Isn't that cool?
To give you an idea of how this works, you are going to draw an object on the stage and then save it to the Library.
- Choose File > New From Templates. Select the Library Template you created earlier. Click OK. The Library Template will open in Edit Mode.
- Select the Rectangle tool, then draw a rectangle on the stage.
- Highlight all of the objects on the stage by choosing Edit > Select All. The rectangle shape is now highlighted.
- Press F8 to convert the shape to a symbol. A symbol is the name given to an object that will be placed into the Library. Name the new object "rectangle_gr." The "_gr" is a suffix I add to all graphic files. You do not need to do this, but I find that it easier to track down files by type when I use a naming convention.
- Below the name field is a Behavior section. This section allows you to determine what type of symbol is being added to the Library. You are given three different options: Movie, Button, and Graphic. Select Graphic and then click OK. A new instance appears in the Library.
- As I mentioned earlier, I am a bit of neat freak, so let’s start with some good habits. The new graphic instance is in the root of the Library. You are now going to click and drag the graphic symbol and drop it onto the Graphic folder. When you release your cursor, the Graphic folder expands and the new graphic symbol is now within the folder. You will see that the Use Count for the symbol is 1. This is because you have only one instance of the library item on the stage.
- Click and drag an instance of "rectangle_gr" from the Library onto the stage. You now have two copies of the rectangle_gr graphic on the stage. The Use Count now says 2. Drag in five more copies of the graphic. Although you are adding multiple instances of the graphic, the overall size of the movie remains unchanged.
- The power of instances should now be apparent. Select one of the instances of the rectangle_gr graphic on the stage. Select the Free Transform tool and resize the graphic. It changes shape independently of the other instances. Select a second instance on the stage and resize that. Keep doing that until you have five or six instance as different shapes.
- On the stage, select an instance of the rectangle_gr. In the Properties panel, choose Alpha from the Color drop down menu. Change the Alpha settings to 25%. Just this one instance of the graphic is now transparent. The Tint and Brightness can also be changed.
- Select another instance of the rectangle_gr graphic. Right-click on the symbol and choose "Edit in Place." This allows you to edit the main symbol within the Library for rectangle_gr. Choose Edit > Select All to highlight the entire rectangle shape. Click Delete to remove the shape. From the Tools Bar choose the Oval tool. Draw an oval on the stage. You will see all of the instances of the rectangle_gr graphic are now ovals.
- Try creating more graphic symbols on the stage to see how you can control them through the Library.
It is the Library’s ability to control objects that makes it so powerful. The graphic symbol is the most basic object you can create in the Flash Library. The following highlights the objects you will find in the Library.
Graphics
As you have seen, the graphics symbol is the most basic symbol. The function of the symbol is to manage only single frame graphics.
When I am working with Flash, I will often use Illustrator or FreeHand to create the basic graphic files. These files can be imported directly into Flash by choosing File > Import. The Illustrator or FreeHand files are normally only single frames. The first thing I do is to convert the imported graphics into Library symbols. This makes life just so much easier.
When you create graphics in the Library, add the suffix _gr. An example name is rectangle_gr.
Buttons
Ever wanted to create a simple button? The Button symbol is the feature you need. With it you can create buttons that have three states: Up, Over, and Down. Each state can have its own graphic. You see the effect when you drag the button onto the stage. When you move your cursor over the button you will see the different states change depending on whether you have your cursor on the button or you are clicking down on it.
A second cool feature you get with buttons is the ability of attaching an ActionScript to the button. When a user interacts with the button (such as clicking it) a program is executed. This can be something a simple as jumping to a new section of the movie or calculating formulae.
When you create buttons in the Library, add the suffix _btn. An example name is clickMe_btn.
Movie Clips
The most complicated and sophisticated symbol you will add to the Library is the Movie symbol. What makes the Movie symbol so complicated is that each movie clip instance is its own Flash movie. Everything you have in a normal movie (including animation and timelines) can be encapsulated within each movie clip. If you are coming to Flash from the Web HTML design world, think of a movie clip as a separate browser window running within the main movie but without the frames, plus the ability to intelligently talk to the main movie through ActionScript. You will run into 101 uses for this symbol.
When you create movies in the Library, add the suffix _mv. An example name is myFirstMovie_mv.
Fonts
New to Flash is the ability to link fonts into your movie. Given Flash's ability to embed a font into a movie, you may wonder why bother adding fonts as symbols to the Library? The reason is driven from large groups sharing Flash movies. I may not have all of the fonts you have on your computer. When I go to open an FLA file that contains a custom font you have created, I will need to have your font installed on my computer to read the document correctly. If I do not, then Flash will replace the font you have used with one from my computer. Sharing a font in the Library prevents this from happening.
When you create graphics in the Library, add the suffix _ft. An example name is garamondBlack_ft.
Video
Another new feature to Flash is the inclusion of video. The video for Flash is remarkable. It is remarkable because the Flash Player is only just over 300 Kb for Internet Explorer users whereas video playback devices from RealNetworks, Apple, and Microsoft all generally come in over 10 Mb! When Flash is connected to the Flash Media Server you can deliver live video and audio through the Flash Player.
Flash will allow you to import AVI, QuickTime, ASF, Flash Video, and MPEG files.
When you add video in the Library, add the suffix _vd. An example name is home_vd.
Audio
Audio support has been available within Flash for a number of years and has recently been extended to enable support for microphones and external MP3 files. The Flash Player will now play MP3 files and you can display ID3 Tag information using ActionScript. Flash will allow you to import WAV, ASF, AU, and MP3 files.
When you add audio in the Library, add the suffix _au. An example name is sound_au.
Practice using the Library panel to manage and organize your symbols. It really will help you the more you can control where content is within the library.
Summary
As you become more confident with working with Flash, the more you will want to use the Library. It really is essential for streamlining your work. In addition, some features, such as animation, can only be effectively completed if you use the Library.