- 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
A successful animation is planned. No movie or animation or Flash game is a happy accident. They have all been planned and executed with detail. In this guide you will learn how to design and storyboard a movie in Flash. You can use the same technique for games as well. This is the planning process. Storyboarding is simply a visual way in which to explain the main elements of the animation without having to build the entire movie. You will find that it significantly reduces the amount of time spent on development and design. If you know what the destination is, you can efficiently plan how to get there.
Storyboard Defined
Every watched the making of a movie? The first step in the production of a movie is to visually write down the action and scenes. This is done in a format called a storyboard. Essentially, a storyboard is a rough visual depiction of the important shots that comprise the final movie. In many ways it looks like a cartoon strip with lots of notes.
The storyboard explains how you believe the visual elements of the movie will be executed. This process has been used in the movie industry for nearly a hundred years. This same tool should be used with your games.
A storyboard itself can be as simple as a blank sheet of paper. What you are looking for in a storyboard is a visual layout of the game. The layout must depict what will happen at any given point of the game. You can achieve this by drawing arrows to depict movement and writing notes with the game.
The Storyboard Process
The storyboard process is the best time to allow new and creative ideas to be voiced. This is the brainstorming session. Storyboarding is best done with at least two people. You will have more ideas this way. It may be a good idea to record the session onto tape as ideas may be lost or forgotten.
- Begin the brainstorming process by handing everyone a stack of blank cards. Elect one person to be the minute taker. Make sure the minute taker is good at note taking as you will want to capture every great idea that comes out of this session.
- Define the story to your animation. Where does the animation take place? Who is the central character? Why is the character in the story? Encourage everyone to shout out their ideas (pass out copious amounts of high energy drinks—this normally gets everyone excited).
- After a couple of minutes of wrangling, have everyone write down their single favorite idea onto the cards. Collect the cards and group them on a wall. The idea of placing all of the cards on the wall is to keep the central story tight in the minds of everyone in the room.
- Briefly analyze the grouping of cards. Are there any large groups? If one specific theme stands out, remove the other cards (don't throw them away as they may be good ideas for another animation). On a large sheet of paper or white board write down in large letters the central story. This is the foundation to the game.
- Renew the discussion, focusing on the style of movie you would like. Get everyone shouting at each other if that's what it takes to get new ideas out of them. Then have everyone write down the ideas onto more blank cards. Again, collect the cards and place them onto the wall in groups. Hopefully you can come to a consensus.
- With the theme and style of the story agreed upon, the next step is to begin the storyboard process. Is the animation going to have multiple plot lines, chapters, scenes? Now is the time to define this. Elect one person to draw out designs on a white board. Elect another to write down any non-visual directions such as tie-in games, where on a server the movie will be hosted, who will deliver the movie.
- With all of the roles now appropriately associated, begin sharing all of your ideas. Sketch each idea with a written description. Do not worry about detail at this point. Just get the ideas out.
- When the process is finished (it could take 2-4 hours) collect all of the ideas and have the group agree on the ideas that have merit and discard the rest.
- Take the finalized sketches and notes of the animation and draw out a more detailed storyboard. With short games this whole process can be completed within half a day, may be even less.
- Present the final storyboard to the team. This is now your bible. Stick to it! It will enable the entire team to remain focused and will let everyone know where they are in the process of the game creation.
Creating a Good Story
Every animation must have a story. This adds dramatic tension to the game. The story does not need to be a block buster. It just needs to be a place where the characters live.
The story is a tool. It gives credence to the animation where you characters and interactions live. In Flash you also have the bonus of tying in games to add to your story. The following paragraph is a sample story lead in to a hang man game. It isn’t much, but it is more than you get at the beginning of Pong:
"There are no rules in the Old West. No fair trials. No excuses. Only survival counts. You have been captured by a lawless gang. They have accused you of rustling their cattle. That's a hangin' crime. You plead your innocence, but they laugh back at you. The only way to escape this unjust crime is to guess the gangs secret password. Get it right and you live. Get it wrong and.... well, the snakes will find you....A knotted rope is tied to your neck. You only have one chance. Correctly guess the password and you will live to see another day."
Now when you play this simple game you may really want to win because you are more emotionally attached to the characters in the story.
Plot Generation
The story emotionally places you in the animation. Once there, you define what and where you go. This is the plot. Each scene you move into and the characters you meet are part of the plot.
You can also have plot in games. Games that have plots that are too deep will not be able to live up to their bold plot lines. For instance, movies that have game tie-ins have notoriously missed the mark with the game player. This is because a movie is often 90 minutes in length. During this time the movie explains a preconceived storyline from the beginning to the end with complex characters and scenes. With a game, the player is in control. They determine how long they will play in a specific section of the game and how long before they move on. This changes the plot and story of the game. If your plot is too complex, this will jeopardize the user’s experience as they will want to fulfill the elements of the plot in the game. If the user can not fulfill this they may feel cheated.
In the game world, one rule sticks: keep it simple.
Character
Characters are part of the story for animation. Check out what the guys behind the band Gorillaz are doing with character; they have a whole band based on a characters! You can also have characters in games, but use caution. Over the years, good characters in games have gone onto have lives of their own (virtually, at least). Lara Croft, Mario Bros., and the characters from Final Fantasy have all gone onto to make movies. Some, such as Pokémon, have gone onto have their own TV show, movies, franchise... heck they were bigger than the Beatles for a while.
In your games, you characters must be individual and memorable. Do not confuse this with a complex personality. A memorable game character is often two-dimensional. Give your character a list of consistent moves and sayings. These will be the hallmark of your game.
Summary
In this guide you analyzed the process of storyboarding, plot generation, and characterization. These elements are fundamental to any movie you create. Taking the time to create a well thought out storyboard gives you a clear vision of how the game will be presented. It can save hours or days of frustration.
Plot and character management are elements that support your game. Do not get too wrapped up in the complexities of the plot. Games that have too much plot frequently do not sell as rapidly as games with short, sharp plot lines. The same goes for the characters in your game. Give them a little depth and history but only enough to add elements to the game you are playing.