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Davidzx's Flash tutorial.swf

This is the info page for
Flash #49704

(Click the ID number above for more basic data on this flash file.)


Text
teh noob killer

Presents

Stopallsounds();

stop();

onclipevent();

Filtering info.....

draging items........

How to make a simple button.......

Movieclips

Graphics.......

Animation.....

Play();

Simple AS functions

Nextframe();

Prevframe();

press();

gradient bevel

other info

memory.......

audio usage

rollover();

Programming......

music

Welcome to the main menu.
All the basic functions are
catagorized to the right. Click
any one of the catagories to view
the functions.

Graphics

Graphics

Audio

Audio

programming

programming

Credits

Credits

Davidzx's Flash tutorial

Visit My site

Visit My site

Contact me

Contact me

For your movie making needs

Tools

Tools

Movieclips

Movieclips

graphic

graphic

frame by frame

frame by frame

sprites

sprites

Tweening

Tweening

Graphics menu

one of the basic criteria for
flash based movies. Graphics
help define ones vision which
is imputed onto movies,
paper,etc. The following will
explain graphic related terms.

Main

Tools

1-21

Next

Next

Tools are the basic needs  of the flash basic. Usually Tools are
mainly used in graphics, Frame By Frame, Etc. Usually you make
objects related to form a movie.  Every  tool has a particular use for
object related editing.

-curve-smoothen object
click to make a line, or fill more smooth.
(Results depend)
-Bent line-straighten object
click to straighten a line or fill, and
obviously  it depends how you make it

Selection Tool (V)

The selection tool is used basically for selecting,
Moving, And editing objects. Mainly the most common
tool used in flash.  The tool however can free edit loose
objects and also select and edit MC's(movieclips).

Options:
-Magnet-Snaps to objects
Used when dragging points,
will automatically snap to the
points to designated nodes.

2-21

Back

Back

Subselection tool (A)

This particular tool selects differently then the normal selection
tool. Basically however this tool can track  keypoints of a loose
object and free edit.

(no options to this so far)

3-21

Free Transform Tool (Q)

A particular tool that is able to Transform objects by increasing, decreasing the size
of the height or width. The tool is also used to rotate, or zigzag the object. when the
curser is at a certain length. When selecting an object, Nodes apear on all sides and
corners.

Options:
Magnet-Snaps to objects
Used when dragging points,  Will
autosnap to the nodes.

skewed rectangle-rotate and skew object
When an object is selected with combination of
this object, Your able to retate and skew.
2 squares-scale object
when used when object is selected, You can scale
the object.

4-21

continued....

options:
square to kite-distort object
The selection nodes around the
box will tweak as the object is
dragged.

quadrilateralW/bounding box-envolope
more intense option of distort, ability to easily
ut a powerful warping a tool.

5-21

Gradient transform tool (F)

Basically a tool used when editing
gradients. Select a gradient fill and
nodes will apear.

options:
magnet-snap to object (again)
used when dragging points, Will
automatically snap the points to
designated nodes.

6-21

Line tool (N)

This tool is very useful though it
makes staright, curved, bent. any
kind of lines when mix with other
tools. Those many uses for the line
have been discovered, many other
uses are still unknown.

Options: Circle with bounding box
Object drawing used to avoid
merge drawing with an abundance
of layers. Usefule so that your
drawings dont get caught up with
other loose objects.
magnet (again) snaps to object
used when dragging points, Will
automatically snap the points to
designated nodes.

7-21

Lasso tool  ( L )

similer to the
selection/subselection
tool but uses a wide
variaty for selecting
purposes. this tool is
very useful to select
particular objects most
likely loose objects.

options:
Magic wand tool-Commonly known in most photoshop
communities. This tool changes the classo tool into
this tool and can select loose object groups,  pinpoint
loose unwanted objects such as transperency
throughout sprite animation.
Magic wand settings-Settings for the tool, Adjusting
the threshold will show the effectivness. Adjesting the
other settings will vary.ex/Pixels, Will pinpoint to
pixelbitmaps.

8-21

Pen tool (P)

A tool that Is barely used in most
flash productions. The pen tool
creates optical lines which are
arranged by certain controls.

options:
circle with bounding box-object drawing.
Used to avoid merge drawing to avoid an
abundance of layers.

9-21

Text tool ( T )

A

Basically used to give viewers an explanation of most movies,
Though some movies may vary from other countries. Used in
almost most decent flash movies.

(no options)

10-21

Circle tool ( O )

Creates ovals or circles with
simple colors or lines outsite.
The tool is also used for
making certain objects that is
widely used for buttens and
such.

Tip: Holding shift during the
tool process will keepo the
circle in all degrees

options: Circle with bounding box- used to avoice
merge drawing to an abundance of layers.
Magnet (again)
Used when dragging points, will automatically
snap the points to designated nodes

11-21

Options: Circle with bounding box- used to avoice merge drawing to an
abundance of layers.
magnet (again)
Used when dragging points, will automatically snap the points to designated
nodes

rectangle tool (R)

similar to the line tool but creates a perimeter of 4 lines
depending on where and how the tool is used.

12-21

pencil tool (Y)

This tool is mostly used for drawing related practices and other
activities. The tool can be used with other colors and is
commonly known in the paint environment.
Options: Circle with bounding box- used to avoice merge drawing to an abundance
of layers.
Line trap menu- normal line smoothing settings, which adjust the tools threshold.

13-21

Paint brush tool ( B )

A tool commonly used in both photoshop and paint enveironments. this tool is widely
used for creating objects of different sizes(depending on the settings. THe settings
could adjust the size, and the shape, as well as the color used.

Tip:Hold shift to draw lines

options: Circle with bounding box- used to avoice merge drawing to an abundance of
layers.
lock and fill box- lock fill
when active, Your not able to choose the direction you want a fill to fill in.

14-21

Ink bottle tool ( S )

This tool is used to spread a variaty of colors in a selected
amount of space. Though rarely used to the fact that the paint
bucket would be more useful though this tool is still useful for
spreading some colors.

15-21

Paint bucket tool ( K )

Fills solid objects with no gaps, Depending on the gap options.
Options: Circle with gap-gap size
used when the line is not solid or when the set of lines is not completly closed.
Different settings ary/size.
lock and fill box- lock fill
when active, Your not able to choose the direction you want a fill to fill in.

16-21

Eyedrop Tool ( I )

A simple tool used to catch colors from different objects.
Basically used to change the color of other objects.

(No Options)

17-21

Eraser Tool ( E )

Deletes loose objects. Only the tool may apply to loose and
unconverted objects. Settings may vary the process.

Options: Faucet-faucet
One click on an object will erase the entire thing.
circle with erase mark-eraser settings
choose from different settings you could apply with this tool.

18-21

Hand tool ( H )

This tool helps to manuever the stage whenever
unecessario windows block the scrollbar preventing
some artists from continuing.

19-21

Zoom tool ( M , Z )

Zooms in or out to get a better look at smaller objects.

20-21

Conclusion

No project in flash couldve even been made without simple but
complex tools like these, Well study hard about these tools and
have fun. Be sure to have the right tool for the process (or job
that is).

21-21

A simple mario
symbol to explain

Movieclips

Movieclips are basically have their own little
movies inside, like a clip. Such effect can cause
looping if not handled properly. MC's are like
movies in a pack that can have the looping effect.

1-4

Mario pose goes from: 1,2,3,2,1,2.....and so on

converting

MC's (movieclips) Are converted objects into this type.
Many objects can be converted or groups in fact. To
simple convert, Select an object with the selection tool,
Right click and click>convert to symbol.

#1

#2

#3

2-4

other ways of converting

Another simpler way of converting objects is to
click INSERT> NEW SYMBOL. Thus will create a
blank MC with objects can later be added. This is
very simple without right clicking.

3-4

Tweening.

MC's are more susceptable to motion tweening since
they are whole and stable objects which cannot be
edited easily. Simple motion processes may occur.

Now go make a mario movie!

4-4

Graphic

A graphics is a type of object that is mainly used for one frame
purposes only. They can be basic images for better display
purposes. A way to create a graphic is to right click and
object>convert to symbol. Another way to make a Graphic is to
click INSERT>NEW SYMBOL. Creating a blank graphic display.
Though some objects may be groups but results will vary.

1-2

Tweening in graphics

Motion in graphic's are more suceptable to shape tweening.
Also there are lots of cases when they usually use motion.
Shape tweening in graphic's is almost changing the stable
object. the difference between normal object and graphics is
that graphics are more stable images and can be handled more
carefully. Though results vary when more objects are placed.

2-2

How its used

Basically tweening is used to change or transport one object on
the stage using the timeline. Tweening can be easily set with the
timeline by selecting the frame you want to tween, then on the
properties bar you should see the tween settings. This process
should take objects to use and the speed varys on how long the
timeline has set for the object to move as well as the FPS ( frames
per second ).

Tweening

types of tweening

Motion: This tween helps move stable objects such as MC's,
graphics, Loos objects, bitmap, Etc. Basically this process if used
to movie object without changing them.
shape: The tween helps to define artistic style by changing
loose objects into another. This process only works on: loose
objects, bitmaps, graphic's,Etc.

Frame by frame

A simple method artists use to make hand drawn movies. The process takes
hours for one motion to take effect. i personally would not recommmend this
method since it takes too long and is the hardest method in flash projects.
Although such method earns impressive scores as a result.
Though artists must take caution and consideration of even starting a project
that takes hours just to finish a 1 sec animation.

Sprite are one of the most easy animation process since they are preanimated and
take little to no effort to make, Artists are discouraged by rowdy viewers to make such
movies though many authers have impressive ideas to share. Sprites are mainly
colored pixels formed to create a video gaming charactor such as mario. Though
Many complaints have followed due to obvious responses of "stolen" or "This sucks".
Though regardless of how many complaints, Sprite artists continue to make movies
for those who believe in games that are impressed with this kind of work. Today sprite
movies,projects are given high marks for their contributions towards the fans.

History of sprites

NOTE: The following contains sprite
related content, For those hwo dislike
sprites or otherwise should not continue

Sprites

Extracting sprites is a simple and easy process, Though many users
find it difficult on their first time or some experiment. This process is
very easy. For those who follow instructions.
1. First off get ur sprite sheet.
2. now import it to the library.
3. Drag the sheet to the stage.
4. Now right click it and select break apart.
5. Now get the lasso tool and change it too
the magic want tool. Then select the empty
space between the sprites. Then cut.

extraction

now comes the fun part. We take all
the individuals and convert them into
MC's(Movieclips)  and name them
individually so we know which objects
to get. then make what you planned.

Info:
Individuals-The individual sprites
within the sheet.
Transperancy-The invisible space
between the individuals to keep the
image together.

now that you have extracted  and converted the sprites, Your now
ready to animate. But first set ur FPS to the specified settings and
get your sprites ready. Anyways have fun with the sprites.

animation

Below are links to various sites that provide sprites

MFGG.net

spriters resource

Nothing makes a movie without a
sound, Though there were silent
movies in the 30's but they still
had music. Anyways just about
every flash that  is submitted has
sound. Music is everything,
Science, religion, math, in alot of
ways.

Types of audio

Types of audio

Audio Menu

Importing

Types Of Audio

There are man types of audio in the net, most of the are flash capable though
some cause problems. Also for viewers to be aware that some audio can be very
massive as they take up memory in the process as well.
wav - standard audio file format used mainly in Windows PCs. Commonly used for
storing uncompressed (PCM), CD-quality sound files, which means that they can be
large in size - around 10MB per minute of music. It is less well known that wave
files can also be encoded with a variety of codecs to reduce the file size (for
example the GSM or mp3 codecs). Wav files use a RIFF structure.

1-6

ogg - a free, open source container format supporting a variety of codecs, the
most popular of which is the audio codec Vorbis. Vorbis offers better compression
than MP3 but is less popular.
flac - a lossless compression codec. You can think of lossless compression as like
zip but for audio. If you compress a PCM file to flac and then restore it again it will
be a perfect copy of the original. (All the other codecs discussed here are lossy
which means a small part of the quality is lost). The cost of this losslessness is
that the compression ratio is not good. Flac is recommended for archiving PCM
files where quality is important (eg. broadcast or music use).

2-6

aiff - the standard audio file format used by Apple. It is like a wav file for the Mac.
raw - a raw file can contain audio in any codec but is usually used with PCM audio
data. It is rarely used except for technical tests.
au - the standard audio file format used by Sun, Unix and Java. The audio in au files
can be PCM or compressed with the ulaw, alaw or G729 codecs.
mp3 - the MPEG Layer-3 format is the most popular format for downloading and
storing music. By eliminating portions of the audio file that are essentially
inaudible, mp3 files are compressed to roughly one-tenth the size of an equivalent
PCM file while maintaining good audio quality. The mp3 format is recommended for
music storage. It is not that good for voice storage.

3-6

gsm - designed for telphony use in Europe, gsm is a very practical format for
telephone quality voice. It makes a good compromise between file size and quality.
Note that wav files can also be encoded with the gsm codec.
dct - A variable codec format designed for dictation. It has dictation header
information and can be encrypted (often required by medical confidentiality laws).
vox - the vox format most commonly uses the Dialogic ADPCM (Adaptive Differential
Pulse Code Modulation) codec. Similar to other ADPCM formats, it compresses to 4-
bits. Vox format files are similar to wave files except that the vox files contain no
information about the file itself so the codec sample rate and number of channels
must first be specified in order to play a vox file.

4-6

aac - the Advanced Audio Coding format is based on the MPEG2 and MPEG4
standards. aac files are usually ADTS or ADIF containers.
mp4/m4a - MPEG-4 audio most often AAC but sometimes MP2/MP3
wma - the popular Windows Media Audio format owned by Microsoft. Designed with
Digital Rights Management (DRM) abilities for copy protection.
atrac (.wav) - the older style Sony ATRAC format. It always has a .wav file extension.
To open these files simply install the ATRAC3 drivers.
ra - a Real Audio format designed for streaming audio over the Internet. The .ra
format allows files to be stored in a self-contained fashion on a computer, with all
of the audio data contained inside the file itself.

5-6

ram - a text file that contains a link to the Internet address where the Real Audio file
is stored. The .ram file contains no audio data itself.
dss - Digital Speech Standard files are an Olympus proprietary format. It is a fairly
old and poor codec. Prefer gsm or mp3 where the recorder allows.
msv - a Sony proprietary format for Memory Stick compressed voice files.
dvf - a Sony proprietary format for compressed voice files; commonly used by Sony
dictation recorders.
m4p - A proprietary version of AAC in MP4 with Digital Rights Management
developed by Apple for use in music downloaded from their iTunes Music Store.

"Gasp", Well I think thats about it. Well here are all the audio types so far.

6-6

Importing audio

A simple process when handling audio to flash, Currently I would recommend
WAVE or mp3. since they are compatable with flash and And the least amount of
memory you can work with.. Anyways a simple and quick easy way to impot and
use sounds on flash.
1. Get the sound you wanto use.
2. go to FILE>IMPORT>IMPORT TO LIBRARY, then select the sound you want.
3. Now click on any frame you wanto imput the sound at that exact moment.
Then go to properties(bar on the bottom), now click sound and scroll to the
sound you want. Now again this  process is easy and takes less than a minute.
(Results may vary to FPS settings.)

"Cheap but easy"

Programming Menu

Simple AS

Buttons

Timeline

Music Button

AS is a series of codes combined to give simple functions to the
movie. A simple code on a frame of the timeline can alter how
the movie works. ex/stop(); when put on the timeline, stops the
movie at the exact point the code is put on the frame. So if its on
frame 10, the movie will stop at frame 10.
Simple AS functions follow. Though some can cause the movie
to loop or make the audio stop.

info

Simple AS functions

1-4

examples

All codes end with brackets and ";".not ending the codes with
these would cause an error in the script to thinking that the
script is not finish. Therefore the code woudl not work

gotoandplay(); -A simple code used in buttons to go from one
frame to the next

2-4

Timeline control list

gotoandplay();-plays the frame specified in the brackets.
gotoandstop();-goes to but stops in the frame specified.
nextframe();- goes to the next frame, Regardless of position.
nextscene();-goes to the next scene.
play();-Plays the movie ( duh )
Prevframe();-Goes back to the previeus frame,regardless of position.
Prevscene();-Goes back a scene
stop();-Stops the movie
stopallsounds();-Stop every single sound on all the layers. Sounds that come up
l8er in the movie are played again after this code

3-4

Conclusion

Basically there are certain codes for a particular program such as: objects,
buttons, Timeline, Frames, keyframes and such. Well basically thats how a movie
runs. If there wern't any codes within the movie then there would be a big mess.
Music would overlap, the movie would loop. so everything would be out of order. So
AS controls are the way to go.

4-4

buttons are not hard nor long to make. But the programming is a different story.
The programming takes yes little to no effort. Basically Movie clip controls are
whats needed here. To create a button, First draw an object. I dont care, Make one
up.  then right click it and convert it to a symbol, Then choose button. CAll it what
you want then click ok. So ur buttons clickable, But it does nothing. Thats ok,
Theres no program added yet to tell it wat it needs to do. Simple AS codes will do
the trick. Just right click the button and go to actions. And imput the codes you
want. (next page for codes)

1-6

codes

on (press) {nextFrame();

}

add this to your buttons actions and the
movie will advance one frame.

play();

put this in ur
play button

stopallsounds

add this to a
frame at the
moment you
want some
sounds to stop.

2-6

Explanation on whats going on

ok the part about codes is that they have a pattern. The patterns show how they work
and what they do. Basically every button starts with "on" Then the point of how they
work pops up.

on (press) {prevFrame(); }

Always have this........

The point where how they work. (examples shown next page)

this shows what they do

3-6

The How Part

well basically the how part automatically pops right up after
clicking on in the AS. How is how you could control the button.

press-Press the button once .
release-After letting go of the button
release outside-After releasing outside of the button
rollover-no need to press, simply touching the button will activate it.
rollout-simple once you roll out of the button
dragover-Drag the button
dragout- drag out of the button

then there are keypress ones

4-6

The What They Do part

well after
learning the first
part we can move
on to the second.
The what does
part will make the
button do the
work for us.

gotoandplay();-plays the frame specified in the brackets.
gotoandstop();-goes to but stops in the frame specified.
nextframe();- goes to the next frame, Regardless of position.
nextscene();-goes to the next scene.
play();-Plays the movie ( duh )
Prevframe();-Goes back to the previeus frame,regardless of position.
Prevscene();-Goes back a scene
stop();-Stops the movie
stopallsounds();-Stop every single sound on all the layers. Sounds
that come up l8er in the movie are played again after this code

5-6

sounds and graphics of buttons

Note: You can also add
sounds the the frames, So
when you move the curser
over the button you could
produce sounds.

the fun doesnt stop there. While animating a button you can also edit it like an MC
though the frames are rearragned differently. Basically these are the basic controls
for editing a button. Doubleclick a button to look at how you can edit it. 4 types of
frames

Over

when the curser is over the button

Down

when the curser clicks the button

Hit

The area of the button

normal position

Up

6-6

credits

Animation Ideas, programming,
Graphics: Davidzx
Audio support: MegaGamer2
spikrodd
Art:
Sprites copyright of nintendo.
All objects and handrawn art
copyright of DD

audio:
Fly ot the moon and back: DJ Eagle
Newgrounds anthem:
speedy maestro: spikrodd
Time taken: 2 days 5 hours and 11 mins.
special thx to:
NG
Other collab members
wikipedia
And you (for ur help and support)

basically the timeline consists of frames and keyframes. Frames can be
increased in length. So objects can be displayed longer.
AS can also be applied to the timeframe to cancel sounds and stop the movie at
a certain frame.  (see AS and button functions)
Keyframes are liek frames but can be edited like the last frame cant.
Blank keyframes have nothing on them.
FPS ( Frames per secomd abjusts the speed of the movie.

Timeline controls

Basically theres a few simple ways to  Make a music button. This involves several
MC's bunched into one. First of all, get your audio you wanto play, Set it in ur
library as your tracks for menu music. Save a few for l8er. Now draw a symbol,
Much liek the one below to represent that the music is off. Now create an MC. Call
it music#1. As for the first button. Now for the MC, it will be blank. Imput the music
#1 from the library and set it on the first frame. Increase the frames as long as the
audio. So that it loops more than overlap. Now hold on to the MC called music#1.
Now create another MC and call it music controls.

the controls explain how normal music buttons
are made just lieki below

music button

now call that that MC Music controls, Basically this is how the music is on a set.
So you would be able to set several buttons. Now within the Music controls MC,
Make another layer so theres 2. Now make each layer 2 frames long. And create
an extra keyframe on the top. So theres 2 frames long on the bottom and 2
keyframes on the top layer. Now on the bottom layer create a button and call it
music #1 button, This button will play the music for us. Now make an extra frame
on the bottom layer and a keyframeon the top, So the entire thing is 3 keyframes
top layer 3 frames long with our button. Now make a buttons showing it to turn
the music off. Like the danger symbol.

make sure the danger symbol is on the first layer along with the music #1 Layer.
Now as an empty MC, Put the music#1 MC on the middle frame on the top layer.
Also put the stop(); code on the middle and last keyframes. The middle should
now have the MC, Now put the code stopallsounds(); on the first and last
keyframe. Now to program the buttons. Click and edit #1 music button and
program is so it goes to the 1st keyframe(muting everything else). The Music
button should clear the other sounds or tracks, so you would be able to play a
new track.

ActionScript [AS1/AS2]

Frame 103
stopAllSounds();
Frame 104
stop();
Symbol 41 MovieClip Frame 40
stop();
Symbol 55 Button
on (press) { _root.play(); }
Symbol 56 Button
on (press) { _root.play(); }
Symbol 57 MovieClip Frame 1
function onEnterFrame() { if (!loaded) { var _local3 = _root.getBytesLoaded() / _root.getBytesTotal(); if (_local3 >= 1) { if (firstframe) { gotoAndStop ("loaded"); } else { play(); bar._x = initX; } loaded = true; } else { bar._x = initX + ((_local3 - 1) * bar._width); } } var _local4 = getTimer() - time; timeAccum = timeAccum + _local4; while (timeAccum >= FRAME_TIME) { var _local2 = 0; while (_local2 < timeClips.length) { if (timeClips[_local2]._currentframe < timeClips[_local2]._totalframes) { timeClips[_local2].nextFrame(); } else { timeClips[_local2].gotoAndStop(1); } _local2++; } if (loaded && (_currentframe < _totalframes)) { nextFrame(); } timeAccum = timeAccum - FRAME_TIME; } time = time + _local4; firstframe = false; } stop(); _root.stop(); var initX = bar._x; var time = getTimer(); var FRAME_TIME = 33.3333333333333; var timeAccum = 0; var firstframe = true; var loaded = false; timeClips = [bargfx, tank.mc0, tank.mc1, tank.mc2, tank.mc3, tank.mc4, tank.mc4.mc0, tank.mc4.mc1, tank.mc4.mc0.mc0, tank.mc4.mc0.mc0.mc0.mc0, tank.mc4.mc0.mc0.mc0.mc1, tank.mc4.mc0.mc0.mc0.mc2, tank.mc4.mc0.mc0.mc0.mc3, tank.mc4.mc0.mc0.mc1, tank.mc4.mc0.mc0.mc2, tank.mc5.mc0]; var i = 0; while (i < timeClips.length) { timeClips[i].stop(); i++; }
Symbol 57 MovieClip Frame 53
Symbol 118 Button
on (press) { gotoAndPlay (1); }
Symbol 122 Button
on (press) { gotoAndStop (7); }
Symbol 125 Button
on (press) { gotoAndPlay (3); }
Symbol 128 Button
on (press) { gotoAndPlay (5); }
Symbol 135 MovieClip Frame 1
stopAllSounds();
Symbol 135 MovieClip Frame 2
stop();
Symbol 135 MovieClip Frame 3
stopAllSounds();
Symbol 135 MovieClip Frame 4
stop();
Symbol 135 MovieClip Frame 5
stopAllSounds();
Symbol 135 MovieClip Frame 6
stop();
Symbol 135 MovieClip Frame 7
stop(); stopAllSounds();
Symbol 141 Button
on (press) { gotoAndStop (2); }
Symbol 144 Button
on (press) { gotoAndStop (37); }
Symbol 147 Button
on (press) { gotoAndStop (45); }
Symbol 151 Button
on (press) { gotoAndStop (56); }
Symbol 158 Button
on (release) { getURL ("http://www.Davidzx.piczo.com/", "_blank"); }
Symbol 161 Button
on (release) { getURL ("http://www.newgrounds.com/pm/send.php?tu=Davidzx", "_blank"); }
Symbol 167 Button
on (press) { gotoAndStop (3); }
Symbol 170 Button
on (press) { gotoAndStop (24); }
Symbol 173 Button
on (press) { gotoAndStop (28); }
Symbol 176 Button
on (press) { gotoAndStop (32); }
Symbol 180 Button
on (press) { gotoAndStop (33); }
Symbol 183 Button
on (press) { gotoAndStop (30); }
Symbol 192 Button
on (press) { gotoAndStop (1); }
Symbol 200 Button
on (press) { nextFrame(); }
Symbol 214 Button
on (press) { prevFrame(); }
Symbol 396 Button
on (release) { getURL ("http://MFGG.net/", "_blank"); }
Symbol 398 Button
on (release) { getURL ("http://www.spriters-resource.com", "_blank"); }
Symbol 402 Button
on (press) { nextFrame(); }
Symbol 406 Button
on (press) { gotoAndStop (44); }
Symbol 427 Button
on (press) { nextFrame(); }
Symbol 429 Button
on (press) { gotoAndStop (50); }
Symbol 431 Button
on (press) { gotoAndStop (57); }
Symbol 433 Button
on (press) { gotoAndStop (58); }
Symbol 506 MovieClip Frame 1
stop();
Symbol 506 MovieClip Frame 2
stop();
Symbol 506 MovieClip Frame 3
stop();
Symbol 506 MovieClip Frame 4
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Symbol 506 MovieClip Frame 5
stop();
Symbol 506 MovieClip Frame 6
stop();
Symbol 506 MovieClip Frame 7
stop();
Symbol 506 MovieClip Frame 8
stop();
Symbol 506 MovieClip Frame 9
stop();
Symbol 506 MovieClip Frame 10
stop();
Symbol 506 MovieClip Frame 11
stop();
Symbol 506 MovieClip Frame 12
stop();
Symbol 506 MovieClip Frame 13
stop();
Symbol 506 MovieClip Frame 14
stop();
Symbol 506 MovieClip Frame 15
stop();
Symbol 506 MovieClip Frame 16
stop();
Symbol 506 MovieClip Frame 17
stop();
Symbol 506 MovieClip Frame 18
stop();
Symbol 506 MovieClip Frame 19
stop();
Symbol 506 MovieClip Frame 20
stop();
Symbol 506 MovieClip Frame 21
stop();
Symbol 506 MovieClip Frame 22
stop();
Symbol 506 MovieClip Frame 23
stop();
Symbol 506 MovieClip Frame 24
stop();
Symbol 506 MovieClip Frame 25
stop();
Symbol 506 MovieClip Frame 26
stop();
Symbol 506 MovieClip Frame 27
stop();
Symbol 506 MovieClip Frame 28
stop();
Symbol 506 MovieClip Frame 29
stop();
Symbol 506 MovieClip Frame 30
stop();
Symbol 506 MovieClip Frame 31
stop();
Symbol 506 MovieClip Frame 32
stop();
Symbol 506 MovieClip Frame 33
stop();
Symbol 506 MovieClip Frame 34
stop();
Symbol 506 MovieClip Frame 35
stop();
Symbol 506 MovieClip Frame 36
stop();
Symbol 506 MovieClip Frame 37
stop();
Symbol 506 MovieClip Frame 38
stop();
Symbol 506 MovieClip Frame 39
stop();
Symbol 506 MovieClip Frame 40
stop();
Symbol 506 MovieClip Frame 41
stop();
Symbol 506 MovieClip Frame 42
stop();
Symbol 506 MovieClip Frame 43
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Symbol 506 MovieClip Frame 44
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Symbol 506 MovieClip Frame 45
stop();
Symbol 506 MovieClip Frame 46
stop();
Symbol 506 MovieClip Frame 47
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Symbol 506 MovieClip Frame 48
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Symbol 506 MovieClip Frame 49
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Symbol 506 MovieClip Frame 50
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Symbol 506 MovieClip Frame 51
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Symbol 506 MovieClip Frame 52
stop();
Symbol 506 MovieClip Frame 53
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Symbol 506 MovieClip Frame 54
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Symbol 506 MovieClip Frame 55
stop();
Symbol 506 MovieClip Frame 56
stop();
Symbol 506 MovieClip Frame 57
stop();
Symbol 506 MovieClip Frame 58
stop();
Symbol 506 MovieClip Frame 59
stop();
Symbol 506 MovieClip Frame 60
stop();
Symbol 506 MovieClip Frame 61
stop();

Library Items

Symbol 1 GraphicUsed by:23
Symbol 2 GraphicUsed by:5
Symbol 3 GraphicUsed by:4
Symbol 4 MovieClipUses:3Used by:5
Symbol 5 MovieClipUses:2 4Used by:23
Symbol 6 GraphicUsed by:9
Symbol 7 GraphicUsed by:8
Symbol 8 MovieClipUses:7Used by:9
Symbol 9 MovieClipUses:6 8Used by:23
Symbol 10 GraphicUsed by:11
Symbol 11 MovieClipUses:10Used by:23
Symbol 12 GraphicUsed by:13
Symbol 13 MovieClipUses:12Used by:23
Symbol 14 GraphicUsed by:15
Symbol 15 MovieClipUses:14Used by:23
Symbol 16 GraphicUsed by:19
Symbol 17 FontUsed by:18
Symbol 18 TextUses:17Used by:19
Symbol 19 MovieClipUses:16 18Used by:20
Symbol 20 MovieClipUses:19Used by:23
Symbol 21 GraphicUsed by:22
Symbol 22 MovieClipUses:21Used by:23
Symbol 23 MovieClipUses:1 5 9 11 13 15 20 22Used by:58
Symbol 24 GraphicUsed by:57
Symbol 25 GraphicUsed by:26 57
Symbol 26 MovieClipUses:25Used by:57
Symbol 27 GraphicUsed by:29
Symbol 28 GraphicUsed by:29
Symbol 29 MovieClipUses:27 28Used by:57
Symbol 30 GraphicUsed by:57
Symbol 31 GraphicUsed by:57
Symbol 32 GraphicUsed by:39 41
Symbol 33 GraphicUsed by:39 41
Symbol 34 GraphicUsed by:39 41
Symbol 35 GraphicUsed by:39 41
Symbol 36 GraphicUsed by:39 41
Symbol 37 GraphicUsed by:39 41
Symbol 38 GraphicUsed by:39 41
Symbol 39 MovieClipUses:32 33 34 35 36 37 38Used by:57
Symbol 40 GraphicUsed by:41
Symbol 41 MovieClipUses:32 33 34 35 36 37 38 40Used by:57
Symbol 42 ShapeTweeningUsed by:57
Symbol 43 ShapeTweeningUsed by:57
Symbol 44 GraphicUsed by:57
Symbol 45 GraphicUsed by:57
Symbol 46 GraphicUsed by:55 56
Symbol 47 GraphicUsed by:55 56
Symbol 48 GraphicUsed by:55 56
Symbol 49 GraphicUsed by:55 56
Symbol 50 GraphicUsed by:55 56
Symbol 51 GraphicUsed by:53
Symbol 52 GraphicUsed by:53
Symbol 53 MovieClipUses:51 52Used by:55 56
Symbol 54 GraphicUsed by:55 56
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Symbol 56 ButtonUses:46 47 48 49 50 53 54Used by:57
Symbol 57 MovieClipUses:24 26 29 30 31 39 25 41 42 43 44 45 55 56Used by:58
Symbol 58 MovieClipUses:23 57Used by:Timeline
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Symbol 63 MovieClipUses:62Used by:Timeline
Symbol 64 SoundUsed by:Timeline
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Symbol 68 GraphicUsed by:69
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Symbol 124 GraphicUsed by:125
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Symbol 126 GraphicUsed by:128
Symbol 127 GraphicUsed by:128
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Symbol 204 GraphicUsed by:205
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Symbol 383 MovieClipUses:382Used by:388
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Symbol 385 MovieClipUses:384Used by:388
Symbol 386 GraphicUses:316Used by:387
Symbol 387 MovieClipUses:386Used by:388
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Symbol 395 TextUses:70Used by:396
Symbol 396 ButtonUses:395Used by:506
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Instance Names

"main controls"Frame 104Symbol 506 MovieClip
"bar"Symbol 57 MovieClip Frame 1Symbol 26 MovieClip
"bargfx"Symbol 57 MovieClip Frame 1Symbol 29 MovieClip
"bargfx"Symbol 57 MovieClip Frame 2Symbol 29 MovieClip

Special Tags

FileAttributes (69)Timeline Frame 1Access local files only, Metadata not present, AS1/AS2.

Labels

"Preloader"Frame 1
"Animation"Frame 2
"Main controls"Frame 104
"Music controls"Frame 104
"Background"Frame 104
"LOAD"Symbol 57 MovieClip Frame 1
"COMPLETE_STOP"Symbol 57 MovieClip Frame 2
"loaded"Symbol 57 MovieClip Frame 53
"MUTE1"Symbol 135 MovieClip Frame 1
"Music buttons"Symbol 135 MovieClip Frame 1
"Music covering"Symbol 135 MovieClip Frame 1
"music #1"Symbol 135 MovieClip Frame 2
"MUTE2"Symbol 135 MovieClip Frame 3
"Music#2"Symbol 135 MovieClip Frame 4
"MUTE3"Symbol 135 MovieClip Frame 5
"Music#3"Symbol 135 MovieClip Frame 6
"MUTE4"Symbol 135 MovieClip Frame 7
"Title and site frame"Symbol 506 MovieClip Frame 1
"Main functions"Symbol 506 MovieClip Frame 1
"Main menu"Symbol 506 MovieClip Frame 2
"Graphics button"Symbol 506 MovieClip Frame 2
"Next buttons"Symbol 506 MovieClip Frame 3
"#1"Symbol 506 MovieClip Frame 3
"Tools menu"Symbol 506 MovieClip Frame 3
"Both back and next"Symbol 506 MovieClip Frame 4
"2"Symbol 506 MovieClip Frame 4
"Tools #2"Symbol 506 MovieClip Frame 4
"Tools#3"Symbol 506 MovieClip Frame 5
"FRee transform"Symbol 506 MovieClip Frame 6
"Continue "Symbol 506 MovieClip Frame 7
"Gradient tool info"Symbol 506 MovieClip Frame 8
"Line info"Symbol 506 MovieClip Frame 9
"lasso info"Symbol 506 MovieClip Frame 10
"Pen tool"Symbol 506 MovieClip Frame 11
"Text info"Symbol 506 MovieClip Frame 12
"Circle info"Symbol 506 MovieClip Frame 13
"Rectangle info"Symbol 506 MovieClip Frame 14
"Pencil tool"Symbol 506 MovieClip Frame 15
"opaint info"Symbol 506 MovieClip Frame 16
"Ink bottle"Symbol 506 MovieClip Frame 17
"paint bucket info"Symbol 506 MovieClip Frame 18
"eyedrop info"Symbol 506 MovieClip Frame 19
"Eraser info"Symbol 506 MovieClip Frame 20
"hand info"Symbol 506 MovieClip Frame 21
"Zoom info"Symbol 506 MovieClip Frame 22
"conlusion"Symbol 506 MovieClip Frame 23
"MC#1"Symbol 506 MovieClip Frame 24
"mario tween"Symbol 506 MovieClip Frame 27
"Tweening title"Symbol 506 MovieClip Frame 30
"FBF info"Symbol 506 MovieClip Frame 32
"sprite info"Symbol 506 MovieClip Frame 33
"both"Symbol 506 MovieClip Frame 39




http://swfchan.com/10/49704/info.shtml
Created: 27/4 -2019 15:59:43 Last modified: 27/4 -2019 15:59:43 Server time: 12/05 -2024 18:30:55