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This is the info page for Flash #68958 |
Swishmax Tutorial |
Created by Arnas |
LOADING PLEASE WAIT |
Preparing |
Making a sprite |
Basics |
Adding Music & Sound |
Making a Preloader |
Visit The Forum |
Preparing |
When you first open Swishmax. There will be a few things that aren't in order. |
On the right hand side you should see a little menu where all the tabs belong (Displayed on the right) |
I have placed a red X on the tabs that you'll probably never need in Swishmax. They can be found somewhere else and are pretty useless. |
If you're a beginner, I suggest you use white background color. As for the width and height. Adjust it to how you want it to be. Whatever suits your screen size. But make sure of one thing: |
At the bottom left corner you will find a little panel displaying those buttons. What you must remember is that you must |
ALWAYS |
have it at 100%. If it's not 100% then you will not know your exact size of the movie. Only zoom in and out when you need to view something. The rest of the time. Make sure it's on 100%! |
Now for the Frame Rate. Make sure it's not lower than 20. If your frame rate is lower than 20 then your movie will be very slow. People don't like watching a slow movie. Set your Frame Rate to 20 since you're a beginner |
Set it to 25 for your movie to be even smoother. Don't make your frame rate too high |
When you're happy with your screen size and Frame Rate |
Your top menu should look like this. If it doesn't. Then right click on it and click on any toolbar you want to hide. You don't that many shortcut buttons. It helps you have a bigger movie screen too |
You tools can be found on the left of your main movie screen |
Once again I have put a red X on the tools you could never need That's all for the preparing section |
Making a Sprite |
At the top of your main movie screen is the Timeline. The most important tool in Swishmax |
This is where everything happens. If you see the 1 . 5 . 10 etc numbers. Those are numbered frames. Frames are numbered every five frames so you don't get confused. If your Frame Rate is set to 20. The time line then moves through 20 frames every second |
The Timeline is like a movie track bar basically. |
Now go to paint and select one sprite which you want to animate. For example |
You copy a sprite of Sonic from paint Then you paste it here into Swishmax. But there's one thing that you'll need to do. Is remove the background around it |
Click on the sprite to select it. On the right hand side menu you will see the Shape tab appear |
On the Shape tab you will see what sprite you selected as displayed. Now click Properties |
You will be brought to the Image Properties of the selected sprite. Ignore the Export Options. This is why I put a red X on it |
The Image Transform can be found in the Transform tab anyway. So don't bother using that. |
At the bottom you should see a Transparency check box. Click that to check the box. You will now see a Transparent color button appear. Click that and use the colour pick tool |
to select your background colour you want removed. If it still doesn't remove your colour |
Then raise it's Tolerance one by one slowly until it does become transparent. The Tolerance basically takes up more groups of the same color |
Once you can see that your sprite has become transparent. Click OK and you'll be back to your main screen. |
You should see a transparent sprite. But you want it to animate too. Then copy the next sprite and paste it into Swishmax |
Make it transparent |
When you got both sprites done. Place the second sprite over the first one. Exactly in the same position because you will have to animate it in the future! Note: Align the legs. Not the head |
After that. Copy-Paste another sprite and make it transparent. Continue until you have all the animation part sprites done |
Put all of your sprites together in the exact same place. Ready for animating. To make it easier for you to align them. Zoom in (Ctrl +) so you can see them from closer. Which will be easier to align them together. |
Once you're done. Here comes the harder part. Animating it |
The little squares (For example the one highlighted in dark blue) are called frames. Right click on the first frame of Sprite1 (Or whatever you named it) |
A menu will drop down from it. PLACE is to Place the object in the place and REMOVE is to Remove the object from the place. You want to PLACE the sprite so select PLACE |
This symbol should appear on your frame. It represents PLACE |
This symbol represents REMOVE |
Now you should see something like this in your Timeline. It means the first sprite is placed in the first frame. Now you want the 2nd sprite placed in the 2nd frame. So go to the 2nd frame of Sprite1 (Next to the "PLACE" icon) Right Click and select REMOVE |
You should then see something like this. Which means on the first frame, Sprite1 gets PLACED. On the second frame, Sprite1 gets REMOVED. So go to the very top menu of Swishmax and click "Control" then "Play Timeline" you should see what you made. Your sprite will be appearing and dissapearing. Simply because you only touched two frames. First frame PLACES it and second frame REMOVES it. Which triggers a flashing effect. Dissapearing and Appearing |
Now for the next part. On the 2nd frame of Sprite2, put in a PLACE and on the 3rd frame of Sprite2 put in a REMOVE. If you now test your animation. It would show that on the first frame it places the first sprite and removes it on the second. But as it removes the first sprite on the second one it places the 2nd sprite on it. But removes it on the 3rd |
Just work your way up until you get this. If you are wondering why you need to place that extra PLACE on the last frame of Sprite1. Simply because the last top frame is a REMOVE. Without a place next to a remove. It will cause a blink at the end of your animation. So seal it with an extra PLACE |
When you're done with all that. You must now select ALL your sprites at once (Just highlight them all) and then right click on them. Select Grouping -> Group as Sprite. You will then see that all of your animation has turned into one sprite. Now test your animation and you should see your sprite fully animated. The picture above just shows you. That if you are removing a sprite. You must add another sprite on top for the next animation part. Then it goes on until the end. After that your animation loops. |
Now that you know how to make a sprite. You can make many more. But save them for later use. To save them Simply make your own Swishmax file full of sprites. Like a library to pick from |
Note: if your sprite is animating too fast you might want to PLACE/REMOVE them every two frames instead of every one frame |
Basics |
If you haven't read the Preparing and Making A Sprite sections I suggest you read them before starting with the basics |
First you might want to find yourself some backgrounds. If you don't know a good Backgrounds website. Try www.bghq.com Copy a background from paint and paste it to Swishmax. Align the background with your movie screen. So that it's as big as your movie screen. I hope you don't need a lesson on HOW to resize it |
Once that's done. You might want to add some sprites in there. If you have a sprite library (Learn from the "Making a Sprite" tutorial) You should be able to insert some sprites into your movie |
If you preview your flash now. You will see that he's running on one spot. But you want him to run across the screen |
Right click on the first frame of your Sprite. Instead of selecting PLACE or REMOVE this time. Select MOVE |
I haven't explained this earlier. But the red line shows what frame you are looking at. Which means you are seeing everything what happens ON that frame. But in a STILL picture At the end of every MOVE bar you will see a dot in the corner of it. If you are looking at the last frame of the MOVE. You will select the dot making it red. Which means you canset it's final destination. Final point to where your object moves. Don't worry if this explanation is too difficult for you. It's supposed to be like this for now. |
If you slide across the top of your timeline you should basically be going from frame to frame. Go to the last frame of your MOVE bar until the dot becomes red. |
Select the sprite and move it to it's destination. To where you want it to run. Like shown in the picture. You will see dots placed. It's a dotted line showing it's moving path. If you're wondering why they're dots. They are actually frames. You can see that there are 10 dots because it moves by 10 frames. |
If you preview your movie. You will see that he's moving towards it's destination every 10 frames. Then comes back to the same spot again and it keeps looping. If you make the MOVE bar longer it will move slower. Because it takes more frames for it to run. The more frames it takes the longer it will take for it to reach it's destination. In other words: The longer the longer. |
Select the speed you want it to move at. Which is easy. Shorten or Lenghten the bar. Now since you know how to make sprites and how to make it move. You can make a movie now. But with no sounds. Don't worry about the special effects. Such as Fade & Zoom. You'll learn what they do by yourself. The most important are PLACE , REMOVE and MOVE Now try the rest out yourself |
Adding Sound & Music |
This is very simple. In the Timeline go to the frame of your scene in which you want the music to start playing from. Most likely from the first frame. Right click the frame. Go to Sound -> playSound(...) |
You will then be brought to a script page. At the bottom of it you will see this little menu. Click Import. Once you click that. Find your Mp3 or Wav file and once you found it. You will now see that it's in the list. |
Once your song is in the list. Select it. Just click it. If you don't click it your song will not be selected. If you click it then it will be highlighted in blue like on here. After you done that. You might want to go to properties to compress it. You CANNOT compress an Mp3. Only a wav. So try using Wavs a bit more if you want to save filespace |
If you click Sound Effect... button you can LOOP your music. Type in 99999999999 to loop it infinetely |
Once you're happy with your music. Just click Layout tab again and you're done |
Making A Preloader |
Well. You may want to use the existing Swishmax preloader if you go to |
My Computer/C:/Program Files/Swishmax/Samples/Beginner/ |
You should find a preloader there. Open that file. And start making your movie on it. Decorate it. Change the size. Just DO NOT touch anything that is in the Preloader's scene timeline. You can do anything to the Main Movie timeline though. Do not change the Scene's names either or the preloader will not work |
This is how my tutorial's preloader looks like. |
ActionScript [AS1/AS2]
Frame 1ifFrameLoaded (23) { gotoAndPlay (23); }Frame 21gotoAndPlay (1);Frame 77stop();Frame 78stop();Frame 79stop();Frame 80stop();Frame 81stop();Frame 82stop();Frame 83stop();Frame 84stop();Frame 85stop();Frame 86stop();Frame 87stop();Frame 88stop();Frame 89stop();Frame 90stop();Frame 91stop();Symbol 22 Buttonon (press) { gotoAndPlay (78); }Symbol 24 Buttonon (press) { gotoAndPlay (80); }Symbol 26 Buttonon (press) { gotoAndPlay (87); }Symbol 28 Buttonon (press) { gotoAndPlay (90); }Symbol 30 Buttonon (press) { gotoAndPlay (91); }Symbol 34 Buttonon (press) { getURL ("http://s9.invisionfree.com/Sonic_Turbine"); }Symbol 52 Buttonon (press) { gotoAndPlay (79); }Symbol 53 Buttonon (press) { gotoAndPlay (77); }Symbol 63 Buttonon (press) { gotoAndPlay (78); }Symbol 78 Buttonon (press) { gotoAndPlay (81); }Symbol 86 Buttonon (press) { gotoAndPlay (82); }Symbol 87 Buttonon (press) { gotoAndPlay (80); }Symbol 98 Buttonon (press) { gotoAndPlay (83); }Symbol 99 Buttonon (press) { gotoAndPlay (81); }Symbol 124 Buttonon (press) { gotoAndPlay (84); }Symbol 125 Buttonon (press) { gotoAndPlay (82); }Symbol 140 Buttonon (press) { gotoAndPlay (85); }Symbol 141 Buttonon (press) { gotoAndPlay (83); }Symbol 154 Buttonon (press) { gotoAndPlay (86); }Symbol 155 Buttonon (press) { gotoAndPlay (84); }Symbol 181 Buttonon (press) { gotoAndPlay (85); }Symbol 189 Buttonon (press) { gotoAndPlay (88); }Symbol 198 Buttonon (press) { gotoAndPlay (89); }Symbol 199 Buttonon (press) { gotoAndPlay (87); }Symbol 204 Buttonon (press) { gotoAndPlay (88); }
Library Items
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Special Tags
PathsArePostScript (25) | Timeline Frame 1 | 0 bytes "" |
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