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This is the info page for Flash #173183 |
SPRITE MOVIE BOOT CAMP |
Everything you need to know about making a good sprite movie |
www.forkheads.net |
Subliminal message: Yom was here! |
MAIN MENU |
BEFORE YOU START... |
BASIC SPRITING |
INTERMEDIATE SKILLS |
ADVANCED TACTICS |
EXTRAS |
Where can I get Flash? |
What is a Sprite Movie? |
Basic Tweens |
Animation Basics |
Spritesheet technickery |
Advanced Tweening |
Flash Kindergarten |
Movieclips and Embeds |
Lipsynching |
Masking |
Special Effects |
More Tips |
Basic Actionscript |
Backgrounds |
Sound and music |
Vcam |
Advanced VFX |
Advanced Actionscript |
Get more help |
<p align="center"></p> |
CREDITS |
Good question, greenhorn. Nowdays, Flash CS6+ is ultra-bloatware and you probably can't afford the 599$ price tag, or you don't have a credit card and can't pay for shit at all. Secondly, you dont wan't bloatware on your temple of a machine, right? That's why you will acquire a perfectly functional free copy of Macromedia Flash instead. Proceed and pick your weapon. |
Where can I get Flash? |
<p align="left"></p> |
Macromedia Flash 5. ActionScript 1.0, XML support, Smartclips, HTML text formatting added for dynamic text |
Flash MX 2004 Actionscript 2.0 and behaviors, extensibility layer, aliastext support, timeline effects. |
Flash 3 Movieclip element, Java Script integration, transparency and an external player |
<p align="left"><font face="Arial" size="9" color="#000000" letterSpacing="0.000000" kerning="1">http://www.oldversion.com/windows/macromedia-flash-mx-2004</font></p> |
<p align="left"><font face="Arial" size="9" color="#000000" letterSpacing="0.000000" kerning="1">http://www.oldversion.com/windows/macromedia-flash-5-0</font></p> |
<p align="left"><font face="Arial" size="9" color="#000000" letterSpacing="0.000000" kerning="1">http://www.oldversion.com/windows/macromedia-flash-3-0</font></p> |
SELECT YOUR WEAPON |
Wise choice. It is always good to scout the land before deciding on the tool of your choice. Go ahead and read the rest of the tutorial, and once you're not a greenhorn anymore, you can come back here and pick the weapon of your choice. |
You have taken your first step as an animator, spriter or otherwise on NG or elsewhere. May the triad of fortune, inspiration and amusement bless your path. You will now be returned to the main menu. |
You probably know this already, but if you don't.... Sprite movies are what made newgrounds. Talented animators learned the basics of their trade from here. Some even decided to stick to the genre and create some of the most memorable content on NG today. And yes, they use sprites - objects from videogames. |
What is a Sprite Movie? |
So, we're gonna start one up now. Hit Ctrl+N, and when this menu shows up, select Flash Document. For anyone using Flash CS+, be sure to use Flash Document AS2. We'll be doing all our coding in AS2. |
This is what you'll be learning. You will learn how to operate Flash at the basic level, rip and deploy sprites, and even more. Pay attention and you can walk away with some skills at animating and even basic coding. The best way to learn is by doing; so practice often, got it? Let's get to it. |
Time to get your hands dirty. You're gonna be learning how to use Flash from scratch. And for that, you'll need to know exactly what does what. Lets take a look at the operation screen of Flash proper. |
Flash Kindergarten |
We'll be using Flash MX 2004 for this excercise. Most of the components are the same, regardless of version. |
Highlighted are the parts you'll need to know about when it comes to Flash. Learn and learn hard! We will look at them individually soon. |
1 |
2 |
3 |
4 |
5 |
Tools |
Timeline |
Canvas |
FPS |
Properties |
We will now take an indepth look at the tool box. You'll be using most of these things, so its in your best interest to learn what's what. |
Select Tool: For basic selections and vector adjustment. |
Subselect Tool: For precise selection of things. |
Line Tool: For drawing simple lines. |
Lasso Tool: For selecting things and areas. |
Pen Tool: For precise vector lines. |
Text Tool: Used to write stuff. |
Circle Tool: When you need circles. |
Square Tool: For the squares. Click and hold for more |
Pencil Tool: For freehand linedrawing. |
Brush Tool: For when you need to get messy.. |
Free Transform Tool: Resize ALL! |
Gradient Tool: For messing with gradients. |
Outline Fill Tool: For insta-outlines. |
Fill Tool: To fill up stuff, like in MSPaint |
Eyedropper Tool: For colorpicking needs. |
Eraser Tool: For when you need to wipe stuff. |
Hand Tool: For hands-on action. |
Zoom Tool: For up-close and personal action. |
Next up, we'll take a close look at some tools that you must be well-versed to be a good spritemovie developer. |
Selection Tool |
Free Transform Tool |
Selection Tool |
The selection tool is what you use to drag sprites and such on your canvas around, but it can do other things, |
The selection tool is a veritable swiss army knife when it comes to functionality. It can adjust text box sizes without changing the font size, make careful adjustments to lines and shapes drawn with the line tool, rectangle tool, etc. |
Click and hold this area to drag text with selection tool. |
Click and hold any of the blue squares to adjust the size of the textbox. |
Selection Tool (continued) |
While simple, the convenience of this tool cannot be overlooked. Be sure to learn all you can. |
Practice makes perfect. While you will not be using lines (drawn with line tool), shapes and such in sprites, you will be using them to create special effects (VFX for y'all retromaniacs). We will discuss VFX in a future lesson. |
Line length adjustments, selection tool => click and hold the end of the line to drag. |
Line curve adjustment, click and hold the point where the curve is and drag. |
Free Transform Tool |
Much like the select tool, the free transform tool has many handy techniques. |
Click and hold just outside the black square to rotate. |
This is the anchor point of all the transformations. If tweening, do not touch this. |
Finally, click and hold to resize stuff. Simple, right? |
The free transform is the go-to tool when you need to adjust the size and/or dimensions of any object on your canvas, be it movieclips, shapes, and such. |
Free Transform Tool (more) |
OHSHI- |
Practice and practice often. Try doing shit you haven't done. With that said... |
Keyboard tactics: Press and hold shift while dragging to prevent you from altering its proportions. Press and hold alt to force it to the top left corner as an anchor point. You can press and hold alt and shift to do both!. |
Next up is the Timeline. A good animator must have an intimate level of knowledge when it comes to this, so pay attention. |
Once you're done, draw something on the Canvas and move to the next step. We will then discuss the concept of frames and keyframes. |
Layer creation& deletion buttons. |
Onion skin, outline and edit multiple frames |
FPS Control. Editable! |
Timeline |
Blank keyframe |
Layer visibility & lock controls |
If you drew anything on the canvas, you'll notice that your blank keyframe on the timeline has changed. It now a proper keyframe. So, what exactly IS a keyframe? |
Think back to the days when you'd make crude cartoons on two pages, and flip them back and forth for a simple 'animation', or when you'd doodle stickfights and animate them by flipping the pages. Each page is a KEYFRAME. |
KEYFRAMES |
And Frames are simply frames that display whatever is drawn on the Initial Keyframe that its based off, no matter how far the frame goes. This is useful for drawing static backgrounds. |
Initial keyframe |
Now, let's discuss layers. Layers are a means of arranging objects in your flash. Note the layout of the layers in the diagram. As layer 1 is below layer 2, anything drawn in layer 2 will always show itself as 'above' layer 1 in the canvas. |
Smiley is in layer 2, keyframe 1 Background is in Layer 1, and is a frame. Smiley will always show up in front of the background. |
In this example, the 'room' is drawn on the 'bottom layer', and the ball-thing is drawn on layer 2. Even if the ball moves or is removed, the background stays the same. This is the difference between keyframes and frames. |
With your knowledge of keyframes, you can now start working on frame-by-frame hand-drawn animations. But, I'm sure you are aware of the fact that frame-by-frame animation's tedious and results in low quality animations... so we wont do that. |
In the next lesson, we will discuss basics of animation, including objects and the formation of a sprite movie. |
Next lesson, basic animation. |
Back to main menu |
You've learnt what keyframes and layers are in the previous lesson, however, you're still restricted to making frame-by frame hand-drawn animations. We will now learn some about animation before tackling that obstacle. In this lesson, you'll learn about graphics and library objects, the heart of a sprite movie!. Are you ready? Then let's start! |
Animation Basics |
Once again, time to learn some basic Flash vocabulary. What is a Graphic? What is a library object? |
That's great, right? So, how do you create them? That's easy! First, we will create a random squiggle using the brush tool. If you don't know what that is, go back to Lesson 2. |
Lets take the Flash MX 2004 canvas as an example. There we go, we've drawn a crude circle with the brush tool. |
Good stuff. Now, with the select tool from the tool box selected, right click this circle. |
What youse got now is the context menu. Notice the last option that says 'convert to symbol'? That's what you need. Go ahead and click it. |
This is the convert to symbol dialog box. The name is the label it gets in the library of the flash. The type is the sort of object it will be made. |
For the sake of this tutorial, we will not change any parameters for this symbol, and lets hit OK. |
Your squiggle has now been converted into a simple graphic and saved in the library of the flash. From here on, you can drag and drop it into the canvas, saving you the trouble of having to redraw it again! |
Yeap. That's one of the secrets of how small a sprite movie usually is - it uses a library of sprites and animations to save space! The more you know! |
So, converting things into symbols lets you stick them in the library. But it also forms the foundation of the next lesson... |
... where we will learn to animate your objects! (because, lets face it - a sprite movie with no animation is a total bummer.) |
Next lesson, basic tweens. |
You've learnt what symbols and objects are, and how a library of sprites can save you from a lot of redrawing and trouble. In this lesson, you'll learn about tweening and object animation. Hold on to your hat, this will be good! |
Basic Tweening |
This time, we'll pitch right into action, fetching that circle sprite you made just now. What is a tween, you ask? Get ready to learn! |
Tweens are the system that enables objects like the 'symbol 1' we just created to move around smoothly. Even though you can now fetch it from the library, its still tedious to draw each movement frame by frame. |
Lets try moving our 'symbol 1' to the other side of the canvas as a basic excercise. Pay attention to this part, soldier. This shit's important. |
Now that you have a starting point, right-click somewhere around frame 25 on the timeline. |
The context menu that comes up now will have "insert keyframe". That's what you want. |
We have now created a start point and an end point for animating symbol 1's journey across the canvas. |
With our focus on the 'end point', we have moved 'symbol 1' on the canvas to where we want it to go. But how will this animate it, you ask? Good question. Proceed and learn! |
Now, right click on the timeline, in the frame area between 1 and 20. That 'gray area', yes. You will get another context menu. Go for the "Create Classic Tween". |
If you have done everything correctly, you'll have created a motion tween. Go ahead and test your movie by hitting ctrl+Enter. |
If all goes well, thats what you'll see. Good job! You've learned how to basic tweens! This is how objects are moved around in the canvas during animations. Remember that only one object at a time can be tweened per layer! |
In our next lesson, we will learn about Movieclips, which is another type of object that you can create. With each lesson, you take one step closer to becoming a sprite artist. |
When you are ready, proceed to the next lesson. |
Next lesson, Movieclips and Embeds |
In the last episode of TutorialBall Z, you finally learned how to tween objects in animation, saving you precious time instead of having to hand-draw animations. However, one more thing remains before you can truly animate a sprite movie... you must learn about movieclips and embedded movieclips! Good luck! |
Movieclips and Embeds |
What are movieclips? Much like the 'graphic' symbol 1 we created earlier, they are objects that are created and stored in the library, able to be tweened as you wish. What's the difference? |
Let's find out. First, draw a fish with the brush tool on the canvas. Give him some filling colors with the 'fill' tool. |
Done? Good! Now, select the whole fish with the selector tool, rightclick and select convert to symbol. (Thats to convert the whole fish, and not just the black outline) |
Allright, we're back to the now-familiar 'convert to symbol' context box. Lets give it the name fishguy. Sure, you could give it a name like Symbol 2, but when you have multiple movieclips to manage, it becomes a pain. Stick to good names! |
There we go, movieclip construction complete! ... so, what's the big difference? Double-click on that movie clip and be ready for awesome. |
Kapow! You are now editing the movieclip directly! Note how the timeline, and the object has changed. Now, lets give it two frames of animation. (We gonna teach it to swim!) |
Right click 10 to 20 frames in the timeline, and create a keyframe. Then, proceed to create a new frame (rightclick and insert frame(NOT KEYFRAME)) again, 10 or 20 frames after the middle keyframe. |
Good, now, using the free transform tool, select the tail of the fish, in the second keyframe. |
Grab the left square of the fin that appears, and drag it right just a little bit. |
All finished! Now, hit 'back' to return to the main movie, 'exiting' the movieclip. Seems like nothing's changed, right? Once again, hit ctrl+enter to test your movie. |
And there you have it, a crudely animated fish! Let's combine it with the tweening we learned from our last lesson... |
And there we go! One moving fish that can swim! |
This same concept is used in sprite movies - just one small difference; the game's sprites, are made into movieclips and tweened in the flash to make sprite movies. |
With this knowledge under our belt, we are ready to put the sprite in 'sprite movies'!. |
You're doing well so far. Proceed when ready. |
Next lesson, Sprite Sheet technickery |
You've learned everything you need to know about making sprite movies, from basic object conversion, to movieclips and tweening. However, drawing each and individual sprite by hand is a pain in the butt and you want to write a story, not painstakingly redraw stuff. Proceed to learn the easy way out... |
Spritesheet Technickery |
Today, you'll learn about acquiring spritesheets, ripping them and combining them. |
What are spritesheets? They are, simply put - entire libraries of sprites, ripped from games and optimized for use in stuff like games and ... danananannaana SPRITE MOVIES. |
Where can I get these amazingly amazing things, you ask? Why, that's simple! Many sites have built their business hosting such things! Look up for some examples. |
<p align="left"><font face="Comic Sans MS" size="10" color="#000000" letterSpacing="0.000000" kerning="1">http://www.spriters-resource.com/ds/cstlevniaprtraitofruin/sheet/19278/</font></p> |
This is a sprite sheet. I took it from Spriter's Resource. It's the student witch from Castlevania, Portrait of Ruin. You can use that URL to view the source... assuming that the page is up. |
"But how do I turn this 'sheet' into animated sprites?", you ask. Well, as we have said once before, the best way to learn is by doing. So lets do this! |
For this excercise, we'll take that cat over there, and turn it into a basic, animated sprite! Fire up microsoft paint, soldier! Things are gonna get messy! |
This creates a bitmap in the library |
Good. Now, download the sprite from the URL I showed you beforehand, and open it in paint. Once that's done, grab the select tool and copy that floppy cat and paste it into the canvas in Flash. |
Blue outline = delete it |
Done pasting the section you copied from Paint into Flash? Good! Now, click the thing on the canvas and delete it. Why? We're gonna fetch it from the library instead. Bitmap 1 isnt a good name, though. Rename it if you want. |
Drag and drop the bitmap from the library into the canvas. Switch to the Free Transform Tool and make it actually visible. Note the different outline. This denotes that you can 'trace the bitmap'. |
grey outline = GOOD! |
With the bitmap on the canvas selected, look up at the menu of Flash. See that 'modify' button? That's what you need. HIT IT. |
Its selected |
Since we're gonna trace the bitmap, its kind of obvious our next step is, of course... |
This thingy. Hit it! |
Since we're tracing a tiny bitmap, we can leave the options like so and hit OK. Also, this process takes up significant time when working on large, complex images. Thus why we had you rip the cat from the sprite sheet first. |
The bitmap has now been traced, and now you can switch to the select tool and easily remove the background by clicking the background and hitting delete. |
That's great, but how does this help in animating it? Good question. |
Recall the last episode when you made a simple, animated fish. Remember how you create a 'two frame movieclip' to show the fish slowly swimming? |
For this cat, we'll make another movieclip - but with five frames, instead of two. Get where we're going with this? |
Yeap. Just select the mess and turn it into a movieclip. Double click on your newly created movieclip and get editing. |
Since this cat is running fast, lets put 5 frames between each keyframe. |
Using the onion skin tool to preview what other frames look like, we distribute the spritesheet's poses to different keyframes. |
Lets take this new animated sprite for a spin, eh? And there we have it. A cute running cat. |
Now, you know how to rip sprites, animate them and move 'em around on stage, using tweens. Congrats! You now have all the basic knowledge of making a sprite movie! |
That's all for the basics. Keep practicing, and improving your skills. Now get out there and make an awesome epic story.... ... or just give poor Mario a difficult day. |
In this lesson, we'll learn the basics of lipsynching. You're probably reading this because you've finally gotten some street cred and got some voice actors to work for you... or something. Let's get to it. |
Lipsynching and Such |
Some spriters disregard lipsynching, but since you're here to learn everything you know about flash animation, you might as well learn this because you'll be needing it even if you become a full-time animator. Let's go. |
Adding a lipsynch is a pretty simple affair; all you need is a movieclip on a layer above the sprite, animated so that its flaps matches the audio of what's being spoken. |
Let's try something simple, for starters. If you've been paying attention in Kindergarten, you'll know how the setup is done. The sprite is on layer labeled sprite, and the background is on the layer named BG. |
Now, lets start giving him a mouth. In our case, we'll use the rectangle tool and draw a simple black rectangle on the layer named PR. |
Aaaand done. Now we don't want our poor plumber to remain a slack-jawed PTSD victim all the time, so let's go fix his face. Click on that rectangle with the Select Tool once, and then hit F8 on your keyboard. |
A handy shortcut to the convert to symbol dialog box, dontcha think? Right? Anyway, give it a good name, and convert it into a movie clip. |
mariomouth1 |
Good. Now, with the select tool, double-click the movieclip. |
CLICK |
If you were paying attention to the previous lessons, you'll know that you are now editing the movieclip directly. |
Add some blank keyframes to the movie clip, and make some simple mouth flaps. Mentally visualize how the mouth moves as the words are spoken, and finish with at least five to seven keyframes with different mouth movements. |
Each keyframe should hold a different mouthflapping moment, try to use the most basic of mouth movements for this. Let's put this on Mario's face, and see how it looks like. |
Looking good, eh? For the final step, slap on the audio on the layer the mouth appears. This will complete the lipsynch. Go on ahead, and see it happen! |
IS THIS SOME SORT OF CHRISTIAN MAGIC?! |
Lets take a close look at the anatomy of this thing. |
We've created a new layer for audio. The best practice is to keep a dedicated layer for music and sound effects. |
This denotes the audio is being played as the frame is played in Flash. |
Note this blank keyframe, matching the point where the audio goes off. This is to prevent the movieclip from appearing where there is no voice. That'd just look silly. |
The same process applies for actual animations. The only difference is that you'll be drawing mouths instead of black rectangles. The rest of the process is actually the same. Lets take a look. |
OOOOOOOOOOOAAAAAAAAOOOOOOAAAAAHH!!! |
Works great, don't it? |
You've learned the basics of lipsynching. Know that this is not restricted to just sprite movies. You'll be using what you've learned here even after you become a big-name animator. |
At this point, you may have submitted a few movies to NG and got less than stellar feedback. Some might say the animation is bland, or that it feels jittery. And they're right. Thus why, we will be hitting the V-Tec on animation now. Sit down, strap in and shut up. |
Advanced Tweening |
In this lesson, we will learn about easing your tweens and its more advanced clone - the motion tween. Let's get started... |
So far, these classic tweens are the only tweens you know how to do. While they would have been at home in 2002, you'll need to make smoother animations if you want to survive the portal. |
First up, lets learn about motion tweening. Pay attention, soldier. This is gonna be a lot to take in, but do it anyway. |
Step 1, we get the graphic or movieclip we want to give some smooth animation on the canvas in a new layer. This part is important. Set aside a layer for this. |
Step 2, we insert frame around 15-20 ticks from the starting keyframe. Right click on the timeline point where you want to insert the frame and go ahead. |
Step 3, right-click anywhere on the frame you just created, and hit "Create Motion Tween" to insert a motion tween. |
If you were wondering when we would insert keyframes.... Then you should know that now is the time. |
Note that the frame has changed. It is now a motion tween. |
The layer icon has changed, indicating that this layer is now optimized for motion tweens |
To insert a keyframe, point anywhere on the motion tween zone (the end), and right-click only once. In the context menu that shows up, click Insert Keyframe => Position. |
In the future, when you need to do motion tweens that involve other movements besides position changes, you can use those other options. |
Looking good so far. Now, for the movement. Keep the focus on that keyframe you just made, and with the Select Tool, drag the sprite to where you want him to be. |
Good job. You've created a motion tween. Now, see that line that is created? Thats the motion guide line. You can alter it with the Select Tool. Just click and drag, like you'd edit a line vector. |
Looking good. Now hit Ctrl+Enter and test your tween. If all went well... |
Looking a lot better, don't it? Now, we shall discuss the process of Tween Easing - making this animation EVEN better. |
Once again, time to learn. Lets give your new motion tween a realistic physics appearance! |
Step 1: Click once on the frame anywhere in the motion tween and take a look at the properties menu. See that "Ease" option? Give it a value like -80 or -60 to get things started off. Test it again. |
See? A whole lot smoother. If you're feeling creative, you can slap together two motion tweens for EVEN MORE realistic physics. |
Pretty impressive-lookin' eh? Lets take it apart, and see how things work. |
The first motion tween goes from the first jump to the peak of Mario's leap. The ease factor is +60. |
The second motion tween goes from the peak of Mario's leap to his landing. The ease factor is -60. |
Let's test that thing out. Hit Ctrl+Enter! |
See? Pretty snazzy, eh? |
One more thing: Ease effects can be applied to Classic Tweens as well. So don't let anything hold you back. |
Using the skills you've learned in this lesson, I'm sure you'll introduce a level of smoothness and quality to your animations that'll make your works a lot better. I look forward to seeing what you can do. |
Welcome to the intermediate level of this tutorial. Kudos for lasting this far - most people nowadays don't have the brains to survive past the first or second lesson. Good job. So, ready to continue? Today, we'll be studying the nuances of music and sound in your flash animations, and yes - no more will your flash be a silent film. If you're the eager-to-learn type that has already figured out how to do music and sound, then feel free to skip this lesson. Otherwise... please proceed. ... or go back to the Main Menu |
Music and Sound Effects 101 |
Flash CS4, and Flash MX2004 supports the simple matter of dragging and dropping an mp3 or a .wav right into the canvas where you can start using it from the library. |
Dragging the audio into the canvas creates the object in the library. From here, you can use this to 'drag and paste' sound effects into frames that you require it to be played in. |
Alternatively, you can use the File=> Import. Or if you feel particularly classy, you can hit ctrl+R to directly import things onto the stage. (this also creates a library object) |
From there, it's an easy matter to select a keyframe from the time line, and designate the audio in the library using the properties window. |
One of the best practices for sprite animation audio is to keep two different layers - one for background music and one for sound effects and speech. Depending on your needs, you may need two or more layers for sound effects and such. |
Let's take a look at the following example scene. |
Luigi here is movin' and flying. Note the tween as he appears and disappears across the screen. |
Mario is here minding his own business. As he does not move, you can keep him in a seperate layer. |
Luigi's going "YAHOO!" over here, so keep the sound in a keyframe that matches with his appearance. |
The background music is playing here. |
With that done, lets take a closer look at the properties bar for a blank keyframe. |
This is where you can select any sound that currently exists in the library. Only one sound may play on each frame. Ignore this completely. Use something like Audacity to put sound effects. For sound effects, use Event. For BGM, use Stream. Repeat once for sound effect, loop for BGM |
That's that for inserting and using sounds and music in your flash, but this lesson isn't over yet. If you're not careful, your flash could balloon into something huge, but with minimal content, earning you derision and ire. |
So buckle up and get ready to learn about AUDIO COMPRESSION. |
Lets look up the library again. Go ahead and right-click on the mp3 or wav you imported into flash |
You get this handy menu. See where it says Properties? Thats where you gotta go. |
Focus your attention on that checkbox marked 'use imported' MP3 quality. For sound effects and voice blurbs, keep it checked. For background music and long monologues, uncheck it. Oh and change all Wav files to MP3s. NO EXCEPTIONS. |
Keep things around 24 to 32kbps, and if your mp3 is stereo, you have the option to turn it into a mono. Do that. As you adjust the settings, you'll see how much space you're saving in real time. |
Find a good balance between good quality and good space saving, and stick to it. |
Well done, soldier. With this knowledge in hand, you can now continue making better flash animations.... or screamers if that's your kicks. |
Remember that talk about layers and such we had back in Flash Kindergarten? So far, you've been using simply, static backgrounds in your animations - but there comes a time when that is no longer enough. Perhaps you're writing a grand epic, or maybe you just want to pull a complex practical joke. Either way, you will learn to make dynamic backgrounds now. |
Background Tactics and Tips |
Let's start by discussing the basics of a dynamic background. |
Sounds boring? So it is. We'll make do by showing you two different backgrounds. |
As you can probably tell, the background on the left is a static background, with some illusion of movement thrown in for good measure. |
The background to the right is a dynamic background, with three background layers and one foreground object, all smoothly tweened to represent movement. |
That's the secret of dynamic backgrounds. Everything is split into seperate layers and allowed to seamlessly loop. Let's take it apart and see how it works. |
Layer 1: Ocean. It does not move. |
Layer 2: Cave walls move left slowly. |
Layer 3: The ground is left like that |
Layer 3: Sprites. |
Overlay layer: Foreground objects go here. Foreground objects move fast. |
Each component is a movieclip, which is animated to cleanly loop with other objects in the background, giving the effect of true dynamic movement. |
Remember that each movieclip plays by itself, independent of where it is embedded. Heck, if you're feeling extra creative, you could even slip the entire animation onto a movieclip. |
To get that slow, slow effect I used on the background, I recommend tweening the loopable background with around 500frames on 60fps. |
Dont forget to speed up the movement of the foreground objects (that rock thingy zipping on by). Especially in chase/fight scenes. |
You can further improve the design of your backgrounds by adding simple animations to things like bushes, trees and the clouds in the sky. |
Well done, soldier. With this knowledge in hand, you're one step closer to making save-worthy flash animations. |
In this lesson, we'll discuss special effects for use in your flash movies. Most of these lessons can be applied to things other than sprite movies, so if you want to pursue a career of making these things, you'd best pay attention. The basic component of many a Special Effect in Flash, is filters. |
Special Effects and Other Clever Tricks |
These effects, that can be applied to graphics, movieclips or buttons. These are done using the properties menu. Let's take the cat we built as a demonstration. |
You should be able to know what the select tool is, so no visual cue for you this time. Click on the target object in the canvas once, then direct your attention to the properties sidebar. |
There's a small limitation of effects on graphics. Unlike movieclips and buttons, you cannot apply filters on them. If you were to look at a graphic's properties, you would see this menu. |
Color Effect and Filters are the two Special Effects that you'll be working on. Let's take a quick look at Color Effect. Click it to unroll the options available to you. |
Let's break down the explanation for these things, so you know what you doing. |
Brightness lets you alter a selected object's brightness level from a factor of -100 to 100. As you can see, -100 means total darkness, while 100 means the selected object is saturated with light. |
Brightness Level: |
<p align="left"></p> |
Tint is an extension of the brightness color effect; you can alter the color saturation you want on the object, using a series of RGB filters. The tint factor decides how strong the color effect is. |
Advanced - you get a new thing to play with; Alpha. Also, you can mess with the color consistency of an object - even removing a color filter from an object if you choose. |
And finally - Alpha. You could call this transparency factor. A factor of 100 means full visibility, and 0 means it's invisible. |
Alpha Level: |
<p align="left"></p> |
But how does one apply these effects into animation? Good question! You don't want to do this frame-by-frame, so you'll have to use your old friend... tweens! |
If you paid attention to the lesson on tweening, you'd know how this tween is working. To add effects, simply select the start or end of the tween where you'd like to take effects from... |
For example, if we select the last frame of the tween, hit properties and reduce Alpha to 0... |
... you get the cat that vanishes! You can adjust the tween to show sprites enter doors, and such. Simply put, even with color effects, you can pull off a LOT of effects... |
Like these things. (The lower layer is the door, by the way.) |
TWEEN, movieclip is Alpha 100 on these frames |
TWEEN, movieclip is Alpha 0 on this frame. |
Next up... Filters! Remember: Filters are only available to movieclips and buttons. |
... doesn't look look much like anything, does it? This is the filters menu. The buttons over there add, copy, paste and even visualize and delete the filters. Lets hit add filter and create a basic blur. |
Note the subtle difference? It looks a bit smoother, and goes great with fast-moving sprites. |
You can even remove either X or Y, and click the chain link to create uncoordinate blurs. These go great with super-fast running animations. The faster, the more blurred the sprite should be. |
Combined with tweens, you can put some oomph in moving sprites like this. |
These effects can be applied to other things. Let's take a look at that dynamic background we cooked up. Looking good, right? Now lets try adding a few blurs and stuff here and there. |
Looking much better, right? We used a blur effect for the foreground stalagmite, and some low-level blurring and color ajustment for the cave walls. Keep background blurs to 1px or 2px at best. |
We can also take things up a notch and create our very own custom effects by combining filters - that's right, you're not limited to one filter. Let's take this random box, for example. |
Apply the blur filter on high quality, 55x 33y... |
Then, hit the new filter button there, to add another filter... |
This time, a gradient glow - with the following settings. |
You've got a sweet-looking cloud over there. You can combine this with tweens, color tints and other effects to do lots of stuff... |
... like give Mario a shitton of mexican food. (We've been using that poor cat as a test subject long enough...) |
As you can see, these special effects will go a long way when it comes to adding some pizzazz into your flash. Try to combine color effects and filters to build some good stuff! |
You've come far - but you still have some things to learn before you're ready to hit the portal. Apply yourself and practice often. That's the surest way to improving your skills. |
Masking is one hell of a handy technique when it comes to spriting. While its use is limited in the main timeline of your flash, it can really put some pizzaz into your sprites and movieclips. It's exactly what it says on the tin; using layers and objects to create the illusion of depth and perspective. Pretty handy when you're making complex flash animations. |
Masking THE MAAAAAAAAAAAAAAASSSSSSK |
As always, the best way to learning is by doing. Are you ready to do some MAAAAAAAASKING? Yes, you are. Let's do this shit. |
Let's open a new flash file, and create two layers. |
Now, double-click on the top layer's icon. |
What you have is Layer Properties. Note that since you haven't got any Mask Layers, the "Masked" option is gray'd out for now. |
Since we're trying to learn how masking works, let's set the Layer Type to Mask, then hit OK. |
The layer icon is different now. It now denotes that it is a a mask layer. Now, for the next step, click on the bottom layer icon |
Note that the Masked option is now available. Set the Layer Type to Masked, and hit OK. |
So... what does this do? Direct your attention to the canvas and grab some tools. The rectangle and the brush. |
Let's get drawin'! Draw a rectangle on Layer 2, and do some squigglin' on Layer 1 with the brush. Be sure to overlap 'em. |
Layer 2 |
Layer 1 |
Doesn't look like much, right? Now hit ctrl+Enter to test your movie. |
As you can see, the Mask layer serves as an overlay view, blocking anything not under the overlay in the masked layer. |
You can get quite creative with these things. You can move the mask... |
Or the Masked Layer's objects around. |
You can have a lot of masked layers under the Mask Layer. |
With proper tweening and positioning, you can probably pull off a lot of good animations with some skill. |
If you've been paying attention, you'll know how masking is done. Now get out there and do that by yourself. |
Let's drop the tldr explanation because I no good at speeku enguriso. You know those buttons you've been pressing to move around the tutorial? That's what actionscript is used for- a means to provide some level of interactivity to your flash. We're not gonna be building anything complex, so unless you're a dumbass, you'll get it. Lets go. |
Basic ActionScript |
Actionscript, as the name implies, is a language for coding simple 'programs' into the flash movie - instructions to doing things from simple stuff to complex shenanigans. |
But we wont be touching the complex stuff, since this lesson is about BASIC actionscript. |
In this lesson, we'll learn how to create basic interactions and a preloader. |
If you've been following the tutorials so far, you'll have enough skills to make flash animations. But nowadays, just a loop isn't enough. You need to have some basic levels of interactivity and refinements to make your stuff last. |
TEST ANIMATION |
Let's start with something simple. For example, let's stay you want your animation to to stop once it's played. |
That's an easy one. Just go to the very last frame of your animation, and then create a blank keyframe - make sure you're not deleting anything from the movie, and after clicking on the keyframe in the timeline once, hit F9 |
1337 animator tip - keep all your coding stuff on a separate, clearly-labeled layer! |
This brings up the coding screen for the frame - as this frame is played, the code in this frame will be executed. As our goal is to stop the animation from looping at the end... |
Codebox |
Code library |
Type that into the box, and close the coding box. |
stop(); |
Finally, doodle a 'teh edn' on the last keyframe (dont leave your viewers in the dark), and then hit ctrl+enter to test your movie. |
Works great, don't it? Now you'll be wanting to learn how to put a 'replay' button on your now-stopped animation. Lets get to that and learn how to make buttons. |
Basic user interactions in flash are handled with buttons. Think back to that lesson when we discussed 'convert to symbol' and left the 'button' alone. Now, we're gonna take an indepth look at these things. |
Just as before, we draw something with the tools, select it and press F8 to convert it to a symbol. But this time, we gonna change it into a button. |
Just as before, we draw something with the tools, select it and press F8 to convert it to a symbol. But this time, we gonna change it into a button. Remember to give it a good, easily-referenced name! |
You now have a button. If you test your movie, you'll notice that you can click on it. But it does nothing - that's because you haven't written any instructions on it. |
Let's get to coding the button to do something. Click it once with the select tool and hit F9. |
The codebox is back - with a small difference; Actions - Button indicates that you are now coding the button's actions. |
Since we made a 'teh edn' flash end, lets make a replay button. Ready? |
Type the following in the code box, and close the box. |
EXPLANATION on (press) - the code in { } can only be executed if the button is pressed. gotoAndPlay(1) - Go to the first frame, and start playback. |
on(press) {gotoAndPlay(1);} |
Now take that button and slap it at the end of your test flash animation, just below the 'teh end' doodle, and write "REPLAY" right next to the button. Test your movie. |
Replay |
Pretty snazzy, eh? |
There's some things code in buttons can do what code in frames can't - as you can probably tell, you can't put in on (press) stuff in frames. |
The rule of thumb is that if you're coding a button, you need to place all your code in a 'on press' code, while code in frames can carry out actions without user input. |
Button on(press) {codetobeexecuted} Frame codetobeexecuted |
So, without further ado, here's a cheat list of code, and its explanations. (funny story: I used a notepad version of this back when I was a newbie flash dev.) |
Code |
Explanation |
gotoAndStop(X); |
Jumps to frame X on the timeline and stops the animation. Useful for simple menu designs. |
gotoAndPlay(X); |
Jumps to frame X on the timeline and plays the animation. Useful for 'scene select' shenanigans. |
stop(); |
STOP RIGHT THERE, CRIMINAL SCUM!. Stops the animation from playing. |
Some more codes that can be either placed in a frame, or in the on-code of a button... |
nextFrame(); |
Forces the animation to jump to the next frame, and then halts. Useful for making menus. |
prevFrame(); |
Unless you're brain-dead, you'll know what this does. |
play(); |
Kick-starts an animation and continues playing from where you stopped. Its what those 'PLAY' buttons have. |
Which brings us to the final part of this lesson. A simple preloader. What is a preloader? It's basically a buffer that prevents the flash from playing until it is completely downloaded into memory. |
Using preloaders for flash stuff that's bigger than 200kb is considered the best practice. Not only do preloaders make for more stable flash animations, it also gives you some space to make a few shout outs while it loads. |
Let's get to it. Create three blank keyframes at the start of your animation. |
Click the first keyframe, and enter the following code after calling up the code box by hitting F9. (I've made the text selectable this time.) |
<p align="left"><font face="Comic Sans MS" size="15" color="#000000" letterSpacing="0.000000" kerning="1">loadedbytes=getBytesLoaded();</font></p><p align="left"><font face="Comic Sans MS" size="15" color="#000000" letterSpacing="0.000000" kerning="1">totalbytes=getBytesTotal();</font></p><p align="left"><font face="Comic Sans MS" size="15" color="#000000" letterSpacing="0.000000" kerning="1">percentbytes = int(loadedbytes/(totalbytes/100));</font></p> |
Explanation: loadedbytes=getBytesLoaded(); creates a variable named loadedbytes, and assigns the total value of bytes loaded into memory to it. totalbytes=getBytesTotal(); creates a variable named totalbytes, and assigns the total value of bytes in the flash movie. |
<p align="left"><font face="Comic Sans MS" size="15" color="#000000" letterSpacing="0.000000" kerning="1">loadedbytes=getBytesLoaded();</font></p><p align="left"><font face="Comic Sans MS" size="15" color="#000000" letterSpacing="0.000000" kerning="1">totalbytes=getBytesTotal();</font></p><p align="left"><font face="Comic Sans MS" size="15" color="#000000" letterSpacing="0.000000" kerning="1">percentbytes = int(loadedbytes/(totalbytes/100));</font></p> |
and finally, percentbytes = int (loadedbytes/(totalbytes/100)) creates a percentage of the data loaded and adds it to a variable called percentbytes. Simple so far, right? |
<p align="left"><font face="Comic Sans MS" size="15" color="#000000" letterSpacing="0.000000" kerning="1">loadedbytes=getBytesLoaded();</font></p><p align="left"><font face="Comic Sans MS" size="15" color="#000000" letterSpacing="0.000000" kerning="1">totalbytes=getBytesTotal();</font></p><p align="left"><font face="Comic Sans MS" size="15" color="#000000" letterSpacing="0.000000" kerning="1">percentbytes = int(loadedbytes/(totalbytes/100));</font></p> |
Looking good so far. Now, click the second frame of the three, and Hit F9 to summon it. Enter the code given above in the code box. |
<p align="left"><font face="Comic Sans MS" size="15" color="#000000" letterSpacing="0.000000" kerning="1">if (loadedbytes == totalbytes) {</font></p><p align="left"><font face="Comic Sans MS" size="15" color="#000000" letterSpacing="0.000000" kerning="1">nextFrame();</font></p><p align="left"><font face="Comic Sans MS" size="15" color="#000000" letterSpacing="0.000000" kerning="1">stop();</font></p><p align="left"></p><p align="left"><font face="Comic Sans MS" size="15" color="#000000" letterSpacing="0.000000" kerning="1">} else {</font></p><p align="left"><font face="Comic Sans MS" size="15" color="#000000" letterSpacing="0.000000" kerning="1">gotoAndPlay(1);</font></p><p align="left"><font face="Comic Sans MS" size="15" color="#000000" letterSpacing="0.000000" kerning="1">}</font></p> |
EXPLANATION TIME. What you have there is a conditional loop - a loop that does something if certain conditions are met and does something else otherwise. The if condition is (loadedbytes == totalbytes). It checks whether the total amount loaded matches the total amount of the flash. It does two things, depending on which condition is true. |
<p align="left"><font face="Comic Sans MS" size="15" color="#000000" letterSpacing="0.000000" kerning="1">if (loadedbytes == totalbytes) {</font></p><p align="left"><font face="Comic Sans MS" size="15" color="#000000" letterSpacing="0.000000" kerning="1">nextFrame();</font></p><p align="left"><font face="Comic Sans MS" size="15" color="#000000" letterSpacing="0.000000" kerning="1">stop();</font></p><p align="left"></p><p align="left"><font face="Comic Sans MS" size="15" color="#000000" letterSpacing="0.000000" kerning="1">} else {</font></p><p align="left"><font face="Comic Sans MS" size="15" color="#000000" letterSpacing="0.000000" kerning="1">gotoAndPlay(1);</font></p><p align="left"><font face="Comic Sans MS" size="15" color="#000000" letterSpacing="0.000000" kerning="1">}</font></p> |
As long as the flash isnt fully loaded, it kicks back to frame 1 of the animation, and restarts. When it's fully loaded, it goes to the next frame and stops. |
<p align="left"><font face="Comic Sans MS" size="15" color="#000000" letterSpacing="0.000000" kerning="1">if (loadedbytes == totalbytes) {</font></p><p align="left"><font face="Comic Sans MS" size="15" color="#000000" letterSpacing="0.000000" kerning="1">nextFrame();</font></p><p align="left"><font face="Comic Sans MS" size="15" color="#000000" letterSpacing="0.000000" kerning="1">stop();</font></p><p align="left"></p><p align="left"><font face="Comic Sans MS" size="15" color="#000000" letterSpacing="0.000000" kerning="1">} else {</font></p><p align="left"><font face="Comic Sans MS" size="15" color="#000000" letterSpacing="0.000000" kerning="1">gotoAndPlay(1);</font></p><p align="left"><font face="Comic Sans MS" size="15" color="#000000" letterSpacing="0.000000" kerning="1">}</font></p> |
When the flash is fully loaded, it'll go to frame 3 and stop. But how do you show the viewer that these things are happening as it loads? That's a good question. |
Direct your attention to the second layer of the flash, just below the three keyframes you just created. Give it one click with the selector tool. Now, you can either use or doodle "LOADING" on that keyframe. |
Next, select the text tool in the tool box, and take a look at the properties box. Your goal is to change it from static text to dynamic text. |
Done? Now note that the text properties have gained a few options. Your target is the variable box in the properties. |
Key in "percentbytes" into that box - without quotes. This tells the dynamic text to display the value of the variable percentbytes. |
As you can tell, this will update the value of the 'percentbytes' as the flash gets loaded. |
Finally, place another button in the third blank keyframe you made as a 'play' button. Congrats - you have a simple preloader, and a play button to boot! |
Now you know how to make controlled, quality spritemovies. You're pretty much ready to make some waves. Get out there and make a splash. If you dare learn more, hit the advanced level. |
What is VCam? Its what you use when you want to 'zoom around the stage' without having to tween everything in every layer around. Not only is it hard and forces you to move every object on the canvas into a different layer for tweening, it can be very difficult to 'match' the tweening perfectly. |
VCam and how YOU can be the director you always wanted to be. |
tl;dr version - VCam is a way to make a 'viewport' that you can then tween around, changing how the flash is displayed. Let's take a look at a basic scene shift, and demonstrate how VCam can make your flash a LOT easier to do. |
This is how you've been moving the stage and characters. |
canvas edge |
What it looks like on canvas |
How it appears |
<= gotoAndPlay(1) Objects and Sprites Ground Ground-Objects Background |
As scenes become more bigger and complex, you can tell that it's gonna be a pain to coordinate all those components precisely. |
A VCam is a movieclip with embedded code on it that transforms it into a viewport; changing the perspective of the viewer. |
VCAM layer Objects and Sprites Ground Ground-Objects Background |
Looks pretty useful, don't it? Allright then, let's make our very own Vcam! |
A Vcam, is simply a movieclip with embedded code in it. So lets make one now. For simplicity's sake, we'll make a rectangle-shaped movieclip. Remember to make it match the proportions of your flash. |
After we convert it into a movieclip, let's edit up the thing so it makes you feel like a director, and the flash'll feel like a star, baby! (Let's face it, a blank white vcam will confuse you later.) |
Since we're gonna embed the code for VCam operation right in that thing, lets doubleclick that movieclip! |
Yeap. We're now editing the movieclip. If you paid attention at beginner's level, you'd know that. |
Add a new layer in the movieclip, and add the code above to a newly created blank keyframe by hitting F9. |
<p align="left"><font face="Arial" size="9" color="#000000" letterSpacing="0.000000" kerning="1">function camControl()</font></p><p align="left"><font face="Arial" size="9" color="#000000" letterSpacing="0.000000" kerning="1">{</font></p><p align="left"><font face="Arial" size="9" color="#000000" letterSpacing="0.000000" kerning="1"> parentColor.setTransform(camColor.getTransform());</font></p><p align="left"><font face="Arial" size="9" color="#000000" letterSpacing="0.000000" kerning="1"> var _loc4 = sX / this._width;</font></p><p align="left"><font face="Arial" size="9" color="#000000" letterSpacing="0.000000" kerning="1"> var _loc3 = sY / this._height;</font></p><p align="left"><font face="Arial" size="9" color="#000000" letterSpacing="0.000000" kerning="1"> _parent._x = cX - this._x * _loc4;</font></p><p align="left"><font face="Arial" size="9" color="#000000" letterSpacing="0.000000" kerning="1"> _parent._y = cY - this._y * _loc3;</font></p><p align="left"><font face="Arial" size="9" color="#000000" letterSpacing="0.000000" kerning="1"> _parent._xscale = 100 * _loc4;</font></p><p align="left"><font face="Arial" size="9" color="#000000" letterSpacing="0.000000" kerning="1"> _parent._yscale = 100 * _loc3;</font></p><p align="left"><font face="Arial" size="9" color="#000000" letterSpacing="0.000000" kerning="1">} // End of the function</font></p><p align="left"><font face="Arial" size="9" color="#000000" letterSpacing="0.000000" kerning="1">function resetStage()</font></p><p align="left"><font face="Arial" size="9" color="#000000" letterSpacing="0.000000" kerning="1">{</font></p><p align="left"><font face="Arial" size="9" color="#000000" letterSpacing="0.000000" kerning="1"> var _loc2 = {ra: 100, rb: 0, ga: 100, gb: 0, ba: 100, bb: 0, aa: 100, ab: 0};</font></p><p align="left"><font face="Arial" size="9" color="#000000" letterSpacing="0.000000" kerning="1"> parentColor.setTransform(_loc2);</font></p><p align="left"><font face="Arial" size="9" color="#000000" letterSpacing="0.000000" kerning="1"> _parent._xscale = 100;</font></p><p align="left"><font face="Arial" size="9" color="#000000" letterSpacing="0.000000" kerning="1"> _parent._yscale = 100;</font></p><p align="left"><font face="Arial" size="9" color="#000000" letterSpacing="0.000000" kerning="1"> _parent._x = 0;</font></p><p align="left"><font face="Arial" size="9" color="#000000" letterSpacing="0.000000" kerning="1"> _parent._y = 0;</font></p><p align="left"><font face="Arial" size="9" color="#000000" letterSpacing="0.000000" kerning="1">} // End of the function</font></p><p align="left"><font face="Arial" size="9" color="#000000" letterSpacing="0.000000" kerning="1">this._visible = false;</font></p><p align="left"><font face="Arial" size="9" color="#000000" letterSpacing="0.000000" kerning="1">var oldMode = Stage.scaleMode;</font></p><p align="left"><font face="Arial" size="9" color="#000000" letterSpacing="0.000000" kerning="1">Stage.scaleMode = "exactFit";</font></p><p align="left"><font face="Arial" size="9" color="#000000" letterSpacing="0.000000" kerning="1">var cX = Stage.width / 2;</font></p><p align="left"><font face="Arial" size="9" color="#000000" letterSpacing="0.000000" kerning="1">var cY = Stage.height / 2;</font></p><p align="left"><font face="Arial" size="9" color="#000000" letterSpacing="0.000000" kerning="1">var sX = Stage.width;</font></p><p align="left"><font face="Arial" size="9" color="#000000" letterSpacing="0.000000" kerning="1">var sY = Stage.height;</font></p><p align="left"><font face="Arial" size="9" color="#000000" letterSpacing="0.000000" kerning="1">Stage.scaleMode = oldMode;</font></p><p align="left"><font face="Arial" size="9" color="#000000" letterSpacing="0.000000" kerning="1">var camColor = new Color(this);</font></p><p align="left"><font face="Arial" size="9" color="#000000" letterSpacing="0.000000" kerning="1">var parentColor = new Color(_parent);</font></p><p align="left"><font face="Arial" size="9" color="#000000" letterSpacing="0.000000" kerning="1">this.onEnterFrame = camControl;</font></p><p align="left"><font face="Arial" size="9" color="#000000" letterSpacing="0.000000" kerning="1">this.onUnload = resetStage;</font></p><p align="left"></p> |
Place that movieclip in a new layer in your movie, preferably labeled VCam. This will allow you to move it around with tweens and stuff. Test your movie after your place some objects in a layer below your Vcam. |
Because, let's face it - with, a blank white canvas - you can't tell if you're moving around or not! |
Are you feeling the MAGIC? Now you feel like the Great Fusili, no? |
With every lesson, your potential as a flash artist improves. Keep up the good work, and maybe you can silence those losers who keep saying spritemovies are dead. |
So you've been using generic visual effects and think - I wish I wasn't so restricted. This extra lesson is a quick DIY guide to making custom visual effects with everything you've learned. You better have been practicing with everything you've learned so far or else you're just gonna be running in circles. But hey, you're here to learn, not pussy out. Ready? Let's do this. |
Advanced VFX and You |
Once again - this lesson is not meant to lay down ground rules. Rather, you would do well to use these as a guideline in creating your own special effects. |
Advanced VFX 101: Blood 'n stuff. Unless you're aiming to make kiddy content, you'll probably have dabbled with blood spatters and such in your quest to chronicle random animated violence. |
Wrong |
Right |
Some things to keep in mind; realistic blood isnt the color of freshly-squeezed cranberries; rather, it takes on a darker hue. The 'Age' of the blood is also a factor. |
As time flows, blood darkens. Old bloodstains are often black-red |
Blood also is not a viscious liquid, and instead - tends to drip and splatter a lot. |
Lets take a closer look at the structure of a basic bloodsplatter. |
Instead of a uniform area - focus on building from the central circle. The dripping goes further on non-porous surfaces such as walls. |
Same pattern goes for a streak of blood on the wall. |
A horizontal splatter on a wall is often built like this. Remember to add sprays and droplets around the splatter. |
Advanced VFX 101: Dynamic Splatter design. As we all know, blood isn't a uniform, gelatinous mass. As it is liquid, it tends to 'spray' out of shearing wounds. |
This shows a proper bloodspatter - rather than one mass expanding, a series of splatters in a wave spread out. |
Animations slowed down for science. |
Note as the blood spatters out, it breaks apart into droplets, instead of remaining as one central piece. |
Make sure to apply bloodspatters to nearby walls and floors, especially if the impacts are hard enough to do so. Bodies hitting the floor should cause small bloodspatters on the floor. |
Moving on from bloodspatters to something we all know and love... guns and explosions! (the same concept applies to these as well) |
Time for another comparision check. |
I'm sure you must've noticed that all guns have recoil, and that the flash of gunfire - like blood spatters - tend to bloom and fade out. |
A general rule of thumb is not to animate bullets at all. Unless you're making one of them clich'e matrix scenes. Instead, just replace them with simple hairline type lines on each frame. |
As realistic bullets do, your bets bet is to make them appear for 1/30 of a second, and then vanish. This works great when drawing rapid-fire bullets. |
Finally, EXPLOSIONS. As a great man once put it... "Explosions fix everything!". |
Again, let's take a look back at the gun's muzzle flash. Remember how we talked about gunshot flash dispersal? |
The same concept applies in explosions - and depending on how they're aimed, they disperse just so. First, the fireball. Then the smoky cloud, which then disperses. |
Given some practice, I'm sure you can draw your own advanced VFX using these hints as guidelines. Don't forget to practice everyday and experiment with new art styles. |
Well, this is it. You've survived boot camp and learned every thing I have left to teach you. Hold your head high and be proud. Few have dared to make it this far. |
Not a lesson per se - rather a quick list of things to keep in mind when making your flash movies. Don't think of these as rules to animate by - rather a set of guidelines to help you make good flash that will make people laugh (or shit their pants in fear if you're into that sort of thing). |
A handy list of tips to improve your Flash animations. |
Avoid scaling bitmap images Whenever possible, use an image editing program to prepare images to avoid scaling them in Flash. |
Why do I say that, after you've seen a lot of that in this very tutorial? Because those bitmaps inflated the size of this flash by around 200%, that's why. |
Images that are scaled larger require additional resources. If you reduce the size of an imported image by scaling it down, you are adding unused junk data to the file size of the SWF file. |
Next: Name elements descriptively I've touched upon this back when we were learning how to make symbols and stuff. But I can emphasize this enough... |
Always enter meaningful, descriptive names to layers, objects, and assets in the Library. You dont want to be tracking down Symbol X around 2-3 months after animating a sprite movie. |
Ever wonder why some rookie flash animators give up on animation? It's because they end up with a pile of resources which they can't make heads or tails of. Don't be that rookie. |
Which brings us to... Keep a resource pool of sprites and you've developed. Preferably in a separate FLA than your project. Over time, if you diligently rip and animate sprite movies, you can save a LOT of time. |
Finally... Avoid using multiple scenes Rather than working with scenes created in the Scenes panel, consider using movie clips or jumping to frames in the main timeline. |
When you use multiple scenes, it can make the Flash file confusing to edit, particularly if you are sharing project files with other developers. Additionally, multiple scenes often cause increased size in published SWF files |
With this knowledge in mind, I'm sure you can continue to make good sprite movies. You're almost to the end of the intermediate section - so nearly ready to make a splash. |
In this lesson, we're going to supplement your knowledge of actionscript by looking at two methods that can streamline the production of your flash animation, The first being labels, and the second being movieclip controls. Sure, I could have thrown in more advanced stuff, but this is a sprite movie tutorial. So, let's get to it. |
Advanced Actionscript Shenanigans |
First off - labels. While the politically-correct shitstain of a society we have today may tell you to avoid them - as an animator, you'll learn to love and protect these things. |
What is a label? Unlike an arbitrary frame number, it is a 'mark' you can put down on any keyframe. Then, you can use actionscript to navigate directly to it, no matter how many times it changes its position. |
As you can imagine, when you're working with collabs and large animations, this becomes very, VERY useful. No more broken flash movies! No more having to memorize frame numbers! |
So, how does one get down to making these wonderful things? As we mentioned before, Labels need a Keyframe to exist in, so head down to the timeline and plink down a keyframe. |
Now, just like how you did before, click the keyframe once, and direct your attention to the properties panel. If you can't see the Properties panel, hit ctrl+F3 to summon it. |
If you paid attention during the sound and music insertion tutorial, this area will be familiar to you. |
Since the type of label we want to give it is 'name', let's leave it be. Now, give the label, the name "jump1" (enter it without the quotation marks) |
Done? You should see a small red flag in the keyframe where you gave it the label. |
jump1 |
With this label done, you can now jump directly to it instead of having to depend on memorizing which frame is which. How does one do that? |
We bring a small alteration to the code we learned before. The quotation marks indicate that the flash should jump to and stop at the label jump1. |
gotoAndStop("jump1") |
Since we've already set a named label to jump1, this code will work no matter where the label is. Common sense dictates that there cannot be more than one of each label, so you'll have to be careful. |
Other actionscript codes, such as gotoAndPlay, also applies here - just change the arbitrary number to the label name in quotation marks, and you're good to go. |
Same goes to button coding. Remember - set up the labeled keyframes first, then key in the code. |
on(press) { gotoAndStop("jump1") { |
You're on a roll, so lets get to the next lesson; controlling movieclips with actionscript. (Told you coding could be useful) |
Remember this li'l critter? I'm sure you still remember how you double-clicked a movieclip to edit it directly. You'd also recall that each movieclip has a timeline of its own. |
The same concept of inserting actionscript code into frames applies here. You could do with conditional forks, random number generators, and more. |
However, take note that codes like gotoAndStop(); in the movieclip timeline cannot affect anything that happens in the main timeline (same way as actionscript on the main timeline does not affect movieclips). |
Main timeline: Codes on the keyframes cannot interrupt movieclips. |
Movieclip timeline: Codes on the key frames cannot affect main timeline. |
Your best bet is to imagine a hierarchial structure in play. |
However, that law can be broken - by adding 'instances' to the movieclips. Much like labels, instances allow actionscript to directly interact with other objects and timelines. |
To give/view a movieclip's instance, find the movieclip you want, place it somewhere, click it once and mosey over to the properties panel. |
You can see that the Instance Name is blank, so give it the instance name of 'fish1'. (Again, type that without the quotation marks into this box.) |
With your movieclip now complete with an instance, you can now 'refer' to it in code. The most direct way to do so... is this. |
_root.fish1.[Insert actionscript code here] |
Indicates that the instance is on the flash |
gives the title of the instance |
Your code goes here, sans the [] brackets |
Let's take this little chunk apart, shall we? |
If you were to give this code in the 30th frame of the main timeline with the fish on the canvas, it'd stop moving after 30 frames. |
_root.fish1.stop(); |
The inverse law also applies to movieclips. This code in a movie clip would 'force' the main timeline to go to frame 1 and stop the animation. In this case, the _root. signals to the main timeline. |
_root.gotAndStop(1); |
Remember not to get mixed up! This stuff's complex, but you're barely scratching the surface of what actionscript can really do. |
Congrats. You've pretty much learned everything I can teach. If you feel like you need more training, or want to check out some other helpful stuff, feel free to ask for moar help. |
Needing help, huh? This'll open a new page in your browser automatically. |
Dedicated to: Bigfoot3290 Project blueprints nabbed from: |
<p align="left"><font face="Comic Sans MS" size="15" color="#000000" letterSpacing="0.000000" kerning="1">http://bigfoot3290.newgrounds.com/news/post/827941</font></p> |
Written by Yomuchan aka YomToxic aka Pantsman of Forkheads. |
Field-tested by: Remon, KingGMY, PK, Joe_Dank, Skywing, BB10-clock, Greenraven and Joey. |
Sprites taken from various sprite databases. |
Christian Magic - Trigun OOOOAAAOOOAAAH - Flapjack |
Audio Credits |
Credits |
ActionScript [AS1/AS2]
Frame 1function deadClick() { } function gotoMySite() { getURL ("http://www.forkheads.net", "_top"); } var myMenu = new ContextMenu(); myMenu.hideBuiltInItems(); var copyrightNotice = new ContextMenuItem("A tutorial by Yomuchan", deadClick); var mySiteLink = new ContextMenuItem("Visit Forkheads!", gotoMySite); myMenu.customItems.push(mySiteLink, copyrightNotice); _root.menu = myMenu;Frame 2flavortext = ""; navigator = 0; randomizer = 0;Frame 3stop();Frame 4if (randomizer == 1) { _root.randomeffects.gotoAndPlay(1); } else if (randomizer == 2) { _root.randomeffects.gotoAndPlay(31); } else if (randomizer == 3) { _root.randomeffects.gotoAndPlay(61); } else if (randomizer == 4) { _root.randomeffects.gotoAndPlay(91); } else if (randomizer == 5) { _root.randomeffects.gotoAndPlay(121); }Frame 34if (navigator == 1) { gotoAndStop ("WherecanIgetflashpg1"); } if (navigator == 2) { gotoAndStop ("Whatissprite"); } if (navigator == 3) { gotoAndStop ("FlashKindergarten"); } if (navigator == 4) { gotoAndStop ("animationbasics"); } if (navigator == 5) { gotoAndStop ("basictweening"); } if (navigator == 6) { gotoAndStop ("movieclipsandembeds"); } if (navigator == 7) { gotoAndStop ("spritetechnickery"); } if (navigator == 8) { gotoAndStop ("lipsynchingandyou"); } if (navigator == 9) { gotoAndStop ("advancetweening"); } if (navigator == 10) { gotoAndStop ("soundsandsuch"); } if (navigator == 11) { gotoAndStop ("backgrounds101"); } if (navigator == 12) { gotoAndStop ("SFXISYOURFRIEND"); } if (navigator == 13) { gotoAndStop ("DAMASK"); } if (navigator == 14) { gotoAndStop ("Basicactionscript"); } if (navigator == 15) { gotoAndStop ("Bethedirector"); } if (navigator == 16) { gotoAndStop ("AdvancedVFX"); } if (navigator == 17) { gotoAndStop ("MoreTips"); } if (navigator == 18) { gotoAndStop ("AdvancedAS2"); } if (navigator == 19) { gotoAndStop ("TASUKETE"); } if (navigator == 20) { gotoAndStop ("Credits"); }Frame 427getURL ("http://www.forkheads.net/viewforum.php?f=50", "_blank");Frame 444if (randomizer == 1) { _root.randomeffects.gotoAndPlay(1); } else if (randomizer == 2) { _root.randomeffects.gotoAndPlay(31); } else if (randomizer == 3) { _root.randomeffects.gotoAndPlay(61); } else if (randomizer == 4) { _root.randomeffects.gotoAndPlay(91); } else if (randomizer == 5) { _root.randomeffects.gotoAndPlay(121); }Frame 472gotoAndStop ("tutmainmenu");Symbol 19 Buttonon (release) { _root.nextFrame(); }Symbol 20 MovieClip Frame 1function timerHandler() { if (!loadingComplete) { var _local2 = _root.getBytesLoaded() / _root.getBytesTotal(); bar._xscale = 100 * _local2; if (_local2 == 1) { loadingComplete = true; if (AUTO_PLAY) { startMovie(); } else { gotoAndStop ("loaded"); } return(undefined); } } } function startMovie() { _root.play(); } _root.stop(); stop(); var AUTO_PLAY = false; var loadingComplete = false; timerHandler();Instance of Symbol 7 MovieClip in Symbol 20 MovieClip Frame 1onClipEvent (enterFrame) { _parent.timerHandler(); }Symbol 20 MovieClip Frame 2stop();Symbol 32 Buttonon (release) { getURL ("http://www.forkheads.net/index.php", "_blank"); }Symbol 57 MovieClip Frame 1play();Symbol 57 MovieClip Frame 56stopAllSounds();Symbol 57 MovieClip Frame 227_root.gotoAndStop("tutmainmenu");Symbol 96 Buttonon (rollOver) { flavortext = "View the credits, obviously."; } on (rollOut) { flavortext = ""; } on (press) { nextFrame(); play(); navigator = 20; randomizer = random(5) + 1; flavortext = ""; }Symbol 99 Buttonon (rollOver) { flavortext = "Because its hard to come by Flash unless youse rich..."; } on (rollOut) { flavortext = ""; } on (press) { nextFrame(); play(); navigator = 1; randomizer = random(5) + 1; flavortext = ""; }Symbol 100 Buttonon (rollOver) { flavortext = "... D:.... allright, okay."; } on (rollOut) { flavortext = ""; } on (press) { nextFrame(); play(); navigator = 2; randomizer = random(5) + 1; flavortext = ""; }Symbol 101 Buttonon (rollOver) { flavortext = "Basics of Flash. Vocabulary, that sorta thing."; } on (rollOut) { flavortext = ""; } on (press) { nextFrame(); play(); navigator = 3; randomizer = random(5) + 1; flavortext = ""; }Symbol 102 Buttonon (rollOver) { flavortext = "You're gonna be working with LOTSA sprites..."; } on (rollOut) { flavortext = ""; } on (press) { nextFrame(); play(); navigator = 7; randomizer = random(5) + 1; flavortext = ""; }Symbol 103 Buttonon (rollOver) { flavortext = "Objects, movieclips, all explained here."; } on (rollOut) { flavortext = ""; } on (press) { nextFrame(); play(); navigator = 4; randomizer = random(5) + 1; flavortext = ""; }Symbol 104 Buttonon (rollOver) { flavortext = "Explains simple and tweening... but you already knew that."; } on (rollOut) { flavortext = ""; } on (press) { nextFrame(); play(); navigator = 5; randomizer = random(5) + 1; flavortext = ""; }Symbol 105 Buttonon (rollOver) { flavortext = "Tips and hints to add some pizzaz to yo' flash."; } on (rollOut) { flavortext = ""; } on (press) { nextFrame(); play(); navigator = 9; randomizer = random(5) + 1; flavortext = ""; }Symbol 106 Buttonon (rollOver) { flavortext = "...what, were you expecting to NOT code? Baka!"; } on (rollOut) { flavortext = ""; } on (press) { nextFrame(); play(); navigator = 14; randomizer = random(5) + 1; flavortext = ""; }Symbol 107 Buttonon (rollOver) { flavortext = "So simple, but so versatile!"; } on (rollOut) { flavortext = ""; } on (press) { nextFrame(); play(); navigator = 13; randomizer = random(5) + 1; flavortext = ""; }Symbol 108 Buttonon (rollOver) { flavortext = "Unleash your inner director!"; } on (rollOut) { flavortext = ""; } on (press) { nextFrame(); play(); navigator = 15; randomizer = random(5) + 1; flavortext = ""; }Symbol 109 Buttonon (rollOver) { flavortext = "It makes your animations look extra snazzy!"; } on (rollOut) { flavortext = ""; } on (press) { nextFrame(); play(); navigator = 12; randomizer = random(5) + 1; flavortext = ""; }Symbol 110 Buttonon (rollOver) { flavortext = "Because 'silent sprite movie' is boring."; } on (rollOut) { flavortext = ""; } on (press) { nextFrame(); play(); navigator = 10; randomizer = random(5) + 1; flavortext = ""; }Symbol 111 Buttonon (rollOver) { flavortext = "It's a lot nicer to use this."; } on (rollOut) { flavortext = ""; } on (press) { nextFrame(); play(); navigator = 8; randomizer = random(5) + 1; flavortext = ""; }Symbol 112 Buttonon (rollOver) { flavortext = "Its inception, but with Movieclips."; } on (rollOut) { flavortext = ""; } on (press) { nextFrame(); play(); navigator = 6; randomizer = random(5) + 1; flavortext = ""; }Symbol 113 Buttonon (rollOver) { flavortext = "Yes, we're handling backgrounds too."; } on (rollOut) { flavortext = ""; } on (press) { nextFrame(); play(); navigator = 11; randomizer = random(5) + 1; flavortext = ""; }Symbol 114 Buttonon (rollOver) { flavortext = "'Explosions fix everything!' - Nabeshin"; } on (rollOut) { flavortext = ""; } on (press) { nextFrame(); play(); navigator = 16; randomizer = random(5) + 1; flavortext = ""; }Symbol 115 Buttonon (rollOver) { flavortext = "A collection of tips on making your flash better."; } on (rollOut) { flavortext = ""; } on (press) { nextFrame(); play(); navigator = 17; randomizer = random(5) + 1; flavortext = ""; }Symbol 116 Buttonon (rollOver) { flavortext = "Coding is awesome."; } on (rollOut) { flavortext = ""; } on (press) { nextFrame(); play(); navigator = 18; randomizer = random(5) + 1; flavortext = ""; }Symbol 117 Buttonon (rollOver) { flavortext = "TASUKETE!!! ;_; (Opens a new webpage)"; } on (rollOut) { flavortext = ""; } on (press) { gotoAndStop ("TASUKETE"); }Symbol 120 Buttonon (press) { stopAllSounds(); _root.musicplayer.gotoAndStop(2); }Symbol 121 Buttonon (press) { stopAllSounds(); _root.musicplayer.gotoAndStop(3); }Symbol 124 Buttonon (press) { _root.musicplayer.gotoAndStop(1); stopAllSounds(); }Symbol 129 Buttonon (press) { stopAllSounds(); _root.musicplayer.gotoAndStop(2); }Symbol 132 MovieClip Frame 1stop();Symbol 178 MovieClip Frame 1play();Symbol 178 MovieClip Frame 31gotoAndStop (1);Symbol 178 MovieClip Frame 60gotoAndStop (1);Symbol 178 MovieClip Frame 61play();Symbol 178 MovieClip Frame 90gotoAndStop (1);Symbol 178 MovieClip Frame 120gotoAndStop (1);Symbol 178 MovieClip Frame 150gotoAndStop (1);Symbol 185 Buttonon (press) { nextFrame(); }Symbol 189 Buttonon (press) { randomizer = random(5) + 1; gotoAndPlay ("transitionbacktomenu"); flavortext = ""; }Symbol 195 Buttonon (rollOver) { flavortext = "This is the toolkit used in NG's golden era. Ride with the legends as you forge your sprite movies with the tools used by the Greatest 5. You may need to tinker around with compatibility issues in this one. Filesize is 18.1Mb"; } on (rollOut) { flavortext = ""; } on (press) { nextFrame(); nextFrame(); getURL ("http://www.oldversion.com/windows/macromedia-flash-5-0", "_blank"); }Symbol 201 Buttonon (rollOver) { flavortext = "Modernized for the future, this fine piece of kit is popular with the rookies for its slew of functions. Some of the most popular games on NG was made with this baby. Ready to rock with the best? 63.3Mb"; } on (rollOut) { flavortext = ""; } on (press) { nextFrame(); nextFrame(); getURL ("http://www.oldversion.com/windows/macromedia-flash-mx-2004", "_blank"); }Symbol 204 Buttonon (rollOver) { flavortext = "So, you think you hardcore, soldier? Then step up and walk in company with Tom Fulp himself, as he made animations and games in a time before time. This bare-bones version of Flash may not run without specific configurations and/or VMs. Are you a bad enough dude to animate in Flash 3? Only 8 Mb."; } on (rollOut) { flavortext = ""; } on (press) { nextFrame(); nextFrame(); getURL ("http://www.oldversion.com/windows/macromedia-flash-3-0", "_blank"); }Symbol 206 Buttonon (rollOver) { flavortext = "Feel free to read through the tutorial before deciding on your choice."; } on (rollOut) { flavortext = ""; } on (press) { nextFrame(); }Symbol 214 Buttonon (press) { randomizer = random(5) + 1; gotoAndPlay ("transitionbacktomenu"); flavortext = ""; }Symbol 224 Buttonon (press) { randomizer = random(5) + 1; gotoAndPlay ("transitionbacktomenu"); flavortext = ""; }Symbol 225 Buttonon (press) { prevFrame(); }Symbol 354 Buttonon (press) { gotoAndPlay ("transitplaceholder"); navigator = 4; randomizer = random(5) + 1; flavortext = ""; }Symbol 381 Buttonon (press) { gotoAndPlay ("transitplaceholder"); navigator = 5; randomizer = random(5) + 1; flavortext = ""; }Symbol 416 Buttonon (press) { gotoAndPlay ("transitplaceholder"); navigator = 6; randomizer = random(5) + 1; flavortext = ""; 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221hongfireup();Symbol 763 MovieClip Frame 222hongfireup();Symbol 763 MovieClip Frame 223hongfireup();Symbol 763 MovieClip Frame 224hongfireup();Symbol 763 MovieClip Frame 225hongfireup();Symbol 763 MovieClip Frame 226hongfireup();Symbol 763 MovieClip Frame 227hongfireup();Symbol 763 MovieClip Frame 228hongfireup();Symbol 763 MovieClip Frame 229hongfireup();Symbol 763 MovieClip Frame 230hongfireup();Symbol 763 MovieClip Frame 231hongfireup();Symbol 763 MovieClip Frame 232hongfireup();Symbol 763 MovieClip Frame 233hongfireup();Symbol 763 MovieClip Frame 234hongfireup();Symbol 763 MovieClip Frame 235hongfireup();Symbol 763 MovieClip Frame 236hongfireup();Symbol 763 MovieClip Frame 237hongfireup();Symbol 763 MovieClip Frame 238hongfireup();Symbol 763 MovieClip Frame 239hongfireup();Symbol 763 MovieClip Frame 240hongfireup();Symbol 763 MovieClip Frame 241hongfireup();Symbol 763 MovieClip Frame 242hongfireup();Symbol 763 MovieClip Frame 243hongfireup();Symbol 763 MovieClip Frame 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267hongfireup();Symbol 763 MovieClip Frame 268hongfireup();Symbol 763 MovieClip Frame 269hongfireup();Symbol 763 MovieClip Frame 270hongfireup();Symbol 763 MovieClip Frame 271hongfireup();Symbol 763 MovieClip Frame 272hongfireup();Symbol 763 MovieClip Frame 273hongfireup();Symbol 763 MovieClip Frame 274hongfireup();Symbol 763 MovieClip Frame 275hongfireup();Symbol 763 MovieClip Frame 276hongfireup();Symbol 763 MovieClip Frame 277hongfireup();Symbol 763 MovieClip Frame 278hongfireup();Symbol 763 MovieClip Frame 279hongfireup();Symbol 763 MovieClip Frame 280hongfireup();Symbol 763 MovieClip Frame 281hongfireup();Symbol 763 MovieClip Frame 282hongfireup();Symbol 763 MovieClip Frame 283hongfireup();Symbol 763 MovieClip Frame 284hongfireup();Symbol 763 MovieClip Frame 285hongfireup();Symbol 763 MovieClip Frame 286hongfireup();Symbol 763 MovieClip Frame 287hongfireup();Symbol 763 MovieClip Frame 288hongfireup();Symbol 763 MovieClip Frame 289hongfireup();Symbol 763 MovieClip Frame 290hongfireup();Symbol 763 MovieClip Frame 291hongfireup();Symbol 763 MovieClip Frame 292hongfireup();Symbol 763 MovieClip Frame 293hongfireup();Symbol 763 MovieClip Frame 294hongfireup();Symbol 763 MovieClip Frame 295hongfireup();Symbol 763 MovieClip Frame 296hongfireup();Symbol 763 MovieClip Frame 297hongfireup();Symbol 763 MovieClip Frame 298hongfireup();Symbol 763 MovieClip Frame 299hongfireup();Symbol 763 MovieClip Frame 300hongfireup();Symbol 763 MovieClip Frame 301hongfiredown();Symbol 763 MovieClip Frame 302hongfiredown();Symbol 763 MovieClip Frame 303hongfiredown();Symbol 763 MovieClip Frame 304hongfiredown();Symbol 763 MovieClip Frame 305hongfiredown();Symbol 763 MovieClip Frame 306hongfiredown();Symbol 763 MovieClip Frame 307hongfiredown();Symbol 763 MovieClip Frame 308hongfiredown();Symbol 763 MovieClip Frame 309hongfiredown();Symbol 763 MovieClip Frame 310hongfiredown();Symbol 763 MovieClip Frame 311hongfiredown();Symbol 763 MovieClip Frame 312hongfiredown();Symbol 763 MovieClip Frame 313hongfiredown();Symbol 763 MovieClip Frame 314hongfiredown();Symbol 763 MovieClip Frame 315hongfiredown();Symbol 763 MovieClip Frame 316hongfiredown();Symbol 763 MovieClip Frame 317hongfiredown();Symbol 763 MovieClip Frame 318hongfiredown();Symbol 763 MovieClip Frame 319hongfiredown();Symbol 763 MovieClip Frame 320hongfiredown();Symbol 763 MovieClip Frame 321hongfiredown();Symbol 763 MovieClip Frame 322hongfiredown();Symbol 763 MovieClip Frame 323hongfiredown();Symbol 763 MovieClip Frame 324hongfiredown();Symbol 763 MovieClip Frame 325hongfiredown();Symbol 763 MovieClip Frame 326hongfiredown();Symbol 763 MovieClip Frame 327hongfiredown();Symbol 763 MovieClip Frame 328hongfiredown();Symbol 763 MovieClip Frame 329hongfiredown();Symbol 763 MovieClip Frame 330hongfiredown();Symbol 763 MovieClip Frame 331hongfiredown();Symbol 763 MovieClip Frame 332hongfiredown();Symbol 763 MovieClip Frame 333hongfiredown();Symbol 763 MovieClip Frame 334hongfiredown();Symbol 763 MovieClip Frame 335hongfiredown();Symbol 763 MovieClip Frame 336hongfiredown();Symbol 763 MovieClip Frame 337hongfiredown();Symbol 763 MovieClip Frame 338hongfiredown();Symbol 763 MovieClip Frame 339hongfiredown();Symbol 763 MovieClip Frame 340hongfiredown();Symbol 763 MovieClip Frame 341hongfiredown();Symbol 763 MovieClip Frame 342hongfiredown();Symbol 763 MovieClip Frame 343hongfiredown();Symbol 763 MovieClip Frame 344hongfiredown();Symbol 763 MovieClip Frame 345hongfiredown();Symbol 763 MovieClip Frame 346hongfiredown();Symbol 763 MovieClip Frame 347hongfiredown();Symbol 763 MovieClip Frame 348hongfiredown();Symbol 763 MovieClip Frame 349hongfiredown();Symbol 763 MovieClip Frame 350hongfiredown();Symbol 763 MovieClip Frame 351hongfiredown();Symbol 763 MovieClip Frame 352hongfiredown();Symbol 763 MovieClip Frame 353hongfiredown();Symbol 763 MovieClip Frame 354hongfiredown();Symbol 763 MovieClip Frame 355hongfiredown();Symbol 763 MovieClip Frame 356hongfiredown();Symbol 763 MovieClip Frame 357hongfiredown();Symbol 763 MovieClip Frame 358hongfiredown();Symbol 763 MovieClip Frame 359hongfiredown();Symbol 763 MovieClip Frame 360hongfiredown();Symbol 763 MovieClip Frame 361hongfiredown();Symbol 763 MovieClip Frame 362hongfiredown();Symbol 763 MovieClip Frame 363hongfiredown();Symbol 763 MovieClip Frame 364hongfiredown();Symbol 763 MovieClip Frame 365hongfiredown();Symbol 763 MovieClip Frame 366hongfiredown();Symbol 763 MovieClip Frame 367hongfiredown();Symbol 763 MovieClip Frame 368hongfiredown();Symbol 763 MovieClip Frame 369hongfiredown();Symbol 763 MovieClip Frame 370hongfiredown();Symbol 763 MovieClip Frame 371hongfiredown();Symbol 763 MovieClip Frame 372hongfiredown();Symbol 763 MovieClip Frame 373hongfiredown();Symbol 763 MovieClip Frame 374hongfiredown();Symbol 763 MovieClip Frame 375hongfiredown();Symbol 763 MovieClip Frame 376hongfiredown();Symbol 763 MovieClip Frame 377hongfiredown();Symbol 763 MovieClip Frame 378hongfiredown();Symbol 763 MovieClip Frame 379hongfiredown();Symbol 763 MovieClip Frame 380hongfiredown();Symbol 763 MovieClip Frame 381hongfiredown();Symbol 763 MovieClip Frame 382hongfiredown();Symbol 763 MovieClip Frame 383hongfiredown();Symbol 763 MovieClip Frame 384hongfiredown();Symbol 763 MovieClip Frame 385hongfiredown();Symbol 763 MovieClip Frame 386hongfiredown();Symbol 763 MovieClip Frame 387hongfiredown();Symbol 763 MovieClip Frame 388hongfiredown();Symbol 763 MovieClip Frame 389hongfiredown();Symbol 763 MovieClip Frame 390hongfiredown();Symbol 763 MovieClip Frame 391hongfiredown();Symbol 763 MovieClip Frame 392hongfiredown();Symbol 763 MovieClip Frame 393hongfiredown();Symbol 763 MovieClip Frame 394hongfiredown();Symbol 763 MovieClip Frame 395hongfiredown();Symbol 763 MovieClip Frame 396hongfiredown();Symbol 763 MovieClip Frame 397hongfiredown();Symbol 763 MovieClip Frame 398hongfiredown();Symbol 763 MovieClip Frame 399hongfiredown();Symbol 763 MovieClip Frame 400hongfiredown();Symbol 778 MovieClip Frame 1function hongfireup() { hongfire = hongfire + 1; } function hongfiredown() { hongfire = hongfire - 1; } hongfire = 100;Symbol 778 MovieClip Frame 2hongfiredown();Symbol 778 MovieClip Frame 3hongfiredown();Symbol 778 MovieClip Frame 4hongfiredown();Symbol 778 MovieClip Frame 5hongfiredown();Symbol 778 MovieClip Frame 6hongfiredown();Symbol 778 MovieClip Frame 7hongfiredown();Symbol 778 MovieClip Frame 8hongfiredown();Symbol 778 MovieClip Frame 9hongfiredown();Symbol 778 MovieClip Frame 10hongfiredown();Symbol 778 MovieClip Frame 11hongfiredown();Symbol 778 MovieClip Frame 12hongfiredown();Symbol 778 MovieClip Frame 13hongfiredown();Symbol 778 MovieClip Frame 14hongfiredown();Symbol 778 MovieClip Frame 15hongfiredown();Symbol 778 MovieClip Frame 16hongfiredown();Symbol 778 MovieClip Frame 17hongfiredown();Symbol 778 MovieClip Frame 18hongfiredown();Symbol 778 MovieClip Frame 19hongfiredown();Symbol 778 MovieClip Frame 20hongfiredown();Symbol 778 MovieClip Frame 21hongfiredown();Symbol 778 MovieClip Frame 22hongfiredown();Symbol 778 MovieClip Frame 23hongfiredown();Symbol 778 MovieClip Frame 24hongfiredown();Symbol 778 MovieClip Frame 25hongfiredown();Symbol 778 MovieClip Frame 26hongfiredown();Symbol 778 MovieClip Frame 27hongfiredown();Symbol 778 MovieClip Frame 28hongfiredown();Symbol 778 MovieClip Frame 29hongfiredown();Symbol 778 MovieClip Frame 30hongfiredown();Symbol 778 MovieClip Frame 31hongfiredown();Symbol 778 MovieClip Frame 32hongfiredown();Symbol 778 MovieClip Frame 33hongfiredown();Symbol 778 MovieClip Frame 34hongfiredown();Symbol 778 MovieClip Frame 35hongfiredown();Symbol 778 MovieClip Frame 36hongfiredown();Symbol 778 MovieClip Frame 37hongfiredown();Symbol 778 MovieClip Frame 38hongfiredown();Symbol 778 MovieClip Frame 39hongfiredown();Symbol 778 MovieClip Frame 40hongfiredown();Symbol 778 MovieClip Frame 41hongfiredown();Symbol 778 MovieClip Frame 42hongfiredown();Symbol 778 MovieClip Frame 43hongfiredown();Symbol 778 MovieClip Frame 44hongfiredown();Symbol 778 MovieClip Frame 45hongfiredown();Symbol 778 MovieClip Frame 46hongfiredown();Symbol 778 MovieClip Frame 47hongfiredown();Symbol 778 MovieClip Frame 48hongfiredown();Symbol 778 MovieClip Frame 49hongfiredown();Symbol 778 MovieClip Frame 50hongfiredown();Symbol 778 MovieClip Frame 51hongfiredown();Symbol 778 MovieClip Frame 52hongfiredown();Symbol 778 MovieClip Frame 53hongfiredown();Symbol 778 MovieClip Frame 54hongfiredown();Symbol 778 MovieClip Frame 55hongfiredown();Symbol 778 MovieClip Frame 56hongfiredown();Symbol 778 MovieClip Frame 57hongfiredown();Symbol 778 MovieClip Frame 58hongfiredown();Symbol 778 MovieClip Frame 59hongfiredown();Symbol 778 MovieClip Frame 60hongfiredown();Symbol 778 MovieClip Frame 61hongfiredown();Symbol 778 MovieClip Frame 62hongfiredown();Symbol 778 MovieClip Frame 63hongfiredown();Symbol 778 MovieClip Frame 64hongfiredown();Symbol 778 MovieClip Frame 65hongfiredown();Symbol 778 MovieClip Frame 66hongfiredown();Symbol 778 MovieClip Frame 67hongfiredown();Symbol 778 MovieClip Frame 68hongfiredown();Symbol 778 MovieClip Frame 69hongfiredown();Symbol 778 MovieClip Frame 70hongfiredown();Symbol 778 MovieClip Frame 71hongfiredown();Symbol 778 MovieClip Frame 72hongfiredown();Symbol 778 MovieClip Frame 73hongfiredown();Symbol 778 MovieClip Frame 74hongfiredown();Symbol 778 MovieClip Frame 75hongfiredown();Symbol 778 MovieClip Frame 76hongfiredown();Symbol 778 MovieClip Frame 77hongfiredown();Symbol 778 MovieClip Frame 78hongfiredown();Symbol 778 MovieClip Frame 79hongfiredown();Symbol 778 MovieClip Frame 80hongfiredown();Symbol 778 MovieClip Frame 81hongfiredown();Symbol 778 MovieClip Frame 82hongfiredown();Symbol 778 MovieClip Frame 83hongfiredown();Symbol 778 MovieClip Frame 84hongfiredown();Symbol 778 MovieClip Frame 85hongfiredown();Symbol 778 MovieClip Frame 86hongfiredown();Symbol 778 MovieClip Frame 87hongfiredown();Symbol 778 MovieClip Frame 88hongfiredown();Symbol 778 MovieClip Frame 89hongfiredown();Symbol 778 MovieClip Frame 90hongfiredown();Symbol 778 MovieClip Frame 91hongfiredown();Symbol 778 MovieClip Frame 92hongfiredown();Symbol 778 MovieClip Frame 93hongfiredown();Symbol 778 MovieClip Frame 94hongfiredown();Symbol 778 MovieClip Frame 95hongfiredown();Symbol 778 MovieClip Frame 96hongfiredown();Symbol 778 MovieClip Frame 97hongfiredown();Symbol 778 MovieClip Frame 98hongfiredown();Symbol 778 MovieClip Frame 99hongfiredown();Symbol 778 MovieClip Frame 100hongfiredown();Symbol 778 MovieClip Frame 101hongfireup();Symbol 778 MovieClip Frame 102hongfireup();Symbol 778 MovieClip Frame 103hongfireup();Symbol 778 MovieClip Frame 104hongfireup();Symbol 778 MovieClip Frame 105hongfireup();Symbol 778 MovieClip Frame 106hongfireup();Symbol 778 MovieClip Frame 107hongfireup();Symbol 778 MovieClip Frame 108hongfireup();Symbol 778 MovieClip Frame 109hongfireup();Symbol 778 MovieClip Frame 110hongfireup();Symbol 778 MovieClip Frame 111hongfireup();Symbol 778 MovieClip Frame 112hongfireup();Symbol 778 MovieClip Frame 113hongfireup();Symbol 778 MovieClip Frame 114hongfireup();Symbol 778 MovieClip Frame 115hongfireup();Symbol 778 MovieClip Frame 116hongfireup();Symbol 778 MovieClip Frame 117hongfireup();Symbol 778 MovieClip Frame 118hongfireup();Symbol 778 MovieClip Frame 119hongfireup();Symbol 778 MovieClip Frame 120hongfireup();Symbol 778 MovieClip Frame 121hongfireup();Symbol 778 MovieClip Frame 122hongfireup();Symbol 778 MovieClip Frame 123hongfireup();Symbol 778 MovieClip Frame 124hongfireup();Symbol 778 MovieClip Frame 125hongfireup();Symbol 778 MovieClip Frame 126hongfireup();Symbol 778 MovieClip Frame 127hongfireup();Symbol 778 MovieClip Frame 128hongfireup();Symbol 778 MovieClip Frame 129hongfireup();Symbol 778 MovieClip Frame 130hongfireup();Symbol 778 MovieClip Frame 131hongfireup();Symbol 778 MovieClip Frame 132hongfireup();Symbol 778 MovieClip Frame 133hongfireup();Symbol 778 MovieClip Frame 134hongfireup();Symbol 778 MovieClip Frame 135hongfireup();Symbol 778 MovieClip Frame 136hongfireup();Symbol 778 MovieClip Frame 137hongfireup();Symbol 778 MovieClip Frame 138hongfireup();Symbol 778 MovieClip Frame 139hongfireup();Symbol 778 MovieClip Frame 140hongfireup();Symbol 778 MovieClip Frame 141hongfireup();Symbol 778 MovieClip Frame 142hongfireup();Symbol 778 MovieClip Frame 143hongfireup();Symbol 778 MovieClip Frame 144hongfireup();Symbol 778 MovieClip Frame 145hongfireup();Symbol 778 MovieClip Frame 146hongfireup();Symbol 778 MovieClip Frame 147hongfireup();Symbol 778 MovieClip Frame 148hongfireup();Symbol 778 MovieClip Frame 149hongfireup();Symbol 778 MovieClip Frame 150hongfireup();Symbol 778 MovieClip Frame 151hongfireup();Symbol 778 MovieClip Frame 152hongfireup();Symbol 778 MovieClip Frame 153hongfireup();Symbol 778 MovieClip Frame 154hongfireup();Symbol 778 MovieClip Frame 155hongfireup();Symbol 778 MovieClip Frame 156hongfireup();Symbol 778 MovieClip Frame 157hongfireup();Symbol 778 MovieClip Frame 158hongfireup();Symbol 778 MovieClip Frame 159hongfireup();Symbol 778 MovieClip Frame 160hongfireup();Symbol 778 MovieClip Frame 161hongfireup();Symbol 778 MovieClip Frame 162hongfireup();Symbol 778 MovieClip Frame 163hongfireup();Symbol 778 MovieClip Frame 164hongfireup();Symbol 778 MovieClip Frame 165hongfireup();Symbol 778 MovieClip Frame 166hongfireup();Symbol 778 MovieClip Frame 167hongfireup();Symbol 778 MovieClip Frame 168hongfireup();Symbol 778 MovieClip Frame 169hongfireup();Symbol 778 MovieClip Frame 170hongfireup();Symbol 778 MovieClip Frame 171hongfireup();Symbol 778 MovieClip Frame 172hongfireup();Symbol 778 MovieClip Frame 173hongfireup();Symbol 778 MovieClip Frame 174hongfireup();Symbol 778 MovieClip Frame 175hongfireup();Symbol 778 MovieClip Frame 176hongfireup();Symbol 778 MovieClip Frame 177hongfireup();Symbol 778 MovieClip Frame 178hongfireup();Symbol 778 MovieClip Frame 179hongfireup();Symbol 778 MovieClip Frame 180hongfireup();Symbol 778 MovieClip Frame 181hongfireup();Symbol 778 MovieClip Frame 182hongfireup();Symbol 778 MovieClip Frame 183hongfireup();Symbol 778 MovieClip Frame 184hongfireup();Symbol 778 MovieClip Frame 185hongfireup();Symbol 778 MovieClip Frame 186hongfireup();Symbol 778 MovieClip Frame 187hongfireup();Symbol 778 MovieClip Frame 188hongfireup();Symbol 778 MovieClip Frame 189hongfireup();Symbol 778 MovieClip Frame 190hongfireup();Symbol 778 MovieClip Frame 191hongfireup();Symbol 778 MovieClip Frame 192hongfireup();Symbol 778 MovieClip Frame 193hongfireup();Symbol 778 MovieClip Frame 194hongfireup();Symbol 778 MovieClip Frame 195hongfireup();Symbol 778 MovieClip Frame 196hongfireup();Symbol 778 MovieClip Frame 197hongfireup();Symbol 778 MovieClip Frame 198hongfireup();Symbol 778 MovieClip Frame 199hongfireup();Symbol 778 MovieClip Frame 200hongfireup();Symbol 905 MovieClip Frame 70stop();Symbol 930 Buttonon (press) { gotoAndPlay (1); play(); }Symbol 932 MovieClip Frame 70stop();Symbol 1212 Buttonon (press) { getURL ("http://unbalnzd.newgrounds.com/", "_blank"); }Symbol 1215 Buttonon (press) { getURL ("http://bigfoot3290.newgrounds.com/", "_blank"); }Symbol 1218 Buttonon (press) { getURL ("http://www.snkplaymore.co.jp/us/", "_blank"); }
Library Items
Symbol 1 Bitmap | Used by:2 | |
Symbol 2 Graphic | Uses:1 | Used by:Timeline |
Symbol 3 Graphic | Used by:20 | |
Symbol 4 Graphic | Used by:5 | |
Symbol 5 MovieClip | Uses:4 | Used by:20 |
Symbol 6 Graphic | Used by:20 | |
Symbol 7 MovieClip | Used by:20 | |
Symbol 8 Graphic | Used by:20 | |
Symbol 9 Graphic | Used by:15 | |
Symbol 10 Graphic | Used by:15 | |
Symbol 11 Graphic | Used by:15 | |
Symbol 12 Graphic | Used by:15 | |
Symbol 13 Graphic | Used by:15 | |
Symbol 14 Graphic | Used by:15 | |
Symbol 15 Button | Uses:9 10 11 12 13 14 | Used by:20 |
Symbol 16 Graphic | Used by:19 120 121 122 124 129 | |
Symbol 17 Graphic | Used by:19 120 121 122 124 129 | |
Symbol 18 Graphic | Used by:19 120 121 122 124 129 | |
Symbol 19 Button | Uses:16 17 18 | Used by:20 |
Symbol 20 MovieClip | Uses:3 5 6 7 8 15 19 | Used by:Timeline |
Symbol 21 Font | Used by:22 | |
Symbol 22 Text | Uses:21 | Used by:Timeline |
Symbol 23 Font | Used by:24 35 207 208 209 1038 1160 1209 | |
Symbol 24 Text | Uses:23 | Used by:Timeline |
Symbol 25 Graphic | Used by:32 | |
Symbol 26 Graphic | Used by:32 | |
Symbol 27 Font | Used by:28 | |
Symbol 28 Text | Uses:27 | Used by:32 |
Symbol 29 Graphic | Used by:32 | |
Symbol 30 Graphic | Used by:32 | |
Symbol 31 Graphic | Used by:32 | |
Symbol 32 Button | Uses:25 26 28 29 30 31 | Used by:Timeline |
Symbol 33 Graphic | Used by:57 | |
Symbol 34 Sound | Used by:57 | |
Symbol 35 Text | Uses:23 | Used by:57 |
Symbol 36 Sound | Used by:57 | |
Symbol 37 Graphic | Used by:57 | |
Symbol 38 Graphic | Used by:57 | |
Symbol 39 Graphic | Used by:57 | |
Symbol 40 Graphic | Used by:57 | |
Symbol 41 Graphic | Used by:57 | |
Symbol 42 Graphic | Used by:57 | |
Symbol 43 Graphic | Used by:57 | |
Symbol 44 Graphic | Used by:57 | |
Symbol 45 Graphic | Used by:57 | |
Symbol 46 Graphic | Used by:57 | |
Symbol 47 Graphic | Used by:57 | |
Symbol 48 Graphic | Used by:57 | |
Symbol 49 Graphic | Used by:57 | |
Symbol 50 Graphic | Used by:57 | |
Symbol 51 Graphic | Used by:57 | |
Symbol 52 Graphic | Used by:57 | |
Symbol 53 Graphic | Used by:57 | |
Symbol 54 Graphic | Used by:57 | |
Symbol 55 Graphic | Used by:57 | |
Symbol 56 Graphic | Used by:57 | |
Symbol 57 MovieClip | Uses:33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 | Used by:Timeline |
Symbol 58 Graphic | Used by:Timeline | |
Symbol 59 Font | Used by:60 62 64 66 68 70 93 217 276 284 298 308 414 539 604 663 936 995 | |
Symbol 60 Text | Uses:59 | Used by:61 |
Symbol 61 MovieClip | Uses:60 | Used by:Timeline |
Symbol 62 Text | Uses:59 | Used by:63 |
Symbol 63 MovieClip | Uses:62 | Used by:Timeline |
Symbol 64 Text | Uses:59 | Used by:65 |
Symbol 65 MovieClip | Uses:64 | Used by:Timeline |
Symbol 66 Text | Uses:59 | Used by:67 |
Symbol 67 MovieClip | Uses:66 | Used by:Timeline |
Symbol 68 Text | Uses:59 | Used by:69 |
Symbol 69 MovieClip | Uses:68 | Used by:Timeline |
Symbol 70 Text | Uses:59 | Used by:71 |
Symbol 71 MovieClip | Uses:70 | Used by:Timeline |
Symbol 72 Font | Used by:73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 180 186 191 196 197 205 210 213 215 216 220 223 226 227 230 234 236 237 238 239 240 241 242 243 244 245 248 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 272 273 274 279 281 282 283 285 287 290 296 299 302 303 304 306 315 316 317 321 325 327 328 329 330 331 332 334 338 340 342 343 347 349 351 353 355 356 357 358 359 361 362 364 367 369 372 375 378 379 380 382 383 384 385 388 389 392 393 395 400 404 407 410 414 415 417 418 419 420 422 425 426 428 433 436 439 445 447 451 455 459 461 462 464 465 466 467 469 470 475 478 479 481 482 486 488 492 495 498 501 504 506 507 510 513 517 520 523 524 525 528 531 533 534 536 538 541 542 545 547 552 555 561 562 565 566 571 576 577 582 584 585 586 587 589 601 602 603 606 607 611 614 617 621 624 625 626 629 630 633 636 639 642 643 646 648 650 653 654 655 657 659 660 662 667 669 670 675 678 679 683 684 685 686 688 689 690 691 693 695 700 704 706 707 708 709 711 712 729 730 731 734 735 736 737 738 739 740 741 742 743 744 745 746 748 749 752 756 758 759 761 762 766 769 774 776 777 779 780 784 786 788 795 796 799 801 804 805 806 807 808 811 814 815 820 821 822 830 831 832 833 835 838 840 843 844 848 851 854 856 858 859 861 864 868 870 872 875 876 877 878 880 881 882 883 886 888 890 891 896 898 899 901 902 903 906 907 908 914 917 919 920 923 924 925 927 928 931 933 934 935 936 938 939 940 941 942 943 944 945 946 947 948 949 950 951 952 953 954 955 956 960 962 964 965 967 968 970 972 974 975 976 977 979 981 983 986 989 990 991 993 994 997 1000 1008 1012 1013 1014 1015 1016 1026 1027 1028 1030 1033 1035 1037 1041 1042 1043 1044 1045 1046 1048 1049 1051 1052 1054 1056 1058 1061 1063 1065 1067 1068 1070 1094 1097 1098 1099 1110 1115 1117 1118 1119 1122 1130 1131 1132 1133 1134 1136 1137 1138 1139 1140 1141 1142 1143 1144 1145 1146 1147 1148 1149 1150 1151 1153 1155 1157 1159 1161 1163 1164 1165 1166 1167 1168 1169 1170 1171 1172 1174 1175 1176 1178 1179 1182 1184 1186 1188 1189 1190 1191 1193 1194 1195 1196 1197 1198 1199 1203 1204 1205 1206 1207 1208 1219 | |
Symbol 73 Text | Uses:72 | Used by:Timeline |
Symbol 74 Text | Uses:72 | Used by:Timeline |
Symbol 75 Text | Uses:72 | Used by:Timeline |
Symbol 76 Text | Uses:72 | Used by:Timeline |
Symbol 77 Text | Uses:72 | Used by:Timeline |
Symbol 78 Text | Uses:72 | Used by:Timeline |
Symbol 79 Text | Uses:72 | Used by:Timeline |
Symbol 80 Text | Uses:72 | Used by:Timeline |
Symbol 81 Text | Uses:72 | Used by:Timeline |
Symbol 82 Text | Uses:72 | Used by:Timeline |
Symbol 83 Text | Uses:72 | Used by:Timeline |
Symbol 84 Text | Uses:72 | Used by:Timeline |
Symbol 85 Text | Uses:72 | Used by:Timeline |
Symbol 86 Text | Uses:72 | Used by:Timeline |
Symbol 87 Text | Uses:72 | Used by:Timeline |
Symbol 88 Text | Uses:72 | Used by:Timeline |
Symbol 89 Text | Uses:72 | Used by:Timeline |
Symbol 90 Text | Uses:72 | Used by:Timeline |
Symbol 91 Text | Uses:72 | Used by:Timeline |
Symbol 92 EditableText | Uses:72 | Used by:Timeline |
Symbol 93 Text | Uses:59 | Used by:94 96 |
Symbol 94 MovieClip | Uses:93 | Used by:96 |
Symbol 95 Graphic | Used by:96 | |
Symbol 96 Button | Uses:94 95 93 | Used by:Timeline |
Symbol 97 Graphic | Used by:99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 | |
Symbol 98 Graphic | Used by:99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 | |
Symbol 99 Button | Uses:97 98 | Used by:Timeline |
Symbol 100 Button | Uses:97 98 | Used by:Timeline |
Symbol 101 Button | Uses:97 98 | Used by:Timeline |
Symbol 102 Button | Uses:97 98 | Used by:Timeline |
Symbol 103 Button | Uses:97 98 | Used by:Timeline |
Symbol 104 Button | Uses:97 98 | Used by:Timeline |
Symbol 105 Button | Uses:97 98 | Used by:Timeline |
Symbol 106 Button | Uses:97 98 | Used by:Timeline |
Symbol 107 Button | Uses:97 98 | Used by:Timeline |
Symbol 108 Button | Uses:97 98 | Used by:Timeline |
Symbol 109 Button | Uses:97 98 | Used by:Timeline |
Symbol 110 Button | Uses:97 98 | Used by:Timeline |
Symbol 111 Button | Uses:97 98 | Used by:Timeline |
Symbol 112 Button | Uses:97 98 | Used by:Timeline |
Symbol 113 Button | Uses:97 98 | Used by:Timeline |
Symbol 114 Button | Uses:97 98 | Used by:Timeline |
Symbol 115 Button | Uses:97 98 | Used by:Timeline |
Symbol 116 Button | Uses:97 98 | Used by:Timeline |
Symbol 117 Button | Uses:97 98 | Used by:Timeline |
Symbol 118 Graphic | Used by:132 | |
Symbol 119 Graphic | Used by:132 Timeline | |
Symbol 120 Button | Uses:16 17 18 | Used by:132 |
Symbol 121 Button | Uses:16 17 18 | Used by:132 |
Symbol 122 Button | Uses:16 17 18 | Used by:132 |
Symbol 123 Graphic | Used by:132 | |
Symbol 124 Button | Uses:16 17 18 | Used by:132 |
Symbol 125 Graphic | Used by:132 | |
Symbol 126 Graphic | Used by:127 | |
Symbol 127 MovieClip | Uses:126 | Used by:132 |
Symbol 128 Sound | Used by:132 | |
Symbol 129 Button | Uses:16 17 18 | Used by:132 |
Symbol 130 Graphic | Used by:132 | |
Symbol 131 Sound | Used by:132 | |
Symbol 132 MovieClip | Uses:118 119 120 121 122 123 124 125 127 128 129 130 131 | Used by:Timeline |
Symbol 133 Graphic | Used by:Timeline | |
Symbol 134 Graphic | Used by:178 | |
Symbol 135 Graphic | Used by:141 | |
Symbol 136 Graphic | Used by:141 | |
Symbol 137 Graphic | Used by:141 | |
Symbol 138 Graphic | Used by:141 | |
Symbol 139 Graphic | Used by:141 | |
Symbol 140 Graphic | Used by:141 | |
Symbol 141 MovieClip | Uses:135 136 137 138 139 140 | Used by:178 |
Symbol 142 Bitmap | Used by:143 144 145 146 147 148 149 150 | |
Symbol 143 Graphic | Uses:142 | Used by:151 |
Symbol 144 Graphic | Uses:142 | Used by:151 |
Symbol 145 Graphic | Uses:142 | Used by:151 |
Symbol 146 Graphic | Uses:142 | Used by:151 |
Symbol 147 Graphic | Uses:142 | Used by:151 |
Symbol 148 Graphic | Uses:142 | Used by:151 |
Symbol 149 Graphic | Uses:142 | Used by:151 |
Symbol 150 Graphic | Uses:142 | Used by:151 |
Symbol 151 MovieClip | Uses:143 144 145 146 147 148 149 150 | Used by:178 Timeline |
Symbol 152 Graphic | Used by:178 | |
Symbol 153 Graphic | Used by:178 550 572 578 Timeline | |
Symbol 154 Graphic | Used by:178 | |
Symbol 155 Graphic | Used by:178 | |
Symbol 156 Graphic | Used by:178 | |
Symbol 157 Graphic | Used by:178 | |
Symbol 158 Graphic | Used by:178 | |
Symbol 159 Bitmap | Used by:160 | |
Symbol 160 Graphic | Uses:159 | Used by:175 |
Symbol 161 Bitmap | Used by:162 | |
Symbol 162 Graphic | Uses:161 | Used by:175 |
Symbol 163 Bitmap | Used by:164 | |
Symbol 164 Graphic | Uses:163 | Used by:175 |
Symbol 165 Bitmap | Used by:166 | |
Symbol 166 Graphic | Uses:165 | Used by:175 |
Symbol 167 Bitmap | Used by:168 | |
Symbol 168 Graphic | Uses:167 | Used by:175 |
Symbol 169 Bitmap | Used by:170 | |
Symbol 170 Graphic | Uses:169 | Used by:175 |
Symbol 171 Bitmap | Used by:172 | |
Symbol 172 Graphic | Uses:171 | Used by:175 |
Symbol 173 Bitmap | Used by:174 | |
Symbol 174 Graphic | Uses:173 | Used by:175 |
Symbol 175 MovieClip | Uses:160 162 164 166 168 170 172 174 | Used by:178 |
Symbol 176 Sound | Used by:178 | |
Symbol 177 Graphic | Used by:178 | |
Symbol 178 MovieClip | Uses:134 141 151 152 153 154 155 156 157 158 175 176 177 | Used by:Timeline |
Symbol 179 Graphic | Used by:Timeline | |
Symbol 180 Text | Uses:72 | Used by:Timeline |
Symbol 181 Graphic | Used by:183 | |
Symbol 182 Graphic | Used by:183 | |
Symbol 183 MovieClip | Uses:181 182 | Used by:185 206 214 224 225 354 381 416 463 |
Symbol 184 Graphic | Used by:185 206 214 224 225 354 381 416 463 | |
Symbol 185 Button | Uses:183 184 | Used by:Timeline |
Symbol 186 Text | Uses:72 | Used by:187 |
Symbol 187 MovieClip | Uses:186 | Used by:Timeline |
Symbol 188 Graphic | Used by:189 | |
Symbol 189 Button | Uses:188 | Used by:Timeline |
Symbol 190 Graphic | Used by:Timeline | |
Symbol 191 EditableText | Uses:72 | Used by:Timeline |
Symbol 192 Bitmap | Used by:193 194 | |
Symbol 193 Graphic | Uses:192 | Used by:195 |
Symbol 194 Graphic | Uses:192 | Used by:195 |
Symbol 195 Button | Uses:193 194 | Used by:Timeline |
Symbol 196 Text | Uses:72 | Used by:Timeline |
Symbol 197 Text | Uses:72 | Used by:Timeline |
Symbol 198 Bitmap | Used by:199 | |
Symbol 199 Graphic | Uses:198 | Used by:201 |
Symbol 200 Graphic | Used by:201 | |
Symbol 201 Button | Uses:199 200 | Used by:Timeline |
Symbol 202 Graphic | Used by:204 | |
Symbol 203 Graphic | Used by:204 | |
Symbol 204 Button | Uses:202 203 | Used by:Timeline |
Symbol 205 Text | Uses:72 | Used by:Timeline |
Symbol 206 Button | Uses:183 184 | Used by:Timeline |
Symbol 207 EditableText | Uses:23 | Used by:Timeline |
Symbol 208 EditableText | Uses:23 | Used by:Timeline |
Symbol 209 EditableText | Uses:23 | Used by:Timeline |
Symbol 210 Text | Uses:72 | Used by:211 |
Symbol 211 MovieClip | Uses:210 | Used by:Timeline |
Symbol 212 Graphic | Used by:Timeline | |
Symbol 213 Text | Uses:72 | Used by:Timeline |
Symbol 214 Button | Uses:183 184 | Used by:Timeline |
Symbol 215 Text | Uses:72 | Used by:Timeline |
Symbol 216 Text | Uses:72 | Used by:Timeline |
Symbol 217 Text | Uses:59 | Used by:218 |
Symbol 218 MovieClip | Uses:217 | Used by:Timeline |
Symbol 219 Graphic | Used by:Timeline | |
Symbol 220 Text | Uses:72 | Used by:Timeline |
Symbol 221 Bitmap | Used by:222 | |
Symbol 222 Graphic | Uses:221 | Used by:Timeline |
Symbol 223 Text | Uses:72 | Used by:Timeline |
Symbol 224 Button | Uses:183 184 | Used by:Timeline |
Symbol 225 Button | Uses:183 184 | Used by:Timeline |
Symbol 226 Text | Uses:72 | Used by:Timeline |
Symbol 227 Text | Uses:72 | Used by:228 |
Symbol 228 MovieClip | Uses:227 | Used by:Timeline |
Symbol 229 Graphic | Used by:Timeline | |
Symbol 230 Text | Uses:72 | Used by:Timeline |
Symbol 231 Bitmap | Used by:232 235 | |
Symbol 232 Graphic | Uses:231 | Used by:Timeline |
Symbol 233 Graphic | Used by:Timeline | |
Symbol 234 Text | Uses:72 | Used by:Timeline |
Symbol 235 Graphic | Uses:231 | Used by:Timeline |
Symbol 236 Text | Uses:72 | Used by:Timeline |
Symbol 237 Text | Uses:72 | Used by:Timeline |
Symbol 238 Text | Uses:72 | Used by:Timeline |
Symbol 239 Text | Uses:72 | Used by:Timeline |
Symbol 240 Text | Uses:72 | Used by:Timeline |
Symbol 241 Text | Uses:72 | Used by:Timeline |
Symbol 242 Text | Uses:72 | Used by:Timeline |
Symbol 243 Text | Uses:72 | Used by:Timeline |
Symbol 244 Text | Uses:72 | Used by:Timeline |
Symbol 245 Text | Uses:72 | Used by:Timeline |
Symbol 246 Bitmap | Used by:247 | |
Symbol 247 Graphic | Uses:246 | Used by:Timeline |
Symbol 248 Text | Uses:72 | Used by:Timeline |
Symbol 249 Bitmap | Used by:251 270 275 297 307 366 553 564 | |
Symbol 250 Bitmap | Used by:251 546 | |
Symbol 251 Graphic | Uses:249 250 | Used by:Timeline |
Symbol 252 Text | Uses:72 | Used by:Timeline |
Symbol 253 Text | Uses:72 | Used by:Timeline |
Symbol 254 Text | Uses:72 | Used by:Timeline |
Symbol 255 Text | Uses:72 | Used by:Timeline |
Symbol 256 Text | Uses:72 | Used by:Timeline |
Symbol 257 Text | Uses:72 | Used by:Timeline |
Symbol 258 Text | Uses:72 | Used by:Timeline |
Symbol 259 Text | Uses:72 | Used by:Timeline |
Symbol 260 Text | Uses:72 | Used by:Timeline |
Symbol 261 Text | Uses:72 | Used by:Timeline |
Symbol 262 Text | Uses:72 | Used by:Timeline |
Symbol 263 Text | Uses:72 | Used by:Timeline |
Symbol 264 Text | Uses:72 | Used by:Timeline |
Symbol 265 Text | Uses:72 | Used by:Timeline |
Symbol 266 Text | Uses:72 | Used by:Timeline |
Symbol 267 Text | Uses:72 | Used by:Timeline |
Symbol 268 Text | Uses:72 | Used by:Timeline |
Symbol 269 Text | Uses:72 | Used by:Timeline |
Symbol 270 Graphic | Uses:249 | Used by:Timeline |
Symbol 271 Graphic | Used by:Timeline | |
Symbol 272 Text | Uses:72 | Used by:Timeline |
Symbol 273 Text | Uses:72 | Used by:Timeline |
Symbol 274 Text | Uses:72 | Used by:Timeline |
Symbol 275 Graphic | Uses:249 | Used by:Timeline |
Symbol 276 Text | Uses:59 | Used by:Timeline |
Symbol 277 Bitmap | Used by:278 | |
Symbol 278 Graphic | Uses:277 | Used by:Timeline |
Symbol 279 Text | Uses:72 | Used by:Timeline |
Symbol 280 Graphic | Used by:Timeline | |
Symbol 281 Text | Uses:72 | Used by:Timeline |
Symbol 282 Text | Uses:72 | Used by:Timeline |
Symbol 283 Text | Uses:72 | Used by:Timeline |
Symbol 284 Text | Uses:59 | Used by:Timeline |
Symbol 285 Text | Uses:72 | Used by:Timeline |
Symbol 286 Graphic | Used by:Timeline | |
Symbol 287 Text | Uses:72 | Used by:Timeline |
Symbol 288 Graphic | Used by:289 | |
Symbol 289 MovieClip | Uses:288 | Used by:Timeline |
Symbol 290 Text | Uses:72 | Used by:Timeline |
Symbol 291 ShapeTweening | Used by:295 | |
Symbol 292 Graphic | Used by:295 | |
Symbol 293 ShapeTweening | Used by:295 | |
Symbol 294 Graphic | Used by:295 | |
Symbol 295 MovieClip | Uses:291 292 293 294 | Used by:Timeline |
Symbol 296 Text | Uses:72 | Used by:Timeline |
Symbol 297 Graphic | Uses:249 | Used by:Timeline |
Symbol 298 Text | Uses:59 | Used by:Timeline |
Symbol 299 Text | Uses:72 | Used by:Timeline |
Symbol 300 Bitmap | Used by:301 | |
Symbol 301 Graphic | Uses:300 | Used by:Timeline |
Symbol 302 Text | Uses:72 | Used by:Timeline |
Symbol 303 Text | Uses:72 | Used by:Timeline |
Symbol 304 Text | Uses:72 | Used by:Timeline |
Symbol 305 Graphic | Used by:Timeline | |
Symbol 306 Text | Uses:72 | Used by:Timeline |
Symbol 307 Graphic | Uses:249 | Used by:Timeline |
Symbol 308 Text | Uses:59 | Used by:Timeline |
Symbol 309 Graphic | Used by:313 | |
Symbol 310 Graphic | Used by:313 | |
Symbol 311 Graphic | Used by:313 | |
Symbol 312 Graphic | Used by:313 | |
Symbol 313 MovieClip | Uses:309 310 311 312 | Used by:314 535 728 763 778 783 787 Timeline |
Symbol 314 MovieClip | Uses:313 | Used by:Timeline |
Symbol 315 Text | Uses:72 | Used by:Timeline |
Symbol 316 Text | Uses:72 | Used by:Timeline |
Symbol 317 Text | Uses:72 | Used by:Timeline |
Symbol 318 Graphic | Used by:Timeline | |
Symbol 319 Graphic | Used by:Timeline | |
Symbol 320 Graphic | Used by:Timeline | |
Symbol 321 Text | Uses:72 | Used by:Timeline |
Symbol 322 Bitmap | Used by:323 326 335 | |
Symbol 323 Graphic | Uses:322 | Used by:Timeline |
Symbol 324 Graphic | Used by:Timeline | |
Symbol 325 Text | Uses:72 | Used by:Timeline |
Symbol 326 Graphic | Uses:322 | Used by:Timeline |
Symbol 327 Text | Uses:72 | Used by:Timeline |
Symbol 328 Text | Uses:72 | Used by:Timeline |
Symbol 329 Text | Uses:72 | Used by:Timeline |
Symbol 330 Text | Uses:72 | Used by:Timeline |
Symbol 331 Text | Uses:72 | Used by:Timeline |
Symbol 332 Text | Uses:72 | Used by:Timeline |
Symbol 333 Graphic | Used by:Timeline | |
Symbol 334 Text | Uses:72 | Used by:Timeline |
Symbol 335 Graphic | Uses:322 | Used by:Timeline |
Symbol 336 Bitmap | Used by:337 341 | |
Symbol 337 Graphic | Uses:336 | Used by:Timeline |
Symbol 338 Text | Uses:72 | Used by:Timeline |
Symbol 339 Graphic | Used by:Timeline | |
Symbol 340 Text | Uses:72 | Used by:Timeline |
Symbol 341 Graphic | Uses:336 | Used by:Timeline |
Symbol 342 Text | Uses:72 | Used by:Timeline |
Symbol 343 Text | Uses:72 | Used by:Timeline |
Symbol 344 Bitmap | Used by:345 352 | |
Symbol 345 Graphic | Uses:344 | Used by:Timeline |
Symbol 346 Font | Used by:347 | |
Symbol 347 Text | Uses:72 346 | Used by:Timeline |
Symbol 348 Graphic | Used by:Timeline | |
Symbol 349 Text | Uses:72 | Used by:Timeline |
Symbol 350 Graphic | Used by:Timeline | |
Symbol 351 Text | Uses:72 | Used by:Timeline |
Symbol 352 Graphic | Uses:344 | Used by:Timeline |
Symbol 353 Text | Uses:72 | Used by:Timeline |
Symbol 354 Button | Uses:183 184 | Used by:Timeline |
Symbol 355 Text | Uses:72 | Used by:Timeline |
Symbol 356 Text | Uses:72 | Used by:Timeline |
Symbol 357 Text | Uses:72 | Used by:Timeline |
Symbol 358 Text | Uses:72 | Used by:Timeline |
Symbol 359 Text | Uses:72 | Used by:360 |
Symbol 360 MovieClip | Uses:359 | Used by:Timeline |
Symbol 361 Text | Uses:72 | Used by:Timeline |
Symbol 362 Text | Uses:72 | Used by:Timeline |
Symbol 363 Graphic | Used by:Timeline | |
Symbol 364 Text | Uses:72 | Used by:Timeline |
Symbol 365 Graphic | Used by:Timeline | |
Symbol 366 Graphic | Uses:249 | Used by:Timeline |
Symbol 367 Text | Uses:72 | Used by:Timeline |
Symbol 368 Graphic | Used by:Timeline | |
Symbol 369 Text | Uses:72 | Used by:Timeline |
Symbol 370 Bitmap | Used by:371 427 | |
Symbol 371 Graphic | Uses:370 | Used by:Timeline |
Symbol 372 Text | Uses:72 | Used by:Timeline |
Symbol 373 Bitmap | Used by:374 | |
Symbol 374 Graphic | Uses:373 | Used by:Timeline |
Symbol 375 Text | Uses:72 | Used by:Timeline |
Symbol 376 Bitmap | Used by:377 | |
Symbol 377 Graphic | Uses:376 | Used by:Timeline |
Symbol 378 Text | Uses:72 | Used by:Timeline |
Symbol 379 Text | Uses:72 | Used by:Timeline |
Symbol 380 Text | Uses:72 | Used by:Timeline |
Symbol 381 Button | Uses:183 184 | Used by:Timeline |
Symbol 382 Text | Uses:72 | Used by:Timeline |
Symbol 383 Text | Uses:72 | Used by:Timeline |
Symbol 384 Text | Uses:72 | Used by:Timeline |
Symbol 385 Text | Uses:72 | Used by:386 |
Symbol 386 MovieClip | Uses:385 | Used by:Timeline |
Symbol 387 Graphic | Used by:Timeline | |
Symbol 388 Text | Uses:72 | Used by:Timeline |
Symbol 389 Text | Uses:72 | Used by:Timeline |
Symbol 390 Bitmap | Used by:391 394 | |
Symbol 391 Graphic | Uses:390 | Used by:Timeline |
Symbol 392 Text | Uses:72 | Used by:Timeline |
Symbol 393 Text | Uses:72 | Used by:Timeline |
Symbol 394 Graphic | Uses:390 | Used by:Timeline |
Symbol 395 Text | Uses:72 | Used by:Timeline |
Symbol 396 Bitmap | Used by:397 | |
Symbol 397 Graphic | Uses:396 | Used by:Timeline |
Symbol 398 Bitmap | Used by:399 | |
Symbol 399 Graphic | Uses:398 | Used by:Timeline |
Symbol 400 Text | Uses:72 | Used by:Timeline |
Symbol 401 Graphic | Used by:Timeline | |
Symbol 402 Bitmap | Used by:403 | |
Symbol 403 Graphic | Uses:402 | Used by:Timeline |
Symbol 404 Text | Uses:72 | Used by:Timeline |
Symbol 405 Bitmap | Used by:406 | |
Symbol 406 Graphic | Uses:405 | Used by:Timeline |
Symbol 407 Text | Uses:72 | Used by:Timeline |
Symbol 408 Bitmap | Used by:409 | |
Symbol 409 Graphic | Uses:408 | Used by:Timeline |
Symbol 410 Text | Uses:72 | Used by:Timeline |
Symbol 411 Graphic | Used by:413 | |
Symbol 412 Graphic | Used by:413 | |
Symbol 413 MovieClip | Uses:411 412 | Used by:Timeline |
Symbol 414 Text | Uses:72 59 | Used by:Timeline |
Symbol 415 Text | Uses:72 | Used by:Timeline |
Symbol 416 Button | Uses:183 184 | Used by:Timeline |
Symbol 417 Text | Uses:72 | Used by:Timeline |
Symbol 418 Text | Uses:72 | Used by:Timeline |
Symbol 419 Text | Uses:72 | Used by:Timeline |
Symbol 420 Text | Uses:72 | Used by:421 |
Symbol 421 MovieClip | Uses:420 | Used by:Timeline |
Symbol 422 Text | Uses:72 | Used by:Timeline |
Symbol 423 Bitmap | Used by:424 | |
Symbol 424 Graphic | Uses:423 | Used by:Timeline |
Symbol 425 Text | Uses:72 | Used by:Timeline |
Symbol 426 Text | Uses:72 | Used by:Timeline |
Symbol 427 Graphic | Uses:370 | Used by:Timeline |
Symbol 428 Text | Uses:72 | Used by:Timeline |
Symbol 429 Bitmap | Used by:430 554 | |
Symbol 430 Graphic | Uses:429 | Used by:Timeline |
Symbol 431 Bitmap | Used by:432 | |
Symbol 432 Graphic | Uses:431 | Used by:Timeline |
Symbol 433 Text | Uses:72 | Used by:Timeline |
Symbol 434 Bitmap | Used by:435 | |
Symbol 435 Graphic | Uses:434 | Used by:Timeline |
Symbol 436 Text | Uses:72 | Used by:Timeline |
Symbol 437 Bitmap | Used by:438 | |
Symbol 438 Graphic | Uses:437 | Used by:Timeline |
Symbol 439 Text | Uses:72 | Used by:Timeline |
Symbol 440 Bitmap | Used by:441 | |
Symbol 441 Graphic | Uses:440 | Used by:Timeline |
Symbol 442 Bitmap | Used by:444 446 | |
Symbol 443 Bitmap | Used by:444 | |
Symbol 444 Graphic | Uses:442 443 | Used by:Timeline |
Symbol 445 Text | Uses:72 | Used by:Timeline |
Symbol 446 Graphic | Uses:442 | Used by:Timeline |
Symbol 447 Text | Uses:72 | Used by:Timeline |
Symbol 448 Bitmap | Used by:449 | |
Symbol 449 Graphic | Uses:448 | Used by:Timeline |
Symbol 450 Graphic | Used by:Timeline | |
Symbol 451 Text | Uses:72 | Used by:Timeline |
Symbol 452 Bitmap | Used by:453 | |
Symbol 453 Graphic | Uses:452 | Used by:Timeline |
Symbol 454 Graphic | Used by:Timeline | |
Symbol 455 Text | Uses:72 | Used by:Timeline |
Symbol 456 Graphic | Used by:458 | |
Symbol 457 Graphic | Used by:458 | |
Symbol 458 MovieClip | Uses:456 457 | Used by:460 Timeline |
Symbol 459 Text | Uses:72 | Used by:Timeline |
Symbol 460 MovieClip | Uses:458 | Used by:Timeline |
Symbol 461 Text | Uses:72 | Used by:Timeline |
Symbol 462 Text | Uses:72 | Used by:Timeline |
Symbol 463 Button | Uses:183 184 | Used by:Timeline |
Symbol 464 Text | Uses:72 | Used by:Timeline |
Symbol 465 Text | Uses:72 | Used by:Timeline |
Symbol 466 Text | Uses:72 | Used by:Timeline |
Symbol 467 Text | Uses:72 | Used by:468 |
Symbol 468 MovieClip | Uses:467 | Used by:Timeline |
Symbol 469 Text | Uses:72 | Used by:Timeline |
Symbol 470 Text | Uses:72 | Used by:Timeline |
Symbol 471 Bitmap | Used by:474 | |
Symbol 472 Bitmap | Used by:474 | |
Symbol 473 Bitmap | Used by:474 | |
Symbol 474 Graphic | Uses:471 472 473 | Used by:Timeline |
Symbol 475 Text | Uses:72 | Used by:Timeline |
Symbol 476 Bitmap | Used by:477 480 | |
Symbol 477 Graphic | Uses:476 | Used by:Timeline |
Symbol 478 EditableText | Uses:72 | Used by:Timeline |
Symbol 479 Text | Uses:72 | Used by:Timeline |
Symbol 480 Graphic | Uses:476 | Used by:Timeline |
Symbol 481 Text | Uses:72 | Used by:Timeline |
Symbol 482 Text | Uses:72 | Used by:Timeline |
Symbol 483 Graphic | Used by:Timeline | |
Symbol 484 Bitmap | Used by:485 | |
Symbol 485 Graphic | Uses:484 | Used by:Timeline |
Symbol 486 Text | Uses:72 | Used by:Timeline |
Symbol 487 Graphic | Used by:Timeline | |
Symbol 488 Text | Uses:72 | Used by:Timeline |
Symbol 489 Graphic | Used by:Timeline | |
Symbol 490 Bitmap | Used by:491 | |
Symbol 491 Graphic | Uses:490 | Used by:Timeline |
Symbol 492 Text | Uses:72 | Used by:Timeline |
Symbol 493 Bitmap | Used by:494 | |
Symbol 494 Graphic | Uses:493 | Used by:Timeline |
Symbol 495 Text | Uses:72 | Used by:Timeline |
Symbol 496 Graphic | Used by:Timeline | |
Symbol 497 Graphic | Used by:Timeline | |
Symbol 498 Text | Uses:72 | Used by:Timeline |
Symbol 499 Bitmap | Used by:500 505 | |
Symbol 500 Graphic | Uses:499 | Used by:Timeline |
Symbol 501 Text | Uses:72 | Used by:Timeline |
Symbol 502 Bitmap | Used by:503 | |
Symbol 503 Graphic | Uses:502 | Used by:Timeline |
Symbol 504 Text | Uses:72 | Used by:Timeline |
Symbol 505 Graphic | Uses:499 | Used by:Timeline |
Symbol 506 Text | Uses:72 | Used by:Timeline |
Symbol 507 Text | Uses:72 | Used by:Timeline |
Symbol 508 Bitmap | Used by:509 512 | |
Symbol 509 Graphic | Uses:508 | Used by:Timeline |
Symbol 510 Text | Uses:72 | Used by:Timeline |
Symbol 511 Bitmap | Used by:512 | |
Symbol 512 Graphic | Uses:511 508 | Used by:Timeline |
Symbol 513 Text | Uses:72 | Used by:Timeline |
Symbol 514 Bitmap | Used by:515 | |
Symbol 515 Graphic | Uses:514 | Used by:Timeline |
Symbol 516 Graphic | Used by:Timeline | |
Symbol 517 Text | Uses:72 | Used by:Timeline |
Symbol 518 Bitmap | Used by:519 | |
Symbol 519 Graphic | Uses:518 | Used by:Timeline |
Symbol 520 Text | Uses:72 | Used by:Timeline |
Symbol 521 Graphic | Used by:Timeline | |
Symbol 522 Graphic | Used by:Timeline | |
Symbol 523 Text | Uses:72 | Used by:Timeline |
Symbol 524 Text | Uses:72 | Used by:Timeline |
Symbol 525 Text | Uses:72 | Used by:Timeline |
Symbol 526 Bitmap | Used by:527 | |
Symbol 527 Graphic | Uses:526 | Used by:Timeline |
Symbol 528 Text | Uses:72 | Used by:Timeline |
Symbol 529 Bitmap | Used by:530 | |
Symbol 530 Graphic | Uses:529 | Used by:Timeline |
Symbol 531 Text | Uses:72 | Used by:Timeline |
Symbol 532 Graphic | Used by:Timeline | |
Symbol 533 Text | Uses:72 | Used by:Timeline |
Symbol 534 Text | Uses:72 | Used by:Timeline |
Symbol 535 MovieClip | Uses:313 | Used by:Timeline |
Symbol 536 Text | Uses:72 | Used by:Timeline |
Symbol 537 Graphic | Used by:Timeline | |
Symbol 538 Text | Uses:72 | Used by:Timeline |
Symbol 539 Text | Uses:59 | Used by:540 |
Symbol 540 MovieClip | Uses:539 | Used by:Timeline |
Symbol 541 Text | Uses:72 | Used by:Timeline |
Symbol 542 Text | Uses:72 | Used by:Timeline |
Symbol 543 Bitmap | Used by:544 546 551 554 560 575 | |
Symbol 544 Graphic | Uses:543 | Used by:Timeline |
Symbol 545 Text | Uses:72 | Used by:Timeline |
Symbol 546 Graphic | Uses:250 543 | Used by:Timeline |
Symbol 547 Text | Uses:72 | Used by:Timeline |
Symbol 548 Graphic | Used by:549 | |
Symbol 549 MovieClip | Uses:548 | Used by:550 563 839 Timeline |
Symbol 550 MovieClip | Uses:549 153 | Used by:Timeline |
Symbol 551 Graphic | Uses:543 | Used by:Timeline |
Symbol 552 Text | Uses:72 | Used by:Timeline |
Symbol 553 Graphic | Uses:249 | Used by:Timeline |
Symbol 554 Graphic | Uses:429 543 | Used by:Timeline |
Symbol 555 Text | Uses:72 | Used by:Timeline |
Symbol 556 Graphic | Used by:Timeline | |
Symbol 557 Font | Used by:558 | |
Symbol 558 Text | Uses:557 | Used by:Timeline |
Symbol 559 Graphic | Used by:Timeline | |
Symbol 560 Graphic | Uses:543 | Used by:Timeline |
Symbol 561 Text | Uses:72 | Used by:Timeline |
Symbol 562 Text | Uses:72 | Used by:563 839 |
Symbol 563 MovieClip | Uses:549 562 | Used by:Timeline |
Symbol 564 Graphic | Uses:249 | Used by:Timeline |
Symbol 565 Text | Uses:72 | Used by:Timeline |
Symbol 566 Text | Uses:72 | Used by:Timeline |
Symbol 567 Bitmap | Used by:568 | |
Symbol 568 Graphic | Uses:567 | Used by:Timeline |
Symbol 569 Bitmap | Used by:570 | |
Symbol 570 Graphic | Uses:569 | Used by:Timeline |
Symbol 571 Text | Uses:72 | Used by:Timeline |
Symbol 572 MovieClip | Uses:153 | Used by:Timeline |
Symbol 573 Graphic | Used by:574 | |
Symbol 574 MovieClip | Uses:573 | Used by:Timeline |
Symbol 575 Graphic | Uses:543 | Used by:Timeline |
Symbol 576 Text | Uses:72 | Used by:Timeline |
Symbol 577 Text | Uses:72 | Used by:Timeline |
Symbol 578 MovieClip | Uses:153 | Used by:Timeline |
Symbol 579 Sound | Used by:Timeline | |
Symbol 580 Bitmap | Used by:581 | |
Symbol 581 Graphic | Uses:580 | Used by:Timeline |
Symbol 582 Text | Uses:72 | Used by:Timeline |
Symbol 583 Graphic | Used by:Timeline | |
Symbol 584 Text | Uses:72 | Used by:Timeline |
Symbol 585 Text | Uses:72 | Used by:Timeline |
Symbol 586 Text | Uses:72 | Used by:Timeline |
Symbol 587 Text | Uses:72 | Used by:Timeline |
Symbol 588 Graphic | Used by:Timeline | |
Symbol 589 Text | Uses:72 | Used by:Timeline |
Symbol 590 Graphic | Used by:599 | |
Symbol 591 Graphic | Used by:599 | |
Symbol 592 Graphic | Used by:599 | |
Symbol 593 Graphic | Used by:599 | |
Symbol 594 Graphic | Used by:599 | |
Symbol 595 Graphic | Used by:599 | |
Symbol 596 Graphic | Used by:599 | |
Symbol 597 Graphic | Used by:599 | |
Symbol 598 Graphic | Used by:599 | |
Symbol 599 MovieClip | Uses:590 591 592 593 594 595 596 597 598 | Used by:Timeline |
Symbol 600 Sound | Used by:Timeline | |
Symbol 601 Text | Uses:72 | Used by:Timeline |
Symbol 602 Text | Uses:72 | Used by:Timeline |
Symbol 603 Text | Uses:72 | Used by:Timeline |
Symbol 604 Text | Uses:59 | Used by:605 |
Symbol 605 MovieClip | Uses:604 | Used by:Timeline |
Symbol 606 Text | Uses:72 | Used by:Timeline |
Symbol 607 Text | Uses:72 | Used by:Timeline |
Symbol 608 Graphic | Used by:610 Timeline | |
Symbol 609 Graphic | Used by:610 641 649 658 | |
Symbol 610 MovieClip | Uses:608 609 | Used by:Timeline |
Symbol 611 Text | Uses:72 | Used by:Timeline |
Symbol 612 Bitmap | Used by:613 | |
Symbol 613 Graphic | Uses:612 | Used by:Timeline |
Symbol 614 Text | Uses:72 | Used by:Timeline |
Symbol 615 Bitmap | Used by:616 | |
Symbol 616 Graphic | Uses:615 | Used by:Timeline |
Symbol 617 Text | Uses:72 | Used by:Timeline |
Symbol 618 Graphic | Used by:Timeline | |
Symbol 619 Bitmap | Used by:620 | |
Symbol 620 Graphic | Uses:619 | Used by:Timeline |
Symbol 621 Text | Uses:72 | Used by:Timeline |
Symbol 622 Bitmap | Used by:623 | |
Symbol 623 Graphic | Uses:622 | Used by:Timeline |
Symbol 624 Text | Uses:72 | Used by:Timeline |
Symbol 625 Text | Uses:72 | Used by:Timeline |
Symbol 626 Text | Uses:72 | Used by:Timeline |
Symbol 627 Bitmap | Used by:628 | |
Symbol 628 Graphic | Uses:627 | Used by:Timeline |
Symbol 629 Text | Uses:72 | Used by:Timeline |
Symbol 630 Text | Uses:72 | Used by:Timeline |
Symbol 631 Bitmap | Used by:632 | |
Symbol 632 Graphic | Uses:631 | Used by:Timeline |
Symbol 633 Text | Uses:72 | Used by:Timeline |
Symbol 634 Bitmap | Used by:635 | |
Symbol 635 Graphic | Uses:634 | Used by:Timeline |
Symbol 636 Text | Uses:72 | Used by:Timeline |
Symbol 637 Bitmap | Used by:638 | |
Symbol 638 Graphic | Uses:637 | Used by:Timeline |
Symbol 639 Text | Uses:72 | Used by:Timeline |
Symbol 640 Graphic | Used by:Timeline | |
Symbol 641 MovieClip | Uses:609 | Used by:Timeline |
Symbol 642 Text | Uses:72 | Used by:Timeline |
Symbol 643 Text | Uses:72 | Used by:Timeline |
Symbol 644 Bitmap | Used by:645 | |
Symbol 645 Graphic | Uses:644 | Used by:Timeline |
Symbol 646 Text | Uses:72 | Used by:Timeline |
Symbol 647 Graphic | Used by:Timeline | |
Symbol 648 Text | Uses:72 | Used by:Timeline |
Symbol 649 MovieClip | Uses:609 | Used by:Timeline |
Symbol 650 Text | Uses:72 | Used by:Timeline |
Symbol 651 Bitmap | Used by:652 | |
Symbol 652 Graphic | Uses:651 | Used by:Timeline |
Symbol 653 Text | Uses:72 | Used by:Timeline |
Symbol 654 Text | Uses:72 | Used by:Timeline |
Symbol 655 Text | Uses:72 | Used by:Timeline |
Symbol 656 Graphic | Used by:Timeline | |
Symbol 657 Text | Uses:72 | Used by:Timeline |
Symbol 658 MovieClip | Uses:609 | Used by:Timeline |
Symbol 659 Text | Uses:72 | Used by:Timeline |
Symbol 660 Text | Uses:72 | Used by:Timeline |
Symbol 661 Graphic | Used by:Timeline | |
Symbol 662 Text | Uses:72 | Used by:Timeline |
Symbol 663 Text | Uses:59 | Used by:664 |
Symbol 664 MovieClip | Uses:663 | Used by:Timeline |
Symbol 665 Bitmap | Used by:666 692 694 | |
Symbol 666 Graphic | Uses:665 | Used by:Timeline |
Symbol 667 Text | Uses:72 | Used by:Timeline |
Symbol 668 Graphic | Used by:Timeline | |
Symbol 669 Text | Uses:72 | Used by:Timeline |
Symbol 670 Text | Uses:72 | Used by:Timeline |
Symbol 671 Bitmap | Used by:672 | |
Symbol 672 Graphic | Uses:671 | Used by:Timeline |
Symbol 673 Bitmap | Used by:674 687 1154 1156 1158 | |
Symbol 674 Graphic | Uses:673 | Used by:Timeline |
Symbol 675 Text | Uses:72 | Used by:Timeline |
Symbol 676 Bitmap | Used by:677 | |
Symbol 677 Graphic | Uses:676 | Used by:Timeline |
Symbol 678 Text | Uses:72 | Used by:Timeline |
Symbol 679 Text | Uses:72 | Used by:Timeline |
Symbol 680 Graphic | Used by:Timeline | |
Symbol 681 Bitmap | Used by:682 | |
Symbol 682 Graphic | Uses:681 | Used by:Timeline |
Symbol 683 Text | Uses:72 | Used by:Timeline |
Symbol 684 Text | Uses:72 | Used by:Timeline |
Symbol 685 Text | Uses:72 | Used by:Timeline |
Symbol 686 Text | Uses:72 | Used by:Timeline |
Symbol 687 Graphic | Uses:673 | Used by:Timeline |
Symbol 688 Text | Uses:72 | Used by:Timeline |
Symbol 689 Text | Uses:72 | Used by:Timeline |
Symbol 690 Text | Uses:72 | Used by:Timeline |
Symbol 691 Text | Uses:72 | Used by:Timeline |
Symbol 692 Graphic | Uses:665 | Used by:Timeline |
Symbol 693 Text | Uses:72 | Used by:Timeline |
Symbol 694 Graphic | Uses:665 | Used by:Timeline |
Symbol 695 Text | Uses:72 | Used by:Timeline |
Symbol 696 Bitmap | Used by:697 | |
Symbol 697 Graphic | Uses:696 | Used by:Timeline |
Symbol 698 Bitmap | Used by:699 | |
Symbol 699 Graphic | Uses:698 | Used by:Timeline |
Symbol 700 Text | Uses:72 | Used by:Timeline |
Symbol 701 Graphic | Used by:Timeline | |
Symbol 702 Bitmap | Used by:703 705 | |
Symbol 703 Graphic | Uses:702 | Used by:Timeline |
Symbol 704 Text | Uses:72 | Used by:Timeline |
Symbol 705 Graphic | Uses:702 | Used by:Timeline |
Symbol 706 Text | Uses:72 | Used by:Timeline |
Symbol 707 Text | Uses:72 | Used by:Timeline |
Symbol 708 Text | Uses:72 | Used by:Timeline |
Symbol 709 Text | Uses:72 | Used by:710 |
Symbol 710 MovieClip | Uses:709 | Used by:Timeline |
Symbol 711 Text | Uses:72 | Used by:Timeline |
Symbol 712 Text | Uses:72 | Used by:Timeline |
Symbol 713 Graphic | Used by:724 728 810 | |
Symbol 714 Graphic | Used by:724 | |
Symbol 715 Graphic | Used by:716 | |
Symbol 716 MovieClip | Uses:715 | Used by:724 810 |
Symbol 717 Graphic | Used by:724 810 | |
Symbol 718 Graphic | Used by:721 | |
Symbol 719 Graphic | Used by:721 | |
Symbol 720 Graphic | Used by:721 | |
Symbol 721 MovieClip | Uses:718 719 720 | Used by:724 797 810 |
Symbol 722 Graphic | Used by:723 | |
Symbol 723 MovieClip | Uses:722 | Used by:724 810 |
Symbol 724 MovieClip | Uses:713 714 716 717 721 723 | Used by:Timeline |
Symbol 725 Graphic | Used by:728 | |
Symbol 726 Graphic | Used by:727 | |
Symbol 727 MovieClip | Uses:726 | Used by:728 |
Symbol 728 MovieClip | Uses:713 725 727 313 | Used by:Timeline |
Symbol 729 Text | Uses:72 | Used by:Timeline |
Symbol 730 Text | Uses:72 | Used by:Timeline |
Symbol 731 Text | Uses:72 | Used by:Timeline |
Symbol 732 Bitmap | Used by:733 | |
Symbol 733 Graphic | Uses:732 | Used by:Timeline |
Symbol 734 Text | Uses:72 | Used by:Timeline |
Symbol 735 Text | Uses:72 | Used by:Timeline |
Symbol 736 Text | Uses:72 | Used by:Timeline |
Symbol 737 Text | Uses:72 | Used by:Timeline |
Symbol 738 Text | Uses:72 | Used by:Timeline |
Symbol 739 Text | Uses:72 | Used by:Timeline |
Symbol 740 Text | Uses:72 | Used by:Timeline |
Symbol 741 Text | Uses:72 | Used by:Timeline |
Symbol 742 Text | Uses:72 | Used by:Timeline |
Symbol 743 Text | Uses:72 | Used by:Timeline |
Symbol 744 Text | Uses:72 | Used by:Timeline |
Symbol 745 Text | Uses:72 | Used by:Timeline |
Symbol 746 Text | Uses:72 | Used by:747 |
Symbol 747 MovieClip | Uses:746 | Used by:Timeline |
Symbol 748 Text | Uses:72 | Used by:Timeline |
Symbol 749 Text | Uses:72 | Used by:Timeline |
Symbol 750 Bitmap | Used by:751 757 798 | |
Symbol 751 Graphic | Uses:750 | Used by:Timeline |
Symbol 752 Text | Uses:72 | Used by:Timeline |
Symbol 753 Bitmap | Used by:754 | |
Symbol 754 Graphic | Uses:753 | Used by:Timeline |
Symbol 755 Graphic | Used by:Timeline | |
Symbol 756 Text | Uses:72 | Used by:Timeline |
Symbol 757 Graphic | Uses:750 | Used by:Timeline |
Symbol 758 Text | Uses:72 | Used by:Timeline |
Symbol 759 Text | Uses:72 | Used by:Timeline |
Symbol 760 Graphic | Used by:763 | |
Symbol 761 Text | Uses:72 | Used by:763 |
Symbol 762 EditableText | Uses:72 | Used by:763 |
Symbol 763 MovieClip | Uses:313 760 761 762 | Used by:Timeline |
Symbol 764 Bitmap | Used by:765 | |
Symbol 765 Graphic | Uses:764 | Used by:Timeline |
Symbol 766 Text | Uses:72 | Used by:Timeline |
Symbol 767 Bitmap | Used by:768 | |
Symbol 768 Graphic | Uses:767 | Used by:Timeline |
Symbol 769 Text | Uses:72 | Used by:Timeline |
Symbol 770 Bitmap | Used by:771 | |
Symbol 771 Graphic | Uses:770 | Used by:Timeline |
Symbol 772 Bitmap | Used by:773 785 | |
Symbol 773 Graphic | Uses:772 | Used by:Timeline |
Symbol 774 Text | Uses:72 | Used by:Timeline |
Symbol 775 Graphic | Used by:778 | |
Symbol 776 Text | Uses:72 | Used by:778 |
Symbol 777 EditableText | Uses:72 | Used by:778 |
Symbol 778 MovieClip | Uses:313 775 776 777 | Used by:Timeline |
Symbol 779 Text | Uses:72 | Used by:Timeline |
Symbol 780 Text | Uses:72 | Used by:Timeline |
Symbol 781 Bitmap | Used by:782 785 | |
Symbol 782 Graphic | Uses:781 | Used by:Timeline |
Symbol 783 MovieClip | Uses:313 | Used by:Timeline |
Symbol 784 Text | Uses:72 | Used by:Timeline |
Symbol 785 Graphic | Uses:772 781 | Used by:Timeline |
Symbol 786 Text | Uses:72 | Used by:Timeline |
Symbol 787 MovieClip | Uses:313 | Used by:Timeline |
Symbol 788 Text | Uses:72 | Used by:Timeline |
Symbol 789 Bitmap | Used by:790 | |
Symbol 790 Graphic | Uses:789 | Used by:797 |
Symbol 791 Graphic | Used by:792 | |
Symbol 792 MovieClip | Uses:791 | Used by:797 |
Symbol 793 Graphic | Used by:797 | |
Symbol 794 Graphic | Used by:797 | |
Symbol 795 Text | Uses:72 | Used by:797 |
Symbol 796 Text | Uses:72 | Used by:797 |
Symbol 797 MovieClip | Uses:790 792 793 721 794 795 796 | Used by:Timeline |
Symbol 798 Graphic | Uses:750 | Used by:Timeline |
Symbol 799 Text | Uses:72 | Used by:Timeline |
Symbol 800 Graphic | Used by:Timeline | |
Symbol 801 Text | Uses:72 | Used by:Timeline |
Symbol 802 Bitmap | Used by:803 | |
Symbol 803 Graphic | Uses:802 | Used by:Timeline |
Symbol 804 Text | Uses:72 | Used by:Timeline |
Symbol 805 Text | Uses:72 | Used by:Timeline |
Symbol 806 Text | Uses:72 | Used by:Timeline |
Symbol 807 Text | Uses:72 | Used by:Timeline |
Symbol 808 Text | Uses:72 | Used by:Timeline |
Symbol 809 Graphic | Used by:810 | |
Symbol 810 MovieClip | Uses:713 809 716 717 721 723 | Used by:Timeline |
Symbol 811 Text | Uses:72 | Used by:Timeline |
Symbol 812 Graphic | Used by:813 | |
Symbol 813 MovieClip | Uses:812 | Used by:829 Timeline |
Symbol 814 Text | Uses:72 | Used by:Timeline |
Symbol 815 Text | Uses:72 | Used by:Timeline |
Symbol 816 Bitmap | Used by:817 | |
Symbol 817 Graphic | Uses:816 | Used by:Timeline |
Symbol 818 Bitmap | Used by:819 | |
Symbol 819 Graphic | Uses:818 | Used by:Timeline |
Symbol 820 Text | Uses:72 | Used by:Timeline |
Symbol 821 Text | Uses:72 | Used by:Timeline |
Symbol 822 Text | Uses:72 | Used by:Timeline |
Symbol 823 Graphic | Used by:827 | |
Symbol 824 Graphic | Used by:827 | |
Symbol 825 Graphic | Used by:827 | |
Symbol 826 Graphic | Used by:827 | |
Symbol 827 MovieClip | Uses:823 824 825 826 | Used by:829 |
Symbol 828 Graphic | Used by:829 | |
Symbol 829 MovieClip | Uses:827 813 828 | Used by:Timeline |
Symbol 830 Text | Uses:72 | Used by:Timeline |
Symbol 831 Text | Uses:72 | Used by:Timeline |
Symbol 832 Text | Uses:72 | Used by:Timeline |
Symbol 833 Text | Uses:72 | Used by:834 |
Symbol 834 MovieClip | Uses:833 | Used by:Timeline |
Symbol 835 Text | Uses:72 | Used by:Timeline |
Symbol 836 Bitmap | Used by:837 1152 1156 1158 | |
Symbol 837 Graphic | Uses:836 | Used by:Timeline |
Symbol 838 Text | Uses:72 | Used by:Timeline |
Symbol 839 MovieClip | Uses:549 562 | Used by:Timeline |
Symbol 840 Text | Uses:72 | Used by:Timeline |
Symbol 841 Bitmap | Used by:842 | |
Symbol 842 Graphic | Uses:841 | Used by:Timeline |
Symbol 843 Text | Uses:72 | Used by:Timeline |
Symbol 844 Text | Uses:72 | Used by:Timeline |
Symbol 845 Bitmap | Used by:846 | |
Symbol 846 Graphic | Uses:845 | Used by:Timeline |
Symbol 847 Graphic | Used by:Timeline | |
Symbol 848 Text | Uses:72 | Used by:Timeline |
Symbol 849 Bitmap | Used by:850 | |
Symbol 850 Graphic | Uses:849 | Used by:Timeline |
Symbol 851 Text | Uses:72 | Used by:Timeline |
Symbol 852 Bitmap | Used by:853 855 860 | |
Symbol 853 Graphic | Uses:852 | Used by:Timeline |
Symbol 854 Text | Uses:72 | Used by:Timeline |
Symbol 855 Graphic | Uses:852 | Used by:Timeline |
Symbol 856 Text | Uses:72 | Used by:Timeline |
Symbol 857 Graphic | Used by:Timeline | |
Symbol 858 Text | Uses:72 | Used by:Timeline |
Symbol 859 Text | Uses:72 | Used by:Timeline |
Symbol 860 Graphic | Uses:852 | Used by:Timeline |
Symbol 861 Text | Uses:72 | Used by:Timeline |
Symbol 862 Graphic | Used by:Timeline | |
Symbol 863 Graphic | Used by:Timeline | |
Symbol 864 Text | Uses:72 | Used by:Timeline |
Symbol 865 Graphic | Used by:867 869 871 | |
Symbol 866 Graphic | Used by:867 869 871 | |
Symbol 867 MovieClip | Uses:865 866 | Used by:Timeline |
Symbol 868 Text | Uses:72 | Used by:Timeline |
Symbol 869 MovieClip | Uses:865 866 | Used by:Timeline |
Symbol 870 Text | Uses:72 | Used by:Timeline |
Symbol 871 MovieClip | Uses:865 866 | Used by:Timeline |
Symbol 872 Text | Uses:72 | Used by:Timeline |
Symbol 873 Bitmap | Used by:874 | |
Symbol 874 Graphic | Uses:873 | Used by:Timeline |
Symbol 875 Text | Uses:72 | Used by:Timeline |
Symbol 876 Text | Uses:72 | Used by:Timeline |
Symbol 877 Text | Uses:72 | Used by:Timeline |
Symbol 878 Text | Uses:72 | Used by:879 |
Symbol 879 MovieClip | Uses:878 | Used by:Timeline |
Symbol 880 Text | Uses:72 | Used by:Timeline |
Symbol 881 Text | Uses:72 | Used by:Timeline |
Symbol 882 Text | Uses:72 | Used by:Timeline |
Symbol 883 Text | Uses:72 | Used by:Timeline |
Symbol 884 Graphic | Used by:887 905 932 | |
Symbol 885 Graphic | Used by:887 905 913 932 | |
Symbol 886 Text | Uses:72 | Used by:887 905 932 |
Symbol 887 MovieClip | Uses:884 885 886 | Used by:Timeline |
Symbol 888 Text | Uses:72 | Used by:Timeline |
Symbol 889 Graphic | Used by:Timeline | |
Symbol 890 Text | Uses:72 | Used by:Timeline |
Symbol 891 Text | Uses:72 | Used by:Timeline |
Symbol 892 Bitmap | Used by:893 | |
Symbol 893 Graphic | Uses:892 | Used by:Timeline |
Symbol 894 Bitmap | Used by:895 | |
Symbol 895 Graphic | Uses:894 | Used by:Timeline |
Symbol 896 Text | Uses:72 | Used by:Timeline |
Symbol 897 Graphic | Used by:Timeline | |
Symbol 898 Text | Uses:72 | Used by:Timeline |
Symbol 899 Text | Uses:72 | Used by:Timeline |
Symbol 900 Graphic | Used by:Timeline | |
Symbol 901 Text | Uses:72 | Used by:Timeline |
Symbol 902 Text | Uses:72 | Used by:Timeline |
Symbol 903 Text | Uses:72 | Used by:Timeline |
Symbol 904 Graphic | Used by:905 | |
Symbol 905 MovieClip | Uses:884 885 886 904 | Used by:Timeline |
Symbol 906 Text | Uses:72 | Used by:Timeline |
Symbol 907 Text | Uses:72 | Used by:Timeline |
Symbol 908 Text | Uses:72 | Used by:Timeline |
Symbol 909 Graphic | Used by:918 930 Timeline | |
Symbol 910 ShapeTweening | Used by:913 | |
Symbol 911 Graphic | Used by:913 | |
Symbol 912 Graphic | Used by:913 | |
Symbol 913 MovieClip | Uses:885 910 911 912 | Used by:Timeline |
Symbol 914 Text | Uses:72 | Used by:Timeline |
Symbol 915 Bitmap | Used by:916 | |
Symbol 916 Graphic | Uses:915 | Used by:Timeline |
Symbol 917 Text | Uses:72 | Used by:Timeline |
Symbol 918 Button | Uses:909 | Used by:Timeline |
Symbol 919 Text | Uses:72 | Used by:Timeline |
Symbol 920 Text | Uses:72 | Used by:Timeline |
Symbol 921 Bitmap | Used by:922 | |
Symbol 922 Graphic | Uses:921 | Used by:Timeline |
Symbol 923 Text | Uses:72 | Used by:Timeline |
Symbol 924 Text | Uses:72 | Used by:Timeline |
Symbol 925 Text | Uses:72 | Used by:Timeline |
Symbol 926 Graphic | Used by:Timeline | |
Symbol 927 Text | Uses:72 | Used by:Timeline |
Symbol 928 Text | Uses:72 | Used by:Timeline |
Symbol 929 Graphic | Used by:932 | |
Symbol 930 Button | Uses:909 | Used by:932 |
Symbol 931 Text | Uses:72 | Used by:932 |
Symbol 932 MovieClip | Uses:884 885 886 929 930 931 | Used by:Timeline |
Symbol 933 Text | Uses:72 | Used by:Timeline |
Symbol 934 Text | Uses:72 | Used by:Timeline |
Symbol 935 Text | Uses:72 | Used by:Timeline |
Symbol 936 Text | Uses:59 72 | Used by:Timeline |
Symbol 937 Graphic | Used by:Timeline | |
Symbol 938 Text | Uses:72 | Used by:Timeline |
Symbol 939 Text | Uses:72 | Used by:Timeline |
Symbol 940 Text | Uses:72 | Used by:Timeline |
Symbol 941 Text | Uses:72 | Used by:Timeline |
Symbol 942 Text | Uses:72 | Used by:Timeline |
Symbol 943 Text | Uses:72 | Used by:Timeline |
Symbol 944 Text | Uses:72 | Used by:Timeline |
Symbol 945 Text | Uses:72 | Used by:Timeline |
Symbol 946 Text | Uses:72 | Used by:Timeline |
Symbol 947 Text | Uses:72 | Used by:Timeline |
Symbol 948 Text | Uses:72 | Used by:Timeline |
Symbol 949 Text | Uses:72 | Used by:Timeline |
Symbol 950 Text | Uses:72 | Used by:Timeline |
Symbol 951 Text | Uses:72 | Used by:Timeline |
Symbol 952 Text | Uses:72 | Used by:Timeline |
Symbol 953 Text | Uses:72 | Used by:Timeline |
Symbol 954 Text | Uses:72 | Used by:Timeline |
Symbol 955 Text | Uses:72 | Used by:Timeline |
Symbol 956 Text | Uses:72 | Used by:Timeline |
Symbol 957 Bitmap | Used by:958 959 969 978 980 | |
Symbol 958 Graphic | Uses:957 | Used by:Timeline |
Symbol 959 Graphic | Uses:957 | Used by:Timeline |
Symbol 960 Text | Uses:72 | Used by:Timeline |
Symbol 961 Graphic | Used by:Timeline | |
Symbol 962 EditableText | Uses:72 | Used by:Timeline |
Symbol 963 Graphic | Used by:Timeline | |
Symbol 964 Text | Uses:72 | Used by:Timeline |
Symbol 965 EditableText | Uses:72 | Used by:Timeline |
Symbol 966 Graphic | Used by:Timeline | |
Symbol 967 Text | Uses:72 | Used by:Timeline |
Symbol 968 EditableText | Uses:72 | Used by:Timeline |
Symbol 969 Graphic | Uses:957 | Used by:Timeline |
Symbol 970 Text | Uses:72 | Used by:Timeline |
Symbol 971 Graphic | Used by:Timeline | |
Symbol 972 EditableText | Uses:72 | Used by:Timeline |
Symbol 973 Graphic | Used by:Timeline | |
Symbol 974 Text | Uses:72 | Used by:Timeline |
Symbol 975 EditableText | Uses:72 | Used by:Timeline |
Symbol 976 Text | Uses:72 | Used by:Timeline |
Symbol 977 EditableText | Uses:72 | Used by:Timeline |
Symbol 978 Graphic | Uses:957 | Used by:Timeline |
Symbol 979 Text | Uses:72 | Used by:Timeline |
Symbol 980 Graphic | Uses:957 | Used by:Timeline |
Symbol 981 Text | Uses:72 | Used by:Timeline |
Symbol 982 Graphic | Used by:Timeline | |
Symbol 983 Text | Uses:72 | Used by:Timeline |
Symbol 984 Bitmap | Used by:985 | |
Symbol 985 Graphic | Uses:984 | Used by:Timeline |
Symbol 986 Text | Uses:72 | Used by:Timeline |
Symbol 987 Bitmap | Used by:988 | |
Symbol 988 Graphic | Uses:987 | Used by:Timeline |
Symbol 989 Text | Uses:72 | Used by:Timeline |
Symbol 990 Text | Uses:72 | Used by:Timeline |
Symbol 991 Text | Uses:72 | Used by:Timeline |
Symbol 992 Graphic | Used by:Timeline | |
Symbol 993 Text | Uses:72 | Used by:Timeline |
Symbol 994 Text | Uses:72 | Used by:Timeline |
Symbol 995 Text | Uses:59 | Used by:996 |
Symbol 996 MovieClip | Uses:995 | Used by:Timeline |
Symbol 997 Text | Uses:72 | Used by:Timeline |
Symbol 998 Bitmap | Used by:999 | |
Symbol 999 Graphic | Uses:998 | Used by:Timeline |
Symbol 1000 Text | Uses:72 | Used by:Timeline |
Symbol 1001 Graphic | Used by:1002 | |
Symbol 1002 MovieClip | Uses:1001 | Used by:Timeline |
Symbol 1003 Graphic | Used by:1009 1011 | |
Symbol 1004 Graphic | Used by:1009 1011 | |
Symbol 1005 Graphic | Used by:1009 1011 | |
Symbol 1006 Graphic | Used by:1009 1011 | |
Symbol 1007 Graphic | Used by:1009 | |
Symbol 1008 Text | Uses:72 | Used by:1009 |
Symbol 1009 MovieClip | Uses:1003 1004 1005 1006 1007 1008 | Used by:Timeline |
Symbol 1010 Graphic | Used by:1011 | |
Symbol 1011 MovieClip | Uses:1010 1003 1004 1005 1006 | Used by:Timeline |
Symbol 1012 Text | Uses:72 | Used by:Timeline |
Symbol 1013 Text | Uses:72 | Used by:Timeline |
Symbol 1014 Text | Uses:72 | Used by:Timeline |
Symbol 1015 Text | Uses:72 | Used by:Timeline |
Symbol 1016 Text | Uses:72 | Used by:Timeline |
Symbol 1017 Graphic | Used by:1020 | |
Symbol 1018 Graphic | Used by:1019 | |
Symbol 1019 MovieClip | Uses:1018 | Used by:1020 |
Symbol 1020 MovieClip | Uses:1017 1019 | Used by:Timeline |
Symbol 1021 Bitmap | Used by:1022 | |
Symbol 1022 Graphic | Uses:1021 | Used by:Timeline |
Symbol 1023 Graphic | Used by:1025 | |
Symbol 1024 Graphic | Used by:1025 | |
Symbol 1025 MovieClip | Uses:1023 1024 | Used by:Timeline |
Symbol 1026 Text | Uses:72 | Used by:Timeline |
Symbol 1027 Text | Uses:72 | Used by:Timeline |
Symbol 1028 Text | Uses:72 | Used by:Timeline |
Symbol 1029 Graphic | Used by:Timeline | |
Symbol 1030 Text | Uses:72 | Used by:Timeline |
Symbol 1031 Graphic | Used by:1032 | |
Symbol 1032 MovieClip | Uses:1031 | Used by:Timeline |
Symbol 1033 Text | Uses:72 | Used by:Timeline |
Symbol 1034 Graphic | Used by:Timeline | |
Symbol 1035 Text | Uses:72 | Used by:Timeline |
Symbol 1036 Graphic | Used by:Timeline | |
Symbol 1037 Text | Uses:72 | Used by:Timeline |
Symbol 1038 EditableText | Uses:23 | Used by:Timeline |
Symbol 1039 Bitmap | Used by:1040 | |
Symbol 1040 Graphic | Uses:1039 | Used by:Timeline |
Symbol 1041 Text | Uses:72 | Used by:Timeline |
Symbol 1042 Text | Uses:72 | Used by:Timeline |
Symbol 1043 Text | Uses:72 | Used by:Timeline |
Symbol 1044 Text | Uses:72 | Used by:Timeline |
Symbol 1045 Text | Uses:72 | Used by:Timeline |
Symbol 1046 Text | Uses:72 | Used by:1047 |
Symbol 1047 MovieClip | Uses:1046 | Used by:Timeline |
Symbol 1048 Text | Uses:72 | Used by:Timeline |
Symbol 1049 Text | Uses:72 | Used by:Timeline |
Symbol 1050 Graphic | Used by:Timeline | |
Symbol 1051 Text | Uses:72 | Used by:Timeline |
Symbol 1052 Text | Uses:72 | Used by:Timeline |
Symbol 1053 Graphic | Used by:Timeline | |
Symbol 1054 Text | Uses:72 | Used by:Timeline |
Symbol 1055 Graphic | Used by:Timeline | |
Symbol 1056 Text | Uses:72 | Used by:Timeline |
Symbol 1057 Graphic | Used by:Timeline | |
Symbol 1058 Text | Uses:72 | Used by:Timeline |
Symbol 1059 Graphic | Used by:Timeline | |
Symbol 1060 Graphic | Used by:Timeline | |
Symbol 1061 Text | Uses:72 | Used by:Timeline |
Symbol 1062 Graphic | Used by:Timeline | |
Symbol 1063 Text | Uses:72 | Used by:Timeline |
Symbol 1064 Graphic | Used by:Timeline | |
Symbol 1065 Text | Uses:72 | Used by:Timeline |
Symbol 1066 Graphic | Used by:Timeline | |
Symbol 1067 Text | Uses:72 | Used by:Timeline |
Symbol 1068 Text | Uses:72 | Used by:Timeline |
Symbol 1069 Graphic | Used by:Timeline | |
Symbol 1070 Text | Uses:72 | Used by:Timeline |
Symbol 1071 Graphic | Used by:Timeline | |
Symbol 1072 Graphic | Used by:1076 | |
Symbol 1073 Graphic | Used by:1076 | |
Symbol 1074 Graphic | Used by:1076 | |
Symbol 1075 Graphic | Used by:1076 | |
Symbol 1076 MovieClip | Uses:1072 1073 1074 1075 | Used by:Timeline |
Symbol 1077 Graphic | Used by:1093 | |
Symbol 1078 Graphic | Used by:1093 | |
Symbol 1079 Graphic | Used by:1093 | |
Symbol 1080 Graphic | Used by:1093 | |
Symbol 1081 Graphic | Used by:1093 | |
Symbol 1082 Graphic | Used by:1093 | |
Symbol 1083 Graphic | Used by:1093 | |
Symbol 1084 Graphic | Used by:1093 | |
Symbol 1085 Graphic | Used by:1093 | |
Symbol 1086 Graphic | Used by:1093 | |
Symbol 1087 Graphic | Used by:1093 | |
Symbol 1088 Graphic | Used by:1093 | |
Symbol 1089 Graphic | Used by:1093 | |
Symbol 1090 Graphic | Used by:1093 | |
Symbol 1091 Graphic | Used by:1093 | |
Symbol 1092 Graphic | Used by:1093 | |
Symbol 1093 MovieClip | Uses:1077 1078 1079 1080 1081 1082 1083 1084 1085 1086 1087 1088 1089 1090 1091 1092 | Used by:Timeline |
Symbol 1094 Text | Uses:72 | Used by:Timeline |
Symbol 1095 Graphic | Used by:Timeline | |
Symbol 1096 Graphic | Used by:Timeline | |
Symbol 1097 Text | Uses:72 | Used by:Timeline |
Symbol 1098 Text | Uses:72 | Used by:Timeline |
Symbol 1099 Text | Uses:72 | Used by:Timeline |
Symbol 1100 Graphic | Used by:Timeline | |
Symbol 1101 Graphic | Used by:Timeline | |
Symbol 1102 Graphic | Used by:1106 | |
Symbol 1103 Graphic | Used by:1106 1111 | |
Symbol 1104 Graphic | Used by:1106 | |
Symbol 1105 Graphic | Used by:1106 | |
Symbol 1106 MovieClip | Uses:1102 1103 1104 1105 | Used by:Timeline |
Symbol 1107 ShapeTweening | Used by:1109 | |
Symbol 1108 Graphic | Used by:1109 | |
Symbol 1109 MovieClip | Uses:1107 1108 | Used by:Timeline |
Symbol 1110 Text | Uses:72 | Used by:Timeline |
Symbol 1111 MovieClip | Uses:1103 | Used by:Timeline |
Symbol 1112 Graphic | Used by:1113 | |
Symbol 1113 MovieClip | Uses:1112 | Used by:Timeline |
Symbol 1114 Graphic | Used by:Timeline | |
Symbol 1115 Text | Uses:72 | Used by:Timeline |
Symbol 1116 Graphic | Used by:Timeline | |
Symbol 1117 Text | Uses:72 | Used by:Timeline |
Symbol 1118 Text | Uses:72 | Used by:Timeline |
Symbol 1119 Text | Uses:72 | Used by:Timeline |
Symbol 1120 Graphic | Used by:Timeline | |
Symbol 1121 Graphic | Used by:Timeline | |
Symbol 1122 Text | Uses:72 | Used by:Timeline |
Symbol 1123 Graphic | Used by:1129 | |
Symbol 1124 Graphic | Used by:1129 | |
Symbol 1125 Graphic | Used by:1129 | |
Symbol 1126 Graphic | Used by:1129 | |
Symbol 1127 ShapeTweening | Used by:1129 | |
Symbol 1128 Graphic | Used by:1129 | |
Symbol 1129 MovieClip | Uses:1123 1124 1125 1126 1127 1128 | Used by:Timeline |
Symbol 1130 Text | Uses:72 | Used by:Timeline |
Symbol 1131 Text | Uses:72 | Used by:Timeline |
Symbol 1132 Text | Uses:72 | Used by:Timeline |
Symbol 1133 Text | Uses:72 | Used by:Timeline |
Symbol 1134 Text | Uses:72 | Used by:1135 |
Symbol 1135 MovieClip | Uses:1134 | Used by:Timeline |
Symbol 1136 Text | Uses:72 | Used by:Timeline |
Symbol 1137 Text | Uses:72 | Used by:Timeline |
Symbol 1138 Text | Uses:72 | Used by:Timeline |
Symbol 1139 Text | Uses:72 | Used by:Timeline |
Symbol 1140 Text | Uses:72 | Used by:Timeline |
Symbol 1141 Text | Uses:72 | Used by:Timeline |
Symbol 1142 Text | Uses:72 | Used by:Timeline |
Symbol 1143 Text | Uses:72 | Used by:Timeline |
Symbol 1144 Text | Uses:72 | Used by:Timeline |
Symbol 1145 Text | Uses:72 | Used by:Timeline |
Symbol 1146 Text | Uses:72 | Used by:Timeline |
Symbol 1147 Text | Uses:72 | Used by:Timeline |
Symbol 1148 Text | Uses:72 | Used by:Timeline |
Symbol 1149 Text | Uses:72 | Used by:Timeline |
Symbol 1150 Text | Uses:72 | Used by:Timeline |
Symbol 1151 Text | Uses:72 | Used by:Timeline |
Symbol 1152 Graphic | Uses:836 | Used by:Timeline |
Symbol 1153 Text | Uses:72 | Used by:Timeline |
Symbol 1154 Graphic | Uses:673 | Used by:Timeline |
Symbol 1155 Text | Uses:72 | Used by:Timeline |
Symbol 1156 Graphic | Uses:836 673 | Used by:Timeline |
Symbol 1157 Text | Uses:72 | Used by:Timeline |
Symbol 1158 Graphic | Uses:836 673 | Used by:Timeline |
Symbol 1159 Text | Uses:72 | Used by:Timeline |
Symbol 1160 Text | Uses:23 | Used by:Timeline |
Symbol 1161 Text | Uses:72 | Used by:Timeline |
Symbol 1162 Graphic | Used by:Timeline | |
Symbol 1163 Text | Uses:72 | Used by:Timeline |
Symbol 1164 Text | Uses:72 | Used by:Timeline |
Symbol 1165 Text | Uses:72 | Used by:Timeline |
Symbol 1166 Text | Uses:72 | Used by:Timeline |
Symbol 1167 Text | Uses:72 | Used by:Timeline |
Symbol 1168 Text | Uses:72 | Used by:Timeline |
Symbol 1169 Text | Uses:72 | Used by:Timeline |
Symbol 1170 Text | Uses:72 | Used by:Timeline |
Symbol 1171 Text | Uses:72 | Used by:Timeline |
Symbol 1172 Text | Uses:72 | Used by:Timeline |
Symbol 1173 Graphic | Used by:Timeline | |
Symbol 1174 Text | Uses:72 | Used by:Timeline |
Symbol 1175 Text | Uses:72 | Used by:Timeline |
Symbol 1176 Text | Uses:72 | Used by:Timeline |
Symbol 1177 Graphic | Used by:Timeline | |
Symbol 1178 Text | Uses:72 | Used by:Timeline |
Symbol 1179 Text | Uses:72 | Used by:Timeline |
Symbol 1180 Bitmap | Used by:1181 | |
Symbol 1181 Graphic | Uses:1180 | Used by:Timeline |
Symbol 1182 Text | Uses:72 | Used by:Timeline |
Symbol 1183 Graphic | Used by:Timeline | |
Symbol 1184 Text | Uses:72 | Used by:Timeline |
Symbol 1185 Graphic | Used by:Timeline | |
Symbol 1186 Text | Uses:72 | Used by:Timeline |
Symbol 1187 Graphic | Used by:Timeline | |
Symbol 1188 Text | Uses:72 | Used by:Timeline |
Symbol 1189 Text | Uses:72 | Used by:Timeline |
Symbol 1190 Text | Uses:72 | Used by:Timeline |
Symbol 1191 Text | Uses:72 | Used by:Timeline |
Symbol 1192 Graphic | Used by:Timeline | |
Symbol 1193 Text | Uses:72 | Used by:Timeline |
Symbol 1194 Text | Uses:72 | Used by:Timeline |
Symbol 1195 Text | Uses:72 | Used by:Timeline |
Symbol 1196 Text | Uses:72 | Used by:Timeline |
Symbol 1197 Text | Uses:72 | Used by:Timeline |
Symbol 1198 Text | Uses:72 | Used by:Timeline |
Symbol 1199 Text | Uses:72 | Used by:Timeline |
Symbol 1200 Bitmap | Used by:1201 | |
Symbol 1201 Graphic | Uses:1200 | Used by:Timeline |
Symbol 1202 Graphic | Used by:Timeline | |
Symbol 1203 Text | Uses:72 | Used by:Timeline |
Symbol 1204 EditableText | Uses:72 | Used by:Timeline |
Symbol 1205 Text | Uses:72 | Used by:Timeline |
Symbol 1206 Text | Uses:72 | Used by:Timeline |
Symbol 1207 Text | Uses:72 | Used by:Timeline |
Symbol 1208 Text | Uses:72 | Used by:Timeline |
Symbol 1209 Text | Uses:23 | Used by:Timeline |
Symbol 1210 Bitmap | Used by:1211 | |
Symbol 1211 Graphic | Uses:1210 | Used by:1212 |
Symbol 1212 Button | Uses:1211 | Used by:Timeline |
Symbol 1213 Bitmap | Used by:1214 | |
Symbol 1214 Graphic | Uses:1213 | Used by:1215 |
Symbol 1215 Button | Uses:1214 | Used by:Timeline |
Symbol 1216 Bitmap | Used by:1217 | |
Symbol 1217 Graphic | Uses:1216 | Used by:1218 |
Symbol 1218 Button | Uses:1217 | Used by:Timeline |
Symbol 1219 Text | Uses:72 | Used by:Timeline |
Instance Names
"musicplayer" | Frame 3 | Symbol 132 MovieClip |
"randomeffects" | Frame 4 | Symbol 178 MovieClip |
"randomeffects" | Frame 444 | Symbol 178 MovieClip |
"bar" | Symbol 20 MovieClip Frame 1 | Symbol 5 MovieClip |
Special Tags
FileAttributes (69) | Timeline Frame 1 | Access local files only, Metadata present, AS1/AS2. |
SWFMetaData (77) | Timeline Frame 1 | 1284 bytes "<rdf:RDF xmlns:rdf="http://www.w3.org/1999/02/22-rdf-syntax-ns#"> <rdf:Description rdf:about="" xmln ..." |
Labels
"tutmainmenu" | Frame 3 |
"transitplaceholder" | Frame 4 |
"WherecanIgetflashpg1" | Frame 35 |
"Whatissprite" | Frame 42 |
"FlashKindergarten" | Frame 48 |
"animationbasics" | Frame 69 |
"basictweening" | Frame 86 |
"movieclipsandembeds" | Frame 102 |
"spritetechnickery" | Frame 123 |
"lipsynchingandyou" | Frame 151 |
"advancetweening" | Frame 173 |
"soundsandsuch" | Frame 200 |
"backgrounds101" | Frame 225 |
"SFXISYOURFRIEND" | Frame 242 |
"DAMASK" | Frame 278 |
"Basicactionscript" | Frame 297 |
"Bethedirector" | Frame 342 |
"AdvancedVFX" | Frame 359 |
"MoreTips" | Frame 382 |
"AdvancedAS2" | Frame 395 |
"TASUKETE" | Frame 427 |
"Credits" | Frame 434 |
"disengageandbacktomenu" | Frame 444 |
"transitionbacktomenu" | Frame 445 |
"loaded" | Symbol 20 MovieClip Frame 2 |
Dynamic Text Variables
flavortext | Symbol 92 EditableText | "<p align="center"></p>" |
flavortext | Symbol 191 EditableText | "<p align="left"></p>" |
hongfire | Symbol 762 EditableText | "<p align="left"></p>" |
hongfire | Symbol 777 EditableText | "<p align="left"></p>" |
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