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661447_spritingtutorial.swf

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Flash #173183

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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"> &nbsp;&nbsp;&nbsp;parentColor.setTransform(camColor.getTransform());</font></p><p align="left"><font face="Arial" size="9" color="#000000" letterSpacing="0.000000" kerning="1"> &nbsp;&nbsp;&nbsp;var _loc4 = sX / this._width;</font></p><p align="left"><font face="Arial" size="9" color="#000000" letterSpacing="0.000000" kerning="1"> &nbsp;&nbsp;&nbsp;var _loc3 = sY / this._height;</font></p><p align="left"><font face="Arial" size="9" color="#000000" letterSpacing="0.000000" kerning="1"> &nbsp;&nbsp;&nbsp;_parent._x = cX - this._x * _loc4;</font></p><p align="left"><font face="Arial" size="9" color="#000000" letterSpacing="0.000000" kerning="1"> &nbsp;&nbsp;&nbsp;_parent._y = cY - this._y * _loc3;</font></p><p align="left"><font face="Arial" size="9" color="#000000" letterSpacing="0.000000" kerning="1"> &nbsp;&nbsp;&nbsp;_parent._xscale = 100 * _loc4;</font></p><p align="left"><font face="Arial" size="9" color="#000000" letterSpacing="0.000000" kerning="1"> &nbsp;&nbsp;&nbsp;_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"> &nbsp;&nbsp;&nbsp;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"> &nbsp;&nbsp;&nbsp;parentColor.setTransform(_loc2);</font></p><p align="left"><font face="Arial" size="9" color="#000000" letterSpacing="0.000000" kerning="1"> &nbsp;&nbsp;&nbsp;_parent._xscale = 100;</font></p><p align="left"><font face="Arial" size="9" color="#000000" letterSpacing="0.000000" kerning="1"> &nbsp;&nbsp;&nbsp;_parent._yscale = 100;</font></p><p align="left"><font face="Arial" size="9" color="#000000" letterSpacing="0.000000" kerning="1"> &nbsp;&nbsp;&nbsp;_parent._x = 0;</font></p><p align="left"><font face="Arial" size="9" color="#000000" letterSpacing="0.000000" kerning="1"> &nbsp;&nbsp;&nbsp;_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 = &quot;exactFit&quot;;</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 1
function 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 2
flavortext = ""; navigator = 0; randomizer = 0;
Frame 3
stop();
Frame 4
if (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 34
if (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 427
getURL ("http://www.forkheads.net/viewforum.php?f=50", "_blank");
Frame 444
if (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 472
gotoAndStop ("tutmainmenu");
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Symbol 20 MovieClip Frame 2
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_root.gotoAndStop("tutmainmenu");
Symbol 96 Button
on (rollOver) { flavortext = "View the credits, obviously."; } on (rollOut) { flavortext = ""; } on (press) { nextFrame(); play(); navigator = 20; randomizer = random(5) + 1; flavortext = ""; }
Symbol 99 Button
on (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 Button
on (rollOver) { flavortext = "... D:.... allright, okay."; } on (rollOut) { flavortext = ""; } on (press) { nextFrame(); play(); navigator = 2; randomizer = random(5) + 1; flavortext = ""; }
Symbol 101 Button
on (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 Button
on (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 Button
on (rollOver) { flavortext = "Objects, movieclips, all explained here."; } on (rollOut) { flavortext = ""; } on (press) { nextFrame(); play(); navigator = 4; randomizer = random(5) + 1; flavortext = ""; }
Symbol 104 Button
on (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 Button
on (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 Button
on (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 Button
on (rollOver) { flavortext = "So simple, but so versatile!"; } on (rollOut) { flavortext = ""; } on (press) { nextFrame(); play(); navigator = 13; randomizer = random(5) + 1; flavortext = ""; }
Symbol 108 Button
on (rollOver) { flavortext = "Unleash your inner director!"; } on (rollOut) { flavortext = ""; } on (press) { nextFrame(); play(); navigator = 15; randomizer = random(5) + 1; flavortext = ""; }
Symbol 109 Button
on (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 Button
on (rollOver) { flavortext = "Because 'silent sprite movie' is boring."; } on (rollOut) { flavortext = ""; } on (press) { nextFrame(); play(); navigator = 10; randomizer = random(5) + 1; flavortext = ""; }
Symbol 111 Button
on (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 Button
on (rollOver) { flavortext = "Its inception, but with Movieclips."; } on (rollOut) { flavortext = ""; } on (press) { nextFrame(); play(); navigator = 6; randomizer = random(5) + 1; flavortext = ""; }
Symbol 113 Button
on (rollOver) { flavortext = "Yes, we're handling backgrounds too."; } on (rollOut) { flavortext = ""; } on (press) { nextFrame(); play(); navigator = 11; randomizer = random(5) + 1; flavortext = ""; }
Symbol 114 Button
on (rollOver) { flavortext = "'Explosions fix everything!' - Nabeshin"; } on (rollOut) { flavortext = ""; } on (press) { nextFrame(); play(); navigator = 16; randomizer = random(5) + 1; flavortext = ""; }
Symbol 115 Button
on (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 Button
on (rollOver) { flavortext = "Coding is awesome."; } on (rollOut) { flavortext = ""; } on (press) { nextFrame(); play(); navigator = 18; randomizer = random(5) + 1; flavortext = ""; }
Symbol 117 Button
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on (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 Button
on (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 Button
on (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"); }
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on (rollOver) { flavortext = "Feel free to read through the tutorial before deciding on your choice."; } on (rollOut) { flavortext = ""; } on (press) { nextFrame(); }
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
Symbol 763 MovieClip Frame 280
hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
Symbol 763 MovieClip Frame 300
hongfireup();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
Symbol 763 MovieClip Frame 374
hongfiredown();
Symbol 763 MovieClip Frame 375
hongfiredown();
Symbol 763 MovieClip Frame 376
hongfiredown();
Symbol 763 MovieClip Frame 377
hongfiredown();
Symbol 763 MovieClip Frame 378
hongfiredown();
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hongfiredown();
Symbol 763 MovieClip Frame 380
hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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Symbol 778 MovieClip Frame 1
function hongfireup() { hongfire = hongfire + 1; } function hongfiredown() { hongfire = hongfire - 1; } hongfire = 100;
Symbol 778 MovieClip Frame 2
hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
Symbol 778 MovieClip Frame 85
hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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hongfiredown();
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Symbol 778 MovieClip Frame 101
hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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hongfireup();
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stop();
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on (press) { gotoAndPlay (1); play(); }
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stop();
Symbol 1212 Button
on (press) { getURL ("http://unbalnzd.newgrounds.com/", "_blank"); }
Symbol 1215 Button
on (press) { getURL ("http://bigfoot3290.newgrounds.com/", "_blank"); }
Symbol 1218 Button
on (press) { getURL ("http://www.snkplaymore.co.jp/us/", "_blank"); }

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Symbol 1 BitmapUsed by:2
Symbol 2 GraphicUses:1Used by:Timeline
Symbol 3 GraphicUsed by:20
Symbol 4 GraphicUsed by:5
Symbol 5 MovieClipUses:4Used by:20
Symbol 6 GraphicUsed by:20
Symbol 7 MovieClipUsed by:20
Symbol 8 GraphicUsed by:20
Symbol 9 GraphicUsed by:15
Symbol 10 GraphicUsed by:15
Symbol 11 GraphicUsed by:15
Symbol 12 GraphicUsed by:15
Symbol 13 GraphicUsed by:15
Symbol 14 GraphicUsed by:15
Symbol 15 ButtonUses:9 10 11 12 13 14Used by:20
Symbol 16 GraphicUsed by:19 120 121 122 124 129
Symbol 17 GraphicUsed by:19 120 121 122 124 129
Symbol 18 GraphicUsed by:19 120 121 122 124 129
Symbol 19 ButtonUses:16 17 18Used by:20
Symbol 20 MovieClipUses:3 5 6 7 8 15 19Used by:Timeline
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Symbol 1156 GraphicUses:836 673Used by:Timeline
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Symbol 1180 BitmapUsed by:1181
Symbol 1181 GraphicUses:1180Used by:Timeline
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Symbol 1183 GraphicUsed by:Timeline
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Symbol 1188 TextUses:72Used by:Timeline
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Symbol 1190 TextUses:72Used by:Timeline
Symbol 1191 TextUses:72Used by:Timeline
Symbol 1192 GraphicUsed by:Timeline
Symbol 1193 TextUses:72Used by:Timeline
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Symbol 1200 BitmapUsed by:1201
Symbol 1201 GraphicUses:1200Used by:Timeline
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Symbol 1203 TextUses:72Used by:Timeline
Symbol 1204 EditableTextUses:72Used by:Timeline
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Symbol 1218 ButtonUses:1217Used by:Timeline
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Instance Names

"musicplayer"Frame 3Symbol 132 MovieClip
"randomeffects"Frame 4Symbol 178 MovieClip
"randomeffects"Frame 444Symbol 178 MovieClip
"bar"Symbol 20 MovieClip Frame 1Symbol 5 MovieClip

Special Tags

FileAttributes (69)Timeline Frame 1Access local files only, Metadata present, AS1/AS2.
SWFMetaData (77)Timeline Frame 11284 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

flavortextSymbol 92 EditableText"<p align="center"></p>"
flavortextSymbol 191 EditableText"<p align="left"></p>"
hongfireSymbol 762 EditableText"<p align="left"></p>"
hongfireSymbol 777 EditableText"<p align="left"></p>"




http://swfchan.com/35/173183/info.shtml
Created: 17/10 -2018 11:52:47 Last modified: 17/10 -2018 11:52:47 Server time: 22/12 -2024 10:32:59