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_ULTIMATE TUTORIAL 2_.swf

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Flash #34819

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Created by: Tim van Helsdingen aka Gamecubicle

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This copy lives at Newgrounds.com

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Email: Gamecubicle@Gmail.com

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MAIN MENU

MAIN MENU

DRAWING

ANIMATION

SPECIAL EFFECTS

ACTIONSCRIPT

EXTRA

This includes everything that could be be fit in any of the other sections, for example:
Audio, Compression, advanced camera etc.....
Just because its called extra doesn't mean you should check it out!

BASICS

ADVANCED

EXPERT

(learn about tracing images, shading,  coloring etc... Not only helpfull for noobs)

(learn about the standard flash tools, noobs only)

(A few more simple things, noobs only)

BASICS

In the basics section we are gonna learn about these tools.

Hi there. And welcome to Ultimate tutorial 2. Since you started of at the drawing section. I think you don't have that much
knowledge about flash. That's why im going to try to explain everything as easy as possible.

Arrow Tool/Sub selection tool

Line Tool

Lasso tool

Oval and rectangle tools

Brush

Bucket

Eraser Tool

Pencil tool

Eyedropper Tool

You can just click a tool one to go to that subject. Or you can click next
if you want to learn everything from the beginning.

Free Transform Tool

NEXT

NEXT

We are going to start of by using the brush tool. Its one of the most used tools when you draw. Especially
in frame by frame movies (read about it in the animation section) it works great.
First select the Brush tool  (hotkey = B)in the tool menu (if the tool menu isn't there, click:  window, tools)

Now  try drawing something on the stage. You see a thick line appearing.

BACK

BACK

Now you might think: This line is much too thick for me. I want a thinner line. Well .You can!
Just click here and select the size you want.

If you are using a drawing tablet instead of a mouse you can select this to make the line thicker if you press harder.

If you want the brush to have another shape then a circle, you can select it here.

If you want to change the color of the brush, you can do that here.

That about everything there is to tell about the line tool.

Next up is the pencil tool. Its good for drawing characters with smooth lines.

First off: Select the line tool and try to draw something. (hotkey = Y)

As you can see the line you draw isn't really that smooth...
But you can easily change that!
As you can see HERE there are 3 options you can choose from.

this makes the line really dodgy. Good for eeehh...
Straight objects :P

This smooth's the line. Its great for character drawings.
You can draw really small with it though.

This leaves the line exactly like you drew it.

If you think your line is too small. You make make it thicker by going to properties (on the bottom of the screen) And select the
thickness.

You can select the color of the line here and here

You can also change the style of the line here.

That's everything there is to tell about the line tool.

Ok.. The bucket tool.. Not much too tell about that one. you can just draw some lines with the other tools and fill it up with the
bucket.
Select the bucket here (hotkey = B), and you can select the color here.

You can also select if you want to fill up gaps in your drawing when you color it,
You can do that here.

That's everything there is to tell about the bucket tool! XD

Another short one... The Eraser Tool (hotkey = E). just click it and erase stuff....XD

You can make it bigger and smaller here.

You can select special options for the eraser tool here.

You can erase a whole fill at once by using THIS tool

That's everything about the eraser tool.

The Oval (hotkey = O) and the Rectangle tool (hotkey = R). Well. Its all in the name.
With the oval tool you can make.. Well... Circles. And with the Rectangle tool.. Squares. I suggest you just try it out.

You can change the color of the lines surrounding the circle/square HERE

You can change the color of the circle/square itself HERE

If you use the rectangle tool. You can also make the corners of the square a bit more round.
You do that by clicking here and selecting something from the menu.

This screen appears. Just set the corner radius here and then click ok.

Arrow tool (hotkey = V). You can select stuff and drag it around the screen. Try it out.

Sub selection tool (hotkey = A). you can select a fill. And change the shape of it.

Draw a line with the brush for example and then select the sub selection tool and click on the line.

You should see this now.

You can use the sub selection tool to movie the white dots around
You can make shapes like this out of the line for example
Try to do that.

you can use this to really improve your drawings.

Lasso Tool (hotkey = T).

You can use the lasso tool like the arrow  tool.  But you can use it to say more specifically what you want to select.

Try to draw something and then use the lasso tool.

If you select THIS you can make straight line and select everything inside those (kinda hard to explain..
I suggest you try it out.

Ok. The line tool (hotkey = N). Its kinda like the same as the pencil tool. But with this one you can make straight lines.
Nothing to explain here really. You make it thicker the same way as the pencil line (check that out in the pencil
section)

Eyedropper tool (hotkey = I).
Select it. Click on a fill. And that color appears here.

Last but not least. The free transform tool (hotkey = Q). you can make and object bigger. change the shape etc..

rotate an object.

Enlarge an object.

Drag the corners of a shape to change the shape of an object.

Change the shape an object. Works a lot like the sub selection tool, but  with this
you can also change the shape of bitmaps and movieclips (more about that in the animation
section).

Well. You completed the Drawing, Basics section! hope you learned something. Now move on to advanced!

Ok. You learned some basic skills in the basics section. Now its time to move on to the slightly harder stuff (still very simple
though)
This is what we are gonna talk about: (you can just click next if you want to start from the beginning or you can click on the
subject you like to learn about)

Snap to Objects

Undo/Redo actions

Zooming in/Dragging

Put text into flash

Smooth/Straighten drawings

ADVANCED

First off. You might have noticed that lines sometimes snap to eachoter when you draw them close to each other.
There is a really simple way of fixing this.
Make sure the main toolbar is enabled (window, toolbars, main)
You should see this toolbar on the top of your screen.

You can now disable Snap to Objects (that's the thing that make lines and stuff snap to each other) by clicking on the
magnet icon.
Sometimes its still useful for something's. If you need to draw straight lines and stuff.
(the hotkey for snap to objects is: Control, Alt, /)

Ok. Another thing. If you have drawn something. But something went wrong. You can undo your last action (work the last 200 things
did, so you can screw up a lot)
There are undo and redo buttons in the main toolbar (see how to enable this in the Snap to Object section)
There is also a hotkey for undoing things.
Press control and Z at the same time to undo something.

(they turn blue when you are able to use them)

If you want to have a more closer look on your drawing,. or you want to movie around the screen, you can use the Hand tool
and the Zoom tool.

Hand Tool (hotkey H)

Zoom Tool (hotkey's M and Z)

Ok, now something that should have been in the basics section... but which I forgot XD
How to put text into flash.

Click on the text tool

Now click somewhere and you see you can type.
If you want to change the font/scale of the text, goto properties. And set it there.

If you want to change the space between the characters. You can do that here.

If you want to make the text for example  vertical instead of horizontal. You can change that here.

There are a few more options. Try it out yourself!

Ok. What is next... Lets see. Ah! Its the smoothing out lines thingy! XD
Ok. Now lets get to the point. If you draw something with the pencil or the brush tool.
It might not always look so smooth. That's why there is the smooth button. There also is a straighten buttons if you want
to make it less smooth.
First try to draw something with the line or brush tool. It doesn't look very smooth. Does it?
Well. You can improve that by clicking on the Smooth buttons in the main toolbar (window,toolbars, main)

Smooth the object

Straighten the object

This was the advanced section. Now move on to the expert section!

Ok. So you completed Basics and Advanced. Well. To tell you the truth... they were just to learn about the tool that you use in
flash. Now you learn how to make good and complex drawing. How to do shading. How to trace drawings etc...
Select to which subject you want to go, or just click next if you want to start at the beginning.

Tracing images (1)

Tracing images (2)

Box Modeling

A few more flash skills:

Radial/Linier gradients

Drawing manga:

Drawing a body

Perspective

Drawing a head.

EXPERT

Ok. What we are going to do first is learn how you need to trace an image in flash. You can use this when you are not really great
at drawing... Or are just too lazy... Or any other reason I cant think of right now.
First you need to import the picture you would like to trace.
I use this bowser picture to see how everything works.

There are two ways of tracing an image. the first one is very simple.
Import the image (file, import, You can also press control R) and import the picture you would like to trace.

Now  you need to perform trace bitmap.
You do that by selecting the image, and click: Modify, Trace bitmap.
This screen appears:

Make sure the settings are the same as they are here.
You can change the color Threshold, Minimum areas, curve fit and Corner threshold,
if you want the image to look less pixelated.
When you are done press ok.

Flash now converted the bitmap image to a vector image (vector is what you use in flash)
You can now delete the outside of the image (in my example, the outside of the picture was red)
And you got the image in flash.

Tadaaaa! The red is gone!

Note: Tracing makes the filesize very big ass!

The other technique is better (that's what I think)
It might not seem as good as the other technique. But with this other technique you can make for example a leg on a separate
layer. So you can animate it (more about layers and stuff in the animation section of this tutorial)
Again. Import a picture.
Select it and convert it into a movieclip or graphics file (select the bitmap and goto: Insert, convert to symbol. Or press F8)

Converting something into a movieclip (MC from now on)
makes it possible to change the alpha of the picture (you can make it see trough)
This is not really necessary to do this. But the tracing of the image will go much easier.

Select the MC and goto properties. Then set the alpha to 50% where it says color

You will notice the image becomes see trough.

You can now insert a new layer (goto the timeline, on the top of the screen, rightclick on where it says layer 1, and click insert
layer)

The new layer should be above Layer one. if this isn't the case just drag it above there.

Now  select layer 2. It will turn black when it is selected.

Now pic the pencil or brush tool. And draw over the old image. Then color it.

Now  take the pencil or brush tool. And draw over the old image. Then color it.

Like this:

If you have done that you can delete the layer with the original image on it  (rightclick on it and press delete layer)
If you want to animate the character. you can draw each limb on a different layer and animate it. (more about that in the animation
section of this tutorial.

That's everything about tracing images. Now lets move on to the next subject.

DOWNLOAD AN EXAMPLE FILE HERE

DOWNLOAD AN EXAMPLE FILE HERE

Not working?:

Ok. Next thing. Box modeling (doesn't really have a name but I just call it box modeling :P)
In Box modeling you make a head, out of 1 box. Its very simple. But you can make pretty good things out of it.
Legendary frog for example uses this technique.
First select the Rectangle tool, and disable the fill.

Draw a box.

Now use the arrow tool take make this sort of shape of it:

You see it has the shape of a head (a little bit)
You can make it look better by using the free transform tool.

Once you are done just make hair with the line tool and bend it the until it has the shape of hair. Or just use the pencil tool :P

(I am not that great at drawing. So this example isn't that great.
But you can see what I meant by box modeling)

Ok. Now we are gonna learn to make a nice looking color for a a drawing. You can do that wit radial gradients.
Ok, enable the color mixer (window, color mixer)

Now select radial or linier gradient from the menu.

Ok. Now you can select 2 or more colors here. and see what happens.

You can also set the alpha (you can make it see trough) of for example the inside or outside of a fill.

You can make things like this.

The left is the inside of the color. The right the outside of the color.

Ok. Now on to some real drawing lessons.
I'm not that great at drawing myself. But I do know how to draw nice character...Erm... Lets get started then XD

Im going to teach you a few basics about drawing manga (for all of you who do now know what manga is. Manga is Japanese style
of drawing) here is an example pic:

Ok. This is manga.. There is no way you can draw this good at the very beginning... I also still suck at it.
But that doesn't matter.

1:Ok. Start by drawing a circle. That is gonna be the head.

2:Now add lines like this:

3:Now delete THIS line to get this

4:Now make a lower layer and draw a few help lines there. Draw them like this:

You know know where you can put the eyes and stuff.
eyes (the space between the eyes is about as big as a single eye)
nose
mouth

5:The ears should be located at the same height as the eyes

6:Now make the hair. Best  insert a new layer to make it easier. (always draw the head before starting the hair, if you don't your
character might look dumb).

7:Now color the head itself.

The outline of the head has a slightly darker color then the head itself.

Note: The outline of the hair is of slightly darker color then the hair itself

Ok. You learned how to draw a head. Now im gonna learn you how to draw  body's.
This is not really done step by step. Im just gonna tell you some facts about drawing body's.
First of all. There are different styles of body drawings. The size of everything depends on the size of the head.
There are drawings that the character is for example 4 heads tall. But the most used and best looking drawings are 6
heads tall. That's why im gonna learn you how to draw those.

Erm... Let the picture speak for itself:

arms:  3 heads

Torso: about 2 and a half head

Legs = 3 heads

Make sure the length of each limb is the same as in the example. If  not, you will get very strange characters...

But ugly

Ok. Now to learn about perspective in background drawings.
First draw a straight line. in the center of the screen/paper. this is the horizon line.

Now. if you want to draw an object. every line should end up in the center of that line. Like this:

Horizon

Object

This way your drawing will look more realistic.

Ok. now something that is a lot the same. A 2 point perspective.

There are also 3 point perspectives. But they are rarely used and they are hard.

Don't really know  what to tell you more... So I guess this is it.. Goodbye then :'(
Just kidding. You completed the drawing part of the tutorial. You can move on with the animation part now.
Good job!

FRAME BY FRAME

TWEENING

CLAYMATION

SPRITES

Yay! you chose to learn about clay animation. Claymation is so much fun. And you are gonna learn how to make it now!
Here are the subjects the claymation tutorial includes: (just click next if you want to start from the beginning)

What do you need?

Molding the characters:

Basic (knox) style

Advanced style

Starting:

Expert style

Animation:

Animate your clay

Lip-sync

Put your movie in flash:

Importing it

Adding sound

More compression

Ok. What you need at claymation is, of course, a camera. Best a webcam.
What I use is a Logitech Quickcam pro 4000, That's a pretty expensive camera. It doesn't need to be that expensive, but I do
recommend you get a expensive one, and especially a Logitech one (if you have a PC and not a Mac) Because you can only use
imagestudio if you have a Logitech camera (that's a very good stopmotion program)
Quickcam pro 4000 is about $100, that is a lot, but its really worth it. (click on the pic to go to Logitech's site)

Of course you also need clay, don't use clay that gets hard after a while. Because in bigger clay projects, you might leave you
characters on the set while you are away. Best use wax/oil based clay.
The best clay to use is Van Aken clay. Sadly you can only buy that in America or on the web (you need a credit card) if you live in
America its not a problem... but if you live somewhere else (like me) its kinda irritating.
Any other clay that wont go apart when you bend it will also do fine. Here is a pic to see what I mean.

GOTO VAN AKEN'S WEBSITE

Bad clay. See how it isn't that flexible

Good clay. Doesn't brake apart when you bend it.

Of course... A table to animate on XD
Best use a table that is about 1 meter high. If its too low   (like mine) your back will hurt like hell after a while.
If its 1 meter high you don't have to bend.
The surface of the table should be about 1m by 50cm at least.
Here is a pic of my animating table (which is too low... but I don't care)

Finally you need a stopmotion program. What I use is imagestudio. But that only works with Logitech camera's
Sometimes the camera comes with the program. If it doesn't you should search on the web for it or something.
If you don't have a Logitech camera. You can also use anasazi. Its less good then Imagestudio (you can't delete frames for example)
But its pretty ok if you have no other choise. You can download it here:

GET ANASAZI

That's everything you need. Now move onto the next part of the clay tutorial: molding your character.

What you need to do now is to mold you character.
It can be easy or hard. Depending on how much detail you add in your character.
Im first going to learn you how to make a very simple character.
Like this: (knox mostly uses those)

Make a shape like this from the clay and cut it here and here.

Now bend the parts you cut like this.

Now make them look a bit more like arms and legs by molding them a little bit:

Make the arms come till there

Now make it a bit bigger on the place where the head should be... so it looks like he has something like a... head... XD

And viola! Your clayman is done!

Ok. Now  onto a better looking character.

(sorry for bad quality of the pic, but that's because its a screen shot of a movie
of mine, I didn't feel like making a total new character. takes too long :P)

Ok. Now make the body. You learned how to do that in the basic character tutorial.
But now make sure the arms of the legs of the character are half his size and the length from his one hand to the other one should
be the same as the whole body (including the head)

Same size

Now we are gonna give him hands.
Just make 3 slices on the place where hands should be (that way he gets 4 fingers, and 4 fingers looks better and animates easier
then 5 fingers) Make sure his thumb is on the side of his body.

Now to make his head.
Make a oval bulb of clay. And make a space where the mouth should be.
Or you can make a lot of mouths, each for each letter he says or something. So you can animate lip-sync.

Basic mouth

make loads of mouths you can
place on the head.

Mouth
Head

Now you give him a nose by just molding that out of the clay. And you can give him eyes by just putting white bulbs
of clay on his head. But better is to bake clay. That way the eyes will be hard.
You do make good eyes bye making a small bulb of clay. Make a tiny hole in it (with a needle or something) You can
use this hole to rotate the eyes if you animate)
Then bake the eyes. And after that paint a black dot on the eyes.

Now put the eyes in his his head. And make the head look more like a... head... Just try to do that. There's not really any
advice I can give you for that.
Also give him eyebrows and stuff.

Now to finish the head. We are going to make hair.
here is a easy way to  make look pretty good looking hear:
Make a long string of clay and cut it into little pieces.

Now put those pieces on his head to make hair.

Now your guy is done! Put a tiny stick in his head, and place it on the body to make it stronger.

Now your guy is done!

Ok. Now onto the hardest one. The fully detailed character. Basically its just like the advanced one. Only... even more detail.
And with more color and stuff. Here are 2 I made:

Its Jack. When I made this part of the tutorial
I haven't made any movies with him yet. But maybe
I have when you read this.

Don't expect your character too be as good as this when you first try. Its hard for the first time. Just keep trying!

Its Santa Claus! He starred in Wrapping Santa

The only difference between the advanced and the expert characters is that this characters mostly have armatures (skeletons) in
them.

You can make an armature by taking aluminum wire. And make it looks like a body.The wire should have a diameter of 1.5 to 3mm.
I never use armatures. But if you like to make your characters very big. You can use them. I don't like them because its harder to
animate with them (in my opinion, you may think differently)

Once you made the armature. You can cover it up with clay.
If someone is very fat or something (like my santa) he will be very heavy. good way to solve this problem is by putting paper into
his belly. So you don't have to use a lot of clay and make him very heavy. Making him heavy will make him fall over easily.

I don't really know what to tell you more... Just add loads of detail to your character to make it look good...
The rest is the same as the advanced character.
since you made a character. You can goto the animation part of the claymation tutorial now  :D

Ok.  Since you started here, at the animation part, I guess you finished you're clayman and made a script (kinda hard to animate if
you don't have a script XD)
Ok. Clayanimation is easy to learn. But as I said before, hard to master. Loads of people on ng make claymation. But only a few make
good claymation. Here are a few good claymation artists:
Knox
DRneroCF
Toxicbomb
Gamecubicle (that's me)

Ok, place your character on a table.
Put your cam somewhere and you can start filming it!
Since most people who read this part of the tutorial never done any claymation before. And probably don't have a animation
program. I'l use Anasazi screens to explain everything.

Note: If you have another stopmotion program that is able to delete pic you took. Better use that.
Because that's good if you fuck up your claymation :P
I use imagestudio, only works with a logittech cam though.

If you placed your cam on the right place, you can click start on anasazi.

Now move your character and click on grab  (grab appears on the place where it first said start)
Now move your character again. Click on grab again. etc.. etc...

Note: You can change the fps (frames per second) you animate with in the option menu.
Click on options, then capture options. Best use 15fps. Easy to animate on. And it still looks
smooth (most people on ng use 15fps, including me)

Anasazi has a few special option that might be handy.
For example. Onion skinning.
You can see your the last frame you took.  Makes it easier to animate.

Onion skinning button

Tell the program how much of the last frame you want to see.

You can also change the resolution of the movie (do that before starting to animate)
Its in the special tab.

There are also more video options available, try to  figure that out yourself.

You can see the animation you made so far here:

Remember to never move your character just a tiny bit each time.  Not too much. Or it will be too fast.

If you are done with your claymation click here.

IMPORTANT!: Dont make the whole claymation in 1 avi. Better make a lot of avi's from about 15 seconds
long (for example, new avi for each scene) If you fuck up during animation. Your movie wont be totally
ruined.

Ok. Your also need to know how to do lipsync of course. Its hard to animate. But it looks awesome.
Ok. There are two ways.
You can just get stopwatch. And time how long something takes you to say (works fine for me)
Or you can record the audio. Import it in flash. And then see how many frames it is.
If you for example say hello. It takes about a half second to say that.
If you work on 15fps. hello is about 8 frames.
Animate it like this:
In 2 frames his mouth goes open (says HE)
2 frames it closes a bit (says L)
2 frames it goes open (says O)
2 frames it closes (the mouth closes)
If just want to replace the mouth each time. It works in the same way.

PLAY

Here is an example

YAY! You finished your claymation! Now all you have to do is put it in flash :D

Ok. Now the final part. Your claymation is almost done! :D
All you have to do now is import it in flash. You do that by going to file, import, and then select the avi you want to import.
(you can also press control R)

Now you see this window.
Set the quality to about 85%,  If you set it too high the filesize will be too big.
The size of the screen shouldn't be bigger to big too (320 x 240 at max )

Make sure your fps in flash is the same as the fps you used to make the movie.
(you can change that at properties)

Quality

Size

Click ok. Flash will ask you if you want to add frames.
Just click ok. You now see the animation in your  window.
You can watch it by pressing enter.

Now to add some sound.
If you want to do voices you can just record them with windows sound recorder or something.
You can import the sound the same way as you import video.
Once you imported the sound. You can add it by selecting a frame in the timeline (best first add a new
layer. You do that by rightclicking on where it says layer1 and then select insert layer), and press F6 (add key frame)
Now goto properties, and select the sound you want to play.

Now you can export your movies (of course first add a pre loader in the first frame, but there is more about that in the actionscript
part of the tutorial)
You export your movie by going to file, export movie (you can also press control, alt, shift, S)  Then select you want to
export it as a swf.
You can also goto file, publish to export it.

Ok. Now a way to compress your movie more the you could have done the normal way (by setting the quality to 85%)
First import all your avi's on 100% quality. The avi file should cover the whole area of the flash

Wrong, adjust the size of the avi, or the flash file until its as large as the
white window you see (you can adjust the flash size window by
not selecting anything and then going to properties.

Adjust it to the same size as your avi is.

now add the sound in the movie. And do NOT insert a pre loader in the first frame.
Now goto file, export. And now select you want to export your movie as an avi.

Now open a new flash document (file, new or Control, N) and import the avi on a 85% or 90% quality
If you export the movie as a swf now it should be much smaller ( it might play a bit faster then it did before though)

Ok. Now you know everything about claymation. You can now start making one yourself!
Hope I see work from you soon :D

SPRITES

Sprite animation, its very easy to start with. I made my first (good)movie with sprites (mario's revenge 1.. not really sprites, sort of)
Better first goto the tweening section of the tutorial, if you didn't you might not get certain things explained here.
Click on next to start from the first subject, or just select a subject.

Getting sprites:                         Backgrounds/Characters:                               Animation:

Get them

Make them

Making movieclips

building the BG

Character movieclips

Making animation: manner 1

Making animation: manner 2

Ok, get sprites from the internet,
There are a lot of sites that have sprites, but not all are really that great.
here are 2 a few good sites:

The spriters resource

The Shyguy kingdom

Panelmonkey

(only character sprites)

(Character + BG sprites)

There are loads of other great sprite sites, these are just a few good ones I know, if you cant find the ones you like, then you can try
searching on google.

As you probably know, you can also make you own sprites, you do need certain drawing skills for it.
Making sprites is really easy, just open microsoft paint (if you have a PC of course, if you have a Mac you can use animationshop to
make sprites) and open a sprite sheet you downloaded.
For example a mario sprites, Cut out one of the sprites you want to edit, and open a new paint document and paste the sprite
in it.
Now  you can use this sprite as an example to make your other sprites, copy it a few times in the document for example, and
change it. just draw a whole animation that way.

This is for example a mario swim sprite I made for one of my movies
(The Enemy Within) as you can see I used the mario look up sprite as an example.

You can make drawing sprites easier by enabling the grid in paint (control G)

You can pick up colors from the sprites by using the eyedropper tool

Once you got all the sprites you need you can open flash and start on your movie,
First import your sprite sheets. Then make a movieclip (Insert, new symbol, movieclip) and name it for example: Ground
if you are planning to make the movieclip a GROUND one.

Now open your library (window, library, or you can press F11)
and drag the sprite sheet in your movieclip (MC).
You can now press control B, to break apart, the sheet, and cut out the part where the sprite is that you need (in my example the
ground) delete the rest, and place the sprite in the middle of the MC (where the little cross is)

If you sprite has a white box around it, this wont work, goto the next page to see what to do.

Under the timeline you can select a button to go back to your normal scene.

If you made the sprites yourself, or sometimes when you got them of the web, this doenst work.
You need to perform; Trace Bitmap.
I already explained how to do that in the drawing section, but il explain it once more.
Select the sprite sheet and click: Modify, Trace bitmap.
This screen appears:

Set everything the same as in this screen and click ok.

This converts the bitmap graphics to vector graphics (that's the one flash uses)
You can now select the white stuff and press delete.
Now just do the same as you do normally, cut out the part of the sheet you need it, delete the rest, place it in the
center of the MC. Done.

Once you have done that with all your sprites, you can build your bg.
Open your library and drag the parts you need onto the stage, I advice you to make more then one layer
(rightclick on layer 1 and click insert layer)
That's works easier if you have to add things behind other things.

Try making your BG as good looking as possible,
people like detailed sprite movies :P

Clouds, moon etc...

These thingy's + mountains

The ground and stuff

Ok, now we got the backgrounds... But we still need characters!
So lets get them into flash!
Make a movieclip (insert, movieclip, or Control F8)
Now  import the sprite sheet with the character on it you want to use.
Look which sprites you need a cut them out (with control B or trace bitmap)
Now see how many sprites the animation has. this one for example has 9 sprites.

You have to add as much empty keyframes as sprites you have (for me, that's 9)
You insert empty keyframes by pressing F7.

Place the first sprite in the center of the movieclip (where the cross is)
Now  select the other sprites and cut them (control X)
Now goto the next frame and enable onion skinning.

Now you can see the sprite on frame 1.
Paste the other sprites (control V) and place the second sprite on the same place as the first one.
Cut away the other sprites, goto frame 3, paste the sprites etc.. etc.. untill you are done.

Note: If you fps (frames per second) in your movie is high, you might want to use every sprite in
2, or even 3 frames.

Here is the finished animation:

With this you can see on the past few frames, set it so you can only see the last frame (drag the gray thingy)

Here is some extra advice:
-You might want to turn of Antialis. If that is turned of, the sprites look more like pixels in flash.
You turn it of by going to view, and click Fast (only when you make a sprite movie, in other movies it wont look that great)

Ok, now onto the fun part... ANIMATION! YAY!
Ok, so you have you background in a few layers,
You now have to make another layer to put your character on.
Insert the layer and open your library and add your character (I use mario in my examples) to the layer in the place where he
should start (put the walking sprite there)

Now insert some frames in all the layers (about 100 I think) You do that by selecting the frames and press F5.
now we are going to make a tween from the layer where you character is on.
Rightclick on the frames where the character is on and select "Create Motion Tween"

The layer will turn purple.

Now we are going to create a key frame on frame... lets say... 40 (if you are using 20 frames per second, you can change that by not
selecting anything and going to properties, on the right you can select the fps of the movie)

Anyway's. Add a key frame on frame 40 (select frame 30 and press F6)

Now drag your character to the other site of the screen
In frame 1 it is here, in the last frame it is here.

From here

To here

Now test your movie (control, test movie or Control, Enter) and see what happens.
You can also just press enter to watch the movie, then you watch it in the editor. But in the editor you don't see movieclip's move,
keep that in mind.

If you test the animation it should look like this:

If you think the animation goes too fast with 30 frames, you can add a few,
if you think it goes to slow, select a few and press Shift F5.

Ok, Only letting your guy walk is not fun to watch right? RIGHT!
There are two ways to make your character do all kinda of stuff (its kind of the same, but it just works a bit different, you should
decide which way you like best)
Ok,
Make add a few other layers, and put different kinds of movieclips in them (for example: Jump, smash, fall etc...)
Put them outside of the screen. So the viewer cant see them.

The only one that is in the screen is your walking animation.

Convert all the other layers in tweens too.
Move the walking animation across the screen. And make after the frame where he stops, another key frame.

On the one same frame as the frame where the walking animation stops, make a key frame on the layer with the jumping sprite in
it. And after that, key frame.

Now... In the walking layer, on the second key frame, drag the sprite outside the screen, and on the jump sprite layer, drag the jump
sprite inside the screen, on the same place the walking sprite was in the last frame.

Drag it to the place the other sprite was in the last frame.

Now tween the jump sprite up and down (like he is jumping)
And after that, replace it with the walking sprite again (same way as you did before)
And make the sprite walk a bit.
That that way you can keep replacing sprites with each other, and it works pretty fast.
You can make something like this, for example:

The second way is just a little bit different. And it only takes 2 layers for characters.
On the first layer, insert some frames, and add a key frame in the last frame, now go back to the first frame and  insert a walking
sprite. Make it into a tween, and notice the last frame of the layer isn't being converted into a tween.
Add a key frame in the last part of the tween and make your sprite walk.
Now we are going to make him just. Add frames in the second layer, and add a key frame in the last layer, now goto the frame
where you character should start jumping and add a character there. Convert the layer into a tween and move it like it is jumping.
After that bring open your library again and put the walking animation in layer 1 again.
This way you can change sprites without having loads of layers.
For the result it doesn't matter which way you use. Its just what you like best.

walking sprite

Jump Spite

That's it for sprites. Hope you learned something from it :)

In this section of the tutorial we are going to learn how to do some tweens. Maybe you also saw how to do that in some other
sections, but this section is gonna explain more then just a basic tween.
Select where you want to go or just click next to start from the beginning:

Motion tweening:                                          Shape Tweening:

Basic Tween

Motion Guide

Animation a character

Things you need to know

Basic Shapetween

Shapehints

What tweening really means is that you select 2 frames, for example frame 1 and frame 20, in frame 1 the ball (for example) is in
the center of the screen and on frame 20 on the right of the screen, flash will make the frames between frame 1 and 20 to make it
move to the right.
that's is what you are gonna learn now.
Draw a circle (not too big off course :P )
Now add 30 frames on your layer (select frame 1 in the layer and press F5 30 times, or just select frames30 and press F5 once)

Now rightclick on the frames and select Create motion tween.
You will now notice that the layer turns purple.

Now click on the last frame and press F6 to insert a key frame (or rightclick on it and select: Insert key frame)

Now, make sure you have still selected the last frame and then move your circle you have drawn to the other side of the screen.
Press enter (that makes the movie play in the editor itself)  or goto control and select test movie.
You should now see this:

If you think the ball doesn't move smooth enough you have to change the fps (frames per second) of the movie. You do that
by not selecting anything, and then go to properties.
If I were you I would at least use 20fps.

Now test your movie again. It will go a lot smoother this time :D

Now onto something a bit more advanced. A motion guide.
With a normal tween, you can only move your object in straight ways. But with a motion guide you can also movie it in a circle (for
example)
First draw a circle, add a few frames (60 or something) and covert it into a tween.
Now we are going to add a motion guide to the layer, rightclick on the layer and select; Add motion guide.

You will notice a new layer appears.

Now draw a line in the motion guide (not a straight one of course :P)
A bit like this:

Now... Make sure you're snap to objects is enabled in the top of the screen, of the toolbar isn't there, you can enable it by going to;
window, toolbars, main)

This toolbar is in the top of the screen.
Snap to objects:

Select the first frame of the layer where your circle is on and drag it to the beginning of the line, you will notice that because snap
to objects is enabled the circle will snap to the layer.
Now make a key frame in the last frame of the circle layer and drag your circle to the end of the line in the motion guide, make sure
it is still snapped to the line at the end.
Now goto control, test movie to test your movie, you will notice the circle follows the line.. But you cant see the line. Very handy
indeed:

Ok, now onto the last part in the Motion tweening section (not the end of the total tweening section though)
The part you have all been waiting for... ANIMATION CHARACTERS :P
Its really just like normal tweening, but now with more layers.
First lets animate something very simple.
We are going to animate... THIS

I know.. I know.. It all is very basic. But you have to start easy right? RIGHT!

Ok, first off. Insert 3 layers (rightclick on a layer and select Insert layer)

Ok, now you have 3 layers, click on the first frame of the layer in the center and draw a big circle in it.
Now on the other 2 layers add 2 little circles (those are supposed to be hands :P )
(if a layer is below an other layer, and there is and object on it, it will go behind an object in a layer that is above the layer.
Name the layers by double clicking on the names of the layers (where it says layer1 etc... Name the one with
the big circle body, and the other layers Hand1 and Hand2.
You don't really have to do this, but when you got loads of layers, this way its easier to see which layer is which.

Now  add about 100 frames in those 3 layers, and covert them to tweens.
Now  goto for example frame 10 and move the and a bit, you see that a key frame is being created, so you don't really have to do
that
youself (sometimes its better to do it yourself though)
Also move the other hand an the body a bit, this way you can tween the body parts, and make the character move.

This way you can animate your character.

If you did it correctly it should look a bit like this:

This might look very basic, but you can animate very cool things with the technique.
Like this madness guy:

Don't understand how you should do this? Download the madness dude!

There are a few more things you need to know about character animation, if you do not know this you might fuck up your
character.
-What you didn't do when you were practicing with this animation, is converting the body parts into movieclips, I advice you to do
that, if you want to use them more often (you convert it into a movieclip by selecting the body part and pressing F8, Do that before
you converted the layer into a tween of course.
-If you which to set a point where your body part should rotate around, double on the movieclip (or rightclick, edit)
And make the part where it should rotate arounds, on the center of the movieclip (where the little cross is)

If you now use the rotate tool (explained in the Drawing, basics section)
to rotate this object, it will rotate around this point.

If you don't do that it will rotate around the center, and that will look very weird of you use
that to animate a character with.

That was the part about normal tweening, now move onto Shape tweening.

So you want to learn about shapetweening  eh?
Shapetweening is pretty easy, you don't use it a lot, but when you have to use it, its really handy.
With shapetweening you can change the shape of an object.
like this:

Ok, first off. Draw a square.
Now add about 30 frames, and make a blank key frame in the last frame (select the last frame and press F7 or rightclick on it and
select; Insert blank key frame)
Now  in that empty key frame, draw a circle.
Your timeline should no look like this:

Now select frame 1 of the timeline and goto properties.
There you see something called Tween, select Shapetween there.

You now see the frames turn green.

Now test your movie, you will see that the square slowly turns into a circle :D

Ok, now you might want to try it with more advanced looking objects...Well.. Its wont really work.
It will probably look like this:

That's not what we need. That's why there are shape hints, you can use them to tell flash which part
of the drawing should go were,
You still cant make the objects extremely detailed or something, but it will work.

You add shapehints by  clicking; Control, Shift, H
A shapehint now appears, add it somewhere in your drawing on the first frame.
Now goto the last frame and add a shapehint there too (on the place where you think the shapehint should go to)
Make sure snap to objects is enabled, so the shapehint will snap to your drawing. (when the hint is snapped correctly it will turn
yellow in the first frame and green in the last frame)

frame 1

Frame 30

Now my shapetween does work!

Shapetweening also has some extra options.
Read what they do here:

You can change between distributive
and angular. Angular makes it change
the shape with more corners.
Distributive makes it smoother.

You can select the smoothness of the changing here.
(try it out to see what I mean)

That's all there is to tell about shapetweening :P

This the special effects section. My favorite :D
You can learn how to do all sorts of great stuff that will make your movie look awesome :D
Click a subject:

Explosions
Drawing Blood
Animating Fire
Scripted fire
Animating Electricity
Soften fill edges
Light Effects
Masking
Changing brightness/tint

Explosions are fun, but hard to make, there are 2 kinds of explosions you can make.
1: Frame by Frame explosion
2: Tweened explosion (this is mostly combined with fbf parts)
Here are 2 examples of explosions.

FRAME BY FRAME

TWEENED

First to learn is the frame by frame explosion, its very easy to teach to you, although its pretty hard to make.
Make a new movieclip and call it explosion1 (insert, new movieclip)
Insert a few keyframes (about 15 I think)
Enable onion skinning and set it like you can only see in the last frame.

Drag the gray stuff so you can see in the
last frame.

Now draw a explosion, there is not really much  to tell about how to do it, but if you look at the thing below it will help you.

Advice: Let the explosion first go really fast, but at the end let the smoke fade away slowly.

Now a tweened animation.
This is good to use for exploding spaceships or something like that.
Make a new movieclip and call it Explosion 2.
Insert 4 layers.
On the first layer draw something that looks a bit like a yellow star and draw that bigger and make the alpha got down *
On the second layer make a simple sort of frame by frame explosion.
On the third layer, use the line too to give the explosion a cool effect.
On the fourth layer draw a circle with a hole in the middle, you might give it a expand fill effect (look it up in the index on how to do
that) and tween it bigger and slowly make the alpha go down *
How to set the alpha:
Make a tween and select a key frame in the layer and select the object on that layer, then goto properties, and goto alpha, you can
make the object see trough now.

The explosion should be a little bit like this:

Now you learned how to do explosions :D

Drawing blood is not really that hard, but some people just fuck up their blood a lot.
Blood should not be a thick pile of red like this, this just looks awfull:
If should have thinner lines and multiple red gradients. The center of the blood should have a slightly darker gradient then the
outer. A bit like this:
Notice how thin the lines are, and also notice all the little drops of blood surrounding it. Now that's good blood!

If you animate blood, its kinda like the same, your lines also shouldn't be too big, and the best is still to use multiple gradients of
red. like this: ( made the stick with it so you can see someone is dieing :P )

NEXT

BACK

Watch it frame by frame here:

I like pizza :D

Now onto animating fire, there are 3 ways,tweened way (will run very slow on slow PC's) , the frame by frame way (is harder to do)
First we are going to learn the fbf way.
When you are going to animate a fire (in this tutorial, we are going to animate a campfire) you should realize how fire move's.
It doesn't move straight up. It move a bit like this:

It first moves up, and moves to the center, the it starts cooling down, it become heavier and goes
to the sides (slower the it took to go up)

If you animate it it can look like this:

As I told you before fire is pretty hard to animate.
If you animate fire you should best make it into a movieclip, that way you don't have to draw fire in loads of frames, you can just re-
use your movieclip (you should already know how to make a movieclip (insert, new movieclip)
Its also good to use one drawing in more then 1 frame, fire doesn't have to move that fast (this tutorial is 30fps, and I used 3 frames
for each drawing in the fire)
You can watch how I did the fire in fbf here:

Making fire just takes loads of practice, I think im not that great at it too, but just keep practicing!

Now the second way, this is pretty hard and time consuming, but it is worth it!
Note: DO THE WHOLE DRAWING AND TWEENING TUTORIAL BEFORE DOING THIS PART OF THE TUTORIAL! IF NOT, YOU WONT UNDERSTAND IT!
Insert a new movieclip and call it fire 1.
Make a radial gradient in it with in the center orange and the outside alpha 0%

Add 55 frames and add a motion guide.
In the make the layer into a tween and add a key frame on frame 8, on frame 1 set the alpha to 0%.
After frame 8 let the tween go up (with the motion guide)

It will look like this:

Now make another one but now in red.
Also make a few other movieclips like this, but with fewer frames, One with 30, one with 20 (for example)
once you did that, make another movieclip, and call it firepiece (or another name)
Drop a few of the fire movieclips on each other.
When you did that. Make another movieclip, and call the, firetotal.
In firetotal, make 3 layers, and put a firepiece movieclip on each layer, let each layer start a bit later (about 8  frames later)
Then just add loads of layers in the movieclip, so the firetotal clip wont loop.
Once done, it should look like this:

Note: Don't add too many movieclips, it will run very slow then.
Note: If you want to make smoke into your fire, just make the circle go gray at the end.

I hope you now know how to animate good looking fire, I know the second way of animating fire was pretty hard (I didn't know how
to make fire too, so I figured out how to do it myself for this tutorial :P )
I hope you learned something from it.

Ok, now, Animating electricity, I really love to do that, maybe you saw  it in one of my movie's once.
Animating electricity is not that hard, just takes loads of frame.
we are going to  make electricity, draw  a rectangle, and add a new layer, the electricity will run over the rectangle.
Add a lot of keyframes in the layer where you are going to draw the electricity (about 50)
Now zoom in a lot (control, + )
Select the pencil tool on the smallest size and select a color.

Now enable onion skinning (you should already know how to do that, if not, goto the frame by frame section of the tutorial)
Now  quickly draw a few line (not straight ones) just let it look a bit like electricity.

Now goto the next frame and DO NOT draw over the other electricity, only use the onion skinning to see where your electricity was
in the last frame, best just make the frame totally different from the other frame.
Also make a few sparks fly of, that will look cool.
Keep doing this untill the electricity is at the and of the rectangle.

You should make it look a little bit like this:

You can watch it in frame by frame here:

That's all there is to tell about animating electricity :D

This part should have been in the animating fire section, but I already went on the the other parts of the tutorials when I
discovered this little thingy :P
I don't really understand all the actionscript to make this fire, so I cant explain all of it, but I am gonna explain how to make the
scripted fire, so I guess that's enough :P
Make a little white circle and set the outer of the circle to Alpha 0% (make it onto a movieclip)
Now tween it up in about 30 frames. Make a key frame on frame 5, 15, 25 and 30
On frame 5 adjust the tint to red (goto properties, color, tint)

On frame 15 let it go red, and on frame 25 tween it bigger and gray, and set the alpha to 0% on frame 30.

You should have something like this now:

Now put this actionscript on the first frame of the movieclip (you put actionscript in it by clicking on the frame and goto actions
(above properties) Copy and paste the script inside the action window.

Paste the actionscript here

scale = Number(random(50))+30;
setProperty(_target, _x, Number(../:x)+Number(random(12))-6);
setProperty(_target, _yscale, scale);

Copy and paste this

Now make a new movieclip (named FIRETOTAL) and put your circle movieclip in it.

Select your circle movieclip and give it the instance name FIRE
You give something a instance name by clicking on it and going to properties, and type the instance name here.

An instance name will let you target a movieclip, you can use a script with the instance name fire in it, to let it do something.

Now insert another layer and 3 frames (3 keyframes on the empty layer)
Now there are some actions you have to put into those keyframes.
On the first frame put this action:

I = 1;
max = 60;
x = getProperty("fire", _x);

On the second frame put this action:

if (Number(I)<=Number(max)) {
duplicateMovieClip("fire", "fire" add I, I);
I = Number(I)+1;
}

And on the third frame put this action:

if (Number(I)<=Number(max)) {
duplicateMovieClip("fire", "fire" add I, I);
I = Number(I)+1;
}
gotoAndPlay(2);

Now go back to your main scene and put your FIRETOTAL movieclip in it.
Now test your movie. It should look like this:

That's it about scripted fire.
The only thing you still need to know is that this kind of fire will run very slow on older computers when it is displayed very big on
the screen. So keep it small please :P

Soften fill edges is just a simple little technique to make nice effect, like the text effect you see above (where special effects is
written)
Draw a circle and select it (or make a text, and brake it apart, by clicking Control B)
Select it and goto: Modify, shape, soften fill edges.

This little window appears.

Click ok and see what happens.
Your circle should look a bit like this:

Here you can select how far you circle should expand the fill

Here you can select how many layers (sort of speaking)
it should have, if you look closely the cir cle has a few
layers with each there own alpha.

Here you can select if it should inset in the circle, or expand the circle.

There are also some more options in the Shape panel, like convert lines to fills, or expand fill. Try them out :D

Now onto making light effect.
This just combines other things you learned before, like soften fill edges, etc...
First we are gonna make something like a car light, or from a projector. This is fairly easy.
Draw a tiny circle, and use soften fill edges on it (with Expand, and set everything to 50)

You now get this:

Convert it onto a movieclip.

Now copy that movieclip, and paste it again, and stretch it out a bit. Like this:

Now put it in front of the other movieclip.

Now pate the movieclip again, stretch it again, and rotate it 90 degrees

Put that in front of the other movieclips too.

Now... does this look like a light or what? :D

Im now gonna learn you how to let the light behave when an object passes it. This is pretty easy, but nice to know.
Put all the movieclips you used to make the light effect on a separate layer, and add 1 extra layer and draw a circle on that.
Now add 70 frames and convert them all into tweens.
Now tween the circle from the one side of the screen to the other side and let it pass the light.

This doesn't look realistic yet. But that will be, just wait and see :D

On the frame where the circle is starting to pass the light, add keyframes in all the layer. The also add keyframes where it in front
the light, and when it has passed it. and a few frames further another key frame in all the layers.

Now  select the stretched out movieclips in the 3rd key frame and set the alpha to 0%
Now on the 4th key frame set the alpha of the big circle to 50% Now watch the animation, it should look like this:

That's all about light effects :D

Now onto masking, with masking you can make pretty cool effect, you can only show a part in a layer where you drew something.
You don't understand? well... Im going to explain it to you now :D
Make a layer, and draw something in it, like a building or something, dunno.
Now add a new layer, and draw  a circle in it.
Nowinsert about 80 frames in the layers. And make the one with the circle in it into a tween.
Now rightclick on the layer and select mask.

Now that layer turns into a mask layer, you can only see the things in the layer under it, if there is something drawn on the same
place in the mask layer (the circle in this example)

Unlock the layers and tween the circle across the drawing.
See what happens.

If its ok it it should look a bit like this:

Well, that is masking. It can be very handy sometimes.

You can also use alpha to make something see trough.

You might have already found this somewhere else in the tutorial, but I explain it again here, because the last time it was
intergrated into another subject.
When something is a movieclip or a tween. You can change the brightness, tint or alpha of it.
Draw a circle and insert a few  frames. Make it into a tween. And add a key frame at the end.
Now select the circle in the last key frame and goto properties. Now you can select the brightness or tint or something in the
properties panel.

You can make effects like this:

Mmm... Noodles.....

Keeping in Sync

Some things I couldn't fit in any other section. That why I put them here. Just because they are here, doesn't mean they are less
important!

Audio Options
Compression
Advanced Camera
Scripted Camera
Lip-Sync
Testing movie

One of the most important things in flash (in my opinion) is audio.
Im going to learn you now how to put audio into flash. Not only putting it in there, but also how you can sync your animation better,
how to cut up the song. etc...
First goto file and then click import and select a song.

Now select a frame and goto properties. Then select the imported song where it says sound.

Now test your movie,  you will hear the sound play.

If you want to let a sound start in a certain frame, you have to add a key frame and select the frame after the key frame.
and add the sound.

You can also edit a bit of the sound (let is start later)
Select the audio, goto properties and select edit.

You now get this screen:
You can drag this thingy, to let the audio start on a later point

You can also, for example, let the
audio fade away, select the effect
you want in the effect panel and then
use then click anywhere in the screen
to make a white cube which you
can use to adjust for example volume

I suggest you download the example
file to see what exactly you can use
this for.

Ok, you now know how to put audio in flash. But this way. If you import a song into flash. The song will be pretty big. And as you
noticed. a song keeps playing when you watch it in the editor. Even if you stop the movie. So you cant really sync your movie.
For this. We have Streaming. This helps keeping the filesize down, and it lets you sync your movie ( I always like synced movies)
To stream audio. Import a song in flash and add some frames. About 300. doesn't really matter. But with more frames, the song will
continue to play longer.
Now goto properties. And select STREAM where it says sync.

Now try playing you're movie in the editor itself ([press enter) and stop it after a while. You will notice the audio also stops (which
it didn't when you used event sounds) This also keeps the filesize down A LOT. You mostly only use event sounds for games or for
loops (the music in this tutorial are events sounds for example)

Ok, now you know how to stream. There only is one little thingy left to tell you. That is looping a song.
select the song in the timeline, goto properties and type a number where it says loop.

Now one more thing. This is actually more advanced. n00bs wont really use this. But when you make a really big movie, the audio
might start lagging (plays a few frames before it should) you can fix that by putting the audio in a movieclip. And put that
movieclip on the frame where the audio should start)

That's it :D

Ok, compression of a flash... THIS IS VERY IMPORTANT!
People kinda hate big ass flashes if they know it could be optimized.
You can optimize your movie in various things. The thing that can be optimized most is, of course, the audio.

If you export your movie (file, export movie) you can select all sorts of thing to use to compress. Here is what everything is:

This compresses the movie even more

If you enable this people cant import your swf in flash
(normally you can)

If you used any JPEG images in your flash, then you can use
this to select the quality (might save a lot on the filesize)

Here you can set the quality of the streamed audio
(best use 24 kbps at max, I prefer 16 kbps)

Here you can set the quality of the event audio
(best use 24 kbps at max, I prefer 16 kbps)

Always aneble this!

Always select the highest flash version
for optimal compression.

If your movie still is big ass, you might want to give FLASH OPTIMIZER a try. this program is able to compress swf's for a maximum of
70%!
Download it here:

FLASH OPTIMIZER

Another thing you also might want to know is that WAV files compress better then MP3 files. So best use WAV files for music and
stuff.

Remember that compression is very important!

You might find animating the camera in your movies hard. Making all keyframes to tween every object in your movie while other
objects keep doing things.
Well. Don't worry. Here is something I use for making a very good camera. And it works pretty damn easy!
When you start your movie. Make a graphic file (insert, new symbol, graphic) and make your whole movie inside that graphic file.
Drag that graphic file into your normal scene. And tween it across the screen. So make a camera. Easy as that! You might want to
make another layer in your scene with a line surrounding everything you can see in your flash. That works easier.

This is not made by me, all credit goes to Sham Bhangel. I don't know how he made it. But it does come in handy. Just tween the
thingy he made, and it works like a camera. download it below:

SCRIPTED CAMERA

Now onto lip-sync. Lipsync is letting someone's mouth move when he/she talks.
There is not that much to tell about lipsync. But what there is to tell. im going to tell now.
There are 2 ways of doing lipsync. The first one is just draw a circle and tween that like it is talking, but that just doesn't look
convincing.
If you have someone's head, just add a new  layer, and draw a circle in it.
Now add a new layer and add the sound in that. Stream the sound!
Now  tween your circle bigger and smaller if your person talks. For example, a O is a big round circle, but a E is more like flat.

Now on to the better stuff. drawn mouths.
With this you should just draw a mouth for each few letters.

M/P/B

SH/S/N

EH

AH

L

N/Z/K

O/R/I

TH

E

F/R

Now record something and import it into flash and put it on the timeline (stream it of course!)
The add a new layer and make keyframes in that. Now just add the right mouth in the right key frame.
Ass you might have noticed, not all letters are displayed above. Just speak for yourself and look in the miror or something what
your mouth looks like. Then you can choose one of the above mouths. That's what I did in my example:

Hope you learned something from this :D

You already know how to test a movie, but with this, you can also check if it loads correct. etc...
If you have a movie, open it and click: Control, Test movie.
Now you are in the test movie window.
Now click: View, show streaming, this will lets you watch the movie loading, this way you can test if it works.

The movie will probably load much slower this way then it does when you look at it on the
internet, that's because the basic setting for this is that flash simulates that the movie loads
with a 14.4 K modem (that's a couple of hundred times slower then most connections)
You can change that in the DEBUG window.

You can click the Costumize button to for example
recreate your own connection speed.

You can also check loads of other stuff when you enable the Bandwith profiler.

That's it :D

Everybody knows the problem. When you make a long movie, the audio starts playing out of sync after a while. Well. There is a very
simple way to fix that.
Just  put every sound effect in a blank movieclip, and put that movieclip on 1 frame of your movie.
Note: THE SOUND IN THE MOVIECLIP SHOULD BE  AN EVENT SOUND!

Sticks
Normal Characters
Blurring

Frame by frame (or FBF) is just redrawing every frame each time.
Here are some techniques:

Now you have two choise's:
1: Put the head on a separate layer and tween it (works pretty good)
2: Copy that head and paste it in every frame.

Ok, first lets start with animating sticks. Sticks are pretty simple. but they still take a lot of time to animate  (because its frame by
frame of course XD )
Insert a few keyframes in flash (100, just to practice)
First draw a circle and convert it into a movieclip, this is going to be the sticks head.
now select the line tool and select a thickness. About 6 or something. Depends on how big you want to draw your stick.
Draw a stick on frame 1

Now goto the next frame (a handy hotkey to do that is pressing > )
Now draw you stick a little bit different from the last one, of course it depends how much you move it each time on the fps you
work on  (between 18 and 25 is good for sticks)
If your head is tweened. Also move that a little. And if its not, don't forget to paste it on your stick! :P
Then goto the next frame again. And redraw the frame again. etc... etc.. untill its done.

You can also use the brush to animate sticks.

When you watch it in motion it just looks like everything is drawn pretty normally.

Now onto a more serious kind of frame by frame animation (fbf animation)
There is not a lot to tell about frame by frame animation (its a lot like stick animation)
But there are some things I can teach you that might help.
When you do fbf animation, it will of course always help when you got some drawing skills.
Just add some keyframes, and start drawing.
About this there is not really a lot to tell.
There is to tell that with fast animation, you have to blur the moves a bit, I have a series called Solidstick fight, and I do that there
all the time. Here is an example:

But if you watch it frame by frame, you see I let things leave traces and stuff:

You can also use Photo shop to blur, but for  that, goto the photoshop part in the tutorial.
Note: For frame by frame, a fps between 14 and 24 is good.
Solidstick  fight 2,3 and 4 were made on 14fps (part 1 on 18 fps)

You can draw frame by frame using the brush or the line tool, Brush tool draws quicker, but with the line tool, you can make better
looking drawi ngs.
The brush tool also is better for nature and stuff.
Prowlies at the river (by  Adam Phillips) was drawn with the brush, but Genryu's Blade dvd (it was removed from newgrounds, but
still loads of people know it) and Sweet mother of Vartan were drawn with the line tool.
Just experiment to see what works best for you.
Just practice with frame by frame a lot, there is not really anything more I can tell you about it. If you practice more, you just keep
getting better and better.
O yeah.. one more thing, Frame by frame movies that look good often score very high!
And uhhh... one more little advice. Please do not rush the drawings in your movie. Please take the time to make each one even
better then the last one. Nobody likes a rushed movie!

The ELSE action

GetUrl

I know a lot of people will view this tutorial for the actionscript part, so I tried to make it pretty good.
Select your subject below:

BASIC SCRIPT:                                     ADVANCED SCRIPT:                     Funny extra script:

Movie Control
Drag and drop game
_Root and Telltarget
Score Counter
Cursor
Variables (basics)
Preloaders

Spaceship game (basic)
Spaceship game (full game)

PLATFORM GAME:

Very easy engine

Shooting game

Shaking the screen

Volume Control

Movie control script is the first script you need to know, because you do not only use this for games, but also for movies (that's
why its called movie control of course :P)
These actions are all very easy, and everyone should be able to use them.
The movie control actions are located in the Actions tab (above properties) click on actions and then on movie control.

The first action you are going to do is the GOTO action. Double click on the GOTO action in the action window. or paste this in the
action window: (you need to make a key frame and select it to post the script, or post it in a button or movieclip)

gotoAndPlay(1);

Now you can select certain options for your goto action

With this you can make it play or stop
in a certain frame.

Here you can select a scene

Here you can choose between frame number, frame label (go to properties
to give a frame a label) or next frame of previous frame.

Select a frame number here.

If you put those actions into a button (you make a button the same way as you make a movieclip) you can make a scene selection
or something like that.

The second action in the movie control panel is the ON script, you can use that to use a movieclip as a button (for example)
Just click on on. And the on script appears, you can now just combine this with other script (which you learn later in the tutorial)

The next action is the PLAY action. This is actually very simple. You can just use this action to play the movie once it was stopped
(you can stop a movie with the stop script)
The stop script works the same, only this scripts lets the movie stop instead of play.
You can use these actions to make for example a movie control panel in your movie, that lets you pause and resume the movie.

Download a control panel below:

Now the last action in the movie control panel. That is the Stopallsounds action.
This is very simple. If you use this action. All the sounds in the movie stop. You can use this if you have to stop for example a event
sound (in a game or anything)

Now you learned the most basic actionscript, you can now make a scene select , movie control etc... Remember, these are just the
basics, now move on to the next subject to learn something more serious.

Now onto something a bit more advanced, still very simple, but its nice to know how to do it. A drag and drop game.
Draw something, and convert it onto a BUTTON. Now give it an instance name (select the movieclip, goto properties, and type the
instance name here) Name it BOX1

Now paste this action into the movieclip:

on (press) {
startDrag("box1");
}
on (release) {
stopDrag();
}

What this action does: It says that if you press the movieclip with the instance name BOX1
you can drag it, its that simple. Don't think to complicated, later on you will learn scripts  that will
use the instance name for much more complicated stuff.
The second action, the on release stopdrag one, just tells flash the the item you are currently dragging
should stop to be dragged once you let go of it, that's why you don't need to use the instance name for this
action, because it only works on the object you are currently dragging.

If you make more then 1 dragable movieclip, you have to give the other movieclip another instance name, and change the word
BOX1 in the script by that instance name, for example, box 2.
You can change that part in the script by selecting it and type it here:

With this script you can make stuff like this:

That's how to make a drag and drop game. Easy eh?

You know those dress-up games where you click a button and the skirt (for example) of a girl changes?
They make them with the _root or the Telltarget script. I'l tell you how it works.
First make a movieclip with 3 frames, in 1 frame put a red circle, in the second one a blue circle and in the third frame a yellow
circle. Now also put a STOP action in the first frame of the movieclip (if you don't know how to do that, first read the movie control
section of the tutorial)
Now go back to your scene and drag the movieclip in the stage.

Note: If you put script into a button it will put a  On (release) action
before the other script. That doesn't matter! you didn't do anything wrong!

Ok, so far, so good.
Now make 2 buttons, one that says NEXT and one that says BACK.
Also put them on the stage.
Now we are going to do the scripting part.
Give the circle movieclip the instance name of (of course :P ) CIRCLE (if you don't know how to do that, read the drag and drop
games section again)
Now the scripting part.
We are are going to use the _ROOT script to make the circle go to the next frame.
Copy this script into the next button:

_root.circle.nextframe();

And this in the back button:

_root.circle.prevframe();

Explained: The _root.circle action, tells the movieclip with the instance name CIRCLE
to goto the next frame, you can also use the _root action for other things, but you learn
that later on.

Now test your game, it should do this:

BACK

NEXT

You can also use the TELLTARGET action to do this, that works better in some cases.
Just copy and paste this script:

tellTarget ("circle") {}

After that select the action and then put a next frame or goto action in the frame.
The whole script then will be:

tellTarget ("circle") {    nextFrame ();}

Just see for yourself which action you prefer to use.

If you make a game, you often need a scorecounter. This is very easy to make.
You just use the _ROOT action you learned before.
Click on the text tool and then goto properties.
Then select DYNAMIC TEXT from the menu.

Now give the text the instance name COUNTER1

Make a text block and type a 0 (zero) in it.

And as you already know, you can use that instance name to make the text block do things, this time, its a counter.
Make a button, and put this action in it:

{    _root.COUNTER=number(_root.COUNTER1)+1;}

Explained: This makes the instance name COUNTER1 count +1
You can change the +1 with any other number.
You can also use:
-1 - minus 1
*2 is times 2
/2 divide with 2

0

PRESS

For things like this always use the _ROOT action, not the telltarget action.
NOTE: You can also use a VARIABLE NAME to do this instead of a INSTANCE NAME, variable names often work better.
For more info about variables read the variable section of the tutorial.

Now we are going to make a costum cursor (like the ones you can select in the tutorial)
This is very simple. But its a nice extra for a movie/game.
Draw a cursor, and convert it into a movieclip, don't make it too big, because people hate big-ass cursors :P
Now (you don't really have to do this, but its just a bit better) Double click on the movieclip so you can edit it and make sure that
the point that you use to click on stuff with a cursor, is in the center of the movieclip (where the little + sign is)

This makes buttons better clickable.

Ok, now onto making this into a cursor.
Give the movieclip the instance name CURSOR and put this script in it:

Explained: As you learned in the drag and drop game section of this tutorial, the STARTDRAG action makes a movieclip dragable.
This time, it makes the CURSOR movieclip dragable, the only difference is that this time, there is a MOUSE.HIDE action in the script.
This action makes the mouse, as you could have guessed, hide. The mouse will still work, but the you just don't see it anymore,
Instead of the mouse, you see the movieclip that follows you (invisible) mouse.
Simple eh?

{    startDrag ("_root.CURSOR", true);    Mouse.hide();}

If you, after a while, want your mouse to re-appear, just put this action in the frame where you want to your mouse to re-appear:

Mouse.show();

I don't really have to explain that I think :P It just makes your mouse show again.

Now you made a cursor!
CONGRATULATIONS! :P

Ok, a variable, you probably know that from math class.
A variable is a number/letter or anything, that's random. You can for example say that (little math thingy)
2A (2 times A) Then A is the variable. A can be for example 5, but also 500, that doesn't matter.
You can also give text a variable. That what we are going to do now.
Select the text tool, and set it to INPUT TEXT (in properties)
Then make a text block somewhere, Draw a line around it so you can remember where it is.

If you set the text to input text, the viewer of your flash, can type his own text there, for example a name.
You can also set the maximum amount of characters here.
Best set that to 15 or something.

Now we are going to give the text a variable name, its a bit like a instance name, but with the difference that you can save things in
a variable.
Give it the Variable name: TEXT1
Now make another text block, make that a DYNAMIC text, you can do that the same way as you made it a INPUT TEXT.
Also give that the variable name of TEXT1.

Now test your games, try typing something in the input text block.
You see that the same text appears in the dynamic text block, that is because it has the same variable name.

TYPE YOUR NAME HERE

You see that the same text appears in the second text block.
Of course this is a bit weird... who want to do this?
But remember. you can use this variable throughout the whole game!
See what you can do this way. Answer the following questions:

What is your name:
what is your age:
Where do you live:
What do you think of this tutorial?:

See what I did:

Hello

How are you feeling today?

Anyways, what do you think of this tutorial?

So, I heard you are

years old eh? Then you got a whole live ahead of you! Its good you got

Flash to spend it with! What else would you do in

Anyways,

I hope you are learning something from this tutorial.

Now lets move on the the next subject!

Now that is cool! isn't it?
YES IT IS!

There are a few more things in the tutorial that use variables. Harder ones, but now you know what they are, and what you can do
with them :D

This is always very important in a movie/game, a pre loader. Here a a few types of preloaders you can make.
The first one is the easiest, the last one the hardest. I mostly use the easy way. Works good enough for me :P

Editing the newgrounds pre loader
Basic Pre loader
Pre loader with bar
Pre loader with percentage meter
Combined Pre loader

Ok, first the most simple thing, this is what I mostly do, editing the newgrounds pre loader.
This is very easy, you don't have to script yourself or anything.
First, download the newgrounds pre loader.

DOWNLOAD IT HERE

DOWNLOAD IT HERE

Now make a new flash document and open the newgrounds pre loader as a library (File, open as library)

Then a library with all the items from the newgrounds pre loader opens.
Drag the item NEWGROUNDSPRELOADER from the library into the stage,
this way all other items will automatically being put into your other flash file.

You now see the newgrounds pre loader on your stage, rightclick on it and click edit (or double click on it)

Now unlock all the layers of the newgrounds pre loader (they are all locked)

Now you can edit all the items in the pre loader, first off, delete the newgrounds logo (select it and press delete) and replace it
with your own logo.
Now double click on the loading text, edit that text.
Now  double click on the loading bar, and also edit that (give it another color or something)
This way you can make very cool preloaders! most of my movies have a edited newgrounds pre loader in it! Ultimate Tutorial 2
was my first submission where I made my own pre loader.

That how to edit a pre loader :D

Explained: Ok, not really that much too tell.
You already knows what a _ROOT action does, that triggers and event. This time, the script is _root.Getbytesloaded.
This just tells flash to load the BYTES of the movie. Nothing more.

Ok, so you want to make your own pre loader eh? Well then, its not that hard, first we are going to make a pre loader
(well... its not exactly making one.. its just a script :P )
This is a pre loader that makes the movie start when the whole movie is loaded. Its very easy.
Add 2 keyframes in the beginning of the movie.
In the first key frame put these actions:

_root.bytesLoaded = _root.getBytesLoaded();
_root.bytesTotal = _root.getBytesTotal();
_root.percentLoaded = Math.round(100*(_root.bytesLoaded/_root.bytesTotal));

Now in the second frame of the movieclip put this action:

if (_root.percentLoaded==100){
gotoAndPlay(3);
}else{
gotoAndPlay(1);
}

This action checks if all the bytes are loaded, if they are. It lets the movie play.
Now goto your main scene and add the pre loader outside of the screen that's why we put the circle in it, so you can see where you
put it afterwards)
Your pre loader should now work :D

Note: If your pre loader isn't in the first 2 frames of your movie, you should change the script  a bit (the script in the second frame)
You should change the 1 in the gotoandplay(1) action to the number of the frame where you put the first action in.
Also change the 3 in the gotoandplay(3) action the the frame where the movie should start playing after it is loaded.

Now move onto the Bar pre loader tutorial.

If its correct, your pre loader should work now, you can test it by testing your movie and use SHOW STREAMING (if you don't know
how to do that, look it up in the EXTRA part of the tutorial) Remember to add a song or anything in the movie when you test it, so
flash has something to load :P

Ok, now a pre loader with a loading bar, its kinda like the same as the last pre loader I learned you, but only this time... wit a bit
more script.
Ok, first draw a loading bar, then convert it onto a symbol and add EXACTLY 100 FRAMES, IF THERE ARE MORE OR LESS, IT WONT WORK!
Now convert the layer into a tween and add a key frame into the last frame, now goto the first frame and make the barr smaller, the
animation them will look like this:

Then go back to your scene and give the loading bar the instance name BAR.

This really was most of the new stuff this time, all the other script from the basic pre loader still is there, but this time, there is 1
more line of script.
Add this script in the first frame of your movie.

_root.bytesLoaded = _root.getBytesLoaded();
_root.bytesTotal = _root.getBytesTotal();
_root.percentLoaded = Math.round(100*(_root.bytesLoaded/_root.bytesTotal));
_root.bar.gotoAndStop(percentLoaded);

I already explained what this script does in the basic pre loader tutorial.
The last line in the script just trigger the loading bar to work.
Then in the second frame put these action:

if (_root.percentLoaded==100){
gotoAndPlay(3);
}else{
gotoAndPlay(1);
}

If its correct, your pre loader should work now, you can test it by testing your movie and use SHOW STREAMING (if you don't know
how to do that, look it up in the EXTRA part of the tutorial) Remember to add a song or anything in the movie when you test it, so
flash has something to load :P

Ok, now a percentage loader, again, its the same as the basic loader, but this time with 1 extra line of script.
First, make a text block, make it a dynamic text. Make sure its big enough to fit 3 digits.
Then give it the variable name percentLoadedText
So far so good. Now just add make 2 keyframes, in the first frame add this action:

_root.bytesLoaded = _root.getBytesLoaded();
_root.bytesTotal = _root.getBytesTotal();
_root.percentLoaded = Math.round(100*(_root.bytesLoaded/_root.bytesTotal));
_root.percentLoadedText = _root.percentLoaded+"%";

I already explained this script in the basic pre loader tutorial. Now it just has 1 more line of script.
In the second key frame put these actions:

if (_root.percentLoaded==100){
gotoAndPlay(3);
}else{
gotoAndPlay(1);
}

Note: If your pre loader isn't in the first 2 frames of your movie, you should change the script  a bit (the script in the second frame)
You should change the 1 in the gotoandplay(1) action to the number of the frame where you put thie first action in.
Also change the 3 in the gotoandplay(3) action the the frame where the movie should start playing after it is loaded.

If its correct, your pre loader should work now, you can test it by testing your movie and use SHOW STREAMING (if you don't know
how to do that, look it up in the EXTRA part of the tutorial) remember to add a song or anything in the movie when you test it, so
flash has something to load :P

Ok, now too combine the bar with the percentage meter, you should kinda already figured out yourself how to do that, but il tell you
anyway.
Make the loading bar (explained in the bar pre loader tutorial) and make a percentage meter with as variable: percentLoadedText
Now make 2 keyframes, put these actions in the first frame (as you can see these are just all the actions from the bar and
percentage loader combined)

_root.bytesLoaded = _root.getBytesLoaded();
_root.bytesTotal = _root.getBytesTotal();
_root.percentLoaded = Math.round(100*(_root.bytesLoaded/_root.bytesTotal));
_root.percentLoadedText = _root.percentLoaded+"%";
_root.bar.gotoAndStop(percentLoaded);

And put these actions in the second frame:

if (_root.percentLoaded==100){
gotoAndPlay(3);
}else{
gotoAndPlay(1);
}

Note: If your pre loader isn't in the first 2 frames of your movie, you should change the script  a bit (the script in the second frame)
You should change the 1 in the gotoandplay(1) action to the number of the frame where you put thie first action in.
Also change the 3 in the gotoandplay(3) action the the frame where the movie should start playing after it is loaded.

Explained: Ok, this might be a pretty big script, but its very easy to understand.
You see the if action? The IF action tell flash that IF something is done, something should happen.
In this case, the something that has to been done is that the LEFT, RIGHT, UP or DOWN key should be pressed.
And if the (for example ) UP key is pressed, it tells flash to increase the _Y (Y is vertical X is horizontal)
by 10 pixels, so this means that if you press up, your spaceship moves up!
If you want the spaceship to go faster, you can change the 10 to for example a 15, then the Y keeps increasing
with 15 instead of 10.
Then what if Down is pressed? Well. If down is pressed, the IF action triggers the spaceship to decrease
its Y with 10. That's why it says _Y-10 of course :P
Its the same with left and right, only this time you work with _X

Ok, this part of the tutorial is about making a simplespaceship game.
It includes stuff like: Controls, hittest and some very basic AI (artificial intelligence)
We start making this game by dragging a simple spaceship.
After you have done that, convert it onto a movieclip. Give that movieclip the instance name PLAYER
Now  we are going to give the spaceship some basic controls.
Copy and paste these actions into the spaceship:

onClipEvent (enterFrame) {
if (Key.isDown(Key.UP)) {
_y -= 10;
}
}
onClipEvent (enterFrame) {
if (Key.isDown(Key.DOWN)) {
_y -= -10;
}
}
onClipEvent (enterFrame) {
if (Key.isDown(Key.LEFT)) {
_x -= 10;
}
}
onClipEvent (enterFrame) {
if (Key.isDown(Key.RIGHT)) {
_x -= -10;
}
}

If you test your game, your spaceship should move around like this (control it with the arrow keys)

Now you can, (if you want) make the spaceship rotate in the way you press your button.
This is very simple.
Just select the  _y -= -10; action from the actions and then paste this:

_rotation = ;

Between the = and ; signs put the rotation you need, (right is 0, left is 180, up is 270 down is 90)
That will bring the script to:

onClipEvent (enterFrame) {
if (Key.isDown(Key.UP)) {
_y -= 10;
_rotation = 270;
}
}

Just do that for every part of the script (for each key)
You can also just go the next page of the tutorial and copy and paste all the script there
(first delete the other script from your character of course)

onClipEvent (enterFrame) {
if (Key.isDown(Key.UP)) {
_y -= 10;
_rotation = 270;
}
}
onClipEvent (enterFrame) {
if (Key.isDown(Key.DOWN)) {
_y -= -10;
_rotation = 90;
}
}
onClipEvent (enterFrame) {
if (Key.isDown(Key.LEFT)) {
_x -= 10;
_rotation = 180;
}
}
onClipEvent (enterFrame) {
if (Key.isDown(Key.RIGHT)) {
_x -= -10;
_rotation = 0;
}
}

If you test your game now it should be like this (control with the arrow keys)

Now, only a controlable spaceship doesn't make a game right? RIGHT! That's why we are going to make a enemy!
Draw a enemy character and convert it into a movieclip, then give it the instance name ENEMY1
Now we are going to add some very basic AI (artificial intelligence) to the enemy.
Copy and paste this script into him:

onClipEvent (enterFrame) {
if (_root.player._x > _x) {
_x += 5;
}
}
onClipEvent (enterFrame) {
if (_root.player._x<_x) {
_x -= 5;
}
}
onClipEvent (enterFrame) {
if (_root.player._y>
_y) {
_y += 5;
}
}
onClipEvent (enterFrame) {
if (_root.player._y<_y) {
_y -= 5;
}
}

This script will probably doesn't make any scence to you now, but il explain it to you.
Remember that we gave the controlable spaceship the instance name PLAYER?
And remeber that you can control an object by usin _X and _Y script?
Well.. You see something like that here.
The  if (_root.player._x > _x) { script checks if the PLAYER movieclip moves to the right, if the script it
if (_root.player._x < _x) { like in the second layer of script, it detects if the player moves to the left, it
does the same with the _Y
The _x += 5; in the upper layer says that if the PLAYER increases his X, that the enemy also has to
increase his X, it does the same if the PLAYER decreases his X or increases or decreases his Y.
This way the enemy movieclip follows the PLAYER.
I hope you understand all of this :D

Try testing your game, it should be like this now:

That already looks a bit more like a game, doesn't it? Yes it does! :D
Ok, now we are gonne make the game a bit better, again. We are going to add an explosion when the PLAYER touches the ENEMY!
We are going to do that by using the Hittest script. With a hittest you can let something happen when an object touches another
object.
Ok,first make a EXPLOSION movieclip, if you don't know how to make an explosion, goto the special effects part of the tutorial. You
can also download my own made explosion there.
Ok, so you got an explosion movieclip. Now its time to do something with that!
Double click on your PLAYER movieclip to edit it (or rightclick, edit of course) and make an empty key frame in the second frame.
Now open your library and drag the EXPLOSION movieclip into that frame on the place where the spaceship has been.
Now add the amount of frames that your EXPLOSION movie clip has to the PLAYER movieclip. After that, insert a stop action into the
first frame of the movieclip, now return to your scene.

Now we are going to add the HITTEST script.
Add this script into your player movieclip:

onClipEvent (enterFrame) {
if (this.hitTest(_root.ENEMY)) {
_root.PLAYER.Play();
}
}

Explained:
The IF actions works together with the HITTEST action. It says: If (this.hittest(_root.ENEMY)
With this they mean the current movieclip (the player one) and the hittest action says there should happen something when
the PLAYER touches to ENEMY, what happens, is in the next line of script, when the PLAYER and the ENEMY touch each other, the
player movieclip should play, and as you known we put a explosion movieclip into the PLAYER... SO that means... That if you
touch the ENEMY the explosion will play!

Test your game now. It should be like this:

Now... A game isn't anything without a score counter right?
So... We are gonna add one that counts how many times you died. You already learned how to do a score counter, but this is the
first time you are really going to use it in a game.
Its actually very simple, fist make a dynamic text and give it the VARIABLE NAME (not instance name) SCORE
Now type a 0 (zero) into the text block
Now double click on your PLAYER movieclip to edit it.
Now make a key frame into the last frame of the movieclip, and add the counter script into that:

{    _root.COUNTER=number(_root.SCORE)+1;}

This script will add 1 to the SCORE each time the explosion has played.

Try it out! (use arrow keys to move)

DEATHS:

0

That was the basics about controls and stuff. Now move to the Spaceship games (full project) part to make a real game with this
script.

Now... since you made a simple spaceship game.. I think it's time to make a real game now, with shooting, enemy's etc...
Fun eh? Of course it is! THIS IS WHAT YOU WANT! :P
Ok, first make a controlable spaceship (delete the rotating script from it!)
Now we are going to make your spaceship able to fire laser beams.
First drag something that looks a  bit like a laser beam or something. You can also just draw a tiny little dot.
(make it smaller) Now convert it onto a movieclip and give it the instance name LASER
Now select the spaceship and open the action window. Add this code in the spaceship:

onClipEvent (load) {
moveSpeed = 10;
_root.laser._visible = false;
laserCounter = 1;
}
onClipEvent (enterFrame) {
if (Key.isDown(Key.CONTROL)) {
laserCounter++;
_root.laser.duplicateMovieClip("laser"+laserCounter, laserCounter);
_root["laser"+laserCounter]._visible = true;
}
}

I don't know exactly how to explain, but what is does, is
that it makes the laser movieclip you made duplicate
and increase its X value so it moves to the right once
CONTROL is pressed.

Now also add this code in the laser movieclip:

onClipEvent (load) {
laserMoveSpeed = 20;
this._x = _root.player._x+90;
this._y = _root.player._y;
}
onClipEvent (enterFrame) {
this._x += laserMoveSpeed;
if (this._x>600) {
this.removeMovieClip();
}
}

This makes the laser movieclip follow the spaceship so it will shoot from the
same place once you pressed control.
It also deletes the duplicated movieclip once it passed the X axes 600.
If the resolution of your movie wider then 600 you should change that number
(that's also what I did in this tutorial)

You can change the speed of the laser by changing the number behinf the
laserMoveSpeed = 20; action.

IMPORTANT! when you test your game, the laser might not fire from the right place
change the 90 in the _X+90 to change that,

Your game should now me a little bit like this (control with arrow keys, fire with control)

Ok, now we are going to make this into a real game!

Ok, keep the controlable spaceship with laser you made.
Draw a enemy, a game always needs enemy's right? RIGHT!
Ok, convert the enemy into a movieclip and give it the instance name ENEMY1
Now double click on the enemy movieclip and make a empty key frame in the second frame (F7)
Insert a explosion movieclip into that and insert the amount of frames as the explosion long is, then insert a empty key frame after that and
put a stop action into that frame, also put a stop action into the first frame of the movieclip.

DONT MAKE THE EXPLOSION MOVIECLIP TOO BIG!
BETTER MAKE IT SMALL!

Now put this action into the LASER movieclip:

onClipEvent (enterFrame) {
if (this.hitTest(_root.ENEMY1)) {
_root.ENEMY1.Play();
}
}

You can probably already guess what happens when you shoot at your ENEMY1 movieclip now.... It will explode!
In this script we used the HITTEST action to make the movieclip with the instance name ENEMY1 explode when it touches the
movieclip with the variable LASER.
I suggest you try it out.

Try shooting the enemy.

You can imagine that you can make a real game with this.
If you duplicate the enemy movieclip and give the copy the instance name ENEMY2 and you change the enemy1 in the script to
enemy 2 Like this:
onClipEvent (enterFrame) {
if (this.hitTest(_root.ENEMY1)) {
_root.ENEMY1.Play();
}
}
You can make more then 1 enemy.
Ok, now lets make a real game of it.
First we are going to add a score counter.  You should already know how to do that, but il explain it one more time.
Make a dynamic text with the VARIABLE name SCORE
Then double click on the ENEMY movieclip and add this script into the last frame:

{    _root.COUNTER=number(_root.SCORE)+1;}

Ok, now lets make real gameplay.

Ok, now insert a few layers for enemy's
Put ENEMY movieclips in them, give each clip another instance name, for example, ENEMY1, ENEMY2, ENEMY 3.
Now tween the enemy's across the screen and when they are on the other side insert a blank key frame s you can add another
enemy there layer on.
Do that with all the enemy's.
Your game should now function properly.
Note: This engine might now always be stable (the game might stop) to make sure it wont stop at all, put a PLAY action on EVERY
frame. I know,,, I know... kinda weird. But it will make sure your game will keep running ok. You don't have this problem if you make
the totally scripted game.

Because of reasons I didn't feel like explaining here, I could put the game in this tutorial (well... I could, but that would take
me a lot of time, and its not really necessary) So download the game so far, below:

Ok, now to expand the script a little bit, add the the script that makes your character explode in your PLAYER movieclip, but this
time make it work for the Enemy1 untill 5, the script then will be:

onClipEvent (enterFrame) {
if (this.hitTest(_root.ENEMY1)) {
_root.PLAYER.Play();
}
}
onClipEvent (enterFrame) {
if (this.hitTest(_root.ENEMY2)) {
_root.PLAYER.Play();
}
}
onClipEvent (enterFrame) {
if (this.hitTest(_root.ENEMY3)) {
_root.PLAYER.Play();
}
}
onClipEvent (enterFrame) {
if (this.hitTest(_root.ENEMY4)) {
_root.PLAYER.Play();
}
}
onClipEvent (enterFrame) {
if (this.hitTest(_root.ENEMY5)) {
_root.PLAYER.Play();
}
}

Now also put a DEATHS dynamic text into the field and put a action in the last frame of the PLAYER that lets it increase each time you
die.
Also put this action in the last frame of the PLAYER movieclip:
Now you got kind of a completed game, you can also add a hittest action and combine it with a GOTOANDSTOP action to make a
game over screen.

This will set the variable SCORE to 0 when you die.

_root.score = 0;

This engine was developed by RYSTIC FORCE, Major credit goes to him. You can contact him on:
Rystic_force@hotmail.com
This is a very simple engine, I don't really understand how it works, but it works, so that's the most important XD
First draw a ball, that is going to be the character you control, convert it into a movieclip and give it the instance name... CIRCLE
That is the only instance name we need, don't ask me why, I didn't make this engine :P
Now draw a square and convert it onto a movieclip. As I said before, no instance names needed for this thingy :D

Ok, here comes the scripting part... There is a LOT of script needed for this, but it works great, im not going to explain this script for
you, I don't really understand everything from it myself. So I cant really :P
Put these actions in the circle movieclip:

onClipEvent (load) {
fall = false;
_name = "circle";
jump = 0;
speed = 8;
jumpheight = 18;
maxfall = -54;
}
onClipEvent (enterFrame) {
xmin = getBounds(_root).xMin;
xmax = getBounds(_root).xMax;
ymin = getBounds(_root).yMin;
ymax = getBounds(_root).yMax;
if (Key.isDown(Key.SPACE) && fall == false && jump == undefined) {
fall = true;
jump = jumpheight;
}
if (jump<>undefined) {
if (jump>maxfall) {
jump--;
}
_y -= jump;
}
}
onClipEvent (enterFrame) {
if (Key.isDown(Key.LEFT)) {
_x -= speed;
}
if (Key.isDown(Key.RIGHT)) {
_x += speed;
}
}

You can change some things about how high you can jump and other stuff
over here.

Just put these actions in every part of the
game you want to be able to stand on.
EASY AS THAT :D

Now put these actions in the square movieclip:

onClipEvent (load) {
activated = false;
down = false;
}
onClipEvent (enterFrame) {
_root.report.text = Math.round(_root.circle.yMax)+" "+Math.round(yMin);
xmin = getBounds(_root).xMin;
xmax = getBounds(_root).xMax;
ymin = getBounds(_root).yMin;
ymax = getBounds(_root).yMax;
if (_root.circle.xMax>xMin && _root.circle.xMin<xMax && _root.circle.yMax<yMin) {
if (_root.circle.yMax-_root.circle.jump*2>yMin) {
_root.circle._y = ymin-_root.circle._height/2;
_root.circle.jump = undefined;
_root.circle.fall = false;
activated = true;
}
}
if (Math.round(_root.circle.yMax)>
Math.round(yMin)) {
if (hitTest(_root.circle) && _root.circle.xmax<xmin) {
_root.circle._x -= _root.circle.speed;
}
if (hitTest(_root.circle) && _root.circle.xmin>xmax) {
_root.circle._x += _root.circle.speed;
}
if (hitTest(_root.circle) && _root.circle.ymin>ymax && _root.circle.jump>-1) {
_root.circle.jump = -1*(_root.circle.jump);
}
}
if (activated == true && not hitTest(_root.circle) && _root.circle.jump == undefined) {
_root.circle.jump = 0;
activated = false;
}
if (hitTest(_root.circle) && _root.circle.ymax>
ymin && _root.circle.jump<>undefined && _root.circle._y<_y) {
_root.circle._y = ymin-_root.circle._height/2;
_root.circle.jump = undefined;
_root.circle.fall = false;
activated = true;
}
if (_root.circle.ymax-_root.circle.jump>
ymin && _root.circle.xMin<xMax && _root.circle.xMax>xMin && _root.circle.jump<>undefined && _root.circle._y<_y) {
_root.circle._y = ymin-_root.circle._height/2;
_root.circle.jump = undefined;
_root.circle.fall = false;
activated = true;
}
}

That's it! you can make platform games this way! (jump with SPACE)

Here is the url of the post where I got this engine from:

CLICK HERE

Ok, a shooting game, this is really one of the EASIEST GAMES TO MAKE.
You should probably also be able to figure it out yourself, but I will explain it anyway.
First draw a gun (very big, it should be like the player is holding the gun in his hand,  like in a first person shooter)  and give it the
instance name CURSOR, now put the cursor script it in:

{    startDrag ("_root.CURSOR", true);    Mouse.hide();}

ok, now double click on the cursor and make sure that the end of the gun isn't in the center of the movieclip, but a bit lower.)

Ok, now make a new movieclip (insert, new symbol, MOVIECLIP) and draw a enemy in it, make it a enemy with a gun or something,
now convert that into a movieclip again and make the enemy  shoot every second (a shooting animation after 1 second, after that
just let the movieclip loop)
Now go back to the enemy movieclip and add a empty key frame, make a movieclip with a enemy dieing animation in that frame,
then add a few frames in the movieclip (for about 2 seconds) and then add a empty key frame in the last frame, put a stop action
into that frame.
Now  also add a stop action in the first frame of the movieclip.

Ok, now onto some scripting, first we are going to make something that makes you able to shoot the enemy.
Double click on the enemy movieclip and then add a new layer into it. draw a square over the place where the enemy is and
convert that into a button. Now set the alpha of the button to 0% (see the special effects section) and add a PLAY action into it.
Test your game, your enemy should die when you shoot him. But that is not enough. no.... it isn't...
Now draw a square (in your main scene, not in the enemy movieclip) and convert it into a movieclip.  Add 9 frames and convert it
into a tween, now tween it so that it is the full length in the beginning and that it is almost gone in the last frame.
then add a empty key frame in frame 10.
Also put a STOP action in the first frame.
now go back to your main scene and give the movieclip the INSTANCE name HEALTH.
Now double click on your enemy movieclip, and then doubleclick on the shooting movieclip that you put inside the enemy
movieclip and put this action in the frame he fires his gun:

This makes the HEALTH movieclip goto the next frame (thus make it smaller)

_ROOT.HEALTH.nextframe();

As you probably already guessed, we are going to do something with the gun now. Double click on the gun and add 3 frames.
Now insert a new layer and insert 3 keyframes into that one and draw a flash of light in the second frame. Now  put a STOP action
into the fist frame, and you are done here :D

What's next..... lets see... I know. lets make a flash when you shoot a enemy.
Now insert a layer below your other layer and draw a square that covers the whole scene and convert it onto a button. Set the
alpha to 0% and then add this action in it, also add this action into the invisible button the you put into your enemy movieclip.

_root.CURSOR.play();

This will make the game goto the next frame when you run out of health.

Now lets add a gameover screen. Add another empty key frame in your main scene and put a STOP action in the first.
Now draw GAME OVER in the second frame. You might also want to put a button with a gotoandstop(1) action in it, so you can replay
the game.
Now double click on the health movieclip and put this action into the last frame:

_root.gotoandstop(2);

Now you can combine everything you learned here to make a big game!

Explained: When the right key is pressed, the movieclip will goto frame 2, when its not
pressed, it will go to frame 1.
You can use this action in games or something to make your character play a walking
animation when you press right or something.

The else action, you can use this action to make something happen, when something else isn't happening. Don't understand?
Well... Its a bit like this. When you use the If.keyisdown(RIGHT) action to make a movieclip go to frame 2 or someting, you can use
the else action to make it go to frame 2 again when the RIGHT key isn't pressed.
Draw a circle and convert it into a movieclip.
Now double click on the circle and add a key frame, in the frame give the circle another color.
Now put a STOP action in the first frame of the movieclip.
Now go back to your main scene.
Now add these actions in the circle movieclip:

onClipEvent (enterFrame) {
if (Key.isDown(Key.RIGHT)) {
this.gotoAndStop(2);
} else if (!Key.isDown(Key.RIGHT)) {
this.gotoAndStop(1);
}
}

That's all! Easy eh?

Ok, this is VERY easy. You don't even have to use instance names to do this.
Just draw an object and convert it onto a movie.
Now put these actions in it:

onClipEvent (enterFrame) {
function shake(){
shakex=random(20)-10
shakey=random(20)-10
shakex*=0.7
shakey*=0.7
if(shakex<1 && shakey<1){
_parent._x=0
_parent._y=0
}
}
setInterval(shake,100)
_parent._x-=shakex
_parent._y-=shakey
}

Nont that I really understand all of this script, I just know that it increases and decreases
some X and Y. what I think it does it that it makes a variable called Shakex and Skakey
(in the bottom of the script) and it makes that increase and decrease its X and Y
(in the top of the screen it says shakex=random(20)-10 shakey=random(20)-10
Don't know for sure though :P I didn't make this script myself.

Now test your movie, I didn't add an example file for this because this just cant go wrong :P

Another short action,
The Geturl action. You can use this to link to websites, or put in downloads or something (like I did in this tutorial)
Just copy and past this action into flash:

getURL("www.gamecubicle.net", "_blank");

This action opens gamecubicle.net in a blank window (if you don't add that it will open it in flash itself, which is not good)
Just change the www.gamecubicle.net url to the url you want to link to.
That it :D

With the first Ultimate Tutorial people have been asking me how I did the volume control thingy. Well, I didn't made that myself, I
got it from someone who got it of some sort of site or something... But Here it is as a downloadable file.

EXPERIENCE

BLAM/PROTECTION

WHISTLE LEVELS

SUBMITTING

AWARDS

NG GOLD MENU

EXTRA

BATTING AVERAGE

DICTIONARY

As your probably know. You can vote on movies on ng.
But when you are registered to newgrounds, you can also get experience that way.
Each time you vote on a movie. You get 2 experience (exp)
And after voting on 5 movies, you can deposit your experience.
You cant get more experience then 10exp a day though.

Vote to raise or lower a score.

Deposit experience here

EXPERIENCE

You can see a score of a movie on the left side of the screen.

This is where it says the score of the movie/game

Anyway. Back to the point. Experience.
If you get more experience, you can get obtain certain levels.
The levels go from 1 till 30.
Only 1 person can have the level 30 rank and that's the person with the most experience.
Once you deposited more experience. You get a higher voting power.
For example, if you have a voting power of 5 and you vote on a movie. Your vote will be counted as 5 normal votes.
You can see someone's voting power in his profile.

As I said before, you can obtain certain levels.
Each level has its own picture.
You can also set a different aura. If you set it to dark. That mean you always vote low. Even if the submission is good.
If you set it to Neutral. That means you always vote fair. And if you set it to light. That means that you always vote high. Even if the
submission sucks.
Funny fact: Most people on ng have a dark aura.

level1

level2

level3

Here are all the level pictures:

LIGHT                                                       NEUTRAL                                                                    DARK

level4

level5

level6

level7

level8

level9

level1-

level11

level12

level13

level14

level15

level16

level17

level19

level20

level21

level22

level23

level24

level25

level26

level27

level28

level29

level30

There is also a list with the 50 people with the most experience on ng.
You can see the list

HERE

This is the top 10 at the time writing this:

Untill level 10 you go up one level for each 50 exp you get.
After level 10 it depends on how much exp the person with the most exp  (humantarget52) has.

Ok. Next thing.
If a movie on newgrounds is still under judgement (if the submission is marked gray) you can earn blam or protection points.
If you vote 0 or 1 on a submission, and it gets blammed after that. You get one blam point. If you vote 2 or higher on a submission
and it stays on ng, you get a protection point.
Because most things that are being submitted to ng are crap, a lot of people instantly vote 0 or 1, to get their blam point. Please
don't do that. It might be a good movie/game!
You can see how many blam/protection points someone has in his or her profile.

BLAM/PROTECTION

The more you blam/protect, the higher you're blam/protect level gets.
And the higher your blam/protect gets, the higher your voting power gets.
here are the pic's of the levels, how much extra voting power they give you, and how much blam/protect point you need to get that
rank (on the left)

+0%

+2%

+6%

+8%

+10%

+12%

+14%

+16%

+18%

+20%

+22%

+24%

+26%

+28%

+30%

+32%

+34%

+36%

+38%

+40%

+42%

+44%

+46%

48%

55%

60%

Only 13 people have this rank.

+4%

Citizen (0)
Safety Patrol (100)
Portal Security (200)
Police officer  (300)
Police sergeant 4500)
Police Lieutenant (500)
Police captain (1000)
Elite Guard Private (1500)
Elite Guard First class (2000)
Elite Guard Corporal (2500)
Elite Guard sergeant (3000)
Elite Guard sergeant first class (5000)
Elite Guard master sergeant (6000)
Elite Guard sergeant mayor (7000)
Elite Guard praporshchik (8000)
Elite Guard second lieutenant (9500)
Elite Guard first lieutenant (1100)
Elite Guard captain (12500)
Elite Guard Major (1400)
Elite Guard lieutenant colonel (15500)
Elite Guard Colonel (17500)

Elite Guard brigadier General (1950)
Elite Guard major general (22000)
Elite Guard lieutenant general (24500)
Elite Guard General (27000)
Elite Guard supreme commander (30000)

Here is the top 10 of protectors/blammers:

That's everything about blam/protection :P

When you see a movie that is under judgement. and you think its abusive (because it auto spawns pop-up's, a porn slideslow,
child porn, REALLY bad movie) You can flag (whistle( it.
If you look at a movie that is under judgement, you always see this under the authors comments:

Click on 1 of these buttons to flag it

You can also flag reviews. Under a review it says:

Click here to flag it.

Whistle

But be carefull not to flag good entry's!
Because there are also whistle levels.
If you flag something that deserves it. You get a whistle point.
If you flag something that doesn't deserve it you lose a point.
Here are the ranks you can get:

This is a garbage whistle, you get this if you marked to many none FAQ braking movies/reviews.

This is a normal whistle level, its the whistle level you start with.

This is a bronze whistle level, you get it if you mark 1 or 2 reviews/movies correctly.

This is a silver whistle level, mark like 10 reviews or movies to get it.

This is a gold whistle level. Its hard to get, mark like 30 reviews/movies correctly.

This is a DIETY whistle level, just like the level 30 rank only one person at a time can have it, the
person with the most whistle points.

That's all there is too tell about whistling movies! XD

Choose:

Submitting movies/games

Submitting audio

Submitting Alpha's

Submitting Art

SUBMITTING

Ok. So you made a nice movie/game and you want to show it to the rest of the world eh?
Well then. Then NG is the place to be.
You got hundreds of viewers in no time, and if your submission is really good it can even be thousands... or millions...
Anyways. Here is how to submit them to ng:
When you goto NG, on the top of the screen there is a button; Submit content

Click on it.

Now click on: Go to flash submit page

Now just fill in the form and press submit. Your movie/game will be added to the flash portal instantly!
note: You can only submit SWF files. So make sure your file is exported as SWF
note: Your file can be bigger then 5mb. If you have a really great submission that is bigger then 5mb. You should email
Wade Fulp (wade@newgrounds.com make sure you set Newgrounds Help as the subject)
Ask him if he can upper your submitting limit. Best also upload a trailer somewhere or send some screens along.
That's how I did it.

Here are some rules for submitting:
Don't submit porn/childporn.
You're account will be deleted and if its childporn they will trace your IP and send the FBI at you.
So better don't ok? (you sick perverts....)
Don't submit really, REALLY bad movies, from which you know they will be blammed anyway. They might get flagged, and you might
be banned, or in the worst case, deleted.
Credit the band that made the music. You should also ask their permission first... But nobody does that anyway. So nvm that :P
Your movie should be compressed, don't use really big music file that arent streamed and compressed (look how to do that in the
flash section of the tutorial)
That's it about submitting flash XD

Now onto submitting audio.
Goto the top of the screen and click on submit content.

Then click on Goto audio Submit page

Fill in the form and press submit. You music will be added to the audio portal instantly!
Your file can be bigger then 4mb.

Here are some rules:
-The music should be your own, not someone els his work.
-If you remix a song it should be very different from the original one. If not. Its not your own work.

Submitting art.
Well. There is not really a art portal or something on ng.
But if you are not good at flash yourself. But you do like to help in a movie, you can email your art to art@newgrounds.com
If your art is good enough it will be showcased and animators can contact you to do a project with you.
Note: Only submit your art when it looks really professional. Not a stupid paint drawing or something.

Now  the last one. Submitting an alpha. Most people don't even know  its there. But there is a special section to submit alpha's
(previews) to.
In the newgrounds navigation bar. Select NG MAG.

Then select alpha's

Now click on submit an alpha.

Then fill in the form and submit it.
Note:
-You need to have at least 1 submission on ng to be able to submit an alpha.
- You need to include at least 3 screens.
-Don't submit an alpha if you are not sure if you are gonna finish you tutorial.

Your alpha will be edit to the list of alpha's instantly.

When you submit a movie or music to ng. You can get awards.
Here are all the awards you can get:

Daily 1th place

Daily 2th place

Daily 3rd place

Daily 4th place

Daily 5ht plce

Weekly 1th place

Weekly 2nd place

Weekly 3rd place

Weekly 4th place

Weekly 5th place

Review crew pick (highest review average of the week)

Turd of the week (worst movie that stayed on NG in a week)

underdog (biggest difference between the review and normal
score)

AUDIO AWARDS:

Normal MP3 (0 Downloads)

Gold MP3 (500 Downloads)

Platinum MP3 (1,000 Downloads)

Multi-Platinum MP3 (2,000 Downloads)

Diamond MP3 (10,000 Downloads)

The WAV awards are the same,
the only difference is that its says WAV
instead of MP3 :P

AWARDS

You can see the awards someone has in his/here profile

Nothing more to tell about awards :P

When you are registered to ng and you log in. You get into the NG gold menu.
Click on next to start from the beginning or on one of the subects in the pic below to start.

NG GOLD MENU

First off. You can make a personal and a public profile.
The personal profile contains all the date like your birth date and stuff. People on ng cant see that.
The Public profile is someting else. Everyone can see that (if you wish to make one)
Click on Public Profile to make one.

Note: You can also upload a pic in your
public profile. The pic should be 150x150
and not bigger then 40kb.
The resolution can be a bit bigger then
150x150 though. But it will display
smaller in your profile.

Ok. another thing. The bbs signature and signature pic.
The NG BBS is a forum on ng. You can upload a pic that will display under something you say in the bbs HERE

Or a text here

You can add submissions and authors from NG into a fav list. So people can see which authors and submissions you like best.

You add a movie to your fav by entering the movie id (in the link of the movie, it always says a number at the end. copy and paste
that HERE)

You can also goto the movie page and click here

Or in the movie window itself, click HERE

Its kind of the same for adding authors to your fav's.
Goto one of your fav author's submissions and click on Add this author to your favorites

You can adjust your portal preferences here

If you want to submit a movie/game together with a co-author. You can go to the portal buddy's section.

Enter the name of your buddy here

If your said so in your profile, a email will be send to you
when someone adds you. Here is the pending list of people who
added you. You can delete them or block them from there.

All blocked people will be listed here

NOTE: ONLY ADD PEOPLE TO YOUR BUDDY LIST IF YOU WANT TO MULTI AUTHOR SUBMIT A MOVIE WITH THEM! DONT ADD THEM FOR
NOT REASON! PEOPLE DO THAT TO ME ALL THE TIME! AND  HATE IT OK!

When you submitted movies/games to ng. They will be listed here. You can change all the data, or the whole file by clicking
on the submission you want to edit. So there is no reason to resubmit a file.

Click on the name of the submission to edit it.

You can also see some more information about
the submission here.
Like the score. When it was submitted, How many views etc..

Name
Score
Views
Date

Ok. The secrets.
There are 3 secrets in total. You get them when you reach a certain amount of experience.
The secrets are:
The last piece of cake: Funny game about a father that wants the birthday cake from his son. His son will have to kill him to get it  back
(you get it at level 3)
Leave a message:  You can leave a message on the frontpage for everybody to read, you can promote your site, or anything like that.
(you get it at level 9)
The last one is meant to be kept a secret, but I will tell you this. You can choose between 2 games. (you get it at level 10)

The last one is probably a joke :P (at least I hope so....)

SECRET!!!

If you have a own site. You can add your site to the ng fan site crew.
You are asked to download a file and put a bit of html on your site.

THIS IS THE FILE YOU SHOULD DOWNLOAD

This is the HTML you should copy and paste on your site:

<embed src="fan_box.swf?id=577485&bgcolor=990000" pluginspage="http://www.macromedia.com/shockwave/download/" width="65" height="60" type="application/x-shockwave-flash" quality="high"></embed>

If you have any submissions on ng that got reviews, you can respond to them.

Click on a submission to read the reviews and respond to them.

Note: Do not flame on the reviewer too much. Because you cant undo a response!

As said before, you can add submissions in a list of fav submissions. You can also check who has what submission of you
in their fav list.

Click on the number behind the submission to see who have
that submission as a fav.

To see who have YOU as their fav artist. Click here.

Click on someone's name to view his/here profile, and click on the page number
to view another page (each page displays 50 people)

If people respond to reviews you have written. You can watch them here.

You can read all the reviews you have
ever written, here.

note: If you are banned you cant
read your reviews.

That's it about the ng gold menu :P

There are some extra thing on ng. Like the FAQ and stuff.
Here are links to those things on ng. Think this is better then just type everything myself:

HISTORY OF NEWGROUNDS

General NG & Flash Portal FAQ

Tom Fulp's Biography

Tour of NG HQ (2000-2001)

Sherbert the Cat

Webcam Rejects

EXTRA

When you submit movies to ng, they get certain scores
Once you got 3 submissions on NG, you can you your average score. Those scores are then devided in certain ranks, F+, E+, D+,C+,
B+ and the best one, A+
The higher the BA (batting average) of the top user on NG (the one with the highest BA) the higher your average score should be to
reach a higher rank.
For A+ you now need a BA of about 3.45 I guess. (These are the best users on NG)
For B+ you need about 2.80 (B+ also is pretty good. Not as good as A+, but you don't have to be ashamed of B+)
For C+ Above 2.00 (You are probably a beginner, but don't worry, you will get better! Just practice a lot!
And everything lower then 2.00 I just not so good. Mostly those people are just beginners or they just make loads of crap.

BATTING AVERAGE

Here is the top 5 of users with the highest BA (at the time writing, if you want to see an up to date list, CLICK HERE)

That's all there is to tell about BA :P

On newgrounds, people often use words that you might now understand as a noob. So here is a dictionary, il try
to cover as much words as possible. Note: This list is not in alphabetic order!
To Pwn/being Pwnd = It means the same as own, some people just write it different because they think it looks
nice. To own means that something totally rocks, and if you own someone, it means you are
better then him.
n00b = Someone that knows very little about the discussed subject.
OMG = This means "O my god!" People often say this if they really like, for example, a movie.
OMFG= This means "O my fucking god" It kinda means the same as OMG.
ROFL = This mean; Rolling on floor laughing, you say this if you think something is really funny.
LOL = Means; Laughing out loud, you say this if you think something is funny.
BTW = By the way
I <3 J00 = Means; I love you (the <3 is a hearth)

DICTIONARY

USERS

MODDELING

LIGHTS

ANIMATION

RENDERING/EXPORTING

3D Examples

Viewpoint (read first!)
Basic Objects
Extrusion Editor
Lathe Editor
Advanced Modeler
Texturing/coloring
Flash art into swift

When you are going to make a 3d animation, the first thingy you have to do (of course) is making 3d models.
Click where you want to go to.

Ok, before you start with modeling, you need to know a few things about views in Swift. Because its a 3d programs you can rotate
the camera and other stuff. If you don't know how to do that... well.... Then you can really do anything.
This is a tutorial for Swift 3d V4, if you have a older version of swift 3d, everything is slightly different.

In swift you can look on your object from 2 different sides at one time.

You can change the view of one of those viewpoint (that is what they are called) by clicking on this button

When you click on it this box appears, you can change the camera settings there.

Set the left one to perspective now.

When you are in perspective mode you can rotate the camera around. Press and hold ALT and drag on the screen. You see that you
rotate the camera

When you do this you should also notice the lines, well.
Those are the X and Y and Z axis
Anyways. the X is horizontal,
The Y is vertical (You don't really see it on the pic)
And the Z axis is depth

You can also rotate by click and hold on this
red/green thingy

You can also zoom in and out. You do that by holding ALT and then holding the right mouse button and dragging, try that.

If you want to reset the viewpoint click on the viewpoint button and select Reset View.

You can also maximize to viewpoint (then only 1 viewpoint can be fitted in the screen)
by clicking on MAXIMIZE

You can bring back the other viewpoint by clicking on Show all viewpoints

Remember when I told you about the X, Y and & axis, well... you can also disable the grid that belongs to a certain axis

That's all about the views and stuff... there is more to tell, but il tell that later on, once you already learned some of the modeling
business.

Ok, now onto the real stuff! MODDELING!
You can keep modeling in swift 3d very easy. What I'm going to teach you first is how to make basic objects, like cube's, circles
etc... This is very easy, and it might not look that cool in the beginning, but by combining objects, you can make cool looking 3d
objects.
Ok, first make sure you are in the scene editor.

Ok, now click on one of the objects displayed above, when you click on one, the object will be added in your screen (il explain the
text tool later, that's the button with the T in it)

Ok, I choose a cube, the cube appears in the screen. You can rotate the camera around it as you like (if you don't even know how to
do that I suggest you read the VIEWPOINT tutorial again)

Instead of rotating the camera, you can also rotate an object, select your object (click on it)
Now the object you selected appears in the bottom right corner.

You can use these tools to rotate the object, you can also select how many degrees you want to rotate it here.
You can of course also use the CONTROL Z combination to undo something, or click the undo button in the top.

If you screwed up with rotating it, you can use one of these buttons to reset it.

Now onto scaling the object, in the top of the screen there is this button

Click that button and then click and hold your object and drag, this way you can enlarge it or make it smaller.

You can also adjust the rotating/scale of an object more precise.
Select the object and the look in the left top of the screen, you see this box:

You can click on one of the button (for example scale) and then the modifiers appear underneath
the box.

Now, as I said before, I would explain the TEXT tool later, its very simple, there is really not that much to tell about. But its good to
know anyways.
First click on the text tool

Change the font here
Type here

Now you can type the text you want on the left of the screen.

Of course you can make it look better with color, but you haven't learned that yet XD

Ok, now you know how to make all the basic objects, you can go and combine them. You can do stuff like this:

Now you only learned how to make preset objects, but with the Extrusion and Lathe editor you can also make your own objects :D
First click on Extrusion editor

You now see this screen:

In the extrusion editor you can shape you own objects by setting certain dots, and swift makes a object of it... don't understand?
Well.. Click somewhere on the grid, you see a little dot appear, now click somewhere else, another dot appears, Try drawing
something with this

Now  go back to the scene editor, AND YOU SEE THE OBJECT YOU DREW IN 3D! YAY!

That's what it becomes! (for me that is)

You can also add curves and stuff in this, you can do that by first setting 1 dot, then select something from this menu (its on the left
or right when you are in the extrusion editor)

Mmm.... sooo... smooth....XD

You can also bend a line afterwards, draw a straight line,and then click on one of these tool, then click somewhere on the line.

A little dot appears, you can use the arrow tool to drag that dot and thus bend the object.

Not really that much more to tell about the extrusion editor :P

Ok, now the lathe editor. Its a bit like the extrusion editor... but then... different... yeah....
Open the Lathe Editor. It looks kinda like the same as the extrusion editor.

The only difference is that it
doesn't have pre-made objects.

With the Lathe editor you can.. well.. how to explain this... well.. for example. You draw an object like this:

And swift 3d rotated it 360 degrees so you got a 3d object.

Try it out yourself. Draw  this object into swift:

IMPORTANT! Make sure the lines start and end at the green line.
That's the point Swift rotates them from.

Then go back you the scene editor. The object will look like this:

That was already the Lathe editor part!

Ok, now onto the advanced modeler, this is much harder then all the other ways to model something. But this lets you modle things
like heads, trees, or whatsoever. I haven't had that much experience with this editor, so il just explain the basics.
But that still lets you model great stuff.
Ok, first click on the Advanced modeler button

The first thing you will notice that the layout is totally different from the extrusion and lathe editor.
That is because in this editor you can really edit objects in 3d.

Ok, first we are going to add a box. Click on the box tab and the press and hold in the right bottom corner and draw to the side, a
box will appear.

Note: When you first click on the vertex selector, it instantly
selects all the vertexes, just click next to your object to
de-select all the vertexes. Now you can select the one's you
need.

Now click on this button in the top of the screen

This lets you add the vertexes of the cube, vertexes are little dots that are display on each corner of the cube

Now select the Movie Free tool from the top of the screen

Now select one of the vertexes and drag it, you see that you are now able to change the shape of the box!

You can select multiple vertexes at one time by selecting
one, and then click on another one, if you want to deselect all
vertexes just click  somewhere outside the cube.

Apart from the Vertex selection tool there are also other tools.
The soft selection tool selects a whole group of vertexes at one time (only works of you add more polygons to and object, il explain
that later on)

The edge selection tool lets you select an edge of the cube

With the face selection you can select a polygon

And with the Surface group selection, you can select the whole object

Ok, now. As I said before, I would also explain how to add more polygons (that also means more vertexes, edges etc...) If you have
more, you can, of course. Create more detailed objects, like heads and stuff.
Delete your other cube (select it with the Surface group selection tool and press delete)
Ok, now click on the cube again, BUT DO NOT CREATE IT YET!
Now look on the left, on the left you can set the Width, height and dept of an object.
Set it to 5

Now create the cube, and select the Vertex selection (or another one)
You now see that more vertexes appear, so that means you can make your objects more detailed!

You can also extrude polygons (don't know how to explain what Extrude means, but you will find out soon enough)
Select the Extrude and Face selection buttons)

Now click on a polygon to select it, now click on it again but this time hold you mouse button (left one, of course) and drag.
See what happens.

The polygon extrudes from the cube

You can also movie polygons, vertexes/edges by selecting the object and clicking on  Move Tool on the left

That are about all the basics that you can tell about the advanced modeler.
Note: You can also use, for example an object you made in the lathe editor, to edit in the Advanced moddeler, just make it in the
lathe editor and then switch to the advanced modeler.

Ok, so you probably think your objects are a little bit dull without color and stuff, that's why im going to teach you now how to
color/texture them.
Ok, make sure you are in the Scene Editor.
Now make an object, or take one you already made.
Ok,on the bottom left corner,

In this menu are all sorts of colors, select one (click for example on flat, and then drag a red color to your object)

This way you can give you object a color/ texture
You can also put your own Textures in Swift 3d, you do that by going to Setup, Materials

Now click on the materials tab and select Add material

Here you can set things like reflection, brightness etc...
You can import a texture by selecting Bitmap image at the pattern menu.

Once you are done with the material, press ok, the texture appears in the material tab (the one on the bottom of the screen in the
bitmap tab.

That's everything about materials :D

There also is a way to import your flash art into swift 3d, this is actually very simple, just make a drawing, export it as .EPS
and then goto swift 3d, click: File, Import.
That's it :D

Flash art

In this topic you learn everything you need to know about lights
There is not that much to tell, but what there is to tell, I will tell you (ever read the word tell in one sentence so many times?)
Ok, first of, when you are in the editor, there are always 2 basic lights.
In the bottom middle corner there is this thingy:

You can select and draw the yellow orbs (which are the lights) You can also select one and  then press the delete button
You can also add more light using these 2 buttons.

There are also premade light effects, they are located here

Just drag it onto the stage and you are done.
Most of the light effects are animated, read in the animation part more about that.

You can also insert you own lights, Click on 1 of the light buttons (they are all a bit different, try them out)

The light appears on the stage as a light bulb. You can drag it.

You can also edit the preset light effects, goto Setup, Lightings

That really is everything there is too tell about lights.

Ok... this part is fun. Animation!

Preset Animation
Tweened Animation
Animation in Lathe/Extrusion editor
Animating the camera
Hide/lock objects

Ok, first some preset animation.
There isn't that much to tell about this. But sometimes this is very handy.
In the right corner in the scene editor, click on this icon.

Now drag one of the animations onto your object.

Now click play (the play button is under the timeline)

If you think your animation goes to fast, you can make it longer by dragging this thingy
And if you want to make it smoother just set another number on the place where it says FPS

That's everything about Preset animations :)

Ok, now. Now im going to teach you how to tween your objects. again. This is very simple.its even simpler then in flash...And that is
already a piece of cake, right? YES IT IS!
Ok, I can explain this in about 3 pages.. so there it goes. First click on the ANIMATION BUTTON (right top of the screen)

When it is enabled it turns red.

Ok, now, crag this little red thing to, for example, frame 20

Now select one of your objects and drag it somewhere.
Now select Play. The object will move from the place where it started of to the place where you dragged it to!

Well uh... That's it :D

You can also animate objects in the Lathe and Extrusion editor, again. This is very simple. Like the whole program... :P
Ok, if you are in for example the extrusion editor, and you drew something there. Click the ANIMATING button.

Then select the frame select thingy (it doest really have a name) and drag it to, lets say, frame 20.

Now move one of the dots from your drawing. Then click play, and see what happens.

If its correct, the shape should now morph. It will also play when you are in the scene editor (try it out!)

Ok, last thing. Inserting and animating a camera in swift 3d. And as you probably already guessed.... its a piece of cake...
There are 2 different kinds of camera's: One that is rotate able, one that is not (they are named the Free Camera and Target
Camera)

Ok, click on the target camera
Now select Target camera 1 from the viewpoint menu.

If you now Click on the animate button and select a frame and rotate your camera, Swift will save this in the timeline, once you did
this. Try hitting the play button.
You will the the camera rotate, you can also drag the camera yourself by selecting another view and just drag it.

That's about it I guess :P
Note: You can also change the camera position here

Ok, this doest really have that much to do with animation, but it just helps to you animate better.
Ok, select an object, and click on OBJECT on the right of the window.

Here you can name the object, and Hide of Lock it (better don't hide it)

That was just another quick thingy I wanted to tell you :P

Once you made a model/animation, the last thing you have to do is render it and import it in flash.
What rendering really is, is that Swift 3d makes the image, it calculates where highlights should be, shadows etc...

Rendering
Delete/add effects
Render in the editor

You can render an image in two different ways, as Vector or as Raster
Vector is what Flash uses (graphics wise) Raster is pixelated (like a bitmap)
When you render something as Raster, it will look nicer (better lightning/shadows etc... but when imported into flash it will be
bigger)
Ok, make an object, or use one you already have, now go to the Preview and export editor.

First select  Vector as Rendering Style

Now click Generate Selected Frames or Generate all Frames,
The Frame/Animation will now render.
Note: THIS MIGHT TAKE SOME TIME, DEPENDING ON YOUR CPU SPEED!

You can view the rendered image in the in the middle, white block (that where the rendered image will appear)

First we are going to talk about Vector rendering

Once you are done rendering you can export the frame(s)

Once exported you can import it in flash, just click: File, Import when you are in flash.

This is what the rendered image will look like.

Now... Raster.
Rendering as raster is not really any different from Vector rendering. It just looks different. Just Select Raster as render style and
click Generate all frames.
In a cube the difference between Vector and Raster doest really show that much. But if you render a Sphere, you DO really see the
difference.

VECTOR:

RASTER:

You can also select as what you want to export your movie/frame

Note: If you export as SWFT and you want to
import that in flash, you have to have the SWFT
imported installed on your system
(when you installed Swift 3d it asked if you
wanted to install the imported for flash mx, That
is the SWFT importer)

That's all about basic rendering, now  move on to the Delete/add effects section to learn more.

When you render, you can enable a view options to make your renders look nicer/less nice (the nicer they look, the bigger the
filesize mostly is)
First lets talk about the special features for Raster (there arent that much for Raster, that's why we talk about that first)
Ok, select raster.

You can select if you want better quality here

You can select the color depth here (the lower it is, the smaller the filesize)

And you can set antialias here (smooth the edges, if you set it lower the filesize will be smaller
and rendering wil go MUCH faster)

Ok, that was that about special features for Raster, now lets talk about Vector!
There is more to tell about this. First select Vector, General.

You can select the detail level here

Now select Fill options

You can select if you want to fill your object here (does only work if you Outline the objects,
more about that later)
Select the fill type here
Enable Highlights, shadows and reflections here.
Note: This will really increase the filesize a lot!

Now finally, the edge options.
Select edge options from the menu.

Here you can select if you want outlines for you objects
Here you can select if you want to render only the outlines of the objects, or also the outlines
from every polygon.
Extra options
Select thickness and color of the outlines.

That's it :D

This is a very short subject, but its still good to know.
First goto the scene editor, there are 2 buttons there.

This button lets you select a piece of the scene to render, this
way you can use what that part looks like when its rendered
(this way yo don't have to render the whole frame, which can be
very time consuming)

This buttons renders the whole frame in the editor
itself.

Nothing more to tell now actually :P

Here are a few Pics made in Swift 3d.
I didn't put them in as a download file, because I lost most of the models.
Click next to see the next pic. All the models are made in Swift 3d v3 (that one doesn't have the advanced modeler)

This is somekind of futuristic gun I made.

Raspberry clock, made it for Mario's Revenge 4, couldn't render it as raster anymore because I lost the model :(

Cherry clock, made it for Mario's Revenge 4, couldn't render it as raster anymore because I lost the model :(

Strawberry clock, made it for Mario's Revenge 4, couldn't render it as raster anymore because I lost the model :(

Mushroom clock, made it for Mario's Revenge 4, couldn't render it as raster anymore because I lost the model :(
If you want to know who mushroom clock really is, watch the Mario's Revenge series (or at least part 4)

TOOLS

FILTERS

GETTING PICTURES

LAYERS

BLENDING

PHOTOSHOP IN FLASH

MY DESIGNS

This tutorial covers the basics of photoshop.

Just as in any other programs, you have certain tools you work with, in photoshop, there are a lot, and every tool has more then one
function. Click on one of the tools below or just click next to start from the beginning. (I don't have as much experience with
Photoshop as I have with Swift3d or flash, so don't expect me to explain everything)

Note: Best is to start from the beginning, that way you wont miss anything.

Select one of these tools

The first one is the rectangular Marquee Tool (hotkey M)
You can use this to select stuff, if you open for example a picture, you can select a bit up the drawing with this tool, to do stuff with.

If you press and hold on that tool, other tools will appear, the other tools are just different shapes for the
rectangular Marquee Tool (Man... I hate that name, from now  on il just call it the selection tool ok?)

This is the menu that pops out when you press and hold on the Selection tool.

Ok, next one, the move tool. You can use this to... well... Move... stuff... around :P
If you you, for example, select something with the selection tool, then you can move the part you selected around with this tool.
That is the only function it has, it doesn't have a popup menu in it or something.

Ok, next one, the lasso tool (hotkey L), this also just lets you select stuff like the selection tool.
The things in the popup menu are more interesting though.
First the Polygonal lasso tool

This makes straight lines, you can make straight line, then leftclick, make another one, this way you can surround objects, You
stop selecting after you closed your selection (got back to the start)

There also is the magnetic lasso tool, this snaps to edges of an object, so you can select it that way.
Ok, first open a picture (File, open)
Now select the magnetic lasso tool.

Now try selecting an object in the picture, for example, someones hand you will see the lasso tool will keep making little dot like
things around the object, you can also create a dot yourself by left clicking, when you want to close your selection, goto the first
dot you made and click on it.

This is a good way to cut out objects.

Tadaa! there is a better way to cut things out,
but I teach you that later.
Btw, you might notice this is the statue I used for the
background of the Photoshop tutorial.

Next one, the magic wand tool, this only has one option. but o boy... its a good one :P
Open a picture (best one with a bright background and dark character/object on it)
For example my Statue.
Now click on the bright part of the drawing (in my picture its the sky) You will see only the sky is being selected, you can now for
example, delete the sky by pressing delete.

Tadaa! That looks awesome, doesn't it?

Want the Statue pic

Ok, next. The Crop to, you can use this to... As the name says, Crop images.
Select the crop tool.

Now select a part of the picture and rightclick, there appears a popup menu, select Crop from the menu

Now the image is cropped :D

Next, the Brush/Pencil tool
There is not that much difference between the brush and pencil tool, but the Brush tool smooth's out the lines, and the Pencil too
doesn't.

Brush

Pencil

You can select the size of the Brush/Pencil tool in the top of the screen.

Select the size here
Select the style here

Ok, the Healing Brush tool has 2 functions.
Select the patch tool.

Now  select a part of the picture with it, let go of your left mouse button, and now press it again, you can now drag the piece you
selected, drag it to another part in the drawing, the place that you first selected  will now mix with the place that you dragged your
selection to (I hope you understand, this was kinda difficult to explain)

Ok, now the Healing Brush. This is a lot like the Patch tool.

Now Press and hold ALT and click somewhere in the picture.
Now  leftclick and drag somewhere else in the picture, now let go, Photoshop will mix the place where you first clicked (with alt)
and the place where you dragged.

This was where the statue was, I mixed it with the sky, now you don't really see it anymore :)

Ok... this tool. I never really used it, don't know how to use it, so im not going to explain it :P

Like this

(you change the size of the Clone stamp the same as with the Pencil
and Brush tool)

Ok, next. The clone stamp. This lets you select a part of a picture and lets you draw with that (like the pencil, but this time with a
texture)

Ok, make a new document (empty one) and open a picture.
Now select the Clone stamp tool  (hotkey S), press ALT and leftclick somewhere on the image you just opened.
Now goto your empty document, and draw there, see what happens.
You now draw with the other picture as a texture!

Ok, now the History brush tool (hotkey Y)
You probably wont use it that much, but it can come in handy sometimes.

Ok, first select the Art History Brush from the popup menu.

Now draw somewhere in your picture, you will see it will blur the stuff around there.

Now you can just use the normal History brush to bring it all back to normal :P
That's that!
You can also use the normal History brush, to bring back the normal picture, Try drawing on
your picture with for example the brush. Now take the History Brush Tool and draw over that
lines you just made, you will see the normal pic re-appears

Now, the Eraser tool (hotkey E)
This one has 3 options.

First the normal eraser tool, there is not really that much to tell about that, you can just... erase stuff... with it :P
Now  the Background eraser tool, THIS IS AN AWSOME TOOL!
With this tool you can delete backgrounds, of course photoshop cant know what is the backgrounds and what's not.
But it looks for differences in color, when you have a blue background and brown character, like my statue, you can
easily delete the sky.

Look, it only deletes the sky!

(you change the size of the Eraser tool the same way as the pencil
tool.

Now the last option of the eraser tool, the Magic eraser tool, this is a but like the Magic wand tool.
If I click on the sky (in my picture) It deletes the sky.
This works with differences in color and brightness, I suggest you just try it out.

Look, this way I can also delete the sky in my picture :)

You probably already know how the paint bucked works, you can just fill up stuff with it.
More interesting is the Gradiant tool
Select it, then select two colors here

Ok, the bucket tool (hotkey G), this one has two options,

Now click somewhere in your screen and draw to the other side of the screen, then
let go. You get an effect a bit like this:

You can also select a different kind of filling in the top
of the screen:

Next up. The Blur tool (hotkey R), You can blur pieced of the drawing here.

With the blur tool you blur pieces of the drawing:

With the Sharpen tool you can make certain pieces of the picture a bit sharper:

With the Smudge tool you can mix pieces of the picture

This tool has 3 options,

Next up. The Dodge/Burn/Sponge tool.

You can just use these tools to give a nice look to your pictures,
The dodge tool makes it a bit brighter, the Burn tool gives it a burned look, and the sponge tool
gives it a somewhat gray look.

Dodge tool:

Burn tool:

Sponge tool:

You can also get some nice effects by, for example, first Dodging it, then burning it, the sponging it,
or another combination of course:

Next one, the text tool (Hotkey T). You can just... Type text with this tool.

Ok, first select the text tool (or press and hold it to select some text effects from the menu)
Now select the Size, Color, Effects, Font etc... from the menu in the top of the screen.
Now just click somewhere and uh... Start typing :P

Next up. The pen tool (hotkey P).

The pen tool has loads of options, im going to explain all of them.

First the normal pen tool.

The pen tool is actually a very strange tool.
I never use it, but I guess it could come in handy... for some reason. Anyways, select the pen tool and draw a line
Then click somewhere else (click and hold), and drag, You see another line appear, it bends and stuff when you drag on.
Now let go. You will see it will fill up with a color. (the color you selected)

The second option for the pen tool is the Freeform pen tool.
You can just use to draw a line and when you let to it fills up with the color you selected

You can also change the shape of the drawings you made with the Pen tool. When you make a drawing it has a couple of Anshor
Point, you can drag those points to change you drawing.

You can also add or delete those points, with these two tool.

The tool to move the Anchor points is this one.
Just select it and drag one of the anchor points.

You can also move other anchor points around a bit with this tool.

Now, the shape tool.
You can use this to make shapes like squares, circles, lines or premade shapes etc..
Just click on one and make the shape. No explanation needed here.

The only thing that needs a little bit explanation is the Costum Shape tool.
If you select it, you can rightclick in your screen, then there wil pop-up a menu, you can select a shape in that menu.
Then close the menu, and draw the shape, Easy as that :D

You can select more options and shapes by clicking
on this button.

Ok... The Notation tool. You can use this to set a few notes (text or audio) somewhere in your project, so that you don't forget what
still needs to be done.

First click on the notes tool and then click somewhere in your project, you can type a
note now. THE NOTE WILL NOT BE EXPORTED WHEN YOU SAVE YOUR PROJECT AS A
PICTURE,SO YOU CAN USE IT AS A TEXT TOOL OR SOMETHING.

You can also leave audio notes.
Select the audio Annotation tool and click somewhere in the screen.
This menu comes up:

Click the start button to record (you need a microphone)
Click stop when you are done.

This button appears in your projects, double click on it to listen to it:

Next, the eyedropper tool(hotkey I). This tool has 3 functions, but I only understand 1 of them, so I wont bother you with the other
2.

You can use this tool to pic up colors.
The color will then appear here

You can then use for example the Brush tool to draw with that color.

Now the last one, the Hand and the Zoom tools.

You can use the hand tool to move around in your project, when the whole projects could't fit in the screen.
You use the Zoom tool to zoom in and out (you can also use CONTROL + and CONTROL -)
The Zoom tool is standard set to zoom in, rightclick, and click zoom out to select the zoom out functions

Well. You got trough the beginning of the photoshop tutorial, now its time to start on some projects, move on to the next subject!

Omg.... the.. perfectness of a donut... MMMM.... donut...

In Photoshop you can select filters to put on your pictures, there are loads of filters, so I wont explain all of then (you can find it out
yourself) Il just teach you the ones that you mostly use, or that are often being used together with flash animation.
All filters are located in the top of the screen, in the Filter menu.

Blur
Render Effects
Sharpen
Extract
Liquify
Pattern Maker

Ok, this is an effect that you use in flash a LOT.
You can use it to do a motion blur, blur backgrounds, etc...
Goto the filter, Blur menu.

There are all sorts of different Blurs you can use.
Open a picture and click the first blur, you will see the picture will Blur a little bit.

It wil only blur a little bit, but if you want to use the filter again, you can just press Control F
(this isn't the hotkey for blurring, it just lets you repeat the filter you did)
This is the result:

The Blur menu also has the filter, Blur More, this is the same as the normal blur, but it just blurs it a little bit more.

When the settings are ok, just click OK.

Ok, the Gaussian blur, this one is more interesting then the normal blurs.
You can select the amount you want to blur when you use the Gaussian Blur.

Select the amount you want to blur here

Next up. The motion blur.

With the motion blur you can make it looks like something is moving very fast.
Click the motion blur button. This window appears:

Here you can select the amount of blurring

Here you can select the way it should look like
its moving

Next up. The Radial Blur, with this one you can make really cool effects.
Like this:

Click the Radial Blur button.
Adjust all the options in the menu.

When you are done
just press ok.

The last one is the Smart blur, you can make cool effects with this, give things a bit a cartoony look or something:

just experiment with the settings a bit untill you
got the wanted effect.

That's it for blurring in flash.

In the Blur, Render menu there are also a few nice effects.

Most of them are often begin used (apart of the 3D transform effect)

Well, as I said on the last page the 3D transformation is not being used that often, but since its first in line, I guess I should teach
you that first anyway.
Open a picture (as always :P)
and click on 3D transformation.

As you can  see the pic in this screen in in black and white, but the original pic will stay in color, don't worry.

Ok, click on the circle tool and make a circle in the pic

That circle will be textured with your picture,
Now try to rotate the ball. You.
When you did that, click on, and see the effect
you made.
You can also use the Cube tool, or another one
of course.

Next one is a short one, Clouds, you can just press this button to make clouds, this might look a little bit dumb now, but you can
really use them in flash on in photoshop when you change the opacity of the layer (more about that later)

Difference clouds does the same. It just makes... Different clouds :P

Ok, the lens Flare, this one is pretty cool.

Select the brightness here

Select the style here (here is what they do)

50-300 mm Zoom

35mm Prime

105mm Prime
(I mostly use this)

Ok, the last one, Lighting effects

This one has loads of options, so it will take some time to explain it.

Ok, you can see the way you light your picture here

You can change the way it is been lit by scaling the round thingy (don't know
what elso to call it :P)

You can also adjust the style of the lighting
here, you can for example let it look like the
light is coming from 3 lights in the bottom,
the top etc...

You can also change the light type here

You can change the color of the light here

Other things like intensity and Focus you can change here

By changing the options you can make things like this:

Other effects like Glossiness. Material etc... you can change here, you can also set a second color for the light (the two lights will
mix up)

Last bit, texture channel, with this you can make 1 color come to the front, so it will look like it has a bit depth.

You can select the color that should come to the front/stay in the back here
Change the height here

When all the settings are ok (lightning, height, etc..) click ok and look at the result.

That's all about the Rendering Tab :D

Well, this is kinda like Blur, but this time... It sharpens the image :P

This sharpens the whole picture
This sharpens all the edges
This sharps everything a bit more then the normal SHARPEN button

Ok, those options didn't need any explanation. The unsharp mask does.. Well. A little bit.
Click on the unsharp mask button.

This is the amount it sharpens it
This is the radius (in pixels)
This is the Threshold (in levels)

You can make cool effects like this:

That's all about Sharpen :D

Next up, Extract (hotkey, Control Alt X). This is not really a filter, but it is in the filter menu. So i guess i should teach it to you in the
filter menu :P
Extract is really great to cut out objects. You just use the Edge highlighter tool to make a line around the part you want to cut out,
and then fill it up with the Fill tool.

Select the size of the edge
Highlighter tool here

You can change the
colors of the lines and
fills here

When you are done, just press ok.
It might take a few  seconds, so
be patient.

Tadaa!!!

Thats all about extract!

Next up. The liquify filter (Hotkey Control Shirt X)
Not that much too explain. But you can face out colors a bit, Just try dragging over the picture in the Liquify filter.
You can make things like this:

The Liquify filter has a lot of options, i dont feel like explaining all of them. You can just figure
them out yourself, just expiriment a lot (thats how i learned the entire program, so dont say you
can't do that) Its just easy enough to learn it yourself :P

Fading with straight lines
Wave
Rotating
Shrink
Enlarge
Down is left Up is right
Zoom (kinda)
Zoom in/out

Now. The pattern maker, first i didnt want to explain this, because you probably wont really use it anyway. But since it can be
explained in 1 frame, why not explain it? :P
Anyway, open the pattern maker (Alt, Shit, Control, X)
Now select a bit of your picture/

Once you did that, click
Generate. Photoshop will
make a pattern with the part
you selected.

Like this

As you probably know, Photoshop is a photo editing program, so if you want to use it, what do you need to work with?
Exactly! Photo's/Pictures.
You can just make photo's Yourself. But here are a few site's where you can get pic's to edit:
(open your explorer before clicking on the links)

DEVIANTART.COM
GOOGLE.COM

Here you can get textures:

3D CAFE

www.abnormis.com

This part of the tutorial is fun, after you learned this you can make things like i have made!
In this part of the tutorial you combine all of the previous things you learned, so make sure you did all the other parts in the
photoshop tutorial before going to this part of the tutorial. Click on the subject you want to go to:

BLENDING OBJECTS INTO ANOTHER
TEXTURING LAYERS (blending options)
MORE BLENDING OPTIONS

Here we are going to learn how to blend an eye into someone's head. This is just combining all the things you learned, plus a bit
more. It just takes a bit of practise before it looks ok.
First download the below pictures:

HEAD
EYE
LEATHER

This is what we are going to make:

Most of the things we are going to do now should partly be figured out yuourself. Blending is just experimenting, i cant say like: Use
this tool on this spot, now that tool on that spot. You should try figuring most of it out yourself.
First take the picture of the eye and cute the eye out with one of the tools (for example the; Eraser, Extracter, magic wand tool)
(i used the extract tool)
Now use the Blur tool to blur tool to blur the outside of the eye, so the outside will look a bit smoother.

The eye:

Now open the picture of the face.
Use the clonestamp to put the eye somewhere on her face.

Now we are going to make the layer in black and white (then it is easier to blend something)
Press Control, Shift U, to make the layer black and white.

Here comes the hard part. You now need to use your tool to make the eye fit in nicely. Here are a few things you can do:
-Use the clone stamp to use her skin color to color around the eye.
-Use the Smudge tool to mix the color of the eye and the color of the head
-Use the blur tool
I cant really help you with this. You should do this on your own. Sorry :(

Now the eye is blended in nicely, we can go on with texturing the the whole thing. This is where the leather picture i told you to
download comes in (that is going to be the texture)
First make a new layer above the layer with the head inside it. Now open the leather picture and use the clone stamp to fill up the
empty layer, untill the whole screen is filled up (you can of course also cut out a part of the leatther and paste that in the empty
layer)

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Try out which blending style you would like to use. I used Color Burn.

Ok, we are almost finished now )if you think this looks nice enough you are
already finished though, nobody can force you to move on :P)
But you might think that your blending looks a little bit to dark (if you used
Color burn it looks dark)
We can change that by changing the oppacity or the Fill of the layer.

Set it to the amount you like.
I used 60% Opacity.

You are done now! Look at the result. Doesnt it look cool? YES IT DOES!

(2mb download)

Here are some extra blending options.
Rightclick on the layer that you wont to use to blend another layer with and select Blending Options

Here are some advance blending options you can select

Here you can set if it should
only blend one color a bit, or
etc....

You can make very cool
effects with this:

Thats about everything for blending :D

Here are some things you just need to know before we move on.

LAYERS
OPACITY/FILL

Just as in flash, in photoshop. You have layers.
You can for example use a filter only in one layer. If you have for example a Forest, and a statue, and they are both  on
different layers, You can for example, ajust the lightning from only the statue to match the one of the forest.
Open a document.  In the right bottom corner you see a menu. There are all your layers.

You can hide or lock the layer you are working in with the following buttons

LOCK
HIDE

You can insert new layers by clicking here

And then here

The layer will now be added, you can also give the layer a
name.

You now see the second layer in the layer menu.

You can delete a layer by rightclicking on it an select Delete Layer.

You can also duplicate a layer.

That are all the basics about Layers.

Now onto changing the oppacity/fill etc... of a layer.
This is very simple.
In hte layer meny, there are 2 buttons, one for Oppacity, one for Fill.
With oppacity you can change thr oppacity of the layer and with fill you can select how much the layer is filled.

Yes, i know this was a short topic :P

Ok, this is important. Here are some ways you can use photoshop effects in flash.
If you want for example a hand blurred. You know how to blur. But how  to get it in flash?
Ok, first copy the opbject from flash you want to blur from Flash.
Now open a new document in Photoshop.
Select Transparant Background and RGB color.

Now paste the object you copyd from Flash into
photoshop (kotkey = Control V)
Now blur it (you should already know how to do that, if not,
look it up in the tutorial)
Now, when you save it, save it as .PNG
If you save something as .PNG the background will stay
Transparant.

When you save it as .PNG, Photoshop will ask you if you want it yo be interlaced, select that and click ok.

Now import it in flash.

Next thing. This is a lot like this though. Blurring the background like this:

You do that by copying a pic. Then paste it in photoshop and perform a motion blur, just blur it a little bit.
Save it as 1.PNG
Now open a new document and paste the pic again. Blur this one a little bit more and save it as 2.PNG
Keep doing that intill it is blurred a lot. Now goto flash and make a new movieclip or graphic file. Now import 1.PNG
Flash will ask if you also want to import the other pics, click yes.

I got dutch windows, so my buttons say Ja, nee and Annuleren
Ja = Yes
Nee = No
Annuleren = Cansel
You just learned a bit dutch :P

Now just put that movieclip somewhere in your movie :D

Here are some of my designs i made in photoshop, some of them were also as background in Ultimate Tutorial 2.

PRESENTED BY:

GAMECUBICLE

CREDITS:

CREDITS:

CREDITS:

CREDITS:

CREDITS:

Concept: Tim van Helsdingen aka Gamecubicle
Art: Tim van Helsdingen aka Gamecubicle
Design: Tim van Helsdingen aka Gamecubicle
Idea: Tim van Helsdingen aka Gamecubicle
Layout: Tim van Helsdingen aka Gamecubicle
Scripting: Tim van Helsdingen aka Gamecubicle
Music: ParagonX9

Dreamscaper,

Texas Fagot: BACK TO MADD (credits theme)
Dj jean: Every single day
Programmes used: Macromedia flash mx, Photoshop 7.0, swift3d v4
Special thanks: Bounty Hunter,  Rubbertje, MC Crow, Dekunut, Bas Baudoin, X static,
Terry A.k.a Dash, Bender_Homer, and more!

And of course... ALL MY FANS :D

VISIT:

MY SITE

(Read the latest news about my projects)

(support me!)

ActionScript [AS1/AS2]

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Instance of Symbol 1861 MovieClip in Frame 664
onClipEvent (load) { activated = false; down = false; } onClipEvent (enterFrame) { _root.report.text = (Math.round(_root.circle.yMax) + " ") + Math.round(yMin); xmin = getBounds(_root).xMin; xmax = getBounds(_root).xMax; ymin = getBounds(_root).yMin; ymax = getBounds(_root).yMax; if (((_root.circle.xMax > xMin) && (_root.circle.xMin < xMax)) && (_root.circle.yMax < yMin)) { if ((_root.circle.yMax - (_root.circle.jump * 2)) > yMin) { _root.circle._y = ymin - (_root.circle._height / 2); _root.circle.jump = undefined; _root.circle.fall = false; activated = true; } } if (Math.round(_root.circle.yMax) > Math.round(yMin)) { if (hitTest(_root.circle) && (_root.circle.xmax < xmin)) { _root.circle._x = _root.circle._x - _root.circle.speed; } if (hitTest(_root.circle) && (_root.circle.xmin > xmax)) { _root.circle._x = _root.circle._x + _root.circle.speed; } if ((hitTest(_root.circle) && (_root.circle.ymin > ymax)) && (_root.circle.jump > -1)) { _root.circle.jump = -1 * _root.circle.jump; } } if (((activated == true) && (!hitTest(_root.circle))) && (_root.circle.jump == undefined)) { _root.circle.jump = 0; activated = false; } if (((hitTest(_root.circle) && (_root.circle.ymax > ymin)) && (_root.circle.jump != undefined)) && (_root.circle._y < _y)) { _root.circle._y = ymin - (_root.circle._height / 2); _root.circle.jump = undefined; _root.circle.fall = false; activated = true; } if ((((((_root.circle.ymax - _root.circle.jump) > ymin) && (_root.circle.xMin < xMax)) && (_root.circle.xMax > xMin)) && (_root.circle.jump != undefined)) && (_root.circle._y < _y)) { _root.circle._y = ymin - (_root.circle._height / 2); _root.circle.jump = undefined; _root.circle.fall = false; activated = true; } }
Instance of Symbol 1861 MovieClip in Frame 664
onClipEvent (load) { activated = false; down = false; } onClipEvent (enterFrame) { _root.report.text = (Math.round(_root.circle.yMax) + " ") + Math.round(yMin); xmin = getBounds(_root).xMin; xmax = getBounds(_root).xMax; ymin = getBounds(_root).yMin; ymax = getBounds(_root).yMax; if (((_root.circle.xMax > xMin) && (_root.circle.xMin < xMax)) && (_root.circle.yMax < yMin)) { if ((_root.circle.yMax - (_root.circle.jump * 2)) > yMin) { _root.circle._y = ymin - (_root.circle._height / 2); _root.circle.jump = undefined; _root.circle.fall = false; activated = true; } } if (Math.round(_root.circle.yMax) > Math.round(yMin)) { if (hitTest(_root.circle) && (_root.circle.xmax < xmin)) { _root.circle._x = _root.circle._x - _root.circle.speed; } if (hitTest(_root.circle) && (_root.circle.xmin > xmax)) { _root.circle._x = _root.circle._x + _root.circle.speed; } if ((hitTest(_root.circle) && (_root.circle.ymin > ymax)) && (_root.circle.jump > -1)) { _root.circle.jump = -1 * _root.circle.jump; } } if (((activated == true) && (!hitTest(_root.circle))) && (_root.circle.jump == undefined)) { _root.circle.jump = 0; activated = false; } if (((hitTest(_root.circle) && (_root.circle.ymax > ymin)) && (_root.circle.jump != undefined)) && (_root.circle._y < _y)) { _root.circle._y = ymin - (_root.circle._height / 2); _root.circle.jump = undefined; _root.circle.fall = false; activated = true; } if ((((((_root.circle.ymax - _root.circle.jump) > ymin) && (_root.circle.xMin < xMax)) && (_root.circle.xMax > xMin)) && (_root.circle.jump != undefined)) && (_root.circle._y < _y)) { _root.circle._y = ymin - (_root.circle._height / 2); _root.circle.jump = undefined; _root.circle.fall = false; activated = true; } }
Instance of Symbol 1861 MovieClip in Frame 664
onClipEvent (load) { activated = false; down = false; } onClipEvent (enterFrame) { _root.report.text = (Math.round(_root.circle.yMax) + " ") + Math.round(yMin); xmin = getBounds(_root).xMin; xmax = getBounds(_root).xMax; ymin = getBounds(_root).yMin; ymax = getBounds(_root).yMax; if (((_root.circle.xMax > xMin) && (_root.circle.xMin < xMax)) && (_root.circle.yMax < yMin)) { if ((_root.circle.yMax - (_root.circle.jump * 2)) > yMin) { _root.circle._y = ymin - (_root.circle._height / 2); _root.circle.jump = undefined; _root.circle.fall = false; activated = true; } } if (Math.round(_root.circle.yMax) > Math.round(yMin)) { if (hitTest(_root.circle) && (_root.circle.xmax < xmin)) { _root.circle._x = _root.circle._x - _root.circle.speed; } if (hitTest(_root.circle) && (_root.circle.xmin > xmax)) { _root.circle._x = _root.circle._x + _root.circle.speed; } if ((hitTest(_root.circle) && (_root.circle.ymin > ymax)) && (_root.circle.jump > -1)) { _root.circle.jump = -1 * _root.circle.jump; } } if (((activated == true) && (!hitTest(_root.circle))) && (_root.circle.jump == undefined)) { _root.circle.jump = 0; activated = false; } if (((hitTest(_root.circle) && (_root.circle.ymax > ymin)) && (_root.circle.jump != undefined)) && (_root.circle._y < _y)) { _root.circle._y = ymin - (_root.circle._height / 2); _root.circle.jump = undefined; _root.circle.fall = false; activated = true; } if ((((((_root.circle.ymax - _root.circle.jump) > ymin) && (_root.circle.xMin < xMax)) && (_root.circle.xMax > xMin)) && (_root.circle.jump != undefined)) && (_root.circle._y < _y)) { _root.circle._y = ymin - (_root.circle._height / 2); _root.circle.jump = undefined; _root.circle.fall = false; activated = true; } }
Instance of Symbol 1861 MovieClip in Frame 664
onClipEvent (load) { activated = false; down = false; } onClipEvent (enterFrame) { _root.report.text = (Math.round(_root.circle.yMax) + " ") + Math.round(yMin); xmin = getBounds(_root).xMin; xmax = getBounds(_root).xMax; ymin = getBounds(_root).yMin; ymax = getBounds(_root).yMax; if (((_root.circle.xMax > xMin) && (_root.circle.xMin < xMax)) && (_root.circle.yMax < yMin)) { if ((_root.circle.yMax - (_root.circle.jump * 2)) > yMin) { _root.circle._y = ymin - (_root.circle._height / 2); _root.circle.jump = undefined; _root.circle.fall = false; activated = true; } } if (Math.round(_root.circle.yMax) > Math.round(yMin)) { if (hitTest(_root.circle) && (_root.circle.xmax < xmin)) { _root.circle._x = _root.circle._x - _root.circle.speed; } if (hitTest(_root.circle) && (_root.circle.xmin > xmax)) { _root.circle._x = _root.circle._x + _root.circle.speed; } if ((hitTest(_root.circle) && (_root.circle.ymin > ymax)) && (_root.circle.jump > -1)) { _root.circle.jump = -1 * _root.circle.jump; } } if (((activated == true) && (!hitTest(_root.circle))) && (_root.circle.jump == undefined)) { _root.circle.jump = 0; activated = false; } if (((hitTest(_root.circle) && (_root.circle.ymax > ymin)) && (_root.circle.jump != undefined)) && (_root.circle._y < _y)) { _root.circle._y = ymin - (_root.circle._height / 2); _root.circle.jump = undefined; _root.circle.fall = false; activated = true; } if ((((((_root.circle.ymax - _root.circle.jump) > ymin) && (_root.circle.xMin < xMax)) && (_root.circle.xMax > xMin)) && (_root.circle.jump != undefined)) && (_root.circle._y < _y)) { _root.circle._y = ymin - (_root.circle._height / 2); _root.circle.jump = undefined; _root.circle.fall = false; activated = true; } }
Instance of Symbol 1861 MovieClip in Frame 664
onClipEvent (load) { activated = false; down = false; } onClipEvent (enterFrame) { _root.report.text = (Math.round(_root.circle.yMax) + " ") + Math.round(yMin); xmin = getBounds(_root).xMin; xmax = getBounds(_root).xMax; ymin = getBounds(_root).yMin; ymax = getBounds(_root).yMax; if (((_root.circle.xMax > xMin) && (_root.circle.xMin < xMax)) && (_root.circle.yMax < yMin)) { if ((_root.circle.yMax - (_root.circle.jump * 2)) > yMin) { _root.circle._y = ymin - (_root.circle._height / 2); _root.circle.jump = undefined; _root.circle.fall = false; activated = true; } } if (Math.round(_root.circle.yMax) > Math.round(yMin)) { if (hitTest(_root.circle) && (_root.circle.xmax < xmin)) { _root.circle._x = _root.circle._x - _root.circle.speed; } if (hitTest(_root.circle) && (_root.circle.xmin > xmax)) { _root.circle._x = _root.circle._x + _root.circle.speed; } if ((hitTest(_root.circle) && (_root.circle.ymin > ymax)) && (_root.circle.jump > -1)) { _root.circle.jump = -1 * _root.circle.jump; } } if (((activated == true) && (!hitTest(_root.circle))) && (_root.circle.jump == undefined)) { _root.circle.jump = 0; activated = false; } if (((hitTest(_root.circle) && (_root.circle.ymax > ymin)) && (_root.circle.jump != undefined)) && (_root.circle._y < _y)) { _root.circle._y = ymin - (_root.circle._height / 2); _root.circle.jump = undefined; _root.circle.fall = false; activated = true; } if ((((((_root.circle.ymax - _root.circle.jump) > ymin) && (_root.circle.xMin < xMax)) && (_root.circle.xMax > xMin)) && (_root.circle.jump != undefined)) && (_root.circle._y < _y)) { _root.circle._y = ymin - (_root.circle._height / 2); _root.circle.jump = undefined; _root.circle.fall = false; activated = true; } }
Instance of Symbol 1861 MovieClip in Frame 664
onClipEvent (load) { activated = false; down = false; } onClipEvent (enterFrame) { _root.report.text = (Math.round(_root.circle.yMax) + " ") + Math.round(yMin); xmin = getBounds(_root).xMin; xmax = getBounds(_root).xMax; ymin = getBounds(_root).yMin; ymax = getBounds(_root).yMax; if (((_root.circle.xMax > xMin) && (_root.circle.xMin < xMax)) && (_root.circle.yMax < yMin)) { if ((_root.circle.yMax - (_root.circle.jump * 2)) > yMin) { _root.circle._y = ymin - (_root.circle._height / 2); _root.circle.jump = undefined; _root.circle.fall = false; activated = true; } } if (Math.round(_root.circle.yMax) > Math.round(yMin)) { if (hitTest(_root.circle) && (_root.circle.xmax < xmin)) { _root.circle._x = _root.circle._x - _root.circle.speed; } if (hitTest(_root.circle) && (_root.circle.xmin > xmax)) { _root.circle._x = _root.circle._x + _root.circle.speed; } if ((hitTest(_root.circle) && (_root.circle.ymin > ymax)) && (_root.circle.jump > -1)) { _root.circle.jump = -1 * _root.circle.jump; } } if (((activated == true) && (!hitTest(_root.circle))) && (_root.circle.jump == undefined)) { _root.circle.jump = 0; activated = false; } if (((hitTest(_root.circle) && (_root.circle.ymax > ymin)) && (_root.circle.jump != undefined)) && (_root.circle._y < _y)) { _root.circle._y = ymin - (_root.circle._height / 2); _root.circle.jump = undefined; _root.circle.fall = false; activated = true; } if ((((((_root.circle.ymax - _root.circle.jump) > ymin) && (_root.circle.xMin < xMax)) && (_root.circle.xMax > xMin)) && (_root.circle.jump != undefined)) && (_root.circle._y < _y)) { _root.circle._y = ymin - (_root.circle._height / 2); _root.circle.jump = undefined; _root.circle.fall = false; activated = true; } }
Instance of Symbol 1861 MovieClip in Frame 664
onClipEvent (load) { activated = false; down = false; } onClipEvent (enterFrame) { _root.report.text = (Math.round(_root.circle.yMax) + " ") + Math.round(yMin); xmin = getBounds(_root).xMin; xmax = getBounds(_root).xMax; ymin = getBounds(_root).yMin; ymax = getBounds(_root).yMax; if (((_root.circle.xMax > xMin) && (_root.circle.xMin < xMax)) && (_root.circle.yMax < yMin)) { if ((_root.circle.yMax - (_root.circle.jump * 2)) > yMin) { _root.circle._y = ymin - (_root.circle._height / 2); _root.circle.jump = undefined; _root.circle.fall = false; activated = true; } } if (Math.round(_root.circle.yMax) > Math.round(yMin)) { if (hitTest(_root.circle) && (_root.circle.xmax < xmin)) { _root.circle._x = _root.circle._x - _root.circle.speed; } if (hitTest(_root.circle) && (_root.circle.xmin > xmax)) { _root.circle._x = _root.circle._x + _root.circle.speed; } if ((hitTest(_root.circle) && (_root.circle.ymin > ymax)) && (_root.circle.jump > -1)) { _root.circle.jump = -1 * _root.circle.jump; } } if (((activated == true) && (!hitTest(_root.circle))) && (_root.circle.jump == undefined)) { _root.circle.jump = 0; activated = false; } if (((hitTest(_root.circle) && (_root.circle.ymax > ymin)) && (_root.circle.jump != undefined)) && (_root.circle._y < _y)) { _root.circle._y = ymin - (_root.circle._height / 2); _root.circle.jump = undefined; _root.circle.fall = false; activated = true; } if ((((((_root.circle.ymax - _root.circle.jump) > ymin) && (_root.circle.xMin < xMax)) && (_root.circle.xMax > xMin)) && (_root.circle.jump != undefined)) && (_root.circle._y < _y)) { _root.circle._y = ymin - (_root.circle._height / 2); _root.circle.jump = undefined; _root.circle.fall = false; activated = true; } }
Frame 828
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Frame 999
stop();
Frame 1199
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Frame 1398
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Frame 2674
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Symbol 21 Button
on (release) { prevFrame(); }
Symbol 22 MovieClip Frame 1
stop();
Instance of Symbol 13 MovieClip in Symbol 22 MovieClip Frame 1
onClipEvent (mouseDown) { if (this.hitTest(_root._xmouse, _root._ymouse, true)) { dragging = true; } } onClipEvent (enterFrame) { if (dragging && (_parent.hitRange.hitTest(_root._xmouse, _root._ymouse, false))) { _x = (_parent._xmouse - 10); _root.all.setVolume((_x + 62) / 0.55); } } onClipEvent (mouseUp) { dragging = false; } onClipEvent (load) { dragging = false; _root.all = new Sound(); }
Symbol 31 Button
on (release) { tellTarget ("cursor") { prevFrame(); }; }
Symbol 32 Button
on (release) { tellTarget ("cursor") { nextFrame(); }; }
Symbol 78 MovieClip Frame 1
stop(); Mouse.show();
Symbol 78 MovieClip Frame 2
stop();
Instance of Symbol 34 MovieClip in Symbol 78 MovieClip Frame 2
onClipEvent (load) { startDrag ("_root.cursor", true); Mouse.hide(); }
Symbol 78 MovieClip Frame 3
stop();
Instance of Symbol 75 MovieClip in Symbol 78 MovieClip Frame 3
onClipEvent (load) { startDrag ("_root.cursor", true); Mouse.hide(); }
Symbol 78 MovieClip Frame 4
stop();
Instance of Symbol 77 MovieClip in Symbol 78 MovieClip Frame 4
onClipEvent (load) { startDrag ("_root.cursor", true); Mouse.hide(); }
Symbol 90 Button
on (release) { gotoAndPlay (1); }
Symbol 106 Button
on (release) { play(); }
Symbol 110 Button
on (release) { gotoAndPlay (1); }
Symbol 116 MovieClip Frame 1
stopAllSounds();
Symbol 131 Button
on (release) { stopAllSounds(); }
Symbol 133 Button
on (release) { gotoAndPlay (250); }
Symbol 134 Button
on (release) { gotoAndPlay (1160); play(); }
Symbol 135 Button
on (release) { gotoAndPlay (790); }
Symbol 136 Button
on (release) { gotoAndPlay (961); }
Symbol 137 Button
on (release) { gotoAndPlay (1398); }
Symbol 143 Button
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Symbol 153 Button
on (release) { gotoAndPlay (213); }
Symbol 155 Button
on (release) { gotoAndStop (120); }
Symbol 156 Button
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Symbol 157 Button
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Symbol 158 Button
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Symbol 163 Button
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Symbol 166 Button
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Symbol 167 Button
on (release) { gotoAndStop (579); }
Symbol 168 Button
on (release) { gotoAndStop (295); }
Symbol 169 Button
on (release) { gotoAndStop (479); }
Symbol 170 Button
on (release) { gotoAndStop (529); }
Symbol 171 Button
on (release) { gotoAndPlay (288); }
Symbol 172 Button
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Symbol 174 Button
on (release) { gotoAndStop (319); }
Symbol 176 Button
on (release) { gotoAndStop (329); }
Symbol 199 Button
on (release) { gotoAndStop (308); }
Symbol 200 Button
on (release) { gotoAndStop (309); }
Symbol 201 Button
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Symbol 202 Button
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Symbol 203 Button
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Symbol 204 Button
on (release) { gotoAndStop (301); }
Symbol 205 Button
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Symbol 206 Button
on (release) { gotoAndStop (305); }
Symbol 207 Button
on (release) { gotoAndStop (311); }
Symbol 209 Button
on (release) { gotoAndStop (312); }
Symbol 212 Button
on (release) { nextFrame(); }
Symbol 213 Button
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Symbol 220 Button
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Symbol 221 Button
on (release) { gotoAndStop (298); }
Symbol 300 Button
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Symbol 302 Button
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Symbol 304 Button
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Symbol 306 Button
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Symbol 308 Button
on (release) { gotoAndStop (324); }
Symbol 317 Button
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Symbol 344 Button
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Symbol 345 Button
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Symbol 347 Button
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Symbol 350 Button
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Symbol 353 Button
on (release) { gotoAndStop (344); }
Symbol 355 Button
on (release) { gotoAndStop (348); }
Symbol 356 Button
on (release) { gotoAndStop (351); }
Symbol 364 Button
on (release) { gotoAndStop (329); }
Symbol 401 Button
on (release) { getURL ("http://www.geocities.com/ultimatetutorial2/4.fla", "_self"); }
Symbol 465 Button
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Symbol 466 Button
on (release) { gotoAndStop (559); }
Symbol 467 Button
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Symbol 471 Button
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Symbol 474 Button
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Symbol 478 Button
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Symbol 481 Button
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Symbol 483 Button
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Symbol 485 Button
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Symbol 489 Button
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Symbol 490 Button
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Symbol 494 Button
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Symbol 497 Button
on (release) { gotoAndStop (413); }
Symbol 498 Button
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Symbol 500 Button
on (release) { gotoAndStop (369); }
Symbol 504 Button
on (release) { getURL ("http://www.logitech.com", "_blank"); }
Symbol 510 Button
on (release) { getURL ("http://www.vanaken.com", "_blank"); }
Symbol 519 Button
on (release) { getURL ("http://www.animateclay.com/smafull.exe", "_blank"); }
Symbol 521 Button
on (release) { gotoAndStop (374); }
Symbol 608 Button
on (release) { play(); }
Symbol 609 MovieClip Frame 1
stop();
Symbol 646 Button
on (release) { gotoAndStop (425); }
Symbol 647 Button
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Symbol 650 Button
on (release) { gotoAndStop (428); }
Symbol 652 Button
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Symbol 655 Button
on (release) { gotoAndStop (443); }
Symbol 656 Button
on (release) { gotoAndStop (435); }
Symbol 659 Button
on (release) { getURL ("http://clik.to/ninsprites", "_blank"); }
Symbol 662 Button
on (release) { getURL ("http://tsgk.captainn.net/", "_blank"); }
Symbol 663 Button
on (release) { getURL ("http://www.panelmonkey.org", "_blank"); }
Symbol 667 Button
on (release) { gotoAndStop (424); }
Symbol 693 Button
on (release) { getURL ("http://www.geocities.com/ultimatetutorial2/3.fla", "_self"); }
Symbol 782 Button
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Symbol 806 Button
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Symbol 812 Button
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Symbol 819 Button
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Symbol 821 Button
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Symbol 823 Button
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Symbol 825 Button
on (release) { gotoAndStop (461); }
Symbol 827 Button
on (release) { gotoAndStop (464); }
Symbol 829 Button
on (release) { gotoAndStop (467); }
Symbol 834 Button
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Symbol 847 Button
on (release) { getURL ("http://www.geocities.com/ultimatetutorial2/8.fla", "_self"); }
Symbol 865 Button
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Symbol 881 Button
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Symbol 894 Button
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Symbol 916 Button
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Symbol 929 Button
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Symbol 939 Button
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Symbol 940 Button
on (release) { gotoAndStop (486); }
Symbol 941 Button
on (release) { gotoAndStop (490); }
Symbol 942 Button
on (release) { gotoAndStop (495); }
Symbol 943 Button
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Symbol 944 Button
on (release) { gotoAndStop (506); }
Symbol 945 Button
on (release) { gotoAndStop (509); }
Symbol 946 Button
on (release) { gotoAndStop (515); }
Symbol 947 Button
on (release) { gotoAndStop (519); }
Symbol 971 Button
on (release) { gotoAndStop (479); }
Symbol 978 Button
on (release) { prevFrame(); }
Symbol 986 MovieClip Frame 1
stop();
Symbol 988 Button
on (release) { getURL ("http://www.geocities.com/ultimatetutorial2/14.fla", "_self"); }
Symbol 996 MovieClip Frame 1
stop();
Symbol 996 MovieClip Frame 2
stop();
Symbol 996 MovieClip Frame 3
stop();
Symbol 996 MovieClip Frame 4
stop();
Symbol 996 MovieClip Frame 5
stop();
Symbol 996 MovieClip Frame 6
stop();
Symbol 996 MovieClip Frame 7
stop();
Symbol 996 MovieClip Frame 8
stop();
Symbol 997 Button
on (release) { getURL ("http://www.geocities.com/ultimatetutorial2/15.fla", "_self"); }
Symbol 1028 Button
on (release) { nextFrame(); }
Symbol 1030 Button
on (release) { prevFrame(); }
Symbol 1042 MovieClip Frame 1
stop();
Symbol 1044 Button
on (release) { getURL ("http://www.geocities.com/ultimatetutorial2/16.fla", "_self"); }
Symbol 1065 MovieClip Frame 1
stop();
Symbol 1067 Button
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Symbol 1079 Button
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Symbol 1211 MovieClip Frame 1
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Symbol 1212 Button
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Symbol 1244 Button
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Symbol 1246 MovieClip Frame 1
scale = Number(random(50)) + 30; setProperty(_target, _x , (Number(../:x) + Number(random(12))) - 6); setProperty(_target, _yscale , scale);
Symbol 1247 MovieClip Frame 1
i = 1; max = 60; x = getProperty("fire", _x);
Symbol 1247 MovieClip Frame 2
if (Number(i) <= Number(max)) { duplicateMovieClip ("fire", "fire" add i, i); i = Number(i) + 1; }
Symbol 1247 MovieClip Frame 3
if (Number(i) <= Number(max)) { duplicateMovieClip ("fire", "fire" add i, i); i = Number(i) + 1; } gotoAndPlay (2);
Symbol 1273 Button
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Symbol 3343 Button
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Symbol 3417 Button
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Symbol 3567 Button
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Library Items

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566 567 569 572 573 576 577 580 581 582 583 584 585 586 587 588 591 594 595 596 598 599 600 602 603 604 607 610 611 613 614 615 618 619 620 621 625 628 632 633 634 637 638 640 642 643 644 645 648 649 651 653 654 657 658 660 661 664 665 666 668 671 673 676 679 682 686 687 689 691 692 694 719 721 722 723 725 726 729 732 735 736 749 750 753 756 759 762 766 767 776 777 778 779 781 783 786 788 791 794 795 796 807 810 811 814 816 817 818 820 822 824 826 828 831 835 838 842 845 849 850 853 857 858 861 863 867 868 869 872 873 876 877 882 893 895 898 899 900 901 906 909 912 915 917 920 921 924 925 926 930 933 934 935 937 938 949 969 970 972 974 975 987 989 992 998 1000 1001 1029 1031 1043 1045 1049 1050 1051 1062 1066 1071 1072 1073 1078 1092 1093 1094 1098 1099 1101 1157 1213 1214 1217 1218 1222 1225 1226 1227 1230 1231 1234 1237 1238 1239 1240 1241 1242 1243 1248 1249 1253 1256 1258 1259 1260 1261 1262 1263 1264 1267 1269 1270 1271 1272 1274 1276 1281 1284 1286 1287 1290 1293 1295 1300 1301 1302 1305 1309 1313 1314 1315 1324 1329 1332 1334 1338 1340 1344 1345 1346 1349 1352 1355 1356 1357 1360 1362 1363 1364 1365 1366 1367 1368 1369 1371 1372 1373 1374 1376 1378 1379 1381 1384 1387 1390 1393 1396 1399 1402 1405 1408 1411 1412 1414 1415 1418 1421 1423 1426 1427 1429 1430 1436 1439 1475 1476 1478 1479 1506 1528 1529 1531 1532 1533 1534 1535 1543 1546 1547 1549 1552 1556 1558 1562 1563 1566 1569 1570 1571 1572 1573 1574 1576 1580 1581 1583 1584 1587 1588 1589 1591 1594 1603 1604 1605 1607 1608 1609 1610 1611 1613 1618 1620 1623 1624 1625 1626 1628 1629 1633 1635 1636 1637 1638 1639 1640 1643 1644 1647 1649 1650 1651 1652 1653 1654 1656 1657 1660 1664 1667 1668 1669 1670 1671 1672 1673 1674 1675 1677 1678 1679 1680 1681 1684 1685 1686 1687 1688 1689 1690 1691 1692 1693 1695 1696 1702 1704 1705 1708 1711 1714 1717 1720 1722 1723 1724 1725 1726 1727 1728 1730 1731 1732 1733 1736 1738 1739 1740 1741 1742 1745 1746 1747 1748 1749 1750 1753 1754 1755 1756 1757 1759 1760 1761 1762 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Symbol 3522 GraphicUsed by:Timeline
Symbol 3523 GraphicUsed by:Timeline
Symbol 3524 GraphicUsed by:Timeline
Symbol 3525 GraphicUsed by:Timeline
Symbol 3526 GraphicUsed by:Timeline
Symbol 3527 GraphicUsed by:Timeline
Symbol 3528 GraphicUsed by:Timeline
Symbol 3529 GraphicUsed by:Timeline
Symbol 3530 GraphicUsed by:Timeline
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Symbol 3533 GraphicUsed by:Timeline
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Symbol 3569 ButtonUses:3568 80Used by:Timeline
Symbol 3570 ButtonUses:3568 80Used by:Timeline
Streaming Sound 1Used by:Timeline
Streaming Sound 2Used by:Symbol 609 MovieClip

Instance Names

"cursor"Frame 2Symbol 78 MovieClip
"cursor"Frame 250Symbol 78 MovieClip
"box2"Frame 590Symbol 1597 Button
"box3"Frame 590Symbol 1599 Button
"box1"Frame 590Symbol 1601 Button
"circle"Frame 594Symbol 1616 MovieClip
""Player""Frame 630Symbol 1776 MovieClip
""Player""Frame 633Symbol 1792 MovieClip
"Player"Frame 635Symbol 1792 MovieClip
"Player"Frame 638Symbol 1792 MovieClip
"ENEMY"Frame 638Symbol 1799 MovieClip
"Player"Frame 640Symbol 1792 MovieClip
"ENEMY"Frame 640Symbol 1799 MovieClip
""Player""Frame 644Symbol 1776 MovieClip
"laser"Frame 644Symbol 1826 MovieClip
"spaceship"Frame 648Symbol 1776 MovieClip
"laser"Frame 648Symbol 1826 MovieClip
"enemy1"Frame 648Symbol 1799 MovieClip
"circle"Frame 664Symbol 1859 MovieClip
"cursor"Frame 790Symbol 78 MovieClip
"cursor"Frame 961Symbol 78 MovieClip
"cursor"Frame 1160Symbol 78 MovieClip
"cursor"Frame 1398Symbol 78 MovieClip
"hitRange"Symbol 22 MovieClip Frame 1Symbol 15 MovieClip
"fire"Symbol 1247 MovieClip Frame 1Symbol 1246 MovieClip

Special Tags

Protect (24)Timeline Frame 131 bytes "..$1$Ez$ZvO5CelivBsdROWSQItiX1."

Labels

"music"Frame 2
"animation"Frame 369

Dynamic Text Variables

percentLoadedTextSymbol 85 EditableText""
counter1Symbol 1639 EditableText"0"
TEXT1Symbol 1668 EditableText"TYPE YOUR NAME HERE"
TEXT1Symbol 1669 EditableText""
text2Symbol 1672 EditableText""
text3Symbol 1673 EditableText""
text4Symbol 1674 EditableText""
text5Symbol 1675 EditableText""
text2Symbol 1679 EditableText"                      "
text5Symbol 1683 EditableText""
text3Symbol 1685 EditableText"        "
text4Symbol 1688 EditableText""
scoreSymbol 1813 EditableText"0"




http://swfchan.com/7/34819/info.shtml
Created: 16/5 -2019 15:19:41 Last modified: 16/5 -2019 15:19:41 Server time: 21/05 -2024 08:09:26