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The Big Fat Tutorial.swf

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Flash #35811

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Text
wait for Jim...

Sorry about the black space there... I've got a bunch
of sound files exported in the first frame...

If it's already been more than 60
seconds, you might consider broadband...

Past half way! Bonus!

Jim has to tow the line
incase you're wondering...

be on the lookout
for easter eggs

While you look, be sure
to read the tutorials...

Do you smell that?

GO

TIME!

dance with Jim!

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stop all sounds

stop all sounds

View credits

View credits

View credits

yOU'LL FIND
ME HERE.
cLICK TO
VISIT THE
FORUMS.
Opens a
separate
window.

replay
intro

replay
intro

replay
studio ad

replay
studio ad

Tool
viewer

Tool
viewer

The Big Fat Tutorial

About the
author

about the
author

about the
author

Masking

Sorry nothing here
yet...

This tutorial
covers the use of
masking. the other
tutorials contain
any knowledge
you'll need about
flash in order to
understand this
section.

Faeries

This tutorial uses
drawing tools,
Movie Clips and
stationary
tweening. There

This tutorial uses
drawing tools,
Movie Clips and
stationary
tweening. There
are no pre-
requisites to
understand this
tutorial.

Composition

This last tutorial
takes elements
from all the others
and uses them to

This last tutorial
takes elements
from all the others
and uses them to
create a finished
scene. It also
introduces the use
of a scripted
camera.

Rain

This tutorial
uses tweening,
keyframe
animation and
duplication to

This tutorial
uses tweening,
keyframe
animation and
duplication to
create rain.
There are no
pre-requisites to
understand.

Guide Layers

This tutorial will
cover the use of
motion guides. It
is suggested you

This tutorial will
cover the use of
motion guides. It
is suggested you
view the
"Faeries"
section before
viewing this
tutorial.

Atmosphere

This tutorial
covers the use of
optimization,
tinting and
layering to give

This tutorial
covers the use of
optimization,
tinting and
layering to give
your background
depth. There are
no pre-requisites
to understand this
tutorial.

This tutorial will show how to create depth and atmosphere with
simple effects. It will demonstrate the use of the paintbrush, show
you how to optimize drawings, create symbols and arrange them
to create a background as well as tint them to create depth.

Atmosphere can help draw people into the world you're trying
to convey. Simple aspects like shading, perspective and distance
can grab the viewer's eye and make the details harder to ignore.

You first should figure out the backbone of
the background, the foundation of your scene.

I chose to create a forest for this tutorial, but obviously
the same can be done with any setting or with people.

First select the brush tool.      We'll need some trees to start off.

All right, now you may be wondering 'where are the leaves?'  That's
because the forest canopy will be added separately.
One tree is drawn close up, while the other is meant to be more distant.
Before we go further, though, I think I need to do some optimization...

Go to Modify > Shape > Optimize

Now adjust the slider.  I usually
don't maximize it because the
drawing may become deformed to
the point of being unrecognizable.

Voila!
Optimizing reduces the number of curves in your drawing,
thereby making it easier for some computer's slower processing
speeds to run your flash (giving you a wider audience).

Next we'll make each tree into a symbol, so they
can be moved about the stage and tweened.

This process is one you may already know in using flash,
but I'll share the steps I use. (because I'm such a nice guy)

MAKE THE TREES A
BUTTON!!!!!

First, select the tree to be made into a symbol using
the      or the       tool.

Then right-click on the tree and choose "Convert
to Symbol" from the menu that pops up.

Next choose a name for the symbol (a good
idea if you'd like to find and reuse these
symbols later), and make it a Graphic.

Repeat those same steps for the other tree (as well as other
elements you'll later use to build your background).

Once you've developed a decent library of objects to be used,
you can begin work on blending them into the scene.
As you can see, they don't quite look right... Things that are
supposed to be far away are smaller, but there's no sign of
any atmosphere between here and those trees in the distance.

This isn't difficult to fix. It's a bit tedious, but the effect goes a long
way.  You first need to separate your symbols onto their own layers.

Simply select all your objects and choose
"Distribute to Layers" from the menu.

Each symbol is now given its own layer.
From what we see here, it makes 11 layers.
That might sound complicated, but it really
isn't when you consider the ease of tweening.

We have the distant trunk(s)

Up a little closer we have some grass.

Above the distant trunk(s) is a forest canopy.

In the middle here we'll plop this rock.

Just before the grass (and in
front of the rock) is a fern.

The foreground is claimed
by larger (closer) trunk(s).

Another fern.

The camera sits just on top of more grass.

Here in the foreground is more forest canopy.

Finally, just close enough to get
in your face, is another fern.

Now that we have a background,
one more thing needs to be done...

Isn't that much better?
The objects seem to blend into the
distance. Those trees are almost
entirely swallowed by shadows and
mist.
What's best about this is its incredible
simplicity.

Select an object (we'll use the most
distant one), then open the Properties
bar (across the bottom of the screen).

Now choose "Tint" from the dropdown menu
next to "Color":

Click on the color box...

then use the eye dropper to select your background color.

Adjust the slider or type in your
intended tint percentage. Because
it's so far away I made my tree take
on 70% of the background color.

Then just repeat the process on all the other
layers.  For each progressive layer leading toward
the foreground, reduce the tint percentage to
bring out more of its original color intensity.

Above the distant tree, the canopy
is set to 65%.

The foreground tree is
set to 27%.

Tint levels can be adjusted as you please,
but try not to go overboard (unless you
want to go overboard). It's good to
experiment, and if it doesn't look right it's
probably tinted too much (or not enough).

All of a sudden it gets a little scary...

All of a sudden it gets a little scary...
as if something might jump out!

Well, that's atmosphere for you...
Er, pardon me while I go change
my underwear...

This section will go over some of the tools used in drawing for flash,
gradients and other niceties. You'll be shown the steps toward piecing
together an animated background object.

Our first task is building the creatures. They can be made as simple or
complex as you like. Just remember to consider your audience and their
processing power.

For this I'll make some semi-complex fairies (they'll have all the basic
elements combined into one little package). This could be done just as
easily with insects, fish, or birds--basically anything that flies or swims.

We'll start off with a circle using the      tool.

Okay, so this is a bit too plain, so we'll try to
be a bit more eye catching by adding a
gradient fill.

Okay, so this is a bit too plain, so we'll try to
be a bit more eye catching by adding a
gradient fill.
Go to Window > Design Panels > Color Mixer
On the window that appears change the
dropdown menu to "Radial".

Here you can use the various sliders to alter the colors and make adjustments
to the alpha settings. A glow will emanate around the fairie, so I used white
for the center (80% alpha) and a light blue for the outside (0% alpha).

Okay, so this is a bit too plain, so we'll try to
be a bit more eye catching by adding a
gradient fill.
Go to Window > Design Panels > Color Mixer

(You might want to leave it all white
especially if you want to tint the faerie later.

I scaled it up a bit to make it easier to see.
Next we make our circle into a Movie Clip.

(For details on converting things to symbols,
check the "Atmosphere" section of the tutorial)

Make another keyframe on the Movie Clip's timeline and adjust
the gradient to make the white area smaller (you may also change
the size of the circle). Be careful to not move the circle anywhere.

Double click on the Movie Clip to edit.

Now make a copy of yor first keyframe
and place it further down on the timeline.

Finally highlight all your frames, go down to your
properties bar and set the Tween to "Shape".

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20

40

To make the glow shrink and expand gradually, you
can click on the keyframes (individually) and adjust
the "Ease". Play around with it and test the
animation until it feels comfortable.

Now, back on the main stage the faerie needs some wings.
Typically, fairies have gossamer wings, wings that don't necessarily
function like those of a bird (no adjustments for flight speeds or
gliding). These are magical, making it easy for us to animate.

(Note that I put the gradient glow up here for reference)

To start off, use the     tool to make a straight line (any
color would work, which can be changed later). Its
thickness doesn't matter at this point, so I made it big
and visible.

Now use the     tool and bend the line (by hovering the tool
above the middle of the line you can see the icon change
slightly on it's lower right, indicating you can now grab the
line and alter its properties--something I use when drawing
in flash ALL the time). Don't go nuts at this point, though.
We're not close to done yet.

(It should look a bit like bow
and arrow turned on its side.)

Now draw another line through the first, at about the
center.

Use the    tool and grab the ends of the curved line, then
bring them down to meet at the other end of the center
line. They don't need to be perfect mirror images. I'd
actually recommend making them skewed.

(At this point you can use the      tool to
adjust the lines the way you want them.)

Finally, erase the center line and fill in the wing with
whichever color you think best fits.

(You could change the
properties of the lines around
the edge, use a gradient fill
for the wing itself, or even
add extra details like veins or
spots or something else that's
visually pleasing -- stuff I
didn't think was necessary. If
I were making this for a close-
up shot, I'd go into more
detail, but for our purposes
this should suffice.)

Here we convert our wing to a movie
clip and double click on it to edit.

(Again for reference on making movie clips; view the
"Atmosphere" section of this tutorial. It's something you really
should know in order to maximixe your abilities in Flash.)

Inside the movie clip we convert the wing to a
graphic symbol so we can apply motion tweens.

(Pay attention! This is a new step!)

That was painless wasn't it? Moving right along... Stay
on the Movie Clip timeline. There's one more adjustment
to be made before we animate it.

(There seems to always be one more
thing to do when making flash...)

Right-click on the
symbol and select
"Free Transform".
You'll notice a small
white dot at about
the center of the
wing. That's the
transformation point.
You want to move it
down to the end of
the wing, where it
would connect to the
fairie's body...

(When I made
this part of the
tutorial, I was
using a
different
background
color--a deep
blue--which,
later on, I
decided it was
making the tool
icons difficult to
see, so I
changed it to
this sky blue
gradient.
Basically, what
I'm saying is
that it was
easier to write
this than
import a new
screenshot to
work with.)

Like so.

Now that we've completed that part of
our journey, we can make the wing flap.

Select a point on the timeline
and insert a keyframe. Then
use the "Free Transform"
again to turn the wing down
a bit... Like so. To add a
touch of realism you can
make the wing look like it's
actually pushing air simply
by shrinking the horizontal
(as shown).

Now (just like making the
glow) we make another copy
of the first keyframe further
down on the timeline.

Then create a motion tween
across the timeline and make
adjustments to the ease. The
wing should move down fast
and come up slow. That can
be easily done by making the
downstroke tween over fewer
frames than the upstroke.

We have the glow, and we have the wings.
It's on to making a swirl (well, yeah, a swirl).

(Mmmmmm
wings...
*Homer sound*)

You may be asking "What the hell? A swirl?". But
it really creates a great illusion. The fairie appears
more a living thing... Er, trust me, just go with it.

(When I got into making this section I immediately thought it sounded
like a really retarted idea, but it works and I'm glad I thought of it.)

(I stuck the wings on up here too.., flappity flap.)

First draw a swirl using the   tool. It's good to make it evenly
distributed (as wide as it is high). Add in some extra lines (as shown)
but don't be too manic about it. Try to make it look natural.

(As a side note you
might want to adjust
the "Smoothing" level
of the brush tool (in the
properties bar) when
you make your swirl.
It's default is at 50, but
that makes some pretty
ugly lines. I set mine to
about 75 to make this.)

(I was actually
thinking about tree
rings when I came
up with this goofy
idea. There's
something about the
pattern that makes
it work.)

Now select the whole swirl and use the color mixer to apply a gradient. To
make the gradient blend correctly (from the center out) use the     tool on the
center. That should paint your swirl as though it was a single solid circle.

(Right about now I feel
like diving in, how about
you?)

Our next task is turning the swirl into a Movie
Clip, then enter the edit mode and make it a
graphic (just like the wing) so it can be animated.

You want to make three equally spaced keyframes on the timeline.
For each keyframe, turn the swirl by 90 degrees clockwise. At the
end copy the first keyframe and place it at equal distance from the
last. Make a motion tween across the entire timeline.

I didn't realize just how mesmerizing those four circles were
until I went back over to add in these side comments...)

Now notice the little pause in the animation... that's bad. It
doesn't look right and the viewer will notice.

(Also notice how the
swirl actually spins the
wrong way. That wasn't
intentional. It should
spin counter-clockwise,
but, again, I don't think
it's a major enough
problem to be concerned
about.)

(When I played this back I
realized the pause was too
minute to really be noticed. If
the swirl was spinning faster
you'd notice the pause more.
Trust me it'll be noticeable if you
don't make these little
corrections... TRUST ME!)

To fix it go back into your loop and select the second to last
frame (right over the tween). Make that frame into a
keyframe, then remove the last frame.

(I didn't even test any of
the animation when I was
building this... I built
everything on the fly...
Otherwise that swirl might
be spinning the other
damned way!)

(This really is a lot better...
you'll just have to believe
me.)

Now that we have all the parts made there's one last step to
make this faerie mobile. After sizing the pieces together and
making duplicate wings (you could make 4... or 6... or 80 if
you want). You might want to add 2 more smaller wings on
the lower half... but I like just 2 wings.

In any case, simply select all your movie clips together and convert them
to a single movie clip. As a movie clip, your faerie will still animate even if
there's only one frame to operate on. That makes them perfect for
preloaders, background populations or anything you want to have off in
the distance.
One last note: you can always go back and adjust the speed of the
different parts of your faerie... make them flap faster, glow slower or swirl
the other way. The next tutorial covers how to make them fly around.

Now that we've made the faeries we can animate the flying. There are
ways to create completely random motions for objects with action
script, but I personally believe that there's a difference between a
totally random motion generated by a series of randomly selected
numbers and that of a logical creature.

When you see a bird flying around or a fish swimming they tend to
take a logical course - a pattern. They're usually searching for
something - food or shelter. With that in mind, they tend to follow a
clearly defined course. That helps them stay oriented, and, ultimately,
helps them to notice new developments in the place they're watching.

Unless you're building complex AI, a random number generator can't
duplicate that sense of logical randomness. If you don't particularly
care if your creatures look like they're thinking about where they're
going, that's your perogative. This process is really quite simple,
though, so at least hear me out.

A bird might follow
something like this.

This could be used for a
camera pan or for a leap made
by an animated character.

You might see a moth
follow a pattern like this.

Motion Guides are a facet of flash that are not used a whole lot. Most
of the time they're only used to make motions more fluid when
tweening. However they can make for some great random motions
when applied to background elements.

(I've used them for everything
from thrown objects (like a rock
or a ball) to camera controls
(when I use a scripted camera)
to make it feel more like the
movement is fluid, and not
jerky.)

First you start off with what you want to animate. Now we get to see
why we created a rather complex animation for our little friend here.

Select your faerie and convert it to a Movie Clip (yes I already know
it's a movie clip, but we need to make him fly, and we need him to be
poseable).

(Movie Clips in Movie clips... how
small is small? Do fleas have fleas?)

Now double-click on your
faerie to enter the movie
clip's timeline. Name the
layer "Faerie" (so you can
keep track of it easier)
then right click on the
layer and select "Add
Motion Guide".

(You can also accomplish this by creating a
second layer, making that layer a guide layer then
moving the other layer under the guide layer.)

Now on the new layer "Guide: Faerie" that was made, start with a
circle using the     tool, then use the      tool to bend and warp it
around until you've got a funny looking line like this.

(You could just as easily make a line then bend the
line around and make it meet at the end... but the
circle is easier to reshape.)

Now extend your timeline by about 40 frames and make sure both
layers are of equal length.

(This is so the thing your animating
doesn't fall off your guide line)

Place 2 keyframes along the length of the "Faerie" layer and place the
faerie on different spots along the guide line.
Then copy the first frame and place it at the end and make a motion
tween across the "Faerie" layer.
You'll get the same kind of ugly pause between the first and last
frames as the swirl if you don't clean it up by making the second to
last frame into a keyframe and removing the last.

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14

28

There., now our happy little faerie is floating around following the
guide line. The guide line itself will not ve visible when you play the
movie back. I left it there so you can see how the faerie follows it. This
makes up the internal movement of the faeries. Next we'll make the
broader motions.

I'll shrink him down so you can see better. This next section is a lot
like the last. All we're really doing is repeating the same steps.

(I actually got very bored when I got to
this section and left for like 3 hours...)

Fist we convert the already flying movie clip into yet another movie clip.

(Do fleas have fleas?)

Then we make a guide layer the same way and set the faerie at
different points along the guide line as it moves through the timeline.

50

150

100

Make sure you have it take longer to circle the line. You don't want
him to be flying at 9 Million miles an hour (unless you do, in which
case ignore me).

Well would ya look at that...

(It's not until you get to this step
that you notice how much of a
difference the speed of the glow and
the wings can make. I didn't go
back and readjust for this tutorial,
but at this point you should look
over the speed at which your basic
faerie moves and make
adjustments.)

All you need to do to make more is repeat the process a few times (3
or 4 depending on the scale of the scene you're putting them in), make
some of them flip on the horizontal (if I made them with 4 equal size
wings I could flip them on the vertical) and stick them in... I'll show
you how to do that in the final section.

Fluttering about, looking around, maybe
stopping to look at something every so often...

Now was that hard? No.

(Or you can do it the easy way and make duplicates of the motion
guided sections, alter the lines followed then mix and match.)

Rain has a funny way of operating. In one instance it
becomes the focus of attention (as in a hurricane). It can be
fluid and rather monotonous, or it can be totally shapeless
and random. It can help to convey emotions like sadness,
hopelessness or trepidation or it can foreshadow events yet
to come. Rain has a different meaning depending on where
it is used. Thus rain can make things all the more
meaningful and thereby draw people into your story.

But, of course, it can be a technical nightmare. Rain, for all
its meanings, is generally random and therefore difficult to
duplicate without a knowledge of actionscript. However
there are some easy tricks you can use.

First off let's stop the rain...

There, now we can take a look at rain in its simplest form.

The drop. And yes, I know that doesn't look
anything like a raindrop... deal with it.

We'll need lots of them, but
you always start with one...

Draw a rectangle with the     tool
(or a square... or a triangle... or
whatever you want). It doesn't
matter about the shape since it's
being changed.

Use the     tool and grab the
corner of your shape, then
bend it around a bit...

We're making an elongated
teardrop shape (which is
what rain tends to look like
when falling rapidly).

Before the next step go into your movie clip
and make the drop into a "Graphic" symbol.
Also, use the     tool and draw an angular line
across the stage (you'll find out why in a
second).

Now we convert it to a movie
clip. It really shouldn't need
any more detail, but you can
always add shading if you
want. I see no reason to do so
unless you're making the
drop the star of the show.

Now go into the movie clip. You'll
notice that each different Movie Clip
has the same Graphic drop that we
made for the first one. That's because
duplicating the movie clip doesn't
duplicate the objects within the clip
(so it's not going to cause size issues).
In any case...

At about 10 frames (depending on how fast you want it to fall) create
another keyframe and drag the raindrop to the bottom. Use the guide
line we made (not a guide layer) to ensure your raindrop follows an angle
in line with its shape (it looks funny to have a raindrop falling sideways).

On the timeline for your first drop, start
the raindrop at the top of the screen.

(It should actually be offscreen, but if I put
it offscreen you wouldn't be able to see it.)

(Down here the
drop should be
offscreen as well.)

I'd make 9 copies and
give them simple names
like... "drop 1", "drop 2",
and so on. When you're
done you should have 10
different movie clips.

Now that we've made one movie clip
we want to duplicate it several times.

To do so; go back out to the
main stage and right click
your movie clip. Select
"Duplicate Symbol" from
the menu. You'll get the
same menu for making any
other kind of symbol. Select
Movie Clip and rename it...

Now, to make them fall out of synch for a little faux randomness
(which is the whole point of making 10 rain clips), we select each
drop individually and make adjustments to the timeline.

On the timeline for your first drop, add a blank keyframe to the
end of the timeline.
For the second drop add 2 blank spaces.
For the third add 3, for the fourth add 4 and for the fifth add 5.
For the sixth, add a blank space to the beginning.
For the seventh, add 2 blanks to the beginning.
For th eighth add 3, for the ninth add 4, for the tenth add 5 blank
spaces to the beginning.

If you want to go a little nuts you can multiply the drops
(create numerous copies) and spread them all over the place.
You could even make a whole bunch of rain clips into one MC
and add some waving animation to make it look like wind...

Now take all 10 raindrops and line
them up across the top of the scene.

I'd suggest selecting all 10 and making them into a
movie clip (like we did with the faerie parts). That way
you can select that clip and stick it into different scenes.

Anyway, that covers one way to make rain. I
personally like this way since it looks a little more
random than the other way I'll show you next...

Like this downpour I made...

You can adjust the speed of the falling,
spread the drops out more or even make
dozens of individually animated drops so
there's as little of a pattern as possible.

Now for the other, simpler way to make rain...
it's not as time consuming nor is it as good
looking, but it can suffice in most situations.

First things first, lets make a wall of rain drops...

Draw a bunch of raindrops with the     tool. Try to
make them all along the same angle and about the
same size. Then select the whole bunch optimize them.

(We did optimization in the "Atmosphere" section,
so if you forgot you can check back there.)

Select the whole group and make it into
a movie clip, then enter the movie clip...

Now create a new keyframe on the timeline then
move all your drops around. Use the Onion skin
button to make sure they're all relocated.

As you can see there's no rhyme or reason to the positioning so long as
they don't inhabit the same space as any drops did in the last frame.

Repeat that process several times (make about 6-12 different
frames for best effect). You can just as simply make a new
keyframe and switch the vertical and horizontal for all your
drops (makes this already simple process even easier).

Now when you play the animation the drops appear to move
around the screen at random. They don't actually fall at all,
but the human eye (for some reason) assigns a downward
motion to them. It's a simple illusion, really.

Ultimately it isn't quite as random as the other process,
but it's easier to make. If you watch it for long enough
you figure out the pattern, so you might only want to
use this effect if it's not a long camera shot (which
could give away the illusion).

This one is also less taxing on hardware, so you can take
that into consideration as well. In the end it's up to you
which one to use and where.

(or you could come up with an entirely different way of making it rain.. perhaps by
employing some sort of dance routine or through the use of a garden hose... it's up to you.)

Masking is a process in flash that can be
used to hide parts of a picture. It can also
be used to create some highlights or to
apply a single lightsource to a moving
object. It's versatile, but can be difficult to
keep track of and even more difficult to
change later.

As a simple example, observe the circle
moving across the screen below.

Notice how as it moves across the screen parts of it
are hidden. It's quite simple how the mask
functions, but putting them to use can be difficult.

Finding the right place to use a mask (instead of a simpler effect)
is sometimes a practice in trial and error. I've created entire
sequences of animation using masks... then later gone back over
and removed them completely -- they were unnecessary.

Here's a more complex example.

This is made up of 3 layers. One layer on the
bottom that represents the main picture. Then
the middle layer is where the gradient bar
(representing a moving lightsource) is placed.
The top layer is another copy of the same picture
on the bottom layer.

The bottom layer
represents the picture
that we want to have
be effected by the
masked lightsource.

The middle layer
represents the
lightsource itself. I just
made a rectangle and
applied a gradient fill.

The top layer is the
actual mask layer (in
this case it's the same
picture -- I darkened
it so you could tell
the difference).

You can also create a backlight effect
using masks. All I did for this is make the
top later into an outline of the picture and
darken the picture on the bottom layer.

The mask layer is like a cookie cutter. The
layer underneath is the sheet of cookie dough.
The only part of the dough you see in the final
product is the space the cookie cutter cut out.

With more time and effort you can find all
kinds of ways to include masking...

This is the film reel I created for the studio ad that you saw
at the beginning of this movie. It's nothing especially flashy,
but it's actually fairly complex...

Now you may be thinking... what masks? Well to put it
simply: lots. When I made this, I wanted the lighting effect to
be applied only to the reel itself (there are actually 3 masks
here). I could just as easily have drawn the reel and spun it...
but that wouldn't look right, and I'm a perfectionist.

The reel is composed of 3 separate objects (all of which I
built within the same movie clip, then later separated).

The interior shadow
and exterior highlights
here. This object is
placed on the bottom.

The center cap
(which is actually
the part of the reel
that is connected to
the projector) sits
on top of both
objects.

Here we have the top
plate (face) of the reel.
This gets sandwiched
between the other two.

To demonstrate how the masks work, I'll
break up the layers on one of the objects.

This is the color palette layer - on
the BOTTOM layer. As you can
see it's pretty fugly. The
highlights that would appear on
the reel are drawn in. I used
gradients and solid colors to
create the highlights and
lowlights that the reel backing
will pick up. If needed to, I could
use alphas and tints here as well.

This is the reel backing itself --
on the TOP layer. When seen in
the finished movie any
differences in color, alpha or
tint are ignored. Instead it's
replaced by the colors, tints or
alphas of the mask layer it
passes over. Also, parts drawn
with lines, and not fills are
ignored by masks (I dunno why)

Once we get the masks the way we want and the colors
adjusted accordingly, we set about animating the three pieces.

I built them all in the same timeline and then cut them up later to
make this part easy. If it spins out of synch the whole effect is in vain -
- and fixing it can be a big pain in the arse. Especially (as this case was
when I made this many moons ago) if it's the first time you're trying
masking and you just spent 2 hours trying to get it to work right.

After animating them, we just slide them in place...

Masking can be used for all kinds of funny stuff. It can make some things a
lot easier (animating this reel frame by frame probably would have put me
in the hospital). It's still touch and go when trying to decide if you need to
use  a mask or not, but they're versatile enough not to worry about that.

This section will go over motion guides, tweening and making movie
clip loops for use as background fodder. It's really not as complex as it
sounds, so don't get all worried.
This tutorial will make use of the objects created in both the other
tutorials, so I suggest checking them out first before you delve into
this one.

Basically we've made most everything we need already. All we have to
do is put it all together (compose a scene).

But... that can be daunting...

WHAT A MESS!

Hopefully you labeled all your objects so they
were easy to find -- that at least cuts down on
some of the tedium -- but once you get them all
on stage you might look at the mess and think
"How can this ever be even mildly organized."

Quite simply -- it's a real pain
sometimes. However if we think
about what we've learned so far we
can start making this a LOT easier.

First take all your similar objects
and separate them into groups...

I also stopped the rain for the
moment...

I shrunk them down a bit. You should use the
whole stage area to do this. That way you'll
have ample room to move things about.

Now that they're separated you should group them by size.
I'm using the same fern 10 times with the horizontal
switched on some and some minor rotation done on others.
I'm also using several copies of the foreground and
background trees that I stretched and moved around to
make it look like I have more trees than I really do. The
two canopies are the same one with the horizontal
reversed, and that's the same rock stretched and skewed.

Doing this helps make your background look a little more random
and natural and it also keeps your file size down because you aren't
using as many objects as if you actually made each individual piece.

Now that we have them separated we can
start working on builting our layer planes.

Now we're not going on an airplane...

My own tutorial doesn't
pay attention to me...

Ugh, I said no planes...

Honestly! I mean, it's not like I
ask much! I simply said no planes!
Doesn't this thing listen to me!?

Er...

Er... ...

Er... ...
Well...

Er... ...
Well... ...

Er... ...
Well... ... ...

Er...
Well... ... ...
I...

Er...
Well... ... ...
I said nothing

Er...
Well... ... ...
I said nothing about

Er...
Well... ... ...
I said nothing about
"no crashing planes"

Er...
Well... ... ...
I said nothing about
"no crashing planes"
So...

Er...
Well... ... ...
I said nothing about
"no crashing planes"
So....

Er...
Well... ... ...
I said nothing about
"no crashing planes"
So.....

Er...
Well... ... ...
I said nothing about
"no crashing planes"
So......

Er...
Well... ... ...
I said nothing about
"no crashing planes"
So.......

Er...
Well... ... ...
I said nothing about
"no crashing planes"
So........

I guess I was
asking for it...

I guess I was
asking for it...
Let's move on...

We're taking selections of objects and
sitting them all in one layer.

First we'll start with the trees
way off in the back. There's a
lot of stuff going in this layer.

I took the rear canopy and made
enough copies to cover all the
trees, then arranged them to
overlap and try to fake out the
viewer into thinking it's random.

Note that in most forests the trees are not lined up
single file. They grow  wherever they were rooted,
so try to stagger them or it won't look right at all.

Up in front of the trees I added a
felled tree and a few  rocks. This
lets us know there's a forest floor
there without having to draw  it.

A few well placed ferns and
that should be all we need back
here.

Now we select all these objects and make it
into one movie clip. That way we can move
them all around together on one layer.

Now build more layers with the
rest of your objects. If you want
there to be hills or other
landforms you can work them
in by changing the tilt of your
various objects (or build other
objects to represent hills).

Now arrange your layers, then
separate them all onto layers of
their own.

w-

w-what

w-what the.

w-what the..

w-what the...

w-what the...?

Yes...

Yes... I know that...

I know...

That's next, so just wait,

Now go on back, please.

Now go on back, please.
Have some patience...

?

Not a problem...

Good-bye now!

Ahem, sorry about
that. They get a little
antsy if you don't
spend every waking
moment...

Ahem, sorry about
that. They get a little
antsy if you don't
spend every waking
moment...
Ah, nevermind...

Before she comes back, arrange
your objects and separate them
onto layers of their own.

Once you've done that, you're ready to
start populating the background with
the movie clips we made (to shut her up
if anything).

To do so, open your library and find them
(this is where naming them comes in handy).
Now before you get all crazy, think about
where to place them. Think about proper
sizing and where to place them among your
layer planes.

*ducks*

hmm...

no plane...

Well, anyway --

KER-SMACK

OUCH!

OUCH!
Damnable Fearie Mafia...

I was getting to that part!

Mommy, do you
believe in faeries!?

Ahem!

Ahem!
*shifty eyes*

Before they come back with
the dust -- and believe me
you don't want the dust --
lets get the faeries in place...

There, see. Now we've slipped in our faeries, but we're not done
setting the scene quite yet.

Apply tinting for the layers...
Tinting the faeries is simple enough. They're supposed to be points
of light, so they don't have to take on the background color.

Insert the rain...

Add sound effects...

Add sound effects....

Add sound effects.....

Add sound effects......

Add sound effects.......

Add sound effects........

Add sound effects.........

Oh, right... oops...

That's something I almost forgot.

Sound effects, like this rain effect are another way
to make your environment come alive. They help
to wrap the viewer up in the scene by assaulting
their senses and making it all the more believable.

In flash there are a few things you do need to
consider when you add sounds.
First off, "Do you need this sound?"
If it's not going to help your animation, or if it could
perhaps hurt it, you can probably exclude it.
Second, "Will it hinder my file size?"
That depends on how large of a file it is. In general
you should only use the sounds you need and
exclude any you don't.

Now that you've answered those questions we can start
importing, optimizing and adding our sounds and music.

To start off, go to File > Import > Import to Library

Now, scan through your files to find the sound file you
want (I'm assuming you already have sounds to use).
I've already imported all the sounds I need, but I'll
import this one "flushtoilet" just for kicks.

Next we go to the library and
right click on the effect we just
imported. On the dropdown
menu, select "Properties..."

Now in the properties menu you
need to make a few changes.

Change the default
compression to MP3
compression.

Make sure the "Convert
stereo to mono" box is
checked.

Change the bit rate to
something between 16
and 48 kbps. If it's just a
sound effect I don't go
above 24. For music that I
want to sound good I go
for 24 or 48.

Also make sure the quality is set on
"Best". I can think of no reason to
have it set to either of the others.

When you're done click OK.

Now we can add our sound effect to the timeline.

(All that preparation may seem
pointless, but the final product
when you optimize your sounds is a
lot better. You can get bad scores
just for having poorly optimized
sounds, so that bit of tedium can
get you better recognition in the
long run)

(The timeline here is actually for the "Faerie Mafia" event
that happened a few pages back. I'm using it because, as I
said, i'm not actually using that "flushtoilet" sound
anywhere - it's merely an example.)

To add a sound effect to the timeline, simply create
a blank keyframe somewhere on the timeline (in
general it's good to insert sounds in time with the
events they go with), then go down to the properties
bar to select your sound from the list.

Once you've added the sound to the timeline you have a
few more decisions to make.

First you decide the "Synch" setting.
If you set it to "Event" the sound will not lose quality,
but if it occurs at the end of a scene it will get cut off
before it completes.
If you set it to "Start" the sound will play through scene
transitions with the same quality as an "Event". I only
use "Start" if I have music playing through multiple
scenes, or if I have a sound effect bridging two scenes.
If you set it to "Stream", the sound quality plummets,
but it keeps the file size down. Streamed sounds are also
cut off by scene transitions, but can be cut off by blank
keyframes on the same timeline as well.

Then you select whether you want the sound to play once,
repeat a number of times or loop continuously. If it's
supposed to be a looping sound like the rain effect, set it
to loop. Most of the time sounds only need to play once.

Touch parts of the timeline to alter the way the sound plays. You can use
it to have sounds fade out, move from one speaker to the other, or just to
reduce the volume on them. Most of the time these adjustments aren't
necessary, but it's good to know on the occasion it will help.

Last, but not least, you may need to alter
the sound envelope. Click the edit button
on the properties to get this window.

That's it! You do have to do that with
each individual sound, but once you get it
imported and optimized you only have to
worry about where to put it on the
timeline.
Adding your sound numerous times will
not increase your file size - at least not
signifigantly. Flash does use a small
amount of memory every time you move
or place an object, but not nearly as
much as loading a new object or sound.
Here's that sound, incase you've been
dying to hear it.

flushtoilet

There is a sound
test hidden on
the main menu.

Now before we put the rain back in, I do
want to introduce a most useful secret
weapon...

No it's not a nuclear bomb...

It isn't a swarm of locusts...

It's...

It's...

It's... dun...

It's... dun... dun...

It's... dun... dun... dunnnn..........

It's... dun... dun... dunnnn...........

It's... dun... dun... dunnnn............

It's... dun... dun... dunnnn.............

It's... dun... dun... dunnnn..............

It's... dun... dun... dunnnn..............
A scripted camera!

Horrible isn't it?

It may not look like much, but
this little box is to flash what
cinemascope is to film.

Now, you may be thinking
"Scripted camera? That means I
need to know actionscript."
Well, as the Captain says, You're
wrong.
Especially since I'm the kind of
guy that doesn't mind telling
people how to do something they
probably couldn't do otherwise.

Listen to
the Captain

For legal reasons, I should tell you
that I didn't write the Actionscript
for this. I came across it after
watching "Prowlies at the River"
on Newgrounds.
Enough of the explanations and
dramatic foreshadowing, it's time to
show you what this thing can do.

function camControl():Void {
parentColor.setTransform(camColor.getTransform());
var scaleX:Number = sX/this._width;
var scaleY:Number = sY/this._height;
_parent._x = cX-(this._x*scaleX);
_parent._y = cY-(this._y*scaleY);
_parent._xscale = 100*scaleX;
_parent._yscale = 100*scaleY;
}
function resetStage():Void {
var resetTrans:Object = {ra:100, rb:0, ga:100, gb:0, ba:100, bb:0, aa:100, ab:0};
parentColor.setTransform(resetTrans);
_parent._xscale = 100;
_parent._yscale = 100;
_parent._x = 0;
_parent._y = 0;
}
// make frame invisible
this._visible = false;
// Capture stage parameters
var oldMode:String = Stage.scaleMode;
Stage.scaleMode = "exactFit";
var cX:Number = Stage.width/2;
var cY:Number = Stage.height/2;
var sX:Number = Stage.width;
var sY:Number = Stage.height;
Stage.scaleMode = oldMode;
// create color instances for color
// transforms (if any).
var camColor:Color = new Color(this);
var parentColor:Color = new Color(_parent);
// Make the stage move so that the
// v-cam is centered on the
// viewport every frame
this.onEnterFrame = camControl;
// Make an explicit call to the camControl
// function to make sure it also runs on the
// first frame.
camControl();
// If the v-cam is ever removed (unloaded)
// the stage, return the stage to the default
// settings.
this.onUnload = resetStage;

Over on the left here is the
actionscript you'll need. I'll leave it
up there until I'm finished
explaining (You can highlight copy
and paste it, just be sure to get the
whole thing).
Now I personally don't understand
the actionscript all too well. I do
know that you need to be using
actionscript 2.0 for this to work
(Flash MX 2004 or later).
I do however know how to make the
camera itself and make use of it.

To start off you draw a box. The
exact shape doesn't matter since you
can alter the size of the camera later.

Fill the box with a transparent white. This
is so you can see through the camera
when moving it around the stage.
When done, convert it to a Movie Clip
and name it "camFrame".

Next enter the Movie clip and create 3
additional layers, all with only one frame.
The top frame is where you put the
actionscript, so name it accordingly.
The bottom layer will contain the box you
made, call it "frame".

On the next layer, "viewfinder", create a
crosshairs for the middle so you can find
the center of the screen when using the
camera later.
On the third layer draw a color bar to use
when tinting the camera later.

The actionscript is pretty well commented, but if you're like me
and rather inept when it comes to actionscript; here's the jist of it.

When you place the camera anywhere on the timeline and
publish the scene, the part of the stage behind the camera
is forced into view by the actionscript within the camera.
If you tween the camera across the stage, whatever is
behind the camera for each frame of the pan will be
displayed when published.
If you tint, darken, brighten or alpha the camera it will
effect whatever it's viewing. You can create easy fade-outs
or tint an entire background with the camera.

Most of the drawbacks are minor.
*If you want to have anything in front of a fade (like text) you can't do the
fade with the camera, because it will fade out EVERYTHING in view
regardless of layers, masks, guides or anything.
*If you do not adjust your camera to fit the proportions of the stage (IE shrink
the horizontal and vertical to match the stage) the image will be distorted.
*You cannot use the camera to tilt or spin objects. They'll end up distorted.
You still have to tilt objects one by one to create a camera tilt effect.

The advantages are endless.
*No more tweening every single object onscreen to create a simple pan.
*No more adjusting the size of every single object to create a zoom (simply adjust
the scale of the camera).
*You can use guide layers to create sweeping camera shots.
*You can fix centering errors without having to readjust entire blocks of
animation (just re-center the camera)
*You can take advantage of the distortion effect to create motion blur by
stretching the whole screen. Or use the same distortion to create faux 3D effects.

Ok, now that we've got our sounds, and we've got our camera we can
start making this forest come to life. This particular technique is as
old as the earliest cartoons, but it's still effective and perfect for flash.

This is a faux 3D movement effect.  It's basic principle
is that  each individual layer moves at its own speed.
The closer something is to the camera the faster it
moves. It's a simple tween taken to a whole new level.

It can move left and right as we can see here

Up and down.

And tilt side to side.

What does all this mean, and how is it done?
Well it means that you can fool viewers into
thinking your background is 3D. If done correctly
you can create inspiring cinematography.
How it's done is somewhat time consuming, but,
once you learn how to do it, it's a simple matter of
deciding when to use it.
The three pans you just saw (side to side, up and
down and tilting) took me about 20 minutes to
tween (all three).

First of all, this is the real reason I separated these planes onto
their own layers. If you don't do that this effect is impossible.
Multiple objects on one layer cannot tween separately - that,
if anything, is the one rule Flash beats into your head.
I also took the groups of faeries and made them into movie
clips. Off in the distance those 4 faeries are one movie clip. Up
a little closer there's 3 on that clip. The big green one up front
is all by itself.
They still function as intended, but now we can move them as
a group across the stage on one layer (the same way we can
move the forest backgrounds).

Then it's a simple matter of figuring out how far the pan
should move. Using guide lines is a good idea. You could
simply use the sides of the stage as guides, but - more than
likely - your background is hiding the stage completely.

So we draw two vertical lines on a layer separate from the
background layers. Now, each object is not going to move the
same distance, but nothing will move farther than these two lines.

To make everything move the right distance we
can add more vertical lines - one to correspond to
each layer. there are 9 laters so we need 10 lines.

How you keep track of everything is based on
picking out a part of each object that's lined
up with the first line, then moving the object
to correspond with its corresponding line.

Now you repeat that process with all
the other layers, and you eventually
end up making the whole place move...

Like I said in the first tutorial, these techniques are not
limited to forests. You can do the same with any background
as long as you design the background for this kind of motion.

I'll leave adding characters for you to figure out (I
can't very well tell you everything, now can I?) This
should be enough information to springboard you well
past where a beginner usually starts (where I started).

I hope I managed to keep you entertained throughout all this boring exposition,
but some things just require a lot of explanation -- Flash is one of them.

If you haven't found the easter eggs yet, you should look around
for them (they're really not particularly difficult to locate). Check
out the credits to find out where I got all the music and sounds.

If you have any questions or want to comment on something I might
have missed, you can contact me at Helberethmail@hotmail.com or
check out the Newbie Animations forum (URL is on the main menu).

applause     arrow     boing     glass
bricks     car crash     car horn  door
hammer     tossed     doink     boom1
boom2     boom3     boom4     fall 1
fall 2     fighting     harp 1     harp 2
clank     tink     fly-by 1     fly-by 2
plate     rain     flushtoilet      yell
ufo 1     ufo 2     Film run    Fanfare
machinery   winding   secret    buzz

super secret sound test
(don't tell nobody!)

HTTP

HTTP

FIND THIS SONG

HTTP

Sorry, No
pr0n 4 u

shakin' it!

nekkid
silhouettes

If you bother to read this, you can
find the sound test on the main
menu. It's attached to one of the
video screen buttons.

Earthworm Jim first showed up
in 1994 on the SNES, released by
Shiny. This side-scrolling action
game took you from New junk
City, all the way to Heck and on to
Level 5. finally Jim faced off
with Queen Slug-For-A-Butt to
rescue Princess What's-Her-Name.
Later, a sequel was released for the
same system, but Jim didn't quite
make it on the N64 (the 3D Jim
was poorly developed).
This song is a portion of a remix
created by mv from OCremix.org.
The whole song is over 5
minutes and draws elements of
the Wu Tai theme from FF7 as
well as the Zeal theme from
Chrono Trigger.
Zanac is a classic top down shooter
that appeared on the NES in 1986,
released by Pony.
Chrono Trigger, released by
Squaresoft in 1995 is still viewed
as one of the best  console RPGs
ever made. Traversing multiple
timelines, Chrono - the silent
protagonist - fights to stop a 65
Million year old space demon
from ending civilization.

don't get caught zooming in to read this...

This drawing was
originally going to be
an easter egg dress-up
game in another
project that's been
postponed.

Originally a pen and paper RPG, In
1993, Data east released Shadowrun
for the SNES. It's become a cult
faviorite RPG. With a post-
apocalyptic setting in Seattle,
2050, The game follows Jake
Armitage through countless real-
time gunfights, in numerous
gritty locations as he fights to
bring down an abberant AI
program developed by Drake and
aneki before it can take control
over the Matrix.
Balloon Fight was released on the
NES in 1986. Similar to Joust, the
game featured music by the same
composer that later created the
sound tracks for Kid Icarus and
Metroid.
For the sake of argument, we'll
assume you don't know who the
guy in the funny green hat is.
Link first appeared in The Legend
of Zelda, released by Nintendo for
the NES in 1987 (US). A cultural
phenomenon, Zelda has spawned
numerous sequels on Almost
every piece of Nintendo hardware.
With the release of a new Zelda
game slated for 4th quarter 2005, it
seems there will never be an
end to the battle over the triforce.

fun with masking

5 Layers
5 independant
movie clips
1 masked layer

8 layers
7 objects
2 guided layers (sun
and moon). Sky is
done entirely with
gradients.

4 layers
3 objects
1 independant
movie clip
(glasses shine)
masked.

3 layers
3 independant
movie clips
3 shape tweens

Object details

4 layers
1 guided layer
5 independant
movie clips

2 main layers (one
guided)
7 layers within the
guided layer movie
clip
6 objects
1 independant movie
clip (a guided faerie)

6 layers
3 independant
movie clips
6 objects in all

These two balls are the
culprits responsible for
batting parts of Mister
Question apart.

My NG Tank logo
6 independant
movie clips

Background dancers. originally, each
was built out of  11 different objects
in 20 layers, then tweened. These
two were broken into one fbf layer.
They exist to populate backgrounds
and nothing more.

My NG tank background
4 layers, 2 of which are masked
2 independant movie clips. (not
counting the tank itself) 7 objects

1 layer
1 independant
movie clip for the
glare (masked)
6 objects

4 layers
1 for the spinning gear
3 layers contain fbf glare

2 layers
1 for the spinning gear
1 for fbf glare

2 layers
1 for the spinning
crank
1 for fbf glare

2 layers
1 with the swinging pendulum
The other contains fbf glare

11 layers
3 independant movie
clips (all doubled)
4 masked layers (for
the dusty overlay)

all art, animation, action
script, concepts, and stuff by

helbereth

all music loops created
using audacity by

helbereth

Music:

A Foray Into the Eastern Horizons
by
mv - OCremix.org

Zanac - Space Dance
by
insomnic Ocremix.org

Legend Of Zelda - The Goddess Appears
by
Jayson Litrio OCremix.org

Shadowrun - A Bad Day in Seattle
by
Realmguys (Newgrounds.com Audio Portal)

balloon fight
by
Jacob kaufman
virt.vgmix.com

Earthworm Jim - escape by any means necessary
by
Chronamut (Newgrounds.com Audio Portal)

chrono trigger - time management
by
E-Bison OCremix.org

Legend of Zelda - Windmill Storm
bt
SpacLock  newgrounds.com Audio Portal

Final Fantasy Tactics -
Bland Logo Title Back (Fanfare)
by
Hitoshi Sakimoto (FFT OST)

Sound effects
collected from

http://www.geocities.co
m/mxc_vic_romano2
/sounds.htm
Captain tenneal

Findsounds.com

Moral Support, idea bouncing and
testing (not necessarily all three or
in that particular order)

Mark

Mom

Jeebus!!!1111!!!111!

Dad

Neophyte_Ronin

Special thanks to

The folks at
Newbie animations

biteycastle.com for directions
to the Scripted camera that's
keeping me out of the hospital

Newgrounds, for being
such a wonderful host

now, go out there, make incredible flash
animation, GET THE POLICE, get recognition, get
money, get fame, get credit, GET ME A BEER,
get married, get slapped, get impregnated, get
stoned, get drunk, get wasted, GET A NEW CAR,
get simple, GET eviscerated, get laid, get BIG
AND BOLD, get impressive, get bigger, get lower,
get down and boogie, get bored, get ALL YOU
WANT, get interrogated,  get lost, get found, get
imprisoned, get ONE LAST NIGHT, GET SOME LONG
JOHNS, get gingivitis, get a puppy OR A KITTEN, get
SOMETHING.

Link, Jake Armitage, Captain tenneal and earthworm Jim
are all registered copywrights of their respective owners.
The original newgrounds Tank Logo is owned by Newgrounds.com.
The song "Bland Logo Title Black", created by
Hitoshi Sakimoto is owned by Squaresoft.
All other music was found at royalty-free sources including
OCremix.org, virt.vgmix.com and the newgrounds.com audio portal
With the exclusion of "Boom 2" and "fanfare" which were
created using Audacity, all sound effects were found
through online sources including findsounds.com
All other materials are original creations by helbereth (Paul Thibeault).
2005 Intrepid Corsair Films
2005 Phoenix Productions
In association with Newbie Animations
This version lives on Newgrounds.com
There's an easter egg button onscreen right now!!!

This is the basic pointer tool, and It's used to select objects most of the time. it
can also be used to bend and shape lines or fills drawn in flash.
This is the lasso tool. Like the pointer tool it can be used to select objects, but you
aren't limited to a square selecting area. You can use this tool to do rough tracing
around imported pictures, or to select specific objects while leaving others.
This is the line tool. It's function is to draw straight lines. There are options that
appear when you select this tool to adjust the properties of the line made. You
can make the lines thicker, thinner, dotted, dashed or however you like. If you
employ object snapping you can pinpoint your line to other lines.
This is the paintbrush tool. Using this tool you can create more natural lines or
textures. If you adjust the smoothing you can change how much the shape is
corrected once you let go of the brush. You can also make adjustments to the size
and shape of the brush before you start painting. If you make gradient
adjustments in the color mixer menu, they will show up when you use the
paintbrush tool.
This is the paintbucket tool. Use this tool to change the color of a filled area or to
fill an enclosed area with color. You can change how large of a gap the tool will
bridge when you select it. Just like the paintbrush, gradients will show up when
using this tool.
These are the square and circle tools. They're used to draw squares and circles
respectively.  If you double click the square icon you can adjust the thickness of
the line drawn around your square. If you employ object snapping you can draw
perfectly round circles.

You can find an
easter egg in the
masking section.
Look in the one place
you probably shouldn't.

Helbereth
Born: August 29, 1980
Age: (When this was originally submitted) 24
Location: Massachusetts, USA
Real Name: Paul
Currently, I'm working on a multitude of flash projects with my brother (Neophyte_Ronin) and
several members of Newbie animations. I have a 20 year history in various literal and visual
arts. I'm also an avid gamer and apiring writer.
When I'm not staying up all hours of the night learning how to use flash, animate and try to figure
out action script, I'm watching movies, playing video games or annoying the crap out of my
friends and family. Since the job market where I live is currently pretty crappy I'm having
trouble finding menial employment, but that gives me lots of time to play around with flash.
This tutorial got started when I joined Newbie Animations. Several members there are rather
inexperienced and I - by the time I joined - was far advanced. So, with a little urging from
members, I started building a tutorial that explained how I create atmosphere. That snowballed into
this big fat tutorial after i recieved a bunch of other requests.
I probably learned more about flash in the past month making this tutorial than in the entire year
before that. My other submissions on newgrounds were just testing the waters. I'm not exactly
confident in my ability and I needed to see how people would react to my style . the reaction was
mostly good, and I've improved a lot since then.
In any case, you can expect to see more from me in the future, and I hope you'll be willing to wait
because I'm a perfectionist and it might be a while...

ActionScript [AS1/AS2]

Frame 1
root_cm.builtInItems.zoom; loadedbytes = getBytesLoaded(); totalbytes = getBytesTotal(); percentbytes = int(loadedbytes / (totalbytes / 100)); loader.gotoAndStop(percentbytes);
Frame 2
if (loadedbytes == totalbytes) { gotoAndStop ("loaderstart"); eval (undefined)(); } else { gotoAndPlay ("start"); }
Frame 971
stopAllSounds(); if (_global.Behaviors == null) { _global.Behaviors = {}; } if (_global.Behaviors.Sound == null) { _global.Behaviors.Sound = {}; } if (typeof(this.createEmptyMovieClip) == "undefined") { this._parent.createEmptyMovieClip("BS_WuTai_music", new Date().getTime() - (Math.floor(new Date().getTime() / 10000) * 10000)); _global.Behaviors.Sound.WuTai_music = new Sound(this._parent.BS_WuTai_music); } else { this.createEmptyMovieClip("_WuTai_music_", new Date().getTime() - (Math.floor(new Date().getTime() / 10000) * 10000)); _global.Behaviors.Sound.WuTai_music = new Sound(this.BS_WuTai_music); } _global.Behaviors.Sound.WuTai_music.attachSound("Far eastern Repeater"); _global.Behaviors.Sound.WuTai_music.start(0, 100);
Frame 1002
stop();
Frame 1008
stop(); stopAllSounds(); if (_global.Behaviors == null) { _global.Behaviors = {}; } if (_global.Behaviors.Sound == null) { _global.Behaviors.Sound = {}; } if (typeof(this.createEmptyMovieClip) == "undefined") { this._parent.createEmptyMovieClip("BS_balloonatmosphere", new Date().getTime() - (Math.floor(new Date().getTime() / 10000) * 10000)); _global.Behaviors.Sound.balloonatmosphere = new Sound(this._parent.BS_balloonatmosphere); } else { this.createEmptyMovieClip("_balloonatmosphere_", new Date().getTime() - (Math.floor(new Date().getTime() / 10000) * 10000)); _global.Behaviors.Sound.balloonatmosphere = new Sound(this.BS_balloonatmosphere); } _global.Behaviors.Sound.balloonatmosphere.attachSound("Balloon Fight - Jacob Kaufman(virt) repeater by Helbereth"); _global.Behaviors.Sound.balloonatmosphere.start(0, 1000);
Frame 1066
stop();
Frame 1171
stop();
Frame 1177
stop(); stopAllSounds(); if (_global.Behaviors == null) { _global.Behaviors = {}; } if (_global.Behaviors.Sound == null) { _global.Behaviors.Sound = {}; } if (typeof(this.createEmptyMovieClip) == "undefined") { this._parent.createEmptyMovieClip("BS_faeriemusic", new Date().getTime() - (Math.floor(new Date().getTime() / 10000) * 10000)); _global.Behaviors.Sound.faeriemusic = new Sound(this._parent.BS_faeriemusic); } else { this.createEmptyMovieClip("_faeriemusic_", new Date().getTime() - (Math.floor(new Date().getTime() / 10000) * 10000)); _global.Behaviors.Sound.faeriemusic = new Sound(this.BS_faeriemusic); } _global.Behaviors.Sound.faeriemusic.attachSound("Zelda_3_TheGoddessAppears(Trinity)_OC_ReMix REPEATER"); _global.Behaviors.Sound.faeriemusic.start(0, 1000);
Frame 1180
if (_global.Behaviors == null) { _global.Behaviors = {}; } if (_global.Behaviors.Sound == null) { _global.Behaviors.Sound = {}; } if (typeof(this.createEmptyMovieClip) == "undefined") { this._parent.createEmptyMovieClip("BS_circlepoit", new Date().getTime() - (Math.floor(new Date().getTime() / 10000) * 10000)); _global.Behaviors.Sound.circlepoit = new Sound(this._parent.BS_circlepoit); } else { this.createEmptyMovieClip("_circlepoit_", new Date().getTime() - (Math.floor(new Date().getTime() / 10000) * 10000)); _global.Behaviors.Sound.circlepoit = new Sound(this.BS_circlepoit); } _global.Behaviors.Sound.circlepoit.attachSound("blink"); _global.Behaviors.Sound.circlepoit.start(0, 1);
Frame 1187
if (_global.Behaviors == null) { _global.Behaviors = {}; } if (_global.Behaviors.Sound == null) { _global.Behaviors.Sound = {}; } if (typeof(this.createEmptyMovieClip) == "undefined") { this._parent.createEmptyMovieClip("BS_imaufo", new Date().getTime() - (Math.floor(new Date().getTime() / 10000) * 10000)); _global.Behaviors.Sound.imaufo = new Sound(this._parent.BS_imaufo); } else { this.createEmptyMovieClip("_imaufo_", new Date().getTime() - (Math.floor(new Date().getTime() / 10000) * 10000)); _global.Behaviors.Sound.imaufo = new Sound(this.BS_imaufo); } _global.Behaviors.Sound.imaufo.attachSound("Wierd sound 1"); _global.Behaviors.Sound.imaufo.start(0, 1);
Frame 1191
if (_global.Behaviors == null) { _global.Behaviors = {}; } if (_global.Behaviors.Sound == null) { _global.Behaviors.Sound = {}; } if (typeof(this.createEmptyMovieClip) == "undefined") { this._parent.createEmptyMovieClip("BS_williamtell", new Date().getTime() - (Math.floor(new Date().getTime() / 10000) * 10000)); _global.Behaviors.Sound.williamtell = new Sound(this._parent.BS_williamtell); } else { this.createEmptyMovieClip("_williamtell_", new Date().getTime() - (Math.floor(new Date().getTime() / 10000) * 10000)); _global.Behaviors.Sound.williamtell = new Sound(this.BS_williamtell); } _global.Behaviors.Sound.williamtell.attachSound("arrowhit"); _global.Behaviors.Sound.williamtell.start(0, 1);
Frame 1195
if (_global.Behaviors == null) { _global.Behaviors = {}; } if (_global.Behaviors.Sound == null) { _global.Behaviors.Sound = {}; } if (typeof(this.createEmptyMovieClip) == "undefined") { this._parent.createEmptyMovieClip("BS_hammertime", new Date().getTime() - (Math.floor(new Date().getTime() / 10000) * 10000)); _global.Behaviors.Sound.hammertime = new Sound(this._parent.BS_hammertime); } else { this.createEmptyMovieClip("_hammertime_", new Date().getTime() - (Math.floor(new Date().getTime() / 10000) * 10000)); _global.Behaviors.Sound.hammertime = new Sound(this.BS_hammertime); } _global.Behaviors.Sound.hammertime.attachSound("cartoonhammer"); _global.Behaviors.Sound.hammertime.start(0, 1);
Frame 1201
if (_global.Behaviors == null) { _global.Behaviors = {}; } if (_global.Behaviors.Sound == null) { _global.Behaviors.Sound = {}; } if (typeof(this.createEmptyMovieClip) == "undefined") { this._parent.createEmptyMovieClip("BS_flappityflapwing", new Date().getTime() - (Math.floor(new Date().getTime() / 10000) * 10000)); _global.Behaviors.Sound.flappityflapwing = new Sound(this._parent.BS_flappityflapwing); } else { this.createEmptyMovieClip("_flappityflapwing_", new Date().getTime() - (Math.floor(new Date().getTime() / 10000) * 10000)); _global.Behaviors.Sound.flappityflapwing = new Sound(this.BS_flappityflapwing); } _global.Behaviors.Sound.flappityflapwing.attachSound("harp"); _global.Behaviors.Sound.flappityflapwing.start(0, 1);
Frame 1208
if (_global.Behaviors == null) { _global.Behaviors = {}; } if (_global.Behaviors.Sound == null) { _global.Behaviors.Sound = {}; } if (typeof(this.createEmptyMovieClip) == "undefined") { this._parent.createEmptyMovieClip("BS_imstillaufo", new Date().getTime() - (Math.floor(new Date().getTime() / 10000) * 10000)); _global.Behaviors.Sound.imstillaufo = new Sound(this._parent.BS_imstillaufo); } else { this.createEmptyMovieClip("_imstillaufo_", new Date().getTime() - (Math.floor(new Date().getTime() / 10000) * 10000)); _global.Behaviors.Sound.imstillaufo = new Sound(this.BS_imstillaufo); } _global.Behaviors.Sound.imstillaufo.attachSound("ufo"); _global.Behaviors.Sound.imstillaufo.start(0, 1);
Frame 1209
if (_global.Behaviors == null) { _global.Behaviors = {}; } if (_global.Behaviors.Sound == null) { _global.Behaviors.Sound = {}; } if (typeof(this.createEmptyMovieClip) == "undefined") { this._parent.createEmptyMovieClip("BS_faeriedone", new Date().getTime() - (Math.floor(new Date().getTime() / 10000) * 10000)); _global.Behaviors.Sound.faeriedone = new Sound(this._parent.BS_faeriedone); } else { this.createEmptyMovieClip("_faeriedone_", new Date().getTime() - (Math.floor(new Date().getTime() / 10000) * 10000)); _global.Behaviors.Sound.faeriedone = new Sound(this.BS_faeriedone); } _global.Behaviors.Sound.faeriedone.attachSound("harprun2"); _global.Behaviors.Sound.faeriedone.start(0, 1);
Frame 1215
stop(); stopAllSounds(); if (_global.Behaviors == null) { _global.Behaviors = {}; } if (_global.Behaviors.Sound == null) { _global.Behaviors.Sound = {}; } if (typeof(this.createEmptyMovieClip) == "undefined") { this._parent.createEmptyMovieClip("BS_faeriemusic", new Date().getTime() - (Math.floor(new Date().getTime() / 10000) * 10000)); _global.Behaviors.Sound.faeriemusic = new Sound(this._parent.BS_faeriemusic); } else { this.createEmptyMovieClip("_faeriemusic_", new Date().getTime() - (Math.floor(new Date().getTime() / 10000) * 10000)); _global.Behaviors.Sound.faeriemusic = new Sound(this.BS_faeriemusic); } _global.Behaviors.Sound.faeriemusic.attachSound("Zelda_3_TheGoddessAppears(Trinity)_OC_ReMix REPEATER"); _global.Behaviors.Sound.faeriemusic.start(0, 1000);
Frame 1236
stopAllSounds(); if (_global.Behaviors == null) { _global.Behaviors = {}; } if (_global.Behaviors.Sound == null) { _global.Behaviors.Sound = {}; } if (typeof(this.createEmptyMovieClip) == "undefined") { this._parent.createEmptyMovieClip("BS_jakelikesrain", new Date().getTime() - (Math.floor(new Date().getTime() / 10000) * 10000)); _global.Behaviors.Sound.jakelikesrain = new Sound(this._parent.BS_jakelikesrain); } else { this.createEmptyMovieClip("_jakelikesrain_", new Date().getTime() - (Math.floor(new Date().getTime() / 10000) * 10000)); _global.Behaviors.Sound.jakelikesrain = new Sound(this.BS_jakelikesrain); } _global.Behaviors.Sound.jakelikesrain.attachSound("NG21416 - Shadowrun Repeater by Helbereth"); _global.Behaviors.Sound.jakelikesrain.start(0, 1000);
Frame 1237
if (_global.Behaviors == null) { _global.Behaviors = {}; } if (_global.Behaviors.Sound == null) { _global.Behaviors.Sound = {}; } if (typeof(this.createEmptyMovieClip) == "undefined") { this._parent.createEmptyMovieClip("BS_raining_in_seattle", new Date().getTime() - (Math.floor(new Date().getTime() / 10000) * 10000)); _global.Behaviors.Sound.raining_in_seattle = new Sound(this._parent.BS_raining_in_seattle); } else { this.createEmptyMovieClip("_raining_in_seattle_", new Date().getTime() - (Math.floor(new Date().getTime() / 10000) * 10000)); _global.Behaviors.Sound.raining_in_seattle = new Sound(this.BS_raining_in_seattle); } _global.Behaviors.Sound.raining_in_seattle.attachSound("rain loop"); _global.Behaviors.Sound.raining_in_seattle.start(0, 1000); stop();
Frame 1240
_global.Behaviors.Sound.raining_in_seattle.stop("rain loop");
Frame 1249
if (_global.Behaviors == null) { _global.Behaviors = {}; } if (_global.Behaviors.Sound == null) { _global.Behaviors.Sound = {}; } if (typeof(this.createEmptyMovieClip) == "undefined") { this._parent.createEmptyMovieClip("BS_raining_in_seattle", new Date().getTime() - (Math.floor(new Date().getTime() / 10000) * 10000)); _global.Behaviors.Sound.raining_in_seattle = new Sound(this._parent.BS_raining_in_seattle); } else { this.createEmptyMovieClip("_raining_in_seattle_", new Date().getTime() - (Math.floor(new Date().getTime() / 10000) * 10000)); _global.Behaviors.Sound.raining_in_seattle = new Sound(this.BS_raining_in_seattle); } _global.Behaviors.Sound.raining_in_seattle.attachSound("rain loop"); _global.Behaviors.Sound.raining_in_seattle.start(0, 1000);
Frame 1251
_global.Behaviors.Sound.raining_in_seattle.stop("rain loop");
Frame 1257
if (_global.Behaviors == null) { _global.Behaviors = {}; } if (_global.Behaviors.Sound == null) { _global.Behaviors.Sound = {}; } if (typeof(this.createEmptyMovieClip) == "undefined") { this._parent.createEmptyMovieClip("BS_raining_in_seattle", new Date().getTime() - (Math.floor(new Date().getTime() / 10000) * 10000)); _global.Behaviors.Sound.raining_in_seattle = new Sound(this._parent.BS_raining_in_seattle); } else { this.createEmptyMovieClip("_raining_in_seattle_", new Date().getTime() - (Math.floor(new Date().getTime() / 10000) * 10000)); _global.Behaviors.Sound.raining_in_seattle = new Sound(this.BS_raining_in_seattle); } _global.Behaviors.Sound.raining_in_seattle.attachSound("rain loop"); _global.Behaviors.Sound.raining_in_seattle.start(0, 1000);
Frame 1261
stopAllSounds(); if (_global.Behaviors == null) { _global.Behaviors = {}; } if (_global.Behaviors.Sound == null) { _global.Behaviors.Sound = {}; } if (typeof(this.createEmptyMovieClip) == "undefined") { this._parent.createEmptyMovieClip("BS_maskdance", new Date().getTime() - (Math.floor(new Date().getTime() / 10000) * 10000)); _global.Behaviors.Sound.maskdance = new Sound(this._parent.BS_maskdance); } else { this.createEmptyMovieClip("_maskdance_", new Date().getTime() - (Math.floor(new Date().getTime() / 10000) * 10000)); _global.Behaviors.Sound.maskdance = new Sound(this.BS_maskdance); } _global.Behaviors.Sound.maskdance.attachSound("Zanac_SpaceDance_OC_ReMix repeater by Helbereth"); _global.Behaviors.Sound.maskdance.start(0, 1000);
Frame 1262
stop();
Frame 1279
stop(); stopAllSounds(); if (_global.Behaviors == null) { _global.Behaviors = {}; } if (_global.Behaviors.Sound == null) { _global.Behaviors.Sound = {}; } if (typeof(this.createEmptyMovieClip) == "undefined") { this._parent.createEmptyMovieClip("BS_easterlings", new Date().getTime() - (Math.floor(new Date().getTime() / 10000) * 10000)); _global.Behaviors.Sound.easterlings = new Sound(this._parent.BS_easterlings); } else { this.createEmptyMovieClip("_easterlings_", new Date().getTime() - (Math.floor(new Date().getTime() / 10000) * 10000)); _global.Behaviors.Sound.easterlings = new Sound(this.BS_easterlings); } _global.Behaviors.Sound.easterlings.attachSound("Far eastern Repeater"); _global.Behaviors.Sound.easterlings.start(0, 1000);
Frame 1301
if (_global.Behaviors == null) { _global.Behaviors = {}; } if (_global.Behaviors.Sound == null) { _global.Behaviors.Sound = {}; } if (typeof(this.createEmptyMovieClip) == "undefined") { this._parent.createEmptyMovieClip("BS_rainydays", new Date().getTime() - (Math.floor(new Date().getTime() / 10000) * 10000)); _global.Behaviors.Sound.rainydays = new Sound(this._parent.BS_rainydays); } else { this.createEmptyMovieClip("_rainydays_", new Date().getTime() - (Math.floor(new Date().getTime() / 10000) * 10000)); _global.Behaviors.Sound.rainydays = new Sound(this.BS_rainydays); } _global.Behaviors.Sound.rainydays.attachSound("rain loop"); _global.Behaviors.Sound.rainydays.start(0, 1000);
Frame 1303
_global.Behaviors.Sound.rainydays.stop("rain loop");
Frame 1490
stop();
Frame 1526
gotoAndPlay ("menu");
Frame 1527
stop();
Frame 1542
gotoAndPlay ("menu");
Frame 1543
stopAllSounds(); if (_global.Behaviors == null) { _global.Behaviors = {}; } if (_global.Behaviors.Sound == null) { _global.Behaviors.Sound = {}; } if (typeof(this.createEmptyMovieClip) == "undefined") { this._parent.createEmptyMovieClip("BS_zanacmasked", new Date().getTime() - (Math.floor(new Date().getTime() / 10000) * 10000)); _global.Behaviors.Sound.zanacmasked = new Sound(this._parent.BS_zanacmasked); } else { this.createEmptyMovieClip("_zanacmasked_", new Date().getTime() - (Math.floor(new Date().getTime() / 10000) * 10000)); _global.Behaviors.Sound.zanacmasked = new Sound(this.BS_zanacmasked); } _global.Behaviors.Sound.zanacmasked.attachSound("Zanac_SpaceDance_OC_ReMix repeater by Helbereth"); _global.Behaviors.Sound.zanacmasked.start(0, 1000);
Instance of Symbol 1922 MovieClip in Frame 1543
onClipEvent (enterFrame) { this._x = _root._xmouse; this._y = _root._ymouse; }
Instance of Symbol 1939 MovieClip in Frame 1543
onClipEvent (enterFrame) { this._x = _root._xmouse; this._y = _root._ymouse; }
Frame 1556
gotoAndPlay ("menu");
Frame 1557
stopAllSounds(); if (_global.Behaviors == null) { _global.Behaviors = {}; } if (_global.Behaviors.Sound == null) { _global.Behaviors.Sound = {}; } if (typeof(this.createEmptyMovieClip) == "undefined") { this._parent.createEmptyMovieClip("BS_harpy", new Date().getTime() - (Math.floor(new Date().getTime() / 10000) * 10000)); _global.Behaviors.Sound.harpy = new Sound(this._parent.BS_harpy); } else { this.createEmptyMovieClip("_harpy_", new Date().getTime() - (Math.floor(new Date().getTime() / 10000) * 10000)); _global.Behaviors.Sound.harpy = new Sound(this.BS_harpy); } _global.Behaviors.Sound.harpy.attachSound("harprun2"); _global.Behaviors.Sound.harpy.start(0, 1); if (_global.Behaviors == null) { _global.Behaviors = {}; } if (_global.Behaviors.Sound == null) { _global.Behaviors.Sound = {}; } if (typeof(this.createEmptyMovieClip) == "undefined") { this._parent.createEmptyMovieClip("BS_fightingoverballoons", new Date().getTime() - (Math.floor(new Date().getTime() / 10000) * 10000)); _global.Behaviors.Sound.fightingoverballoons = new Sound(this._parent.BS_fightingoverballoons); } else { this.createEmptyMovieClip("_fightingoverballoons_", new Date().getTime() - (Math.floor(new Date().getTime() / 10000) * 10000)); _global.Behaviors.Sound.fightingoverballoons = new Sound(this.BS_fightingoverballoons); } _global.Behaviors.Sound.fightingoverballoons.attachSound("Balloon Fight - Jacob Kaufman(virt) repeater by Helbereth"); _global.Behaviors.Sound.fightingoverballoons.start(0, 1000);
Instance of Symbol 1922 MovieClip in Frame 1557
onClipEvent (enterFrame) { this._x = _root._xmouse; this._y = _root._ymouse; }
Instance of Symbol 1946 MovieClip in Frame 1557
onClipEvent (enterFrame) { this._x = _root._xmouse; this._y = _root._ymouse; }
Frame 1558
stopAllSounds(); if (_global.Behaviors == null) { _global.Behaviors = {}; } if (_global.Behaviors.Sound == null) { _global.Behaviors.Sound = {}; } if (typeof(this.createEmptyMovieClip) == "undefined") { this._parent.createEmptyMovieClip("BS_ewjescapes", new Date().getTime() - (Math.floor(new Date().getTime() / 10000) * 10000)); _global.Behaviors.Sound.ewjescapes = new Sound(this._parent.BS_ewjescapes); } else { this.createEmptyMovieClip("_ewjescapes_", new Date().getTime() - (Math.floor(new Date().getTime() / 10000) * 10000)); _global.Behaviors.Sound.ewjescapes = new Sound(this.BS_ewjescapes); } _global.Behaviors.Sound.ewjescapes.attachSound("NG16401 - EWJ Escape by any Means Necessary"); _global.Behaviors.Sound.ewjescapes.start(0, 1000);
Frame 1559
stopAllSounds(); if (_global.Behaviors == null) { _global.Behaviors = {}; } if (_global.Behaviors.Sound == null) { _global.Behaviors.Sound = {}; } if (typeof(this.createEmptyMovieClip) == "undefined") { this._parent.createEmptyMovieClip("BS_zanacagain", new Date().getTime() - (Math.floor(new Date().getTime() / 10000) * 10000)); _global.Behaviors.Sound.zanacagain = new Sound(this._parent.BS_zanacagain); } else { this.createEmptyMovieClip("_zanacagain_", new Date().getTime() - (Math.floor(new Date().getTime() / 10000) * 10000)); _global.Behaviors.Sound.zanacagain = new Sound(this.BS_zanacagain); } _global.Behaviors.Sound.zanacagain.attachSound("Zanac_SpaceDance_OC_ReMix repeater by Helbereth"); _global.Behaviors.Sound.zanacagain.start(0, 1000);
Frame 1560
stopAllSounds(); if (_global.Behaviors == null) { _global.Behaviors = {}; } if (_global.Behaviors.Sound == null) { _global.Behaviors.Sound = {}; } if (typeof(this.createEmptyMovieClip) == "undefined") { this._parent.createEmptyMovieClip("BS_chronotriggered", new Date().getTime() - (Math.floor(new Date().getTime() / 10000) * 10000)); _global.Behaviors.Sound.chronotriggered = new Sound(this._parent.BS_chronotriggered); } else { this.createEmptyMovieClip("_chronotriggered_", new Date().getTime() - (Math.floor(new Date().getTime() / 10000) * 10000)); _global.Behaviors.Sound.chronotriggered = new Sound(this.BS_chronotriggered); } _global.Behaviors.Sound.chronotriggered.attachSound("Chrono_Trigger_Time_Management_OC_ReMix Shortening by Helbereth"); _global.Behaviors.Sound.chronotriggered.start(0, 1000);
Frame 1566
gotoAndPlay ("menu");
Frame 1571
stopAllSounds();
Frame 4434
gotoAndPlay ("menu");
Frame 4460
gotoAndPlay ("menu");
Symbol 51 Button [Symbol 8]
on (release) { gotoAndStop ("lastpass"); }
Symbol 52 Button [Symbol 8]
on (release) { nextFrame(); }
Symbol 63 MovieClip [Symbol 117] Frame 117
stop();
Symbol 64 Button [Symbol 8]
on (release) { nextFrame(); }
Symbol 65 Button [Symbol 8]
on (release) { gotoAndStop ("scary"); }
Symbol 66 Button [Symbol 8]
on (release) { gotoAndStop ("tinting"); }
Symbol 67 Button [Symbol 8]
on (release) { play(); }
Symbol 68 Button [Symbol 8]
on (release) { prevFrame(); }
Symbol 69 Button [Symbol 8]
on (release) { nextFrame(); }
Symbol 70 Button [Symbol 8]
on (release) { nextFrame(); }
Symbol 145 MovieClip Frame 1
stop();
Symbol 158 MovieClip Frame 1
function camControl() { parentColor.setTransform(camColor.getTransform()); var _local4 = sX / this._width; var _local3 = sY / this._height; _parent._x = cX - (this._x * _local4); _parent._y = cY - (this._y * _local3); _parent._xscale = 100 * _local4; _parent._yscale = 100 * _local3; } function resetStage() { var _local2 = {ra:100, rb:0, ga:100, gb:0, ba:100, bb:0, aa:100, ab:0}; parentColor.setTransform(_local2); _parent._xscale = 100; _parent._yscale = 100; _parent._x = 0; _parent._y = 0; } this._visible = false; var oldMode = Stage.scaleMode; Stage.scaleMode = "exactFit"; var cX = (Stage.width / 2); var cY = (Stage.height / 2); var sX = Stage.width; var sY = Stage.height; Stage.scaleMode = oldMode; var camColor = new Color(this); var parentColor = new Color(_parent); this.onEnterFrame = camControl; camControl(); this.onUnload = resetStage;
Symbol 223 MovieClip Frame 110
stop();
Symbol 234 Button
on (release) { stopAllSounds(); play(); }
Symbol 240 Button
on (release) { stopAllSounds(); gotoAndPlay ("intro"); }
Symbol 445 MovieClip Frame 562
stop();
Symbol 446 Button
on (release) { stopAllSounds(); gotoAndPlay ("menu"); }
Symbol 621 Button
on (release) { stopAllSounds(); if (_global.Behaviors == null) { _global.Behaviors = {}; } if (_global.Behaviors.Sound == null) { _global.Behaviors.Sound = {}; } if (typeof(this.createEmptyMovieClip) == "undefined") { this._parent.createEmptyMovieClip("BS_WuTai_music", new Date().getTime() - (Math.floor(new Date().getTime() / 10000) * 10000)); _global.Behaviors.Sound.WuTai_music = new Sound(this._parent.BS_WuTai_music); } else { this.createEmptyMovieClip("_WuTai_music_", new Date().getTime() - (Math.floor(new Date().getTime() / 10000) * 10000)); _global.Behaviors.Sound.WuTai_music = new Sound(this.BS_WuTai_music); } _global.Behaviors.Sound.WuTai_music.attachSound("Far eastern Repeater"); _global.Behaviors.Sound.WuTai_music.start(0, 100); }
Symbol 627 Button
on (release) { stopAllSounds(); }
Symbol 633 Button
on (release) { stopAllSounds(); if (_global.Behaviors == null) { _global.Behaviors = {}; } if (_global.Behaviors.Sound == null) { _global.Behaviors.Sound = {}; } if (typeof(this.createEmptyMovieClip) == "undefined") { this._parent.createEmptyMovieClip("BS_Jimmy_music", new Date().getTime() - (Math.floor(new Date().getTime() / 10000) * 10000)); _global.Behaviors.Sound.Jimmy_music = new Sound(this._parent.BS_Jimmy_music); } else { this.createEmptyMovieClip("_Jimmy_music_", new Date().getTime() - (Math.floor(new Date().getTime() / 10000) * 10000)); _global.Behaviors.Sound.Jimmy_music = new Sound(this.BS_Jimmy_music); } _global.Behaviors.Sound.Jimmy_music.attachSound("NG16401 - EWJ Escape by any Means Necessary"); _global.Behaviors.Sound.Jimmy_music.start(0, 1); }
Symbol 655 Button
on (release) { stopAllSounds(); if (_global.Behaviors == null) { _global.Behaviors = {}; } if (_global.Behaviors.Sound == null) { _global.Behaviors.Sound = {}; } if (typeof(this.createEmptyMovieClip) == "undefined") { this._parent.createEmptyMovieClip("BS_Shadowrun_music", new Date().getTime() - (Math.floor(new Date().getTime() / 10000) * 10000)); _global.Behaviors.Sound.Shadowrun_music = new Sound(this._parent.BS_Shadowrun_music); } else { this.createEmptyMovieClip("_Shadowrun_music_", new Date().getTime() - (Math.floor(new Date().getTime() / 10000) * 10000)); _global.Behaviors.Sound.Shadowrun_music = new Sound(this.BS_Shadowrun_music); } _global.Behaviors.Sound.Shadowrun_music.attachSound("NG21416 - Shadowrun Repeater by Helbereth"); _global.Behaviors.Sound.Shadowrun_music.start(0, 100); }
Symbol 689 Button
on (release) { stopAllSounds(); if (_global.Behaviors == null) { _global.Behaviors = {}; } if (_global.Behaviors.Sound == null) { _global.Behaviors.Sound = {}; } if (typeof(this.createEmptyMovieClip) == "undefined") { this._parent.createEmptyMovieClip("BS_Balloons_music", new Date().getTime() - (Math.floor(new Date().getTime() / 10000) * 10000)); _global.Behaviors.Sound.Balloons_music = new Sound(this._parent.BS_Balloons_music); } else { this.createEmptyMovieClip("_Balloons_music_", new Date().getTime() - (Math.floor(new Date().getTime() / 10000) * 10000)); _global.Behaviors.Sound.Balloons_music = new Sound(this.BS_Balloons_music); } _global.Behaviors.Sound.Balloons_music.attachSound("Balloon Fight - Jacob Kaufman(virt) repeater by Helbereth"); _global.Behaviors.Sound.Balloons_music.start(0, 100); }
Symbol 729 Button
on (release) { stopAllSounds(); if (_global.Behaviors == null) { _global.Behaviors = {}; } if (_global.Behaviors.Sound == null) { _global.Behaviors.Sound = {}; } if (typeof(this.createEmptyMovieClip) == "undefined") { this._parent.createEmptyMovieClip("BS_Zanac_music", new Date().getTime() - (Math.floor(new Date().getTime() / 10000) * 10000)); _global.Behaviors.Sound.Zanac_music = new Sound(this._parent.BS_Zanac_music); } else { this.createEmptyMovieClip("_Zanac_music_", new Date().getTime() - (Math.floor(new Date().getTime() / 10000) * 10000)); _global.Behaviors.Sound.Zanac_music = new Sound(this.BS_Zanac_music); } _global.Behaviors.Sound.Zanac_music.attachSound("Zanac_SpaceDance_OC_ReMix repeater by Helbereth"); _global.Behaviors.Sound.Zanac_music.start(0, 1); }
Symbol 775 Button
on (release) { stopAllSounds(); gotoAndPlay ("credits"); }
Symbol 778 Button
on (release) { getURL ("http://s10.invisionfree.com/Newbie_Animations/index.php?s=17a50608e65d67208888e211680d0ae8&act=idx", "_blank"); }
Symbol 782 Button
on (release) { stopAllSounds(); gotoAndPlay ("intro"); }
Symbol 786 Button
on (release) { stopAllSounds(); gotoAndPlay ("intrepidphoenix"); }
Symbol 813 Button
on (release) { stopAllSounds(); if (_global.Behaviors == null) { _global.Behaviors = {}; } if (_global.Behaviors.Sound == null) { _global.Behaviors.Sound = {}; } if (typeof(this.createEmptyMovieClip) == "undefined") { this._parent.createEmptyMovieClip("BS_linkridesagain", new Date().getTime() - (Math.floor(new Date().getTime() / 10000) * 10000)); _global.Behaviors.Sound.linkridesagain = new Sound(this._parent.BS_linkridesagain); } else { this.createEmptyMovieClip("_linkridesagain_", new Date().getTime() - (Math.floor(new Date().getTime() / 10000) * 10000)); _global.Behaviors.Sound.linkridesagain = new Sound(this.BS_linkridesagain); } _global.Behaviors.Sound.linkridesagain.attachSound("Zelda_3_TheGoddessAppears(Trinity)_OC_ReMix REPEATER"); _global.Behaviors.Sound.linkridesagain.start(0, 1000); }
Symbol 819 Button
on (release) { gotoAndStop ("tooldescriptor"); }
Symbol 826 Button
on (release) { gotoAndStop ("helbereth"); }
Symbol 845 MovieClip Frame 15
stop();
Symbol 849 Button
on (release) { stopAllSounds(); gotoAndPlay ("masking"); }
Symbol 854 MovieClip Frame 15
stop();
Symbol 855 Button
on (release) { stopAllSounds(); gotoAndPlay ("faeries"); }
Symbol 860 MovieClip Frame 15
stop();
Symbol 861 Button
on (release) { stopAllSounds(); gotoAndPlay ("final"); }
Symbol 868 MovieClip Frame 12
stop();
Symbol 869 Button
on (release) { stopAllSounds(); gotoAndPlay ("rain"); }
Symbol 874 MovieClip Frame 12
stop();
Symbol 875 Button
on (release) { stopAllSounds(); gotoAndPlay ("guide_layers"); }
Symbol 882 MovieClip Frame 15
stop();
Symbol 883 Button
on (release) { stopAllSounds(); gotoAndPlay ("atmosphere"); }
Symbol 947 Button
on (release) { stopAllSounds(); gotoAndStop ("sounds"); }
Symbol 959 Button
on (release) { stopAllSounds(); gotoAndPlay ("menu"); }
Symbol 960 Button
on (release) { stopAllSounds(); if (_global.Behaviors == null) { _global.Behaviors = {}; } if (_global.Behaviors.Sound == null) { _global.Behaviors.Sound = {}; } if (typeof(this.createEmptyMovieClip) == "undefined") { this._parent.createEmptyMovieClip("BS_Zanac_music", new Date().getTime() - (Math.floor(new Date().getTime() / 10000) * 10000)); _global.Behaviors.Sound.Zanac_music = new Sound(this._parent.BS_Zanac_music); } else { this.createEmptyMovieClip("_Zanac_music_", new Date().getTime() - (Math.floor(new Date().getTime() / 10000) * 10000)); _global.Behaviors.Sound.Zanac_music = new Sound(this.BS_Zanac_music); } _global.Behaviors.Sound.Zanac_music.attachSound("Zanac_SpaceDance_OC_ReMix repeater by Helbereth"); _global.Behaviors.Sound.Zanac_music.start(0, 100); }
Symbol 1288 Button
on (release) { stopAllSounds(); gotoAndStop ("maskfun"); }
Symbol 1331 MovieClip Frame 39
stop();
Symbol 1449 MovieClip Frame 456
stop();
Symbol 1477 MovieClip Frame 560
stop();
Symbol 1508 MovieClip Frame 574
stop();
Symbol 1522 MovieClip Frame 120
stop();
Symbol 1569 Button
on (release) { if (_global.Behaviors == null) { _global.Behaviors = {}; } if (_global.Behaviors.Sound == null) { _global.Behaviors.Sound = {}; } if (typeof(this.createEmptyMovieClip) == "undefined") { this._parent.createEmptyMovieClip("BS_flushed", new Date().getTime() - (Math.floor(new Date().getTime() / 10000) * 10000)); _global.Behaviors.Sound.flushed = new Sound(this._parent.BS_flushed); } else { this.createEmptyMovieClip("_flushed_", new Date().getTime() - (Math.floor(new Date().getTime() / 10000) * 10000)); _global.Behaviors.Sound.flushed = new Sound(this.BS_flushed); } _global.Behaviors.Sound.flushed.attachSound("flushtoilet"); _global.Behaviors.Sound.flushed.start(0, 1); }
Symbol 1593 MovieClip Frame 165
stop();
Symbol 1602 Button
on (release) { if (_global.Behaviors == null) { _global.Behaviors = {}; } if (_global.Behaviors.Sound == null) { _global.Behaviors.Sound = {}; } if (typeof(this.createEmptyMovieClip) == "undefined") { this._parent.createEmptyMovieClip("BS_listentothecaptain", new Date().getTime() - (Math.floor(new Date().getTime() / 10000) * 10000)); _global.Behaviors.Sound.listentothecaptain = new Sound(this._parent.BS_listentothecaptain); } else { this.createEmptyMovieClip("_listentothecaptain_", new Date().getTime() - (Math.floor(new Date().getTime() / 10000) * 10000)); _global.Behaviors.Sound.listentothecaptain = new Sound(this.BS_listentothecaptain); } _global.Behaviors.Sound.listentothecaptain.attachSound("Captain Tenneal - well you're wrong"); _global.Behaviors.Sound.listentothecaptain.start(0, 1); }
Symbol 1659 MovieClip Frame 130
stop();
Symbol 1669 Button
on (release) { if (_global.Behaviors == null) { _global.Behaviors = {}; } if (_global.Behaviors.Sound == null) { _global.Behaviors.Sound = {}; } if (typeof(this.createEmptyMovieClip) == "undefined") { this._parent.createEmptyMovieClip("BS_applause", new Date().getTime() - (Math.floor(new Date().getTime() / 10000) * 10000)); _global.Behaviors.Sound.applause = new Sound(this._parent.BS_applause); } else { this.createEmptyMovieClip("_applause_", new Date().getTime() - (Math.floor(new Date().getTime() / 10000) * 10000)); _global.Behaviors.Sound.applause = new Sound(this.BS_applause); } _global.Behaviors.Sound.applause.attachSound("applausesmall"); _global.Behaviors.Sound.applause.start(0, 1); }
Symbol 1670 Button
on (release) { if (_global.Behaviors == null) { _global.Behaviors = {}; } if (_global.Behaviors.Sound == null) { _global.Behaviors.Sound = {}; } if (typeof(this.createEmptyMovieClip) == "undefined") { this._parent.createEmptyMovieClip("BS_arrow", new Date().getTime() - (Math.floor(new Date().getTime() / 10000) * 10000)); _global.Behaviors.Sound.arrow = new Sound(this._parent.BS_arrow); } else { this.createEmptyMovieClip("_arrow_", new Date().getTime() - (Math.floor(new Date().getTime() / 10000) * 10000)); _global.Behaviors.Sound.arrow = new Sound(this.BS_arrow); } _global.Behaviors.Sound.arrow.attachSound("arrowhit"); _global.Behaviors.Sound.arrow.start(0, 1); }
Symbol 1671 Button
on (release) { if (_global.Behaviors == null) { _global.Behaviors = {}; } if (_global.Behaviors.Sound == null) { _global.Behaviors.Sound = {}; } if (typeof(this.createEmptyMovieClip) == "undefined") { this._parent.createEmptyMovieClip("BS_boing", new Date().getTime() - (Math.floor(new Date().getTime() / 10000) * 10000)); _global.Behaviors.Sound.boing = new Sound(this._parent.BS_boing); } else { this.createEmptyMovieClip("_boing_", new Date().getTime() - (Math.floor(new Date().getTime() / 10000) * 10000)); _global.Behaviors.Sound.boing = new Sound(this.BS_boing); } _global.Behaviors.Sound.boing.attachSound("blink"); _global.Behaviors.Sound.boing.start(0, 1); }
Symbol 1672 Button
on (release) { if (_global.Behaviors == null) { _global.Behaviors = {}; } if (_global.Behaviors.Sound == null) { _global.Behaviors.Sound = {}; } if (typeof(this.createEmptyMovieClip) == "undefined") { this._parent.createEmptyMovieClip("BS_glass", new Date().getTime() - (Math.floor(new Date().getTime() / 10000) * 10000)); _global.Behaviors.Sound.glass = new Sound(this._parent.BS_glass); } else { this.createEmptyMovieClip("_glass_", new Date().getTime() - (Math.floor(new Date().getTime() / 10000) * 10000)); _global.Behaviors.Sound.glass = new Sound(this.BS_glass); } _global.Behaviors.Sound.glass.attachSound("breakwindow"); _global.Behaviors.Sound.glass.start(0, 1); }
Symbol 1673 Button
on (release) { if (_global.Behaviors == null) { _global.Behaviors = {}; } if (_global.Behaviors.Sound == null) { _global.Behaviors.Sound = {}; } if (typeof(this.createEmptyMovieClip) == "undefined") { this._parent.createEmptyMovieClip("BS_hammer", new Date().getTime() - (Math.floor(new Date().getTime() / 10000) * 10000)); _global.Behaviors.Sound.hammer = new Sound(this._parent.BS_hammer); } else { this.createEmptyMovieClip("_hammer_", new Date().getTime() - (Math.floor(new Date().getTime() / 10000) * 10000)); _global.Behaviors.Sound.hammer = new Sound(this.BS_hammer); } _global.Behaviors.Sound.hammer.attachSound("cartoonhammer"); _global.Behaviors.Sound.hammer.start(0, 1); }
Symbol 1674 Button
on (release) { if (_global.Behaviors == null) { _global.Behaviors = {}; } if (_global.Behaviors.Sound == null) { _global.Behaviors.Sound = {}; } if (typeof(this.createEmptyMovieClip) == "undefined") { this._parent.createEmptyMovieClip("BS_tossed", new Date().getTime() - (Math.floor(new Date().getTime() / 10000) * 10000)); _global.Behaviors.Sound.tossed = new Sound(this._parent.BS_tossed); } else { this.createEmptyMovieClip("_tossed_", new Date().getTime() - (Math.floor(new Date().getTime() / 10000) * 10000)); _global.Behaviors.Sound.tossed = new Sound(this.BS_tossed); } _global.Behaviors.Sound.tossed.attachSound("cartoonsplit"); _global.Behaviors.Sound.tossed.start(0, 1); }
Symbol 1675 Button
on (release) { if (_global.Behaviors == null) { _global.Behaviors = {}; } if (_global.Behaviors.Sound == null) { _global.Behaviors.Sound = {}; } if (typeof(this.createEmptyMovieClip) == "undefined") { this._parent.createEmptyMovieClip("BS_doink", new Date().getTime() - (Math.floor(new Date().getTime() / 10000) * 10000)); _global.Behaviors.Sound.doink = new Sound(this._parent.BS_doink); } else { this.createEmptyMovieClip("_doink_", new Date().getTime() - (Math.floor(new Date().getTime() / 10000) * 10000)); _global.Behaviors.Sound.doink = new Sound(this.BS_doink); } _global.Behaviors.Sound.doink.attachSound("cartoonsqueak"); _global.Behaviors.Sound.doink.start(0, 1); }
Symbol 1676 Button
on (release) { if (_global.Behaviors == null) { _global.Behaviors = {}; } if (_global.Behaviors.Sound == null) { _global.Behaviors.Sound = {}; } if (typeof(this.createEmptyMovieClip) == "undefined") { this._parent.createEmptyMovieClip("BS_door", new Date().getTime() - (Math.floor(new Date().getTime() / 10000) * 10000)); _global.Behaviors.Sound.door = new Sound(this._parent.BS_door); } else { this.createEmptyMovieClip("_door_", new Date().getTime() - (Math.floor(new Date().getTime() / 10000) * 10000)); _global.Behaviors.Sound.door = new Sound(this.BS_door); } _global.Behaviors.Sound.door.attachSound("doorcreak"); _global.Behaviors.Sound.door.start(0, 1); }
Symbol 1677 Button
on (release) { if (_global.Behaviors == null) { _global.Behaviors = {}; } if (_global.Behaviors.Sound == null) { _global.Behaviors.Sound = {}; } if (typeof(this.createEmptyMovieClip) == "undefined") { this._parent.createEmptyMovieClip("BS_bricks", new Date().getTime() - (Math.floor(new Date().getTime() / 10000) * 10000)); _global.Behaviors.Sound.bricks = new Sound(this._parent.BS_bricks); } else { this.createEmptyMovieClip("_bricks_", new Date().getTime() - (Math.floor(new Date().getTime() / 10000) * 10000)); _global.Behaviors.Sound.bricks = new Sound(this.BS_bricks); } _global.Behaviors.Sound.bricks.attachSound("bricksfall"); _global.Behaviors.Sound.bricks.start(0, 1); }
Symbol 1678 Button
on (release) { if (_global.Behaviors == null) { _global.Behaviors = {}; } if (_global.Behaviors.Sound == null) { _global.Behaviors.Sound = {}; } if (typeof(this.createEmptyMovieClip) == "undefined") { this._parent.createEmptyMovieClip("BS_carcrashing", new Date().getTime() - (Math.floor(new Date().getTime() / 10000) * 10000)); _global.Behaviors.Sound.carcrashing = new Sound(this._parent.BS_carcrashing); } else { this.createEmptyMovieClip("_carcrashing_", new Date().getTime() - (Math.floor(new Date().getTime() / 10000) * 10000)); _global.Behaviors.Sound.carcrashing = new Sound(this.BS_carcrashing); } _global.Behaviors.Sound.carcrashing.attachSound("carcrash"); _global.Behaviors.Sound.carcrashing.start(0, 1); }
Symbol 1679 Button
on (release) { if (_global.Behaviors == null) { _global.Behaviors = {}; } if (_global.Behaviors.Sound == null) { _global.Behaviors.Sound = {}; } if (typeof(this.createEmptyMovieClip) == "undefined") { this._parent.createEmptyMovieClip("BS_carhorn", new Date().getTime() - (Math.floor(new Date().getTime() / 10000) * 10000)); _global.Behaviors.Sound.carhorn = new Sound(this._parent.BS_carhorn); } else { this.createEmptyMovieClip("_carhorn_", new Date().getTime() - (Math.floor(new Date().getTime() / 10000) * 10000)); _global.Behaviors.Sound.carhorn = new Sound(this.BS_carhorn); } _global.Behaviors.Sound.carhorn.attachSound("carhornold2"); _global.Behaviors.Sound.carhorn.start(0, 1); }
Symbol 1680 Button
on (release) { if (_global.Behaviors == null) { _global.Behaviors = {}; } if (_global.Behaviors.Sound == null) { _global.Behaviors.Sound = {}; } if (typeof(this.createEmptyMovieClip) == "undefined") { this._parent.createEmptyMovieClip("BS_boom1", new Date().getTime() - (Math.floor(new Date().getTime() / 10000) * 10000)); _global.Behaviors.Sound.boom1 = new Sound(this._parent.BS_boom1); } else { this.createEmptyMovieClip("_boom1_", new Date().getTime() - (Math.floor(new Date().getTime() / 10000) * 10000)); _global.Behaviors.Sound.boom1 = new Sound(this.BS_boom1); } _global.Behaviors.Sound.boom1.attachSound("EXPLOMED"); _global.Behaviors.Sound.boom1.start(0, 1); }
Symbol 1681 Button
on (release) { if (_global.Behaviors == null) { _global.Behaviors = {}; } if (_global.Behaviors.Sound == null) { _global.Behaviors.Sound = {}; } if (typeof(this.createEmptyMovieClip) == "undefined") { this._parent.createEmptyMovieClip("BS_boom2", new Date().getTime() - (Math.floor(new Date().getTime() / 10000) * 10000)); _global.Behaviors.Sound.boom2 = new Sound(this._parent.BS_boom2); } else { this.createEmptyMovieClip("_boom2_", new Date().getTime() - (Math.floor(new Date().getTime() / 10000) * 10000)); _global.Behaviors.Sound.boom2 = new Sound(this.BS_boom2); } _global.Behaviors.Sound.boom2.attachSound("Explosion 2"); _global.Behaviors.Sound.boom2.start(0, 1); }
Symbol 1682 Button
on (release) { if (_global.Behaviors == null) { _global.Behaviors = {}; } if (_global.Behaviors.Sound == null) { _global.Behaviors.Sound = {}; } if (typeof(this.createEmptyMovieClip) == "undefined") { this._parent.createEmptyMovieClip("BS_boom4", new Date().getTime() - (Math.floor(new Date().getTime() / 10000) * 10000)); _global.Behaviors.Sound.boom4 = new Sound(this._parent.BS_boom4); } else { this.createEmptyMovieClip("_boom4_", new Date().getTime() - (Math.floor(new Date().getTime() / 10000) * 10000)); _global.Behaviors.Sound.boom4 = new Sound(this.BS_boom4); } _global.Behaviors.Sound.boom4.attachSound("explosion6"); _global.Behaviors.Sound.boom4.start(0, 1); }
Symbol 1683 Button
on (release) { if (_global.Behaviors == null) { _global.Behaviors = {}; } if (_global.Behaviors.Sound == null) { _global.Behaviors.Sound = {}; } if (typeof(this.createEmptyMovieClip) == "undefined") { this._parent.createEmptyMovieClip("BS_harp1", new Date().getTime() - (Math.floor(new Date().getTime() / 10000) * 10000)); _global.Behaviors.Sound.harp1 = new Sound(this._parent.BS_harp1); } else { this.createEmptyMovieClip("_harp1_", new Date().getTime() - (Math.floor(new Date().getTime() / 10000) * 10000)); _global.Behaviors.Sound.harp1 = new Sound(this.BS_harp1); } _global.Behaviors.Sound.harp1.attachSound("harp"); _global.Behaviors.Sound.harp1.start(0, 1); }
Symbol 1684 Button
on (release) { if (_global.Behaviors == null) { _global.Behaviors = {}; } if (_global.Behaviors.Sound == null) { _global.Behaviors.Sound = {}; } if (typeof(this.createEmptyMovieClip) == "undefined") { this._parent.createEmptyMovieClip("BS_harp2", new Date().getTime() - (Math.floor(new Date().getTime() / 10000) * 10000)); _global.Behaviors.Sound.harp2 = new Sound(this._parent.BS_harp2); } else { this.createEmptyMovieClip("_harp2_", new Date().getTime() - (Math.floor(new Date().getTime() / 10000) * 10000)); _global.Behaviors.Sound.harp2 = new Sound(this.BS_harp2); } _global.Behaviors.Sound.harp2.attachSound("harprun2"); _global.Behaviors.Sound.harp2.start(0, 1); }
Symbol 1685 Button
on (release) { if (_global.Behaviors == null) { _global.Behaviors = {}; } if (_global.Behaviors.Sound == null) { _global.Behaviors.Sound = {}; } if (typeof(this.createEmptyMovieClip) == "undefined") { this._parent.createEmptyMovieClip("BS_clank", new Date().getTime() - (Math.floor(new Date().getTime() / 10000) * 10000)); _global.Behaviors.Sound.clank = new Sound(this._parent.BS_clank); } else { this.createEmptyMovieClip("_clank_", new Date().getTime() - (Math.floor(new Date().getTime() / 10000) * 10000)); _global.Behaviors.Sound.clank = new Sound(this.BS_clank); } _global.Behaviors.Sound.clank.attachSound("metalclank"); _global.Behaviors.Sound.clank.start(0, 1); }
Symbol 1686 Button
on (release) { if (_global.Behaviors == null) { _global.Behaviors = {}; } if (_global.Behaviors.Sound == null) { _global.Behaviors.Sound = {}; } if (typeof(this.createEmptyMovieClip) == "undefined") { this._parent.createEmptyMovieClip("BS_boom5", new Date().getTime() - (Math.floor(new Date().getTime() / 10000) * 10000)); _global.Behaviors.Sound.boom5 = new Sound(this._parent.BS_boom5); } else { this.createEmptyMovieClip("_boom5_", new Date().getTime() - (Math.floor(new Date().getTime() / 10000) * 10000)); _global.Behaviors.Sound.boom5 = new Sound(this.BS_boom5); } _global.Behaviors.Sound.boom5.attachSound("GRENADE4"); _global.Behaviors.Sound.boom5.start(0, 1); }
Symbol 1687 Button
on (release) { if (_global.Behaviors == null) { _global.Behaviors = {}; } if (_global.Behaviors.Sound == null) { _global.Behaviors.Sound = {}; } if (typeof(this.createEmptyMovieClip) == "undefined") { this._parent.createEmptyMovieClip("BS_falltwo", new Date().getTime() - (Math.floor(new Date().getTime() / 10000) * 10000)); _global.Behaviors.Sound.falltwo = new Sound(this._parent.BS_falltwo); } else { this.createEmptyMovieClip("_falltwo_", new Date().getTime() - (Math.floor(new Date().getTime() / 10000) * 10000)); _global.Behaviors.Sound.falltwo = new Sound(this.BS_falltwo); } _global.Behaviors.Sound.falltwo.attachSound("fall2"); _global.Behaviors.Sound.falltwo.start(0, 1); }
Symbol 1688 Button
on (release) { if (_global.Behaviors == null) { _global.Behaviors = {}; } if (_global.Behaviors.Sound == null) { _global.Behaviors.Sound = {}; } if (typeof(this.createEmptyMovieClip) == "undefined") { this._parent.createEmptyMovieClip("BS_fighting", new Date().getTime() - (Math.floor(new Date().getTime() / 10000) * 10000)); _global.Behaviors.Sound.fighting = new Sound(this._parent.BS_fighting); } else { this.createEmptyMovieClip("_fighting_", new Date().getTime() - (Math.floor(new Date().getTime() / 10000) * 10000)); _global.Behaviors.Sound.fighting = new Sound(this.BS_fighting); } _global.Behaviors.Sound.fighting.attachSound("fightmotion"); _global.Behaviors.Sound.fighting.start(0, 1); }
Symbol 1689 Button
on (release) { if (_global.Behaviors == null) { _global.Behaviors = {}; } if (_global.Behaviors.Sound == null) { _global.Behaviors.Sound = {}; } if (typeof(this.createEmptyMovieClip) == "undefined") { this._parent.createEmptyMovieClip("BS_fall1", new Date().getTime() - (Math.floor(new Date().getTime() / 10000) * 10000)); _global.Behaviors.Sound.fall1 = new Sound(this._parent.BS_fall1); } else { this.createEmptyMovieClip("_fall1_", new Date().getTime() - (Math.floor(new Date().getTime() / 10000) * 10000)); _global.Behaviors.Sound.fall1 = new Sound(this.BS_fall1); } _global.Behaviors.Sound.fall1.attachSound("fall"); _global.Behaviors.Sound.fall1.start(0, 1); }
Symbol 1690 Button
on (release) { if (_global.Behaviors == null) { _global.Behaviors = {}; } if (_global.Behaviors.Sound == null) { _global.Behaviors.Sound = {}; } if (typeof(this.createEmptyMovieClip) == "undefined") { this._parent.createEmptyMovieClip("BS_rain", new Date().getTime() - (Math.floor(new Date().getTime() / 10000) * 10000)); _global.Behaviors.Sound.rain = new Sound(this._parent.BS_rain); } else { this.createEmptyMovieClip("_rain_", new Date().getTime() - (Math.floor(new Date().getTime() / 10000) * 10000)); _global.Behaviors.Sound.rain = new Sound(this.BS_rain); } _global.Behaviors.Sound.rain.attachSound("rain loop"); _global.Behaviors.Sound.rain.start(0, 1); }
Symbol 1691 Button
on (release) { if (_global.Behaviors == null) { _global.Behaviors = {}; } if (_global.Behaviors.Sound == null) { _global.Behaviors.Sound = {}; } if (typeof(this.createEmptyMovieClip) == "undefined") { this._parent.createEmptyMovieClip("BS_yell", new Date().getTime() - (Math.floor(new Date().getTime() / 10000) * 10000)); _global.Behaviors.Sound.yell = new Sound(this._parent.BS_yell); } else { this.createEmptyMovieClip("_yell_", new Date().getTime() - (Math.floor(new Date().getTime() / 10000) * 10000)); _global.Behaviors.Sound.yell = new Sound(this.BS_yell); } _global.Behaviors.Sound.yell.attachSound("screamshort"); _global.Behaviors.Sound.yell.start(0, 1); }
Symbol 1692 Button
on (release) { if (_global.Behaviors == null) { _global.Behaviors = {}; } if (_global.Behaviors.Sound == null) { _global.Behaviors.Sound = {}; } if (typeof(this.createEmptyMovieClip) == "undefined") { this._parent.createEmptyMovieClip("BS_ufo1", new Date().getTime() - (Math.floor(new Date().getTime() / 10000) * 10000)); _global.Behaviors.Sound.ufo1 = new Sound(this._parent.BS_ufo1); } else { this.createEmptyMovieClip("_ufo1_", new Date().getTime() - (Math.floor(new Date().getTime() / 10000) * 10000)); _global.Behaviors.Sound.ufo1 = new Sound(this.BS_ufo1); } _global.Behaviors.Sound.ufo1.attachSound("ufo"); _global.Behaviors.Sound.ufo1.start(0, 1); }
Symbol 1693 Button
on (release) { if (_global.Behaviors == null) { _global.Behaviors = {}; } if (_global.Behaviors.Sound == null) { _global.Behaviors.Sound = {}; } if (typeof(this.createEmptyMovieClip) == "undefined") { this._parent.createEmptyMovieClip("BS_ufo2", new Date().getTime() - (Math.floor(new Date().getTime() / 10000) * 10000)); _global.Behaviors.Sound.ufo2 = new Sound(this._parent.BS_ufo2); } else { this.createEmptyMovieClip("_ufo2_", new Date().getTime() - (Math.floor(new Date().getTime() / 10000) * 10000)); _global.Behaviors.Sound.ufo2 = new Sound(this.BS_ufo2); } _global.Behaviors.Sound.ufo2.attachSound("Wierd sound 1"); _global.Behaviors.Sound.ufo2.start(0, 1); }
Symbol 1694 Button
on (release) { if (_global.Behaviors == null) { _global.Behaviors = {}; } if (_global.Behaviors.Sound == null) { _global.Behaviors.Sound = {}; } if (typeof(this.createEmptyMovieClip) == "undefined") { this._parent.createEmptyMovieClip("BS_tink", new Date().getTime() - (Math.floor(new Date().getTime() / 10000) * 10000)); _global.Behaviors.Sound.tink = new Sound(this._parent.BS_tink); } else { this.createEmptyMovieClip("_tink_", new Date().getTime() - (Math.floor(new Date().getTime() / 10000) * 10000)); _global.Behaviors.Sound.tink = new Sound(this.BS_tink); } _global.Behaviors.Sound.tink.attachSound("metalplate"); _global.Behaviors.Sound.tink.start(0, 1); }
Symbol 1695 Button
on (release) { if (_global.Behaviors == null) { _global.Behaviors = {}; } if (_global.Behaviors.Sound == null) { _global.Behaviors.Sound = {}; } if (typeof(this.createEmptyMovieClip) == "undefined") { this._parent.createEmptyMovieClip("BS_flyby1", new Date().getTime() - (Math.floor(new Date().getTime() / 10000) * 10000)); _global.Behaviors.Sound.flyby1 = new Sound(this._parent.BS_flyby1); } else { this.createEmptyMovieClip("_flyby1_", new Date().getTime() - (Math.floor(new Date().getTime() / 10000) * 10000)); _global.Behaviors.Sound.flyby1 = new Sound(this.BS_flyby1); } _global.Behaviors.Sound.flyby1.attachSound("mustang_pip"); _global.Behaviors.Sound.flyby1.start(0, 1); }
Symbol 1696 Button
on (release) { if (_global.Behaviors == null) { _global.Behaviors = {}; } if (_global.Behaviors.Sound == null) { _global.Behaviors.Sound = {}; } if (typeof(this.createEmptyMovieClip) == "undefined") { this._parent.createEmptyMovieClip("BS_plate", new Date().getTime() - (Math.floor(new Date().getTime() / 10000) * 10000)); _global.Behaviors.Sound.plate = new Sound(this._parent.BS_plate); } else { this.createEmptyMovieClip("_plate_", new Date().getTime() - (Math.floor(new Date().getTime() / 10000) * 10000)); _global.Behaviors.Sound.plate = new Sound(this.BS_plate); } _global.Behaviors.Sound.plate.attachSound("platebreak"); _global.Behaviors.Sound.plate.start(0, 1); }
Symbol 1697 Button
on (release) { if (_global.Behaviors == null) { _global.Behaviors = {}; } if (_global.Behaviors.Sound == null) { _global.Behaviors.Sound = {}; } if (typeof(this.createEmptyMovieClip) == "undefined") { this._parent.createEmptyMovieClip("BS_flyby2", new Date().getTime() - (Math.floor(new Date().getTime() / 10000) * 10000)); _global.Behaviors.Sound.flyby2 = new Sound(this._parent.BS_flyby2); } else { this.createEmptyMovieClip("_flyby2_", new Date().getTime() - (Math.floor(new Date().getTime() / 10000) * 10000)); _global.Behaviors.Sound.flyby2 = new Sound(this.BS_flyby2); } _global.Behaviors.Sound.flyby2.attachSound("planelow"); _global.Behaviors.Sound.flyby2.start(0, 1); }
Symbol 1698 Button
on (release) { if (_global.Behaviors == null) { _global.Behaviors = {}; } if (_global.Behaviors.Sound == null) { _global.Behaviors.Sound = {}; } if (typeof(this.createEmptyMovieClip) == "undefined") { this._parent.createEmptyMovieClip("BS_filming4", new Date().getTime() - (Math.floor(new Date().getTime() / 10000) * 10000)); _global.Behaviors.Sound.filming4 = new Sound(this._parent.BS_filming4); } else { this.createEmptyMovieClip("_filming4_", new Date().getTime() - (Math.floor(new Date().getTime() / 10000) * 10000)); _global.Behaviors.Sound.filming4 = new Sound(this.BS_filming4); } _global.Behaviors.Sound.filming4.attachSound("Film running"); _global.Behaviors.Sound.filming4.start(0, 1); }
Symbol 1699 Button
on (release) { if (_global.Behaviors == null) { _global.Behaviors = {}; } if (_global.Behaviors.Sound == null) { _global.Behaviors.Sound = {}; } if (typeof(this.createEmptyMovieClip) == "undefined") { this._parent.createEmptyMovieClip("BS_machinery", new Date().getTime() - (Math.floor(new Date().getTime() / 10000) * 10000)); _global.Behaviors.Sound.machinery = new Sound(this._parent.BS_machinery); } else { this.createEmptyMovieClip("_machinery_", new Date().getTime() - (Math.floor(new Date().getTime() / 10000) * 10000)); _global.Behaviors.Sound.machinery = new Sound(this.BS_machinery); } _global.Behaviors.Sound.machinery.attachSound("machinery2"); _global.Behaviors.Sound.machinery.start(0, 1); }
Symbol 1700 Button
on (release) { if (_global.Behaviors == null) { _global.Behaviors = {}; } if (_global.Behaviors.Sound == null) { _global.Behaviors.Sound = {}; } if (typeof(this.createEmptyMovieClip) == "undefined") { this._parent.createEmptyMovieClip("BS_clockworks", new Date().getTime() - (Math.floor(new Date().getTime() / 10000) * 10000)); _global.Behaviors.Sound.clockworks = new Sound(this._parent.BS_clockworks); } else { this.createEmptyMovieClip("_clockworks_", new Date().getTime() - (Math.floor(new Date().getTime() / 10000) * 10000)); _global.Behaviors.Sound.clockworks = new Sound(this.BS_clockworks); } _global.Behaviors.Sound.clockworks.attachSound("clock-winding1"); _global.Behaviors.Sound.clockworks.start(0, 1); }
Symbol 1701 Button
on (release) { stopAllSounds(); if (_global.Behaviors == null) { _global.Behaviors = {}; } if (_global.Behaviors.Sound == null) { _global.Behaviors.Sound = {}; } if (typeof(this.createEmptyMovieClip) == "undefined") { this._parent.createEmptyMovieClip("BS_EWJ_Music", new Date().getTime() - (Math.floor(new Date().getTime() / 10000) * 10000)); _global.Behaviors.Sound.EWJ_Music = new Sound(this._parent.BS_EWJ_Music); } else { this.createEmptyMovieClip("_EWJ_Music_", new Date().getTime() - (Math.floor(new Date().getTime() / 10000) * 10000)); _global.Behaviors.Sound.EWJ_Music = new Sound(this.BS_EWJ_Music); } _global.Behaviors.Sound.EWJ_Music.attachSound("NG16401 - EWJ Escape by any Means Necessary"); _global.Behaviors.Sound.EWJ_Music.start(0, 100); }
Symbol 1805 Button
on (release) { stopAllSounds(); if (_global.Behaviors == null) { _global.Behaviors = {}; } if (_global.Behaviors.Sound == null) { _global.Behaviors.Sound = {}; } if (typeof(this.createEmptyMovieClip) == "undefined") { this._parent.createEmptyMovieClip("BS_chrono_music", new Date().getTime() - (Math.floor(new Date().getTime() / 10000) * 10000)); _global.Behaviors.Sound.chrono_music = new Sound(this._parent.BS_chrono_music); } else { this.createEmptyMovieClip("_chrono_music_", new Date().getTime() - (Math.floor(new Date().getTime() / 10000) * 10000)); _global.Behaviors.Sound.chrono_music = new Sound(this.BS_chrono_music); } _global.Behaviors.Sound.chrono_music.attachSound("Chrono_Trigger_Time_Management_OC_ReMix Shortening by Helbereth"); _global.Behaviors.Sound.chrono_music.start(0, 1000); }
Symbol 1806 Button
on (release) { if (_global.Behaviors == null) { _global.Behaviors = {}; } if (_global.Behaviors.Sound == null) { _global.Behaviors.Sound = {}; } if (typeof(this.createEmptyMovieClip) == "undefined") { this._parent.createEmptyMovieClip("BS_fftfanfare", new Date().getTime() - (Math.floor(new Date().getTime() / 10000) * 10000)); _global.Behaviors.Sound.fftfanfare = new Sound(this._parent.BS_fftfanfare); } else { this.createEmptyMovieClip("_fftfanfare_", new Date().getTime() - (Math.floor(new Date().getTime() / 10000) * 10000)); _global.Behaviors.Sound.fftfanfare = new Sound(this.BS_fftfanfare); } _global.Behaviors.Sound.fftfanfare.attachSound("FFT Fanfare"); _global.Behaviors.Sound.fftfanfare.start(0, 1); }
Symbol 1807 Button
on (release) { if (_global.Behaviors == null) { _global.Behaviors = {}; } if (_global.Behaviors.Sound == null) { _global.Behaviors.Sound = {}; } if (typeof(this.createEmptyMovieClip) == "undefined") { this._parent.createEmptyMovieClip("BS_secretive", new Date().getTime() - (Math.floor(new Date().getTime() / 10000) * 10000)); _global.Behaviors.Sound.secretive = new Sound(this._parent.BS_secretive); } else { this.createEmptyMovieClip("_secretive_", new Date().getTime() - (Math.floor(new Date().getTime() / 10000) * 10000)); _global.Behaviors.Sound.secretive = new Sound(this.BS_secretive); } _global.Behaviors.Sound.secretive.attachSound("Super Secret Sound Test"); _global.Behaviors.Sound.secretive.start(0, 1); }
Symbol 1808 Button
on (release) { if (_global.Behaviors == null) { _global.Behaviors = {}; } if (_global.Behaviors.Sound == null) { _global.Behaviors.Sound = {}; } if (typeof(this.createEmptyMovieClip) == "undefined") { this._parent.createEmptyMovieClip("BS_buzz", new Date().getTime() - (Math.floor(new Date().getTime() / 10000) * 10000)); _global.Behaviors.Sound.buzz = new Sound(this._parent.BS_buzz); } else { this.createEmptyMovieClip("_buzz_", new Date().getTime() - (Math.floor(new Date().getTime() / 10000) * 10000)); _global.Behaviors.Sound.buzz = new Sound(this.BS_buzz); } _global.Behaviors.Sound.buzz.attachSound("buzzer3"); _global.Behaviors.Sound.buzz.start(0, 1); }
Symbol 1809 Button
on (release) { if (_global.Behaviors == null) { _global.Behaviors = {}; } if (_global.Behaviors.Sound == null) { _global.Behaviors.Sound = {}; } if (typeof(this.createEmptyMovieClip) == "undefined") { this._parent.createEmptyMovieClip("BS_captainspeaks", new Date().getTime() - (Math.floor(new Date().getTime() / 10000) * 10000)); _global.Behaviors.Sound.captainspeaks = new Sound(this._parent.BS_captainspeaks); } else { this.createEmptyMovieClip("_captainspeaks_", new Date().getTime() - (Math.floor(new Date().getTime() / 10000) * 10000)); _global.Behaviors.Sound.captainspeaks = new Sound(this.BS_captainspeaks); } _global.Behaviors.Sound.captainspeaks.attachSound("Captain Tenneal - well you're wrong"); _global.Behaviors.Sound.captainspeaks.start(0, 1); }
Symbol 1810 Button
on (release) { stopAllSounds(); if (_global.Behaviors == null) { _global.Behaviors = {}; } if (_global.Behaviors.Sound == null) { _global.Behaviors.Sound = {}; } if (typeof(this.createEmptyMovieClip) == "undefined") { this._parent.createEmptyMovieClip("BS_anotherzelda", new Date().getTime() - (Math.floor(new Date().getTime() / 10000) * 10000)); _global.Behaviors.Sound.anotherzelda = new Sound(this._parent.BS_anotherzelda); } else { this.createEmptyMovieClip("_anotherzelda_", new Date().getTime() - (Math.floor(new Date().getTime() / 10000) * 10000)); _global.Behaviors.Sound.anotherzelda = new Sound(this.BS_anotherzelda); } _global.Behaviors.Sound.anotherzelda.attachSound("NG17654 - Shinra Warriors redux by helbereth"); _global.Behaviors.Sound.anotherzelda.start(0, 1); }
Symbol 1811 MovieClip Frame 1
stopAllSounds();
Symbol 1811 MovieClip Frame 470
stop();
Symbol 1884 Button
on (release) { getURL ("http://newgrounds.com/audio/view.php?id=638435&sub=16401", "_blank"); }
Symbol 1885 Button
on (release) { getURL ("http://www.ocremix.org/detailmix.php?mixid=OCR01228", "_blank"); }
Symbol 1886 Button
on (release) { getURL ("http://www.ocremix.org/detailmix.php?mixid=OCR00998", "_blank"); }
Symbol 1887 Button
on (release) { getURL ("http://www.ocremix.org/detailmix.php?mixid=OCR00445", "_blank"); }
Symbol 1888 Button
on (release) { getURL ("http://www.ocremix.org/detailmix.php?mixid=OCR00454", "_blank"); }
Symbol 1889 Button
on (release) { getURL ("http://virt.vgmix.com/index.php?page=arrange", "_blank"); }
Symbol 1890 Button
on (release) { getURL ("http://newgrounds.com/audio/view.php?id=748586&sub=21416", "_blank"); }
Symbol 1891 Button
on (release) { getURL ("http://newgrounds.com/audio/view.php?id=866053&sub=22736", "_blank"); }
Symbol 1933 MovieClip Frame 20
stop();
Symbol 2211 Button
on (release) { stopAllSounds(); gotoAndStop ("objectviewer"); }

Library Items

Symbol 1 Sound [Zelda_3_TheGoddessAppears(Trinity)_OC_ReMix REPEATER]
Symbol 2 Sound [Zanac_SpaceDance_OC_ReMix repeater by Helbereth]
Symbol 3 Sound [Wierd sound 1]
Symbol 4 Sound [ufo]
Symbol 5 Sound [screamshort]
Symbol 6 Sound [platebreak]
Symbol 7 Sound [planelow]
Symbol 8 Sound [NG21416 - Shadowrun Repeater by Helbereth]
Symbol 9 Sound [NG17654 - Shinra Warriors redux by helbereth]
Symbol 10 Sound [NG16401 - EWJ Escape by any Means Necessary]
Symbol 11 Sound [mustang_pip]
Symbol 12 Sound [metalplate]
Symbol 13 Sound [metalclank]
Symbol 14 Sound [machinery2]
Symbol 15 Sound [GRENADE4]
Symbol 16 Sound [flushtoilet]
Symbol 17 Sound [Film running]
Symbol 18 Sound [FFT Fanfare]
Symbol 19 Sound [Far eastern Repeater]
Symbol 20 Sound [explosion6]
Symbol 21 Sound [Explosion 2]
Symbol 22 Sound [EXPLOMED]
Symbol 23 Sound [doorcreak]
Symbol 24 Sound [clock-winding1]
Symbol 25 Sound [Chrono_Trigger_Time_Management_OC_ReMix Shortening by Helbereth]
Symbol 26 Sound [cartoonsplit]
Symbol 27 Sound [cartoonhammer]
Symbol 28 Sound [carhornold2]
Symbol 29 Sound [carcrash]
Symbol 30 Sound [Captain Tenneal - well you're wrong]
Symbol 31 Sound [breakwindow]
Symbol 32 Sound [Balloon Fight - Jacob Kaufman(virt) repeater by Helbereth]
Symbol 33 Sound [applausesmall]
Symbol 34 Sound [Super Secret Sound Test]Used by:1811
Symbol 35 Sound [rain loop]Used by:Timeline
Symbol 36 Sound [buzzer3]Used by:Timeline
Symbol 37 Sound [harprun2]Used by:1331 1477  Timeline
Symbol 38 Sound [harp]Used by:1331 1477  Timeline
Symbol 39 Sound [cartoonsqueak]Used by:Timeline
Symbol 40 Sound [blink]Used by:1331  Timeline
Symbol 41 Sound [bricksfall]Used by:1331  Timeline
Symbol 42 Sound [fall]Used by:1331  Timeline
Symbol 43 Sound [fightmotion]Used by:1331  Timeline
Symbol 44 Sound [fall2]Used by:1331  Timeline
Symbol 45 Sound [arrowhit]Used by:583 1331  Timeline
Symbol 46 GraphicUsed by:50 51 52 64 65 66 67 68 69 70
Symbol 47 GraphicUsed by:50 51 52 64 65 66 67 68 69 70
Symbol 48 GraphicUsed by:50 51 52 64 65 66 67 68 69 70
Symbol 49 GraphicUsed by:50 51 52 64 65 66 67 68 69 70
Symbol 50 Button [Symbol 8]Uses:46 47 48 49
Symbol 51 Button [Symbol 8]Uses:46 47 48 49Used by:Timeline
Symbol 52 Button [Symbol 8]Uses:46 47 48 49Used by:Timeline
Symbol 53 GraphicUsed by:55 369  Timeline
Symbol 54 GraphicUsed by:55
Symbol 55 MovieClipUses:53 54Used by:63 1313  Timeline
Symbol 56 GraphicUsed by:59 369
Symbol 57 GraphicUsed by:59
Symbol 58 GraphicUsed by:59
Symbol 59 MovieClipUses:56 57 58Used by:63 1313  Timeline
Symbol 60 GraphicUsed by:62 369
Symbol 61 GraphicUsed by:62 369
Symbol 62 MovieClipUses:60 61Used by:63 1313  Timeline
Symbol 63 MovieClip [Symbol 117]Uses:55 59 62Used by:Timeline
Symbol 64 Button [Symbol 8]Uses:46 47 48 49Used by:Timeline
Symbol 65 Button [Symbol 8]Uses:46 47 48 49Used by:Timeline
Symbol 66 Button [Symbol 8]Uses:46 47 48 49Used by:Timeline
Symbol 67 Button [Symbol 8]Uses:46 47 48 49Used by:Timeline
Symbol 68 Button [Symbol 8]Uses:46 47 48 49Used by:Timeline
Symbol 69 Button [Symbol 8]Uses:46 47 48 49Used by:Timeline
Symbol 70 Button [Symbol 8]Uses:46 47 48 49Used by:Timeline
Symbol 71 GraphicUsed by:223 826  Timeline
Symbol 72 GraphicUsed by:145
Symbol 73 GraphicUsed by:145
Symbol 74 GraphicUsed by:75
Symbol 75 MovieClipUses:74Used by:132 633 1701
Symbol 76 GraphicUsed by:129
Symbol 77 GraphicUsed by:129
Symbol 78 GraphicUsed by:98 633 1701
Symbol 79 GraphicUsed by:98
Symbol 80 GraphicUsed by:98
Symbol 81 GraphicUsed by:98
Symbol 82 GraphicUsed by:98
Symbol 83 GraphicUsed by:98
Symbol 84 GraphicUsed by:98
Symbol 85 GraphicUsed by:98
Symbol 86 GraphicUsed by:98
Symbol 87 GraphicUsed by:98
Symbol 88 GraphicUsed by:98
Symbol 89 GraphicUsed by:98
Symbol 90 GraphicUsed by:98
Symbol 91 GraphicUsed by:98
Symbol 92 GraphicUsed by:98
Symbol 93 GraphicUsed by:98
Symbol 94 GraphicUsed by:98
Symbol 95 GraphicUsed by:98
Symbol 96 GraphicUsed by:98
Symbol 97 GraphicUsed by:98
Symbol 98 MovieClipUses:78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97Used by:129 630
Symbol 99 GraphicUsed by:125 633 947 1701 1935
Symbol 100 GraphicUsed by:125
Symbol 101 GraphicUsed by:125
Symbol 102 GraphicUsed by:125
Symbol 103 GraphicUsed by:125
Symbol 104 GraphicUsed by:125
Symbol 105 GraphicUsed by:125
Symbol 106 GraphicUsed by:125
Symbol 107 GraphicUsed by:125
Symbol 108 GraphicUsed by:125
Symbol 109 GraphicUsed by:125
Symbol 110 GraphicUsed by:125
Symbol 111 GraphicUsed by:125
Symbol 112 GraphicUsed by:125
Symbol 113 GraphicUsed by:125
Symbol 114 GraphicUsed by:125
Symbol 115 GraphicUsed by:125
Symbol 116 GraphicUsed by:125
Symbol 117 GraphicUsed by:125
Symbol 118 GraphicUsed by:125
Symbol 119 GraphicUsed by:125
Symbol 120 GraphicUsed by:125
Symbol 121 GraphicUsed by:125
Symbol 122 GraphicUsed by:125
Symbol 123 GraphicUsed by:125
Symbol 124 GraphicUsed by:125
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Symbol 126 GraphicUsed by:129
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Symbol 128 GraphicUsed by:129
Symbol 129 MovieClipUses:76 77 98 125 126 127 128Used by:132
Symbol 130 GraphicUsed by:131
Symbol 131 MovieClipUses:130Used by:132
Symbol 132 MovieClipUses:75 129 131Used by:145 633 1701  Timeline
Symbol 133 FontUsed by:134 135 136 137 138 139 140 141 142 143 144 155 156 159 224 226 228 230 235 241 370 371 372 373 374 375 376 377 378 379 380 381 382 383 623 625 771 772 773 776 779 780 783 784 817 818 820 823 824 825 831 850 856 862 870 876 1570 1600 1668 1702 1880 1881 1882 1883 1926 1927 1928 1929 1930 1931 1932 1936 1938 1940 1941 1942 1943 1945 1948 1949 1950 1951 1952 1954 1955 1956 1997 1998 1999 2000 2001 2044 2046 2048 2050 2056 2058 2062 2064 2066 2070 2072 2074 2076 2078 2082 2084 2086 2150 2153 2155 2157 2159 2161 2189 2191 2193 2195 2200 2210 2215 2217 2218
Symbol 134 TextUses:133Used by:145
Symbol 135 TextUses:133Used by:145
Symbol 136 TextUses:133Used by:145
Symbol 137 TextUses:133Used by:145
Symbol 138 TextUses:133Used by:145
Symbol 139 TextUses:133Used by:145
Symbol 140 TextUses:133Used by:145
Symbol 141 TextUses:133Used by:145
Symbol 142 TextUses:133Used by:145
Symbol 143 TextUses:133Used by:145
Symbol 144 TextUses:133Used by:145
Symbol 145 MovieClipUses:72 73 132 134 135 136 137 138 139 140 141 142 143 144Used by:Timeline
Symbol 146 FontUsed by:147 148 149 150 151 152 153
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Symbol 149 TextUses:146Used by:154
Symbol 150 TextUses:146Used by:154
Symbol 151 TextUses:146Used by:154
Symbol 152 TextUses:146Used by:154
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Symbol 154 MovieClipUses:147 148 149 150 151 152 153Used by:Timeline
Symbol 155 EditableTextUses:133Used by:Timeline
Symbol 156 TextUses:133Used by:Timeline
Symbol 157 GraphicUsed by:158
Symbol 158 MovieClipUses:157Used by:Timeline
Symbol 159 EditableTextUses:133Used by:Timeline
Symbol 160 GraphicUsed by:165 223
Symbol 161 GraphicUsed by:223
Symbol 162 GraphicUsed by:165
Symbol 163 GraphicUsed by:165
Symbol 164 GraphicUsed by:165
Symbol 165 MovieClipUses:160 162 163 164Used by:223
Symbol 166 GraphicUsed by:175 583
Symbol 167 GraphicUsed by:175 583
Symbol 168 GraphicUsed by:175 583
Symbol 169 GraphicUsed by:175 583
Symbol 170 GraphicUsed by:175 583
Symbol 171 GraphicUsed by:175 583
Symbol 172 GraphicUsed by:175 583
Symbol 173 GraphicUsed by:175 583
Symbol 174 GraphicUsed by:175 583
Symbol 175 MovieClipUses:166 167 168 169 170 171 172 173 174Used by:221
Symbol 176 GraphicUsed by:182
Symbol 177 GraphicUsed by:182 202
Symbol 178 GraphicUsed by:179 195
Symbol 179 MovieClipUses:178Used by:182 202
Symbol 180 GraphicUsed by:182
Symbol 181 GraphicUsed by:182
Symbol 182 MovieClipUses:176 177 179 180 181Used by:221 1947
Symbol 183 GraphicUsed by:186
Symbol 184 GraphicUsed by:186
Symbol 185 GraphicUsed by:186
Symbol 186 MovieClipUses:183 184 185Used by:221 1947
Symbol 187 GraphicUsed by:191
Symbol 188 GraphicUsed by:191
Symbol 189 GraphicUsed by:191
Symbol 190 GraphicUsed by:191
Symbol 191 MovieClipUses:187 188 189 190Used by:192
Symbol 192 MovieClipUses:191Used by:221 1947
Symbol 193 GraphicUsed by:202
Symbol 194 GraphicUsed by:198
Symbol 195 MovieClipUses:178Used by:196
Symbol 196 MovieClipUses:195Used by:198
Symbol 197 GraphicUsed by:198
Symbol 198 MovieClipUses:194 196 197Used by:202
Symbol 199 GraphicUsed by:202
Symbol 200 GraphicUsed by:202
Symbol 201 GraphicUsed by:202
Symbol 202 MovieClipUses:193 198 199 177 179 200 201Used by:221 1947
Symbol 203 GraphicUsed by:208
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Instance Names

"loader"Frame 1Symbol 145 MovieClip
"applause"Symbol 1811 MovieClip Frame 1Symbol 1669 Button
"arrow"Symbol 1811 MovieClip Frame 1Symbol 1670 Button
"boing"Symbol 1811 MovieClip Frame 1Symbol 1671 Button
"glass"Symbol 1811 MovieClip Frame 1Symbol 1672 Button
"hammer"Symbol 1811 MovieClip Frame 1Symbol 1673 Button
"tossed"Symbol 1811 MovieClip Frame 1Symbol 1674 Button
"doink"Symbol 1811 MovieClip Frame 1Symbol 1675 Button
"door"Symbol 1811 MovieClip Frame 1Symbol 1676 Button
"bricks"Symbol 1811 MovieClip Frame 1Symbol 1677 Button
"carcrash"Symbol 1811 MovieClip Frame 1Symbol 1678 Button
"carhorn"Symbol 1811 MovieClip Frame 1Symbol 1679 Button
"boom1"Symbol 1811 MovieClip Frame 1Symbol 1680 Button
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"harped"Symbol 1811 MovieClip Frame 1Symbol 1683 Button
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"clank"Symbol 1811 MovieClip Frame 1Symbol 1685 Button
"boom4"Symbol 1811 MovieClip Frame 1Symbol 1686 Button
"fall1"Symbol 1811 MovieClip Frame 1Symbol 1687 Button
"fight"Symbol 1811 MovieClip Frame 1Symbol 1688 Button
"fall2"Symbol 1811 MovieClip Frame 1Symbol 1689 Button
"rain"Symbol 1811 MovieClip Frame 1Symbol 1690 Button
"yell"Symbol 1811 MovieClip Frame 1Symbol 1691 Button
"ufo1"Symbol 1811 MovieClip Frame 1Symbol 1692 Button
"ufo2"Symbol 1811 MovieClip Frame 1Symbol 1693 Button
"tink"Symbol 1811 MovieClip Frame 1Symbol 1694 Button
"fly1"Symbol 1811 MovieClip Frame 1Symbol 1695 Button
"plate"Symbol 1811 MovieClip Frame 1Symbol 1696 Button
"fly2"Symbol 1811 MovieClip Frame 1Symbol 1697 Button
"filming"Symbol 1811 MovieClip Frame 1Symbol 1698 Button
"machines"Symbol 1811 MovieClip Frame 1Symbol 1699 Button
"clocks"Symbol 1811 MovieClip Frame 1Symbol 1700 Button
"fanfares"Symbol 1811 MovieClip Frame 1Symbol 1806 Button
"flush"Symbol 1811 MovieClip Frame 1Symbol 1569 Button
"secret"Symbol 1811 MovieClip Frame 1Symbol 1807 Button
"buzz"Symbol 1811 MovieClip Frame 1Symbol 1808 Button

Special Tags

Protect (24)Timeline Frame 131 bytes "..$1$.H$60BsX1Ygc8A.UHL3QUJ9h.."
ExportAssets (56)Timeline Frame 1Symbol 1 as "Zelda_3_TheGoddessAppears(Trinity)_OC_ReMix REPEATER"
ExportAssets (56)Timeline Frame 1Symbol 2 as "Zanac_SpaceDance_OC_ReMix repeater by Helbereth"
ExportAssets (56)Timeline Frame 1Symbol 3 as "Wierd sound 1"
ExportAssets (56)Timeline Frame 1Symbol 4 as "ufo"
ExportAssets (56)Timeline Frame 1Symbol 5 as "screamshort"
ExportAssets (56)Timeline Frame 1Symbol 6 as "platebreak"
ExportAssets (56)Timeline Frame 1Symbol 7 as "planelow"
ExportAssets (56)Timeline Frame 1Symbol 8 as "NG21416 - Shadowrun Repeater by Helbereth"
ExportAssets (56)Timeline Frame 1Symbol 9 as "NG17654 - Shinra Warriors redux by helbereth"
ExportAssets (56)Timeline Frame 1Symbol 10 as "NG16401 - EWJ Escape by any Means Necessary"
ExportAssets (56)Timeline Frame 1Symbol 11 as "mustang_pip"
ExportAssets (56)Timeline Frame 1Symbol 12 as "metalplate"
ExportAssets (56)Timeline Frame 1Symbol 13 as "metalclank"
ExportAssets (56)Timeline Frame 1Symbol 14 as "machinery2"
ExportAssets (56)Timeline Frame 1Symbol 15 as "GRENADE4"
ExportAssets (56)Timeline Frame 1Symbol 16 as "flushtoilet"
ExportAssets (56)Timeline Frame 1Symbol 17 as "Film running"
ExportAssets (56)Timeline Frame 1Symbol 18 as "FFT Fanfare"
ExportAssets (56)Timeline Frame 1Symbol 19 as "Far eastern Repeater"
ExportAssets (56)Timeline Frame 1Symbol 20 as "explosion6"
ExportAssets (56)Timeline Frame 1Symbol 21 as "Explosion 2"
ExportAssets (56)Timeline Frame 1Symbol 22 as "EXPLOMED"
ExportAssets (56)Timeline Frame 1Symbol 23 as "doorcreak"
ExportAssets (56)Timeline Frame 1Symbol 24 as "clock-winding1"
ExportAssets (56)Timeline Frame 1Symbol 25 as "Chrono_Trigger_Time_Management_OC_ReMix Shortening by Helbereth"
ExportAssets (56)Timeline Frame 1Symbol 26 as "cartoonsplit"
ExportAssets (56)Timeline Frame 1Symbol 27 as "cartoonhammer"
ExportAssets (56)Timeline Frame 1Symbol 28 as "carhornold2"
ExportAssets (56)Timeline Frame 1Symbol 29 as "carcrash"
ExportAssets (56)Timeline Frame 1Symbol 30 as "Captain Tenneal - well you're wrong"
ExportAssets (56)Timeline Frame 1Symbol 31 as "breakwindow"
ExportAssets (56)Timeline Frame 1Symbol 32 as "Balloon Fight - Jacob Kaufman(virt) repeater by Helbereth"
ExportAssets (56)Timeline Frame 1Symbol 33 as "applausesmall"
ExportAssets (56)Timeline Frame 1Symbol 34 as "Super Secret Sound Test"
ExportAssets (56)Timeline Frame 1Symbol 35 as "rain loop"
ExportAssets (56)Timeline Frame 1Symbol 36 as "buzzer3"
ExportAssets (56)Timeline Frame 1Symbol 37 as "harprun2"
ExportAssets (56)Timeline Frame 1Symbol 38 as "harp"
ExportAssets (56)Timeline Frame 1Symbol 39 as "cartoonsqueak"
ExportAssets (56)Timeline Frame 1Symbol 40 as "blink"
ExportAssets (56)Timeline Frame 1Symbol 41 as "bricksfall"
ExportAssets (56)Timeline Frame 1Symbol 42 as "fall"
ExportAssets (56)Timeline Frame 1Symbol 43 as "fightmotion"
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ExportAssets (56)Timeline Frame 1Symbol 45 as "arrowhit"
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ExportAssets (56)Timeline Frame 1Symbol 51 as "Symbol 8"
ExportAssets (56)Timeline Frame 1Symbol 52 as "Symbol 8"
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ExportAssets (56)Timeline Frame 1Symbol 64 as "Symbol 8"
ExportAssets (56)Timeline Frame 1Symbol 65 as "Symbol 8"
ExportAssets (56)Timeline Frame 1Symbol 66 as "Symbol 8"
ExportAssets (56)Timeline Frame 1Symbol 67 as "Symbol 8"
ExportAssets (56)Timeline Frame 1Symbol 68 as "Symbol 8"
ExportAssets (56)Timeline Frame 1Symbol 69 as "Symbol 8"
ExportAssets (56)Timeline Frame 1Symbol 70 as "Symbol 8"
ExportAssets (56)Timeline Frame 572Symbol 45 as "arrowhit"
ExportAssets (56)Timeline Frame 1008Symbol 70 as "Symbol 8"
ExportAssets (56)Timeline Frame 1009Symbol 69 as "Symbol 8"
ExportAssets (56)Timeline Frame 1009Symbol 68 as "Symbol 8"
ExportAssets (56)Timeline Frame 1010Symbol 69 as "Symbol 8"
ExportAssets (56)Timeline Frame 1010Symbol 68 as "Symbol 8"
ExportAssets (56)Timeline Frame 1011Symbol 69 as "Symbol 8"
ExportAssets (56)Timeline Frame 1011Symbol 68 as "Symbol 8"
ExportAssets (56)Timeline Frame 1012Symbol 69 as "Symbol 8"
ExportAssets (56)Timeline Frame 1012Symbol 68 as "Symbol 8"
ExportAssets (56)Timeline Frame 1013Symbol 69 as "Symbol 8"
ExportAssets (56)Timeline Frame 1013Symbol 68 as "Symbol 8"
ExportAssets (56)Timeline Frame 1014Symbol 69 as "Symbol 8"
ExportAssets (56)Timeline Frame 1014Symbol 68 as "Symbol 8"
ExportAssets (56)Timeline Frame 1015Symbol 69 as "Symbol 8"
ExportAssets (56)Timeline Frame 1015Symbol 68 as "Symbol 8"
ExportAssets (56)Timeline Frame 1016Symbol 69 as "Symbol 8"
ExportAssets (56)Timeline Frame 1016Symbol 68 as "Symbol 8"
ExportAssets (56)Timeline Frame 1017Symbol 69 as "Symbol 8"
ExportAssets (56)Timeline Frame 1017Symbol 68 as "Symbol 8"
ExportAssets (56)Timeline Frame 1018Symbol 69 as "Symbol 8"
ExportAssets (56)Timeline Frame 1018Symbol 68 as "Symbol 8"
ExportAssets (56)Timeline Frame 1019Symbol 69 as "Symbol 8"
ExportAssets (56)Timeline Frame 1019Symbol 68 as "Symbol 8"
ExportAssets (56)Timeline Frame 1020Symbol 69 as "Symbol 8"
ExportAssets (56)Timeline Frame 1020Symbol 68 as "Symbol 8"
ExportAssets (56)Timeline Frame 1021Symbol 69 as "Symbol 8"
ExportAssets (56)Timeline Frame 1021Symbol 68 as "Symbol 8"
ExportAssets (56)Timeline Frame 1022Symbol 69 as "Symbol 8"
ExportAssets (56)Timeline Frame 1022Symbol 68 as "Symbol 8"
ExportAssets (56)Timeline Frame 1023Symbol 69 as "Symbol 8"
ExportAssets (56)Timeline Frame 1023Symbol 68 as "Symbol 8"
ExportAssets (56)Timeline Frame 1024Symbol 69 as "Symbol 8"
ExportAssets (56)Timeline Frame 1024Symbol 68 as "Symbol 8"
ExportAssets (56)Timeline Frame 1024Symbol 44 as "fall2"
ExportAssets (56)Timeline Frame 1025Symbol 69 as "Symbol 8"
ExportAssets (56)Timeline Frame 1025Symbol 68 as "Symbol 8"
ExportAssets (56)Timeline Frame 1025Symbol 43 as "fightmotion"
ExportAssets (56)Timeline Frame 1026Symbol 69 as "Symbol 8"
ExportAssets (56)Timeline Frame 1026Symbol 68 as "Symbol 8"
ExportAssets (56)Timeline Frame 1026Symbol 42 as "fall"
ExportAssets (56)Timeline Frame 1027Symbol 69 as "Symbol 8"
ExportAssets (56)Timeline Frame 1027Symbol 68 as "Symbol 8"
ExportAssets (56)Timeline Frame 1027Symbol 41 as "bricksfall"
ExportAssets (56)Timeline Frame 1028Symbol 69 as "Symbol 8"
ExportAssets (56)Timeline Frame 1028Symbol 68 as "Symbol 8"
ExportAssets (56)Timeline Frame 1028Symbol 40 as "blink"
ExportAssets (56)Timeline Frame 1029Symbol 69 as "Symbol 8"
ExportAssets (56)Timeline Frame 1029Symbol 68 as "Symbol 8"
ExportAssets (56)Timeline Frame 1029Symbol 45 as "arrowhit"
ExportAssets (56)Timeline Frame 1030Symbol 69 as "Symbol 8"
ExportAssets (56)Timeline Frame 1030Symbol 68 as "Symbol 8"
ExportAssets (56)Timeline Frame 1030Symbol 39 as "cartoonsqueak"
ExportAssets (56)Timeline Frame 1031Symbol 69 as "Symbol 8"
ExportAssets (56)Timeline Frame 1031Symbol 68 as "Symbol 8"
ExportAssets (56)Timeline Frame 1031Symbol 43 as "fightmotion"
ExportAssets (56)Timeline Frame 1032Symbol 69 as "Symbol 8"
ExportAssets (56)Timeline Frame 1032Symbol 68 as "Symbol 8"
ExportAssets (56)Timeline Frame 1032Symbol 45 as "arrowhit"
ExportAssets (56)Timeline Frame 1033Symbol 67 as "Symbol 8"
ExportAssets (56)Timeline Frame 1033Symbol 68 as "Symbol 8"
ExportAssets (56)Timeline Frame 1033Symbol 40 as "blink"
ExportAssets (56)Timeline Frame 1066Symbol 70 as "Symbol 8"
ExportAssets (56)Timeline Frame 1066Symbol 66 as "Symbol 8"
ExportAssets (56)Timeline Frame 1067Symbol 69 as "Symbol 8"
ExportAssets (56)Timeline Frame 1067Symbol 68 as "Symbol 8"
ExportAssets (56)Timeline Frame 1068Symbol 69 as "Symbol 8"
ExportAssets (56)Timeline Frame 1068Symbol 68 as "Symbol 8"
ExportAssets (56)Timeline Frame 1069Symbol 69 as "Symbol 8"
ExportAssets (56)Timeline Frame 1069Symbol 68 as "Symbol 8"
ExportAssets (56)Timeline Frame 1070Symbol 69 as "Symbol 8"
ExportAssets (56)Timeline Frame 1070Symbol 68 as "Symbol 8"
ExportAssets (56)Timeline Frame 1071Symbol 67 as "Symbol 8"
ExportAssets (56)Timeline Frame 1071Symbol 68 as "Symbol 8"
ExportAssets (56)Timeline Frame 1171Symbol 65 as "Symbol 8"
ExportAssets (56)Timeline Frame 1177Symbol 69 as "Symbol 8"
ExportAssets (56)Timeline Frame 1178Symbol 69 as "Symbol 8"
ExportAssets (56)Timeline Frame 1178Symbol 68 as "Symbol 8"
ExportAssets (56)Timeline Frame 1179Symbol 69 as "Symbol 8"
ExportAssets (56)Timeline Frame 1179Symbol 68 as "Symbol 8"
ExportAssets (56)Timeline Frame 1180Symbol 69 as "Symbol 8"
ExportAssets (56)Timeline Frame 1180Symbol 68 as "Symbol 8"
ExportAssets (56)Timeline Frame 1181Symbol 69 as "Symbol 8"
ExportAssets (56)Timeline Frame 1181Symbol 68 as "Symbol 8"
ExportAssets (56)Timeline Frame 1182Symbol 69 as "Symbol 8"
ExportAssets (56)Timeline Frame 1182Symbol 68 as "Symbol 8"
ExportAssets (56)Timeline Frame 1183Symbol 69 as "Symbol 8"
ExportAssets (56)Timeline Frame 1183Symbol 68 as "Symbol 8"
ExportAssets (56)Timeline Frame 1184Symbol 69 as "Symbol 8"
ExportAssets (56)Timeline Frame 1184Symbol 68 as "Symbol 8"
ExportAssets (56)Timeline Frame 1185Symbol 69 as "Symbol 8"
ExportAssets (56)Timeline Frame 1185Symbol 68 as "Symbol 8"
ExportAssets (56)Timeline Frame 1186Symbol 69 as "Symbol 8"
ExportAssets (56)Timeline Frame 1186Symbol 68 as "Symbol 8"
ExportAssets (56)Timeline Frame 1187Symbol 69 as "Symbol 8"
ExportAssets (56)Timeline Frame 1187Symbol 68 as "Symbol 8"
ExportAssets (56)Timeline Frame 1188Symbol 69 as "Symbol 8"
ExportAssets (56)Timeline Frame 1188Symbol 68 as "Symbol 8"
ExportAssets (56)Timeline Frame 1189Symbol 69 as "Symbol 8"
ExportAssets (56)Timeline Frame 1189Symbol 68 as "Symbol 8"
ExportAssets (56)Timeline Frame 1190Symbol 69 as "Symbol 8"
ExportAssets (56)Timeline Frame 1190Symbol 68 as "Symbol 8"
ExportAssets (56)Timeline Frame 1191Symbol 69 as "Symbol 8"
ExportAssets (56)Timeline Frame 1191Symbol 68 as "Symbol 8"
ExportAssets (56)Timeline Frame 1192Symbol 69 as "Symbol 8"
ExportAssets (56)Timeline Frame 1192Symbol 68 as "Symbol 8"
ExportAssets (56)Timeline Frame 1193Symbol 69 as "Symbol 8"
ExportAssets (56)Timeline Frame 1193Symbol 68 as "Symbol 8"
ExportAssets (56)Timeline Frame 1194Symbol 69 as "Symbol 8"
ExportAssets (56)Timeline Frame 1194Symbol 68 as "Symbol 8"
ExportAssets (56)Timeline Frame 1195Symbol 69 as "Symbol 8"
ExportAssets (56)Timeline Frame 1195Symbol 68 as "Symbol 8"
ExportAssets (56)Timeline Frame 1196Symbol 69 as "Symbol 8"
ExportAssets (56)Timeline Frame 1196Symbol 68 as "Symbol 8"
ExportAssets (56)Timeline Frame 1197Symbol 69 as "Symbol 8"
ExportAssets (56)Timeline Frame 1197Symbol 68 as "Symbol 8"
ExportAssets (56)Timeline Frame 1198Symbol 69 as "Symbol 8"
ExportAssets (56)Timeline Frame 1198Symbol 68 as "Symbol 8"
ExportAssets (56)Timeline Frame 1199Symbol 69 as "Symbol 8"
ExportAssets (56)Timeline Frame 1199Symbol 68 as "Symbol 8"
ExportAssets (56)Timeline Frame 1200Symbol 69 as "Symbol 8"
ExportAssets (56)Timeline Frame 1200Symbol 68 as "Symbol 8"
ExportAssets (56)Timeline Frame 1201Symbol 69 as "Symbol 8"
ExportAssets (56)Timeline Frame 1201Symbol 68 as "Symbol 8"
ExportAssets (56)Timeline Frame 1202Symbol 69 as "Symbol 8"
ExportAssets (56)Timeline Frame 1202Symbol 68 as "Symbol 8"
ExportAssets (56)Timeline Frame 1203Symbol 69 as "Symbol 8"
ExportAssets (56)Timeline Frame 1203Symbol 68 as "Symbol 8"
ExportAssets (56)Timeline Frame 1204Symbol 69 as "Symbol 8"
ExportAssets (56)Timeline Frame 1204Symbol 68 as "Symbol 8"
ExportAssets (56)Timeline Frame 1205Symbol 69 as "Symbol 8"
ExportAssets (56)Timeline Frame 1205Symbol 68 as "Symbol 8"
ExportAssets (56)Timeline Frame 1206Symbol 69 as "Symbol 8"
ExportAssets (56)Timeline Frame 1206Symbol 68 as "Symbol 8"
ExportAssets (56)Timeline Frame 1207Symbol 69 as "Symbol 8"
ExportAssets (56)Timeline Frame 1207Symbol 68 as "Symbol 8"
ExportAssets (56)Timeline Frame 1208Symbol 69 as "Symbol 8"
ExportAssets (56)Timeline Frame 1208Symbol 68 as "Symbol 8"
ExportAssets (56)Timeline Frame 1209Symbol 68 as "Symbol 8"
ExportAssets (56)Timeline Frame 1215Symbol 64 as "Symbol 8"
ExportAssets (56)Timeline Frame 1216Symbol 69 as "Symbol 8"
ExportAssets (56)Timeline Frame 1216Symbol 68 as "Symbol 8"
ExportAssets (56)Timeline Frame 1217Symbol 69 as "Symbol 8"
ExportAssets (56)Timeline Frame 1217Symbol 68 as "Symbol 8"
ExportAssets (56)Timeline Frame 1218Symbol 69 as "Symbol 8"
ExportAssets (56)Timeline Frame 1218Symbol 68 as "Symbol 8"
ExportAssets (56)Timeline Frame 1219Symbol 69 as "Symbol 8"
ExportAssets (56)Timeline Frame 1219Symbol 68 as "Symbol 8"
ExportAssets (56)Timeline Frame 1220Symbol 69 as "Symbol 8"
ExportAssets (56)Timeline Frame 1220Symbol 68 as "Symbol 8"
ExportAssets (56)Timeline Frame 1221Symbol 69 as "Symbol 8"
ExportAssets (56)Timeline Frame 1221Symbol 68 as "Symbol 8"
ExportAssets (56)Timeline Frame 1222Symbol 69 as "Symbol 8"
ExportAssets (56)Timeline Frame 1222Symbol 68 as "Symbol 8"
ExportAssets (56)Timeline Frame 1223Symbol 69 as "Symbol 8"
ExportAssets (56)Timeline Frame 1223Symbol 68 as "Symbol 8"
ExportAssets (56)Timeline Frame 1224Symbol 69 as "Symbol 8"
ExportAssets (56)Timeline Frame 1224Symbol 68 as "Symbol 8"
ExportAssets (56)Timeline Frame 1225Symbol 69 as "Symbol 8"
ExportAssets (56)Timeline Frame 1225Symbol 68 as "Symbol 8"
ExportAssets (56)Timeline Frame 1225Symbol 38 as "harp"
ExportAssets (56)Timeline Frame 1226Symbol 69 as "Symbol 8"
ExportAssets (56)Timeline Frame 1226Symbol 68 as "Symbol 8"
ExportAssets (56)Timeline Frame 1227Symbol 69 as "Symbol 8"
ExportAssets (56)Timeline Frame 1227Symbol 68 as "Symbol 8"
ExportAssets (56)Timeline Frame 1228Symbol 69 as "Symbol 8"
ExportAssets (56)Timeline Frame 1228Symbol 68 as "Symbol 8"
ExportAssets (56)Timeline Frame 1229Symbol 69 as "Symbol 8"
ExportAssets (56)Timeline Frame 1229Symbol 68 as "Symbol 8"
ExportAssets (56)Timeline Frame 1230Symbol 69 as "Symbol 8"
ExportAssets (56)Timeline Frame 1230Symbol 68 as "Symbol 8"
ExportAssets (56)Timeline Frame 1230Symbol 37 as "harprun2"
ExportAssets (56)Timeline Frame 1231Symbol 68 as "Symbol 8"
ExportAssets (56)Timeline Frame 1237Symbol 64 as "Symbol 8"
ExportAssets (56)Timeline Frame 1238Symbol 69 as "Symbol 8"
ExportAssets (56)Timeline Frame 1238Symbol 68 as "Symbol 8"
ExportAssets (56)Timeline Frame 1239Symbol 69 as "Symbol 8"
ExportAssets (56)Timeline Frame 1239Symbol 68 as "Symbol 8"
ExportAssets (56)Timeline Frame 1240Symbol 69 as "Symbol 8"
ExportAssets (56)Timeline Frame 1240Symbol 68 as "Symbol 8"
ExportAssets (56)Timeline Frame 1241Symbol 69 as "Symbol 8"
ExportAssets (56)Timeline Frame 1241Symbol 68 as "Symbol 8"
ExportAssets (56)Timeline Frame 1242Symbol 69 as "Symbol 8"
ExportAssets (56)Timeline Frame 1242Symbol 68 as "Symbol 8"
ExportAssets (56)Timeline Frame 1243Symbol 69 as "Symbol 8"
ExportAssets (56)Timeline Frame 1243Symbol 68 as "Symbol 8"
ExportAssets (56)Timeline Frame 1244Symbol 69 as "Symbol 8"
ExportAssets (56)Timeline Frame 1244Symbol 68 as "Symbol 8"
ExportAssets (56)Timeline Frame 1245Symbol 69 as "Symbol 8"
ExportAssets (56)Timeline Frame 1245Symbol 68 as "Symbol 8"
ExportAssets (56)Timeline Frame 1246Symbol 69 as "Symbol 8"
ExportAssets (56)Timeline Frame 1246Symbol 68 as "Symbol 8"
ExportAssets (56)Timeline Frame 1247Symbol 69 as "Symbol 8"
ExportAssets (56)Timeline Frame 1247Symbol 68 as "Symbol 8"
ExportAssets (56)Timeline Frame 1248Symbol 69 as "Symbol 8"
ExportAssets (56)Timeline Frame 1248Symbol 68 as "Symbol 8"
ExportAssets (56)Timeline Frame 1249Symbol 69 as "Symbol 8"
ExportAssets (56)Timeline Frame 1249Symbol 68 as "Symbol 8"
ExportAssets (56)Timeline Frame 1250Symbol 69 as "Symbol 8"
ExportAssets (56)Timeline Frame 1250Symbol 68 as "Symbol 8"
ExportAssets (56)Timeline Frame 1251Symbol 69 as "Symbol 8"
ExportAssets (56)Timeline Frame 1251Symbol 68 as "Symbol 8"
ExportAssets (56)Timeline Frame 1252Symbol 69 as "Symbol 8"
ExportAssets (56)Timeline Frame 1252Symbol 68 as "Symbol 8"
ExportAssets (56)Timeline Frame 1253Symbol 69 as "Symbol 8"
ExportAssets (56)Timeline Frame 1253Symbol 68 as "Symbol 8"
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ExportAssets (56)Timeline Frame 1254Symbol 68 as "Symbol 8"
ExportAssets (56)Timeline Frame 1255Symbol 69 as "Symbol 8"
ExportAssets (56)Timeline Frame 1255Symbol 68 as "Symbol 8"
ExportAssets (56)Timeline Frame 1256Symbol 69 as "Symbol 8"
ExportAssets (56)Timeline Frame 1256Symbol 68 as "Symbol 8"
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ExportAssets (56)Timeline Frame 1263Symbol 68 as "Symbol 8"
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ExportAssets (56)Timeline Frame 1264Symbol 68 as "Symbol 8"
ExportAssets (56)Timeline Frame 1265Symbol 69 as "Symbol 8"
ExportAssets (56)Timeline Frame 1265Symbol 68 as "Symbol 8"
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ExportAssets (56)Timeline Frame 1266Symbol 68 as "Symbol 8"
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ExportAssets (56)Timeline Frame 1267Symbol 68 as "Symbol 8"
ExportAssets (56)Timeline Frame 1268Symbol 69 as "Symbol 8"
ExportAssets (56)Timeline Frame 1268Symbol 68 as "Symbol 8"
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ExportAssets (56)Timeline Frame 1269Symbol 68 as "Symbol 8"
ExportAssets (56)Timeline Frame 1270Symbol 69 as "Symbol 8"
ExportAssets (56)Timeline Frame 1270Symbol 68 as "Symbol 8"
ExportAssets (56)Timeline Frame 1271Symbol 69 as "Symbol 8"
ExportAssets (56)Timeline Frame 1271Symbol 68 as "Symbol 8"
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ExportAssets (56)Timeline Frame 1280Symbol 52 as "Symbol 8"
ExportAssets (56)Timeline Frame 1280Symbol 68 as "Symbol 8"
ExportAssets (56)Timeline Frame 1281Symbol 43 as "fightmotion"
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ExportAssets (56)Timeline Frame 1281Symbol 40 as "blink"
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ExportAssets (56)Timeline Frame 1281Symbol 38 as "harp"
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ExportAssets (56)Timeline Frame 1281Symbol 52 as "Symbol 8"
ExportAssets (56)Timeline Frame 1281Symbol 68 as "Symbol 8"
ExportAssets (56)Timeline Frame 1282Symbol 52 as "Symbol 8"
ExportAssets (56)Timeline Frame 1282Symbol 68 as "Symbol 8"
ExportAssets (56)Timeline Frame 1283Symbol 52 as "Symbol 8"
ExportAssets (56)Timeline Frame 1283Symbol 68 as "Symbol 8"
ExportAssets (56)Timeline Frame 1284Symbol 52 as "Symbol 8"
ExportAssets (56)Timeline Frame 1284Symbol 68 as "Symbol 8"
ExportAssets (56)Timeline Frame 1285Symbol 52 as "Symbol 8"
ExportAssets (56)Timeline Frame 1285Symbol 68 as "Symbol 8"
ExportAssets (56)Timeline Frame 1286Symbol 52 as "Symbol 8"
ExportAssets (56)Timeline Frame 1286Symbol 68 as "Symbol 8"
ExportAssets (56)Timeline Frame 1287Symbol 52 as "Symbol 8"
ExportAssets (56)Timeline Frame 1287Symbol 68 as "Symbol 8"
ExportAssets (56)Timeline Frame 1288Symbol 52 as "Symbol 8"
ExportAssets (56)Timeline Frame 1288Symbol 68 as "Symbol 8"
ExportAssets (56)Timeline Frame 1289Symbol 52 as "Symbol 8"
ExportAssets (56)Timeline Frame 1289Symbol 68 as "Symbol 8"
ExportAssets (56)Timeline Frame 1290Symbol 52 as "Symbol 8"
ExportAssets (56)Timeline Frame 1290Symbol 68 as "Symbol 8"
ExportAssets (56)Timeline Frame 1291Symbol 52 as "Symbol 8"
ExportAssets (56)Timeline Frame 1291Symbol 68 as "Symbol 8"
ExportAssets (56)Timeline Frame 1292Symbol 52 as "Symbol 8"
ExportAssets (56)Timeline Frame 1292Symbol 68 as "Symbol 8"
ExportAssets (56)Timeline Frame 1293Symbol 52 as "Symbol 8"
ExportAssets (56)Timeline Frame 1293Symbol 68 as "Symbol 8"
ExportAssets (56)Timeline Frame 1294Symbol 52 as "Symbol 8"
ExportAssets (56)Timeline Frame 1294Symbol 68 as "Symbol 8"
ExportAssets (56)Timeline Frame 1295Symbol 37 as "harprun2"
ExportAssets (56)Timeline Frame 1295Symbol 38 as "harp"
ExportAssets (56)Timeline Frame 1295Symbol 38 as "harp"
ExportAssets (56)Timeline Frame 1295Symbol 52 as "Symbol 8"
ExportAssets (56)Timeline Frame 1295Symbol 68 as "Symbol 8"
ExportAssets (56)Timeline Frame 1296Symbol 52 as "Symbol 8"
ExportAssets (56)Timeline Frame 1296Symbol 68 as "Symbol 8"
ExportAssets (56)Timeline Frame 1297Symbol 52 as "Symbol 8"
ExportAssets (56)Timeline Frame 1297Symbol 68 as "Symbol 8"
ExportAssets (56)Timeline Frame 1298Symbol 52 as "Symbol 8"
ExportAssets (56)Timeline Frame 1298Symbol 68 as "Symbol 8"
ExportAssets (56)Timeline Frame 1299Symbol 52 as "Symbol 8"
ExportAssets (56)Timeline Frame 1299Symbol 68 as "Symbol 8"
ExportAssets (56)Timeline Frame 1300Symbol 52 as "Symbol 8"
ExportAssets (56)Timeline Frame 1300Symbol 68 as "Symbol 8"
ExportAssets (56)Timeline Frame 1301Symbol 52 as "Symbol 8"
ExportAssets (56)Timeline Frame 1301Symbol 68 as "Symbol 8"
ExportAssets (56)Timeline Frame 1302Symbol 52 as "Symbol 8"
ExportAssets (56)Timeline Frame 1302Symbol 68 as "Symbol 8"
ExportAssets (56)Timeline Frame 1303Symbol 52 as "Symbol 8"
ExportAssets (56)Timeline Frame 1303Symbol 68 as "Symbol 8"
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ExportAssets (56)Timeline Frame 1304Symbol 68 as "Symbol 8"
ExportAssets (56)Timeline Frame 1305Symbol 52 as "Symbol 8"
ExportAssets (56)Timeline Frame 1305Symbol 68 as "Symbol 8"
ExportAssets (56)Timeline Frame 1306Symbol 52 as "Symbol 8"
ExportAssets (56)Timeline Frame 1306Symbol 68 as "Symbol 8"
ExportAssets (56)Timeline Frame 1307Symbol 52 as "Symbol 8"
ExportAssets (56)Timeline Frame 1307Symbol 68 as "Symbol 8"
ExportAssets (56)Timeline Frame 1308Symbol 52 as "Symbol 8"
ExportAssets (56)Timeline Frame 1308Symbol 68 as "Symbol 8"
ExportAssets (56)Timeline Frame 1309Symbol 52 as "Symbol 8"
ExportAssets (56)Timeline Frame 1309Symbol 68 as "Symbol 8"
ExportAssets (56)Timeline Frame 1310Symbol 52 as "Symbol 8"
ExportAssets (56)Timeline Frame 1310Symbol 68 as "Symbol 8"
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ExportAssets (56)Timeline Frame 1311Symbol 68 as "Symbol 8"
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ExportAssets (56)Timeline Frame 1312Symbol 68 as "Symbol 8"
ExportAssets (56)Timeline Frame 1313Symbol 52 as "Symbol 8"
ExportAssets (56)Timeline Frame 1313Symbol 68 as "Symbol 8"
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ExportAssets (56)Timeline Frame 1315Symbol 68 as "Symbol 8"
ExportAssets (56)Timeline Frame 1315Symbol 36 as "buzzer3"
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ExportAssets (56)Timeline Frame 1317Symbol 52 as "Symbol 8"
ExportAssets (56)Timeline Frame 1317Symbol 68 as "Symbol 8"
ExportAssets (56)Timeline Frame 1318Symbol 52 as "Symbol 8"
ExportAssets (56)Timeline Frame 1318Symbol 68 as "Symbol 8"
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ExportAssets (56)Timeline Frame 1319Symbol 68 as "Symbol 8"
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ExportAssets (56)Timeline Frame 1320Symbol 68 as "Symbol 8"
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ExportAssets (56)Timeline Frame 1321Symbol 68 as "Symbol 8"
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ExportAssets (56)Timeline Frame 1322Symbol 68 as "Symbol 8"
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ExportAssets (56)Timeline Frame 1323Symbol 68 as "Symbol 8"
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ExportAssets (56)Timeline Frame 1324Symbol 68 as "Symbol 8"
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ExportAssets (56)Timeline Frame 1325Symbol 68 as "Symbol 8"
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ExportAssets (56)Timeline Frame 1326Symbol 68 as "Symbol 8"
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ExportAssets (56)Timeline Frame 1327Symbol 68 as "Symbol 8"
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ExportAssets (56)Timeline Frame 1328Symbol 68 as "Symbol 8"
ExportAssets (56)Timeline Frame 1329Symbol 52 as "Symbol 8"
ExportAssets (56)Timeline Frame 1329Symbol 68 as "Symbol 8"
ExportAssets (56)Timeline Frame 1330Symbol 52 as "Symbol 8"
ExportAssets (56)Timeline Frame 1330Symbol 68 as "Symbol 8"
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ExportAssets (56)Timeline Frame 1331Symbol 68 as "Symbol 8"
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ExportAssets (56)Timeline Frame 1332Symbol 68 as "Symbol 8"
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ExportAssets (56)Timeline Frame 1333Symbol 68 as "Symbol 8"
ExportAssets (56)Timeline Frame 1334Symbol 52 as "Symbol 8"
ExportAssets (56)Timeline Frame 1334Symbol 68 as "Symbol 8"
ExportAssets (56)Timeline Frame 1335Symbol 52 as "Symbol 8"
ExportAssets (56)Timeline Frame 1335Symbol 68 as "Symbol 8"
ExportAssets (56)Timeline Frame 1336Symbol 52 as "Symbol 8"
ExportAssets (56)Timeline Frame 1336Symbol 68 as "Symbol 8"
ExportAssets (56)Timeline Frame 1337Symbol 52 as "Symbol 8"
ExportAssets (56)Timeline Frame 1337Symbol 68 as "Symbol 8"
ExportAssets (56)Timeline Frame 1338Symbol 67 as "Symbol 8"
ExportAssets (56)Timeline Frame 1338Symbol 68 as "Symbol 8"
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Labels

"start"Frame 1
"loaderstart"Frame 3
"intrepidphoenix"Frame 4
"intro"Frame 566
"menu"Frame 961
"atmosphere"Frame 1003
"tinting"Frame 1033
"scary"Frame 1071
"faeries"Frame 1172
"guide_layers"Frame 1210
"rain"Frame 1232
"masking"Frame 1258
"final"Frame 1273
"lastpass"Frame 1338
"sounds"Frame 1527
"maskfun"Frame 1543
"objectviewer"Frame 1557
"credits"Frame 1571
"tooldescriptor"Frame 4457
"helbereth"Frame 4458

Dynamic Text Variables

percentbytesSymbol 155 EditableText"0"
percentbytesSymbol 159 EditableText"0"
percentbytesSymbol 235 EditableText"0"




http://swfchan.com/8/35811/info.shtml
Created: 15/5 -2019 19:04:54 Last modified: 15/5 -2019 19:04:54 Server time: 22/12 -2024 20:20:28