Cover image for Flash 5 cartoons and games f/x & design
Title:
Flash 5 cartoons and games f/x & design
Author:
Turner, Bill.
Personal Author:
Publication Information:
Scottsdale, AZ: Coriolis Group Books, [2001]

©2001
Physical Description:
xxv, 304 pages, 32 unnumbered pages of plates : illustrations (some color) ; 26 cm + 1 computer optical disc (4 3/4 in.)
General Note:
Includes index.
Language:
English
Title Subject:
ISBN:
9781576109588
Format :
Book

Available:*

Library
Call Number
Material Type
Home Location
Status
Central Library QA76.76.C672 T87 2001 Book and Software Set Central Closed Stacks
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Summary

Summary

Covering Flash 5 from a cartoon and gaming aspect. Learn how to cohesively pull together and create all the necessary elements for an entertaining cartoon show. Create cartoon characters for television and music videos; then, discover how to use those cartoon elements when scripting and programming interactive games on the Internet. This book includes a CD-ROM with complete a full-length cartoon show and source codes for several games. With Flash 5 Cartoons and Games f/x and Design, you will go beyond the general description of the various Flash tools and discover what can be done with them!


Table of Contents

Forewordp. xxi
Introductionp. xxiii
Chapter 1 Getting and Planning Your Storyp. 1
Cartoon Humor-Writing Basicsp. 2
The Single-Panel Cartoon: Fast Humorp. 2
Cartoon Layout: From Left to Rightp. 2
Humor Devicesp. 3
The Universal and the Particularp. 5
Adapting an Existing Storyp. 6
Legal Issuesp. 7
Storyboarding in Flashp. 9
Project: Storyboarding for the Nonartist in Flashp. 10
The Scriptp. 11
Breaking the Script into Workable Storyboardsp. 11
Chapter 2 Character Developmentp. 15
Basic Design Considerationsp. 16
Personality: How Shapes Reflect Traitsp. 16
Voicep. 16
Collective Experience: A Bridge to the Audiencep. 17
Accessoriesp. 18
Clothingp. 18
Colorp. 20
Animation Considerationsp. 20
Choosing a Style: Realism vs. Exaggerationp. 20
Choosing Simplicity or Complexityp. 22
Designing for Full Animationp. 22
Designing for Limited Animationp. 23
Sketching Charactersp. 26
Figure Studyp. 26
Art Researchp. 27
Character Sketching in Flashp. 28
Using Layers for Sketching in Flashp. 29
Project: Constructing Charactersp. 32
Chapter 3 Soundp. 35
Taking Script to Soundtrackp. 36
Choosing the Voicep. 36
Recording and Digitizingp. 38
Sound Effectsp. 42
Recording Effectsp. 42
Project: Stereo Walkp. 43
Musicp. 45
Smart Soundp. 46
Project: Music Loop in Flashp. 49
Chapter 4 Background Sceneryp. 51
What Goes into Creating a Background?p. 52
Design Considerationsp. 52
Choosing a Stylep. 52
Choosing a Level of Detailp. 54
Conveying Mood with Colorp. 58
Conveying Mood with Lightingp. 59
Project: Shadow Creation Exercisep. 60
Planning for Movement: Camera Techniquesp. 62
Zoomingp. 63
Project: Zooming Out with Easingp. 64
Panningp. 65
Using a Dollyp. 65
Using Layers to Produce the Illusion of Depth and Movementp. 67
Using Photoshop to Create Sceneryp. 69
Project: Creating a Background with Focus Pull in Photoshopp. 70
Finding the Files You Needp. 70
Working in Photoshopp. 70
Chapter 5 Character Animationp. 75
Defining Character Animationp. 76
Frame Ratesp. 76
Techniques for Conveying Motionp. 79
Speed Blurringp. 80
Weight and Substancep. 81
Opposing Actionsp. 84
Anticipationp. 87
Overshootingp. 88
Squash and Stretchp. 90
Project: Animating Motionp. 92
Human Movementsp. 95
Walkingp. 96
The Art of Fiddlingp. 102
Project: Choreographing Moves to Musicp. 103
Rotoscoping in Flashp. 108
What Is Rotoscoping?p. 108
What's Needed for Rotoscoping?p. 109
Importing Live-Action Video into Flashp. 110
Project: Tracing Over Live-Action Videop. 111
Chapter 6 Lip-Synching and Facial Expressionsp. 115
Overview of Lip-Synchingp. 116
Breaking Down Speechp. 116
Connecting Sounds to Make Speechp. 118
Charting Timingp. 120
Project: Lip-Synching a Sentencep. 122
Magpie Prop. 124
Mouth Shapes and Expressionsp. 128
Eye Expressionsp. 130
Project: Creating Eye Expressionsp. 131
Chapter 7 It's a Wrapp. 135
Destination: Internetp. 136
Pre-Loadersp. 136
Project: Creating a Simple Pre-Loaderp. 137
Domain Namesp. 140
Your Sitep. 141
Destination: Videop. 145
MiniDVp. 146
Preparing Your Cartoon for Videop. 147
Project: Preparing Video Outputp. 150
Destination: Filmp. 152
Chapter 8 Introduction to Game Designp. 155
Choosing a Genrep. 156
Coming Up with a Game Designp. 156
Example: Compare Two Driving Gamesp. 157
Deciding What's Possible and What's Notp. 158
What Are You Capable Of?p. 159
What Is Flash Capable Of?p. 160
Keeping It Realp. 160
Balancing Realism and Surprisesp. 162
Keeping It Unrealp. 163
Doing Researchp. 163
Project: Let's Playp. 164
Chapter 9 Designing Trivia Gamesp. 167
Overview of the Weber Trivia Gamep. 168
Re-Purposing Graphicsp. 168
Overview of Game Scripting Requirementsp. 171
Creating Questionsp. 172
Storing Questions in Variables in the Moviep. 172
Storing Questions in External Text Filesp. 173
Storing Questions in an External Databasep. 174
Choosing a Storage Method for the Project Gamep. 174
Choosing Question Types for the Project Gamep. 175
Loading and Displaying the Questions and Answersp. 175
Determining the Correct Answerp. 177
Keeping Scorep. 179
Naming Your Movie-Clip Instancesp. 180
Setting the Range of Scoresp. 180
Adding Intelligencep. 181
Using the random Command with the limit Variablep. 181
Setting Up Three Levels of Difficultyp. 182
Setting Up Question Categoriesp. 183
Project: Putting It All Together and Publishing Your Gamep. 184
Weber Quiz Gamep. 184
Chapter 10 Designing Adventure Gamesp. 193
Game Overviewp. 194
What Is Isometric 3D?p. 194
Adding a Walking Characterp. 194
Adding the Initial Variablesp. 196
Moving Walterp. 197
Displaying Isometric Graphics Using a Grid Systemp. 198
Depth Sorting and Simple Collision Detectionp. 202
Tidying Upp. 208
Adding Depth Layersp. 212
Assigning Depth Values to the Layersp. 214
Detecting Complex Collisionsp. 215
Adding a Movie Clip for Refined Collision Detectionp. 217
Changing the Plotting of the Base Objectsp. 218
Adding Animations for Walter's Demisep. 218
Ending the Loopp. 221
We're Hopping Madp. 222
Modifying Collision-Detection Code to Accommodate Hoppingp. 224
Adding Code to Move Walter While He's Hoppingp. 225
Adding Bonus Objects to Findp. 226
Picking Up Objectsp. 231
The Anti-Poison Object--Protection from the Bushp. 234
The Canteen Object--Walter's Energy Supplyp. 235
The Heart Object--An Extra Lifep. 236
The Key Object--Opening Locked Doorsp. 237
The Bomb Object--A Tool to Destroy the Dangerous Bushp. 237
The Map Objects--Collect Them to Winp. 240
Locations, Locations, Locationsp. 240
Moving between Locationsp. 242
Saving a Player's Changes, Including Room Statesp. 244
Defining New Locationsp. 244
Adding River and Bridge Objectsp. 246
Defining the Game's Difficulty Levelsp. 247
Tricks Used in Difficulty Level 2p. 248
Putting the Levels Togetherp. 250
Loading Levelsp. 250
Level Completedp. 252
Game Overp. 253
Tidying Upp. 255
Project: Creating Your Own Isometric 3D Environmentp. 256
Chapter 11 Collaboration Across the Internetp. 257
The Virtual Officep. 258
Communication Is Keyp. 258
Coming Up with a Planp. 259
Graphics Concernsp. 260
Choosing Fonts and Font Typesp. 261
Naming Symbols for Programming Easep. 262
Code Concernsp. 264
Coding for Flexibilityp. 264
Making Your Code Understandablep. 266
Testing the Gamep. 267
Project: Collaborative Simulationp. 268
Appendix A Using Active Server Pages (ASP) with Flash Gamesp. 271
Appendix B Artificial Intelligencep. 277
Appendix C Linksp. 285
Indexp. 293

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