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More About This Textbook
Overview
What People Are Saying
Robert Reinhardt
From the Author:The most comprehensive and exhaustive Flash 4 reference. About a year ago, when we started this project, we went to the bookstores looking for anything on Flash. Back then, Flash books weren't readily available. So we went online and ordered both books that were in print at the time. To our dismay, we found that neither of them afforded much of an alternative to the manual that ships with the program. We wrote this book because we couldn't find a book that does the program justice. We were encouraged to write it because so many Flash users informed us that they were 'desperate' to have this book. We believe that we have remedied the problem. We're confident that the Flash 4 Bible is the most comprehensive and exhaustive reference on Flash, as you'll see when you peruse the sample Table of Contents at the end of this statement.
This is a user-friendly, in-depth book that will serve both the web novice and the accomplished web master. The Flash 4 Bible will help you to get started on your first day with the program and will still be a valuable resource when you've attained mastery of the program. When you are looking for clues on how to integrate Flash with other programs so that you can deliver unique and compelling content in the Flash format, you'll know where to turn.
Flash isn't a simple program anymore. You can think of Flash as a multi-tasking application: it's an illustration program, an image and sound editor, an animation machine, and a scripting engine...all rolled into one. In the Flash 4 Bible, we dissect these components of Flash and explain how each component of the program works with the others.
But the Flash 4 Bible offers you somuch more than a documentation of the features of the program. It also delves into the many ways that Flash can be used in concert with other programs to create high-quality multimedia-everything from 3D animations to complex interactivity between Flash and Director movies. Since Flash is rarely used as the complete content creator for interactive presentations, we thought readers would be interested in how Flash fits into a workflow for interactive multimedia development. Furthermore, in the transition between versions 3 and 4, Flash has gone through some major changes. With the release of Flash 4, the feature set of Flash movies has been greatly expanded. Once the domain of Flash's dynamic server component, Generator, Flash movies can now communicate directly with server-side scripts and programs. Sounds can be encoded as MP3 audio, for high-quality music on the web at the smallest file sizes. Finally, the Flash interface looks and feels like other Macromedia products, with more tool options and docking windows. Third-party developers are creating applications that output to the Flash movie format, .SWF files. Flash is poised to be THE central application for generating hot, low-bandwidth, interactive content for delivery over the web. So, even if you already know Flash, we're pretty sure that this book will show you more that a thing or two about Flash and it's linkage to a broad array of other applications.
We've gone to great lengths to ensure that our lessons, examples, and explanations are based in reality (not that the web is real!). To accomplish this, we invited some of the top names in the Flash industry to lend us their tips and techniques so that you could benefit from their years of expertise. To ensure that the Flash Bible would be as technically accurate as possible, we enlisted the aid of Paul Mendigochea, Chrissy Rey , Colin Moock, Bill Turner, Justin Jamieson, and many others. Not only did these individuals double-check our work, but they also contributed tutorials to the book.
Product Details
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Meet the Author
Robert Reinhardt (Los Angeles, California) has developed multimedia courses for educational facilities in Canada and the United States, delivered conference seminars on web design, and also served as technical editor for several Photoshop and web books. Robert is Senior Art Director & Program Developer for the award- winning Flash site, Rampt.com. Recently, he created installation and digital art for the Warner Bros. feature film Gossip.
Jon Warren Lentz (Carlsbad, California) is a freelance artist and author. He was the lead co-author of Deconstructing Web Graphics 2. Jon is a regular columnist and reviewer for EFX Art & Design (formerly, Mac Art & Design) Magazine. Jon's images have been featured in the 1997 Graphis Poster Annual, and are available from two European stock photo agencies: AGE Fotostock and Superbild. He's also an adjunct professor at Palomar College, where he teaches Flash, Photoshop and web design.
Read an Excerpt
Simplify artwork
While Flash can do some pretty amazing things with vector shapes and animation, you don't want to overdo it-at least not if you want 28.8-modem users to see your work without too much waiting. Keep the following tips in mind while creating your Flash artwork or reviewing your final production:
- Use tweens for animations wherever possible. If you need complicated paths for objects to follow, use a motion guide layer instead of using a series of keyframes: The fewer keyframes, the better.
- Custom line types (such as dashed, dotted, ragged, and so on) take up more file space than regular solid lines. Strokes created with the Brush tool also use more memory than lines created with the Pencil tool.
- Reduce the number of points and/or lines used to create a shape. In Flash, you can use the Modify - Curves - Optimize command, which will join line segments in an object. Note that you need to ungroup any grouped lines to use this command. The Use Multiple Passes option will optimize the selection to the fullest extent possible.
- Group shapes and objects where applicable. Grouping objects enables Flash to refer to one item instead of many individual ones.
- Gradients are more complex than a solid fill for a computer processor to handle. Try to minimize the number of simultaneous gradients shown in any given frame. Gradients add about 50 more bytes to an SWF's file size than a solid color does.
- Don't use many different fonts (typefaces) or font styles (such as Oblique, Bold, Condensed, and so on) in your Flash movies. Most elegant designs use complementary typefaces that occur in the same typeface family, or use a balanced and restricted number of sans serif and serif fonts. Font characters can require a lot of file space, from 81 bytes to over 191 bytes per character. Generally, more elaborate serif fonts (such as Garamond) will take up more room per character than sans serif fonts (such as Arial). For text fields, make sure you embed only what is necessary from a font for the given field. For example, if a text field needs to use only lowercase characters of a font for a login or name field, then specify this in the Text Field Properties dialog box for that text field. Ultimately, use device fonts (sans, serif, and typewriter) whenever possible, as they do not need their outlines stored in the SWF file.
- Keep bitmap or raster images to a minimum. Flash's strength is its vectorbased technology. Animated bitmap sequences inflate your Shockwave Flash file sizes. Unless the content you are creating needs to be photo-realistic (as in a photographer's portfolio), don't use 24-bit color bitmaps.
Use symbols Anything in Flash can be turned into a symbol. When the Flash movie is exported as a SWF file, the symbol's contents are stored on the first frame that uses that symbol. Symbol instances are similar to "A HREF" tags in HTML: they link data to a given frame, rather than copying or storing it there. Once a symbol's contents are downloaded to the Flash player, it is easily available for any subsequent re-use in the Flash movie. After you've completed a Flash movie, you want to review your Flash production and perform the following optimizations:- If any element is used in more than one keyframe or scene, consider making a symbol out of it. Just about every professional Flash designer uses nested symbols: An element is drawn, made a symbol, and then used in another symbol such as a button or movie clip. Just like groups, symbol instances reduce the resource overhead in SWF files. Unlike groups, symbols need only refer to the original resource in the SWF file rather than storing a new resource for every occurrence of it. You can, however, make a grouped shape or object into a symbol.
- If you want to use the same shape in a variety of colors, make that shape a symbol and, for each instance of the symbol, use the Color Effects tab of the Instance Properties dialog box to change the color.
- The contents of a symbol are downloaded when the Flash Player encounters the first frame that uses the symbol. Given this, preload any graphics or sound intensive symbol by placing it near the front end of the first scene of the movie. Simply create a symbol instance of the symbol in the first few frames and set its visibility (via Alpha) to 0. If you using this method to preload a movie clip, set the instance's behavior to Graphic instead of Movie Clip-that way, the processor isn't trying to play an invisible movie clip in the background.
Manage the Flash LibraryBitmaps and sound files that have been imported into Flash automatically become items stored in the Flash Library. As later sections of this chapter show you, you can specify the sound quality of audio events and streams in the Export Movie or Publish Settings dialog boxes. However, these settings control the audio quality for the entire movie unless a specific encoding scheme is specified to individual sound clips in the Flash Library. Use the Library to assign specific compression methods to all imported media. For audio, Flash 4's new MP3 encoding provides the best compression to quality ratio available. Specify MP3 compression on as many sounds in the Flash Library as possible...
Table of Contents