Flash 8 Savvy / Edition 1

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Overview

  • Hailed as "a superb resource" (Computer Arts magazine) and "a boon to serious users" (.NET magazine), this unique guide shows intermediate designers how to harness the full potential of Flash
  • Organized into self-contained sections covering Flash art, interactivity, media, and delivery, the book offers easy-to-follow explanations as well as hands-on projects and tutorials
  • The logical organization and navigation grid at the front of the book make it easy to find information on a particular topic
  • The CD-ROM includes a Flash tryout, tutorial files, sample animations and ActionScripts, graphics files, and third-party tools
  • Now at a new value price below $40-$5 less than the previous edition!
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Product Details

  • ISBN-13: 9780782144444
  • Publisher: Wiley
  • Publication date: 4/3/2006
  • Series: Savvy Series
  • Edition description: Revised Edition
  • Edition number: 1
  • Pages: 530
  • Product dimensions: 7.40 (w) x 9.20 (h) x 0.93 (d)

Meet the Author

Ethan Watrall is a faculty member in the Department of Telecommunication, Information Studies, and Media at Michigan State University, where he teaches game and interaction design. He is the author of Dreamweaver MX 2004 Solutions and coauthor of Flash MX 2004 Savvy.

Norbert Herber is a composer and sound designer for digital media and teaches in the Department of Telecommunications at Indiana University. He is coauthor of Flash MX 2004 Savvy.

Sham Bhangalhas written on new media subjects since the turn of the century. In that time, he has been involved in the writing, production, and specification of about 20 books. He also works full time as a Flash developer, currently creating applications for the e-learning industry. He spends time as a freelance web designer, specializing in Flash based sites. Contact: boy@futuremedia.org.uk or browse to weblog.motion-graphics.org.

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Table of Contents

Introduction.

PART I: ART.

Chapter 1: Illustrating with Flash.

Chapter 2: Modifying Visual Assets.

Chapter 3: Working with Type and Typography.

Chapter 4: Working with Symbols.

Chapter 5: Managing Your Flash Movie Project.

Chapter 6: Creating Animation with the Timeline.

Chapter 7: Animating with ActionScript.

PART II: INTERACTIVITY.

Chapter 8: Creating Interactive Controls.

Chapter 9: Using ActionScript in the Flash Environment.

Chapter 10: Understanding the Fundamentals of the ActionScript Language.

Chapter 11: Working with Objects and Classes.

Chapter 12: Scripting for MovieClip Objects and Multiple Timelines.

PART III: MEDIA.

Chapter 13: Flash Audio Basics.

Chapter 14: Synchronizing Audio with Animations.

Chapter 15: Controlling Audio with ActionScript.

Chapter 16: Flash and Video.

PART IV: DELIVERY.

Chapter 17: Publishing and Exporting Movies.

Chapter 18: Publishing Stand-Alone Movies and Applications.

Chapter 19: Creating Flash Content for Windows Mobile.

Index.

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