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Ten Ton Online

Flash CS3 ActionScript 3 Animation and Games

Flash CS3 ActionScript 3 Animation and Games

Flash CS3 ActionScript 3 Animation and Games,
by John Ulliman

Platform: Mac & PC

Format: Online

9 hours, 42 minutes

Level: Intermediate to Advanced

Release Date: Aug 2011

Project Files: Included

View the course outline

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Product Description

Advance your knowledge and use of ActionScript 3 by taking a specific look into Animation and Game Design. Instructed by John Ulliman, this series which is available online and on DVD-ROM, goes step-by-step through the new ActionScript 3 structure and classes. You’ll also get some hands-on experience by building several typical games using Flash CS3 and ActionScript. Plus, you will also learn how to build your own ActionScript 3 custom class files.

Course Outline

Chapter 1: The New Display List

  1. Getting Started
  2. Introducing The New Display Hierarchy
  3. Working With Display Objects
  4. Making A Text Field Object
  5. Creating A New Container
  6. Using The Shape Class
  7. Adding Graphics To The Shape Object
  8. Creating An External Class
  9. Using The Sprite Class
  10. Working With The Movie Clip Class

Chapter 2: Animating With The Enterframe Event

  1. Understanding Timeline Animation
  2. Using The Enterframe Event
  3. Controlling A Nested Movie Clip
  4. Using Enterframe With A Sprite
  5. Adding Limits To An Animation
  6. Animating The X, Y & Rotation Properties
  7. Creating Animation In A Class
  8. Completing The Class
  9. Adding Graphics To A Class
  10. Changing Speed Variables
  11. Changing A Sprite Class To A Movie Clip
  12. Setting Up Another Movie Clip

Chapter 3: Animating With The Timer Class

  1. Introducing The Timer Class
  2. Creating A Running Timer
  3. Controlling A Running Timer
  4. Loading An External Bitmap
  5. Creating A Mini Slideshow
  6. Using A Timer To Animate
  7. Controlling The Animation With Buttons
  8. Controlling The Delay

Chapter 4: Using Copy & Paste Animation

  1. Setting Up A Basic Animation
  2. Copying & Pasting Basic Animation
  3. Copying & Pasting With Actionscript
  4. Turning Copied Actionscript Into A Class Definition
  5. Applying A New Class
  6. Copying & Pasting A Complex Animation
  7. Animating Using A Timer Object
  8. Setting Up A Random Method

Chapter 5: Using Copy & Paste Animation

  1. Setting Up Buttons To Go From Black & White To Color
  2. Building Custom Buttons Using Movie Clips
  3. Add A Gotoandplay Method To Move A Playhead
  4. Adding Frame Labels
  5. Setting Up Additional Buttons
  6. Adding A Click Event Handler
  7. Reusing Click Events
  8. Adding "If" Statements
  9. Setting Up A Function To Control Visible Properties
  10. Adding An "Else If" Statement
  11. Using Arrays
  12. Using A "For Loop" Structure
  13. Using Arrays To Set Up Thumb Clicks
  14. Using Arrays To Set Up Thumbnails
  15. Final Comments & Credits

Chapter 6: Using The Tween Class

  1. Exploring The Document
  2. Structuring A Tween
  3. Introducing The Easing Class
  4. Setting Up Multiple Tweens
  5. Looping A Tween
  6. Using Tween Events
  7. Setting Up A Timerevent
  8. Setting Up A Showphoto Function
  9. Setting Up The Photocounter
  10. Using The Transition Class

Chapter 7: Creating A Physics-based Keyboard Control Game

  1. Setting Up The Moon Lander Animation
  2. Understanding Keyboard Response
  3. Programming Keyboard Response
  4. Adding Vertical Acceleration
  5. Adding Horizontal Movement
  6. Building The Crash Sequence
  7. Setting The Landing Sequence
  8. Setting Up Start & Replay Functions

Chapter 8: Creating A Shooter Game With Mouse Controls

  1. Creating A Duck Class
  2. Using The Duck Class
  3. Set Up A Timer Animation To Make More Ducks
  4. Incorporating Additional Duck Graphics
  5. Adding The Duck-hit Animation
  6. Replacing Cursor Graphics
  7. Setting Up The Score
  8. Tracking The Score With A Class
  9. Adding Sound Effects

Chapter 9: Using Arrays & Custom Classes In Games

  1. Introducing The Game Layout
  2. Drawing The Game Pieces
  3. Positioning The Game Pieces
  4. Setting Up A Symbol Array
  5. Shuffling The Symbols
  6. Clicking The Spinners
  7. Distinguishing Between Clicks
  8. Checking For A Match
  9. Setting Up The Score
  10. Controlling The Spinners With The Class
  11. Using Tweens For The Spinners
  12. Adding Sound Effects

Chapter 10: Creating A Tile-based Game

  1. Getting Started With Tile-based Games
  2. Laying Out The Tiles
  3. Setting Up Tile Types
  4. Clicking The Tiles To Set The Types
  5. Adding The Pirate Icon
  6. Tracing The Location Of The Pirate Icon
  7. Completing The Engine & Saving Level Data
  8. Building The Game Application
  9. Moving The Pirate Character
  10. Responding To Map Tiles
  11. Moving The Pirate In Different Directions
  12. Adding The Player Controls
  13. Player Control Functions
  14. Setting Up Trigger Tiles
  15. Final Comments & Credits
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