Macromedia Flash 8 Bible Free Open Book

Macromedia Flash 8 Bible

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Summary

  • Before you can start to create an interface in Flash, you need to have a plan for your Flash movie timeline. Create an organizational chart outlining the sections of the presentation.

  • Determine your Flash movie properties (frame size, frame rate, and background color) before you undergo production in Flash.

  • If you don't have final art for a Flash production, you can still create a functional proto-type of the presentation using placeholder graphics. When the final artwork is ready, replace the placeholder graphics with the final artwork.

  • You can create simple slide shows or product catalogs using sequential keyframes and buttons with nextFrame() and prevFrame() actions.

  • The Hit area of a text-based Button symbol should always be defined with a solid shape.

  • You can achieve basic text scrolling by adding the TextArea component to your Flash movie.

  • You can apply time-based alpha and blur effects to artwork with the custom BlurFader component.

  • You can add accessibility information to Flash movies. Windows-based screen readers designed to work with Flash Player 6 or higher, such as GW Micro's Window-Eyes, can read this information.


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Index: [A][B][C][D][E][F][G][H][I][J][K][L][M][N][O][P][Q][R][S][T][U][V][W][X][Y][Z]


     Main Menu
Table of Contents
Back Cover
Macromedia Flash 8 Bible
Foreword
Preface
Part I: An Introduction to Flash Web Production
Part II: Mastering the Flash Environment
Part III: Creating Animation and Effects
Part IV: Integrating Media Files with Flash
Part V: Adding Basic Interactivity to Flash Movies
Chapter 18: Understanding Actions and Event Handlers
Chapter 19: Building Timelines and Interactions
Chapter 20: Making Your First Flash 8 Project
The Main Timeline as the Site Layout
Adding Navigation Elements to the Main Timeline
Text Scrolling with the TextArea Component
Using the Custom BlurFader Component
Adding Named Anchors
Making the Movie Accessible
Summary
Part VI: Distributing Flash Movies
Part VII: Approaching ActionScript
Part VIII: Applying ActionScript
Part IX: Integrating Components and Data-Binding
Part X: Expanding Flash
Part XI: Appendixes
Index
List of Figures
List of Tables
List of Listings
List of Sidebars


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