Adobe Flash Training Courses
-
Flash ACA Jumpstart - zero to HERO
4
- Level: Fast Track
- Duration: 5 Days
- Time: 10 AM - 5 PM
- Cost: £997 ex VAT
-
Creative Suite for Web Design
1
- Level: Fast Track - Introduction
- Duration: 5 Days
- Time: 10 AM - 5 PM
- Cost: £997 ex VAT
-
Flash 101: Rookie
1
- Level: Introduction
- Duration: 2 Days
- Time: 10 AM - 5 PM
- Cost: £497 ex VAT
-
Flash 201: HotShot
2
- Level: Intermediate
- Duration: 3 Days
- Time: 10 AM - 5 PM
- Cost: £697 ex VAT
-
Flash 301: Actionscript Rookie
1
- Level: Introduction
- Duration: 3 Days
- Time: 10 AM - 5 PM
- Cost: £697 ex VAT
-
Flash 302: Actionscript + ACE
3
- Level: 4
- Duration: 2 Days
- Time: 10 AM - 5 PM
- Cost: £547 ex VAT
-
Flash 401: Actionscript HotShot
3
- Level: Advanced
- Duration: 2 Days
- Time: 10 AM - 5 PM
- Cost: £547 ex VAT
-
Flash Actionscript ACE Jumpstart
3
- Level: Advanced
- Duration: 5 Days
- Time: 10 AM - 5 PM
- Cost: £997 ex VAT
-
Flash AS3 Jumpstart - zero to Hero
4
- Level: Fast track to Expert
- Duration: 5 Days
- Time: 10 AM - 5 PM
- Cost: £997 ex VAT
-
Flash Certification Jumpstart
- Level: Intro to Advanced
- Duration: 10 Days
- Time: 10 AM - 5 PM
- Cost: £1497 ex VAT
Adobe Flash has rapidly become recognised as the revolutionary vector-based design and animation software. Adobe Flash is used to construct high impact interactive and animated websites with sound, video, web banners, games, applications and a lot more. It has become an indispensable tool for the contemporary web designers. Get a command over the fundamental skills you require to gain expertise over Adobe Flash at Academy Class. In our Adobe Flash training courses students will learn the essentials of web animation and multimedia publishing.
These courses will train you on how to get inventive with Adobe Flash’s drawing tools and spark life in to graphics via motion whilst integrating images, video and audio to build interactive experiences. The Adobe Flash training courses at Academy Class are designed for first-time Adobe Flash users and are perfect for digital and traditional designers who want to create interactive web experiences.
Adobe Flash Training courses at Academy Class are tailored for web designers and up-and-coming web developers who want to create engaging Flash interfaces using graphics, video, text, animation and sounds. These courses will teach you how to develop more dynamic and innovative websites.
All our course instructors for Adobe Flash are industry-experienced and Adobe-certified Flash based highly interactive website designing professionals. Students will be given a practical training on how to develop rich communicative websites. At the end of the course you will be skilled at using Action Script and motion tweens.
Our Adobe Flash training courses provide a complete design control to capitalise on your output as an immersive media designer, giving innovative results across a range of platforms, such as animations, games, interactive applications and websites.
At Academy Class we assure you a total learning satisfaction with regards to your Adobe Flash training courses. Now you do not have to agonise over investing a huge amount in your training and not reaping the benefits. With Academy Class you can have complete peace of mind while you leave your training in our competent hands.
Academy Class offers full-time training in Adobe Flash at its training centres in the following cities: London, Glasgow, Manchester, Cardiff, Newcastle and Birmingham.
If you don’t get a chance to use the tool set right away after completing the Flash training class then you can come back and refresh your skills free of charge within 6 months of the first day of training.
All our classes at Academy Class begin at 10 in the morning and go on till 5 in the evening. Enroll now in one of the best Flash, Adobe-authorised training courses!
Flash training in the USA Our partner in the USA, Ledet Adobe Training Centres offers Flash training classes in Atlanta, Chicago, Denver, San Diego and Washington DC.
Flash ACA Jumpstart - zero to HERO
- OVERVIEW
- DESCRIPTION
- OUTLINE
- WHAT YOU GET
- ENQUIRE
- 0800 043 8889
Day 1 – Introducing Flash CS5
Day 2 – Getting all interactive
Day 3 – Pushing Our Movies Further
Day 4 – Building Better Microsites
Day 5 – Flash ACA Exam
Become an Adobe Certified Associate in Flash
- Level: Fast Track 4
- Time: 10 AM - 5 PM
- Duration: 5 Days
- Cost: £997 ex VAT
Choose the date you would like to book:
If no dates appear then please call 0800 043 8889 for more date information
From Zero to Flash Design Hero in just 5 days!
Get Certified. Become a Flash Adobe Certified Associate (ACA)
This introductory course is aimed at designers and developers who are
new to the Flash environment. During the training delegates will
benefit from hands-on practise with Flash to create engaging
animations and stunning interactive designs.
Designers are often faced with the same flash problems, this course is aimed at helping designers to structure their designs well in Flash and to integrate with ActionScript 3 code written by development team members. The course breaks down into 2 distinct sections, the first looks at advanced design and animation techniques exploring some of the latest features of Flash and design best practice, the second looks at the design <→ develop workflow in Flash and ActionScript 3 through a series of workshop examples where design is structure to work in harmony with development.
On the final day you’ll also prepare for and take the Adobe Certified Associate (ACA) exam in Flash. Get recognised for the skills you’ve achieved.
This course is aimed at designers and developers who are new to Flash
and want to get to grips with the user interface and learn the basics
of animation and interactivity. This class takes you past the basics and you will learn to work more heavily with interactive content and development workflow. At the end of the class you will also take the accredited Adobe ACA exam in Flash to become a Flash Adobe Certified Associate
To gain the most from this class, students should be familiar with Windows or Mac OS X and be familiar with the web and its terminology.
You will learn how to get the most of the flash design interface,
creating engaging graphics, text and animation; and build stunning
interactive content.You will also learn how to use the motion editor for animation, blend modes and reflections in Flash, the basics of frame by frame and character animation, 3D in Flash. These skills will then be built upon to explore microsite design and best practice and architecture. The course is then rounded off with a workshop session where delegates solve common flash design dilemmas such as clickTags, preloaders and progress bars, photo galleries, presentations, carousels, mp3 players, e-books and 3D product visualisation. There is no other class in the UK like this one!
You will also take the Flash Adobe Certified Associate exams to be accredited by Adobe.
Day 1 – Introducing Flash
Introducing Flash CS5
- launching flash
- resetting the workspace
- exploring the welcome screen
- the flash files explained
- creating our first flash file
- the panels
- modifying the movie properties
- saving the file
Getting to Grips with Drawing
- strokes
- fills
- solving classic problems
Shape Interaction
- working in a single layer causes its problems
- accidental fill on fill
- but this can be useful
- stroke – fill interactions
Working in Layers
- building new layers
- locking previous layers to prevent modification
- hiding and showing layers
- outline view as an alternative to visibility
- adding shadows to our design
Spelling it out
- the text tool
- checking the properties before you type
- adding our text
- back to black
- changing the properties
- discussing the anti-alias options
- working with large blocks of text
- an example of text orientation
- breaking apart text and applying a stroke
Enhancing the Design with Images
- a simple import to stage
- let’s take a look at workflow
- a workflow for transparent content
- working with “vector” artwork
Being Symbolic ?
- the concept
- convert to symbol
- compare and discuss the symbol types
- look at color effects
- look at filters
- reuse is the key
- blend modes
Using the Mask
- importing an image
- creating a new layer
- using the grid fill deco tool
- turning it into a mask
- locking layers and preview
Tweening Time
- steps to happiness
- tweening different properties
- putting it into practise – let’s build a banner
- the magic staircase
- animating images
- “cache as bitmap”
- exploring easing and breaking up a tween
Publishing your Movie
- a quick look at publish settings
- publishing the movie
- reviewing the output
Day 2 – Getting all interactive
Back to Banners
- banner advert sizes
- let’s build a banner to brush up our skills
- alphas, movement, scale, blur
- placing backgrounds and borders on our banner
- “advertisement” text
- “transparent” corners
- creating movieclips in retrospect
- masking revisited
- using a mask in an animation
- how to add a simple link
The Building Blocks of a Simple Microsite
- building a button o
- duplicating symbols
- bringing the buttons together
- using a movieclip for the background
- sketching out the design
Building our first page
- the home page
Building the other pages
- Using scenes to separate our “pages”
- getting the content in the same place
- duplicating the title symbol and then swapping it out
- swapping out the image
- modifying the layout
- naming our scenes
- modifying behaviour with a sprinkling of script
- adding some code to make the buttons work
- sneaking in a simple preloader
- adding labels to our frames as “anchors”
- changing our publish settings to enable the anchors
- reviewing the movie and fixing any problems
Publishing the Microsite
- Publish settings and the flash player version
- Reviewing our result
Day 3 – Pushing Our Movies Further
Banner adverts
- dimensions and file sizes
- working our graphics before use
- the kuler extension
- motion tweening with the motion editor and easing
- duplicating motion to a second symbol
- motion presets
- mask layers and movieclips in retrospect
Introducing Interaction
- movieclips as buttons
- using this to create popups
- blend modes and reflections
- instance names
- scaling symbols and 9-slice view
- the scroll pane and scrolling content
Frame by Frame Animation
- illustrator as a tool
- the import process
- drawn and scanned content
- import an image series
- tracing bitmaps and optimizing curves
Character Animation and the Bones Tool
- importing from illustrator and movie clips
- using the bones tool
- building a basic animation*
Working in 3D
- first, the limitations
- using perspective to produce a different design
- gradient styles
- bitmap fills
- blend modes to darken into the distance
- movement in 3D and the motion editor
- rotation in 3D and the classic problem of completion
- publish settings and GPU acceleration
Working with XFL
- After Effects to Flash workflow
- Indesign to Flash using xfl
Getting it All Online
- using a swf in a dreamweaver page
- window modes and overlapping divs
- the code produced by flash and how to use it
Day 4 – Building Better Microsites
The Flash Project
- creating a project
- separating content into separate swfs
- the UILoader component
- backgrounds and 9-slice scaling
- libraries and runtime sharing
Building Navigation
- movieclips as buttons
- frame labels
- audio on our buttons and runtime sharing
- grouping buttons as a navigation bar
- filters revisited
- instance names
- accessibility on our buttons
- applying a document class to intercept interaction
The Home Page
- static text and anti-aliasing
- importing an image for use
- converting to a movieclip to apply a filter
- introducing dynamic text
- fixing the size and making it scrollable
- adding the all important scroll bar
- making our text and images accessible
- considering localisation of content
The About Page
- working in the library
- producing more interesting content
- don’t forget accessibility and localisation
- using the scroll pane to make it scroll
The Products Page
- building another swf
- creating each “item” as a movieclip
- using the UILoader to load images at runtime
- the download preview
The Contact Page
- using scenes for navigation
- building a more interesting navigation bar with images
- applying a class to our buttons
- duplicating the scenes
- applying a document class to resolve navigation
- importing images
- making the map more exciting with a component
- building a form to collect information
- the importance of instance names
Publishing and Previewing Our Microsite
- reviewing the publish settings
- publishing the movie
- viewing in the browser
Day 5 – The Design <→ Develop Workflow*
The Key is in the Name
- planning and communication
- the initial design prototype and the first development meeting
- symbol names and types
- instance names
- “export for actionscript” and eloquent structure
Banner Advert ClickTags
- the theory of banner advert providers
- an insight into the html
- applying a document class to our banner
- viewing the example online
A Preloader
- movie structure
- “export for actionscript”
- looking at the bandwidth profiler
- adding a preloader scene
- changing the compiler settings
- using the deco tool to produce a preloader animation
- linking to our document class
- testing the movie and simulating the download
A ProgressBar
- the progress bar plan
- working in layers
- instance names and registration points
- masks can make things look great!
- clever looping animation
- using and naming our progress bar
- linking to the class definition
- testing the movie and simulating the download
A Photo Gallery
- the prototype sketch
- preparing our photos using batch processing
- writing an xml file
- building our flash movie
- creating dummy movieclips
- dynamic text and embedding fonts
- adding backgrounds and borders
- linking in our document class
- testing the movie and simulating the download
A Presentation
- working with scenes
- adding some animation
- playing it through
- it would be nice to have some control
- applying our code from the developer
- exploring the functionality
A Simple Tabbed View
- building our tabs
- building our pages
- naming the instances
- linking the pages and tabs to the base class
- enabling the component definitions
- viewing the component inspector
- setting the parameters
- testing the movie
A 3D Carousel
- building each item as a movieclip
- building a popup as a named instance
- creating a dummy movieclip to determine width, height and position
- applying a background gradient
- compile items into a CarouselItems movieclip and “export for actionscript”
- link our carousel to the developer’s code
- testing the movie
An MP3 Player
- building our individual components
- bringing them together and naming the instances
- linking our MP3Player to the developer’s code
- enabling the component definition
- drag and drop the component into the design
- use the component inspector to set the mp3 filename
An e-Book
- building our individual components
- bringing them together and naming the instances
- linking the document to our developer’s code
- testing the movie and exploring the functionality
A 3D Loader for Product Visualisation
- building a dummy placeholder
- linking to the developer’s code
- enabling the component definition
- adding the component to the movie
- setting the 3d filename in the component inspector
- testing the movie and exploring the functionality
Flash Adobe Certified Associate Exam
- Preparation
- Exam
- Pass or fail?
So you wish to know more? Simply enter your details - and we'll contact you back.
Here’s what you get on an Academy Class
Course Materials
We typically supply detailed course notes or a reference text, or in some cases both. Either way, we try to provide sufficient supporting material so that you can return to your work place with sufficient confidence to permit further learning.
We like to look after our customers with:
Luncheon Vouchers are provided so you can get lunch of your choice from one of the many local Cafes. We also provide Chilled water, posh coffee & Tea, biscuits and sweets, sugar and spice and all things nice!
90 DAY Support
There is nothing worse than leaving a course and feeling left on your own. We like to ensure our customers have all the support and backup they need which includes 90 days unlimited support by phone or email, and a free re-sit of the course you attended within 6 months.
You also get
A certificate of completion.
Creative Suite for Web Design
- OVERVIEW
- DESCRIPTION
- OUTLINE
- WHAT YOU GET
- ENQUIRE
- 0800 043 8889
Learn to build websites with the 2 most popular tools in web design. Adobe Flash and Dreamweaver.
This class is taken in 2 parts. First you will take the Dreamweaver 101 Rookie class and follow this up with the Flash 101: Rookie class. Please contact us for the dates of this course if not shown.

- Level: Fast Track - Introduction 1
- Time: 10 AM - 5 PM
- Duration: 5 Days
- Cost: £997 ex VAT
Choose the date you would like to book:
If no dates appear then please call 0800 043 8889 for more date information
Website design can be confusing to get started with. But with our Adobe Certified Instructor led class we will show you how Adobe Dreamweaver and Adobe Flash can make it simple. Two of the most important software programs when building websites are Adobe Dreamweaver and Adobe Flash. Learn the basics of Dreamweaver and Flash and in just 5 days you’ll be creating your very own attractive and workable websites.
This course is for novice Adobe Flash and Adobe Dreamweaver users. People who want to learn how to build websites using Flash and Dreamweaver.
To gain the most from this class, students should be familiar with the web and its terminology. You should have a basic working knowledge of either the Windows or Mac interface as well as exposure to either Microsoft Word, Excel or PowerPoint. You should know how to launch an application, create and save files, and copy files.
- Adobe Dreamweaver Interface Basics,
- Creating a website,
- Controlling document structure,
- Intro to Cascading Style Sheets,
- Adding Graphics,
- Building Successful Site Navigation,
- Designing Pages with CSS,
- Fireworks -Dreamweaver integration,
- Creating Templates and Site Maintenance,
- Create an Adobe Flash Document,
- Set up a Adobe Flash document,
- Import and create graphics,
- Use Adobe Flash drawing tools,
*Create and use symbols, - Produce Motion and Shape animations,
- Import Sound and Video,
- Use Scipt Assist and Behaviors to add simple interactivity
- Publish an Adobe Flash Document in one of several formats.
Introducing the Course
- Understanding the course format
- Reviewing the course objectives and prerequisites
- Looking at the course outline
- Adobe Flash New Features*
- New user interface
- Adobe Photoshop and Illustrator integration
- New drawing tools
- Actionscript 3.0
- Actionscript 3.0 Animation
- Actionscript 3.0 Debugger
- Flash Video Technology
- UI componenets
- Adobe Device Central
Creating and Importing Graphic Assets
- Working with different graphic formats
- Importing bitmap graphics
- Importing vector graphics
- Working with layers and layer folders
- Using the drawing tools
- Using object and merge drawing
- Working with the Color panels
- Creating and using Graphic symbols
- Using the Library panel
Using Text Effectively
- Using the Text tool
- Adding and formatting static text
- Changing font rendering methods
- Adding input text fields
- Embedding fonts in input text fields
- Using font best practices
Creating Animations
- Working with the Timeline
- Using Keyframes blank
- Keyframes and frames
- Creating motion tweens
- Creating shape tweens
- Creating transition effects
- Using animation best practices
Adding Actionscript with Script Assist and Behaviours
- Using Script Assist
- Adding actions to a frame
- Creating and using Button symbols
- Adding behaviours to a button
- Loading external SWFs
Using Moving Clips
- Creating and using Movie Clip symbols
- Organizing a Movie Clip Timeline
- Using actions to control a Timeline
- Using frame labels
- Responding to user interactions
Adding Sound and Video
- Importing sound
- Changing sound properties
- Adding sound to a Timeline
- Embedding video in a Timeline
- Using the FLV Playback component
Publishing Flash Documents
- Using different publishing formats
- Using publishing profiles
- Adding Flash Player detection
- Publishing for deployment
Dreamweaver New Features
- CSS Layouts
- CSS Management
- CSS Advisor
- Browser Compatibility
- Spry Data
- Spry Widgets
- Spry Effects
- Photoshop Integration
- Adobe Device Central
- Adobe Bridge
Getting Started
- Introducing Dreamweaver
- Learning the interface
- Defining a local site
- Creating a website
Adding Content to a Site
- Adding content
- Controlling document structure
- Making lists
- Adding horizontal rules
- Adding special characters
Formatting with Cascading Style Sheets
- Formatting text
- Introducing cascading style sheets
- Creating styles
- Exporting CSS rule definitions
- Creating class styles
- Attaching external style sheets
- Creating advanced styles
- Creating a new external style sheet
- Displaying styles
- Understanding cascading order and inheritance of styles
Working with Graphics
- Using graphics on web pages
- Placing graphics on the page
- Modifying image properties
- Editing images
- Doing roundtrip editing with Fireworks /Photoshop
- Customizing the Insert bar
- Adding Flash content
- Adding Flash Video
Navigating Your Site
- Understanding site navigation
- Linking to files in your site
- Linking to sites
- Linking to named anchors
- Adding e-mail links
- Linking from images
- Creating a jump menu
Designing Page Layouts with CSS
- Understanding page layout
- Using layers for layout
- Adding CSS to layers
- Using absolute and relative positioning
- Designing with DIVs
- Designing navigation links with CSS
- Importing tabular data
- Using table layout view
Using Libraries and Templates
- Using site library items
- Creating site templates
- Defining editable regions
- Using templates
- Applying a template to an existing page
- Modifying templates
Creating Forms
- Understanding forms
- Processing a form
- Setting focus in a form
- Validating a form
Testing
- Maintenance
- and Uploading
- Testing your site
- Maintaining your files and folders
- Connecting to a remote site
- Synchronising files
So you wish to know more? Simply enter your details - and we'll contact you back.
Flash 101: Rookie
- OVERVIEW
- DESCRIPTION
- OUTLINE
- WHAT YOU GET
- ENQUIRE
- 0800 043 8889
Getting to Grips with Drawing
Shape Interaction
Working in Layers
Spelling it out
Enhancing the Design with Images
Being Symbolic?
Using the Mask
Tweening Time
Publishing your Movie
The Building Blocks of a Simple Microsite
Building our first page
Building the other pages
Publishing the Microsite
- Level: Introduction 1
- Time: 10 AM - 5 PM
- Duration: 2 Days
- Cost: £497 ex VAT
Choose the date you would like to book:
If no dates appear then please call 0800 043 8889 for more date information
This course is aimed at designers and developers who are new to Flash and want to get to grips with the user interface and learn the basics of animation and interactivity.
This course is aimed at designers and developers who are new to Flash and want to get to grips with the user interface and learn the basics of animation and interactivity.
As this course is aimed at beginners all that is assumed is that delegates are familiar with the web, its terminology and how flash is used within this environment.
You will learn how to get the most of the flash design interface, creating engaging graphics, text and animation; and build stunning interactive content.
Day 1 – Getting Started
Introducing Flash
- launching flash
- resetting the workspace
- exploring the welcome screen
- the flash files explained
- creating our first flash file
- the panels
- modifying the movie properties
- saving the file
Getting to Grips with Drawing, strokes
- the line tool
- using the black mouse pointer to manipulate the line
- changing the stroke’s properties
- the colour panel and selecting the right options
- the pen tool
- the pencil and its crafty modes
Getting to Grips with Drawing, fills
- the basic shapes
- watching out for the stroke/fill conundrum
- manipulating shapes
- the color panel and fills solid
- bitmap and gradients solving classic problems
Shape Interaction
- working in a single layer causes its problems
- accidental fill on fill but this can be useful
- compound shapes and slicing shapes up
- stroke fill interactions
Working in Layers
- building new layers
- locking previous layers to prevent modification
- hiding and showing layers
- outline view as an alternative to visibility
- adding shadows to our design
Spelling it out
- the text tool
- checking the properties before you type
- adding our text
- back to black
- changing the properties
- discussing the anti-alias options
- working with large blocks of text
- an example of text orientation
- breaking apart text and applying a stroke
Enhancing the Design with Images
- a simple import to stage
- let’s take a look at workflow
- decide upon the size
- resize in fireworks
- using image preview to manipulate the quality
- exporting the image
- import to library and use the symbol in the movie
- a workflow for transparent content
- open the image in fireworks
- export as PNG32 to maintain transparency
- import to library and explore the bitmap properties
- working with ‘vector’ artwork
- tracing line-art drawings
- is it worth it?
- some nice examples
Being Symbolic?
- the concept
- convert to symbol, shape, text and image
- compare and discuss the symbol types
- look at colour effects
- look at filters
- reuse is the key
- blend modes
Using the Mask
- importing an image
- creating a new layer
- using the grid fill deco tool
- turning it into a mask
- locking layers and preview
Tweening Time
- steps to happiness
- tweening different properties, movement, alpha, scale and rotation
- putting it into practise,let’s build a banner
- the magic staircase
- animating images
- cache as bitmap
- exploring easing and breaking up a tween
Publishing your Movie
- a quick look at publish settings
- publishing the movie
- reviewing the output
Day 2 – Getting all interactive
Back to Banners
- banner advert sizes
- let’s build a banner to brush up our skills
- alphas, movement, scale, blur
- placing backgrounds and borders on our banner
- advertisement text
- transparent corners
- creating movieclips in retrospect
- masking revisited
- using a mask in an animation
- shape tweening and the spray brush
- how to add a simple link and let’s copy and paste the code
The Building Blocks of a Simple Microsite
- building a button,
- separating shape and colour
- creating a button symbol
- bevel filters and tint effects
- adding audio to the click and adding some dummy text
- duplicating symbols
- duplicating our button
- modifying the text
- bringing the buttons together
- grouping the buttons using a movieclip
- giving everything a name
- using a movieclip for the background
- building the symbol off the stage and it’s not the size that’s important
- sketching out the design
- a quick storyboard
- identifying extra elements
- rounded corners and 9-slice scaling
Building our first page
- the home page
- layers and layer names
- adding our library content
- adding text and applying formatting
- getting gradient text using masks
- image import and workflow revisited and lorem ipsum as a cheat
Building the other pages
- Using scenes to separate our pages
- getting the content in the same place
- duplicating the title symbol and then swapping it out
- swapping out the image
- modifying the layout
- naming our scenes
- modifying behaviour with a sprinkling of script
- adding some code to make the buttons work
- sneaking in a simple preloader
- adding labels to our frames as anchors
- changing our publish settings to enable the anchors
- reviewing the movie and fixing any problems
Publishing the Microsite
- Publish settings and the flash player version
- Reviewing our result
So you wish to know more? Simply enter your details - and we'll contact you back.
Flash 201: HotShot
- OVERVIEW
- DESCRIPTION
- OUTLINE
- WHAT YOU GET
- ENQUIRE
- 0800 043 8889
- Use the motion editor for animation
- Blend modes and reflections in Flash
- The basics of frame by frame and character animation
- 3D in Flash
Become an Adobe Certified Associate in Flash
- Level: Intermediate 2
- Time: 10 AM - 5 PM
- Duration: 3 Days
- Cost: £697 ex VAT
Choose the date you would like to book:
If no dates appear then please call 0800 043 8889 for more date information
Take your Flash Designer skills to the next level and certify as an Adobe Certified Associate in Flash
Designers are often faced with the same Flash problems, this course is aimed at helping designers to structure their designs well in Flash and to integrate with ActionScript3 code written by development team members. The course breaks down into 2 distinct sections, the first looks at advanced design and animation techniques exploring some of the latest features of Flash and design best practice, the second looks at the design <? develop workflow in Flash and ActionScript3 through a series of workshop examples where design is structure to work in harmony with development.
You will also practice and take the Flash Adobe Certified Associate (ACA) exam at the end of the class. Get recognised for your new skills. Get Certified.
This course is aimed at graphic designers who have a firm understanding of the basics of Flash design having attended our Flash 101 – Rookie course or through similar industry experience and who want to take their Flash skills up to the next level working more heavily with interactive content and development workflow.
Delegates should have attended the Flash 101 – Rookie course or have a similar level of industry experience before considering attending this course.
You will learn how to
- Use the motion editor for animation,
- Blend modes and reflections in Flash,
- The basics of frame by frame and character animation,
- 3D in Flash.
These skills will then be built upon to explore design and best practice and architecture. The course is then rounded off with a workshop session where delegates solve common flash design dilemmas such as preloaders and progress bars, carousels, e-books and 3D product visualisation.
You will also prepare for and take the Adobe Certified Associate Exam (ACA) in Flash
Banner adverts
- Dimensions & file sizes
- Working our graphics before use
- The Kuler extension
- Motion tweening with the motion editor & easing
- Duplicating motion to a second symbol
- Motion presets
- Mask layers & MovieClips in retrospect
Introducing Interaction
- MovieClips as buttons
- Using this to create popups
- Blend modes & reflections
- Instance names
- Scaling symbols & 9-slice view
- The scroll pane & scrolling content
Adding Video
- Importing video into Flash
- Encoding using Adobe Media Encoder
- Progressive vs. Streaming
- Embedding video onto Timeline
- Streaming Services & Adobe Flash Media Server
Working with Sound
- Importing different sound formats
- Adjusting the sound parameters
- Sound compression settings
- Adding sound via the timeline
- Adding sound from the properties pane
- Controlling sound on keyframes
- Adding sound effects
- Building custom sound envelopes
- Code Snippeting AS3 to control the sound
- Understanding ActionScript terminology
Building an animation on a path
- Controlling an object to follow a custom path
- Tweaking the path with the pen tool
- Change fill to paths
- Easing in & easing out
- Building a button & making it work
- Adding buildings & trees using Art Deco Tool
- Adding sound to a button
Frame-by-Frame Animation
- Illustrator as a tool
- The import process
- Drawn & scanned content
- Import an image series
- Tracing bitmaps & optimizing curves
Character Animation and the Bones Tool
- Importing from Illustrator & MovieClips
- Using the Bones tool
- Building a basic animation
- Constraining Joints
- Defining poses
- Creating a walk-cycle
Working in 3D
- First, the limitations
- Using perspective to produce a different design
- Gradient styles
- Bitmap fills
- Blend modes to darken into the distance
- Movement in 3D & the motion editor
- Rotation, translation & perspective in 3D
- Publish settings & GPU acceleration
- Building & animating a 3D Cube
Working with XFL
- After Effects to Flash workflow and FLV vs. XFL
- Indesign to Flash using XFL
Getting it all online
- Using a swf in a dreamweaver page
- Window modes & overlapping divs
- The code produced by flash & how to use it
- Understanding Flash player detection
Develop Workflow
- Planning & communication
- Convention in naming symbols
- Instance names
- ‘Export for actionscript’
Preloader
- Movie structure
- AS3 Linkage
- The bandwidth profiler
- Adding a preloader scene
- Changing the compiler settings
- Produce a preloader animation
- Linking to our document class
- Testing the movie & simulating the download
ProgressBar
- The progress bar plan
- Working in layers
- Instance names & registration points
- Masks can make things look great!
- Creating a ticking clock
- Using & naming our progress bar
- Linking to the class definition
- Testing the movie & simulating the download
Presentation
- Adding some animation
- Playing it through
- Simple Presentation template
- Advanced Presentation template
3D Carousel
- Building each item as a MovieClip
- Building a popup as a named instance
- Applying a background gradient
- Compile items into a Carousel Items
- Link our Carousel to the developer’s code
- Testing the movie
Flash Adobe Certified Associate Exam
- Mock Exam
- Discussion on Exam Questions
- Preparation
- Practice Exam
- Flash Adobe Certified Associate Exam
- Pass or Fail
So you wish to know more? Simply enter your details - and we'll contact you back.
Flash 301: Actionscript Rookie
- OVERVIEW
- DESCRIPTION
- OUTLINE
- WHAT YOU GET
- ENQUIRE
- 0800 043 8889
Day 1 – Introducing Actionscript
Day 2 – Orientation to OO Development
Day 3 – Working with an Entire Project
- Level: Introduction 1
- Time: 10 AM - 5 PM
- Duration: 3 Days
- Cost: £697 ex VAT
Choose the date you would like to book:
If no dates appear then please call 0800 043 8889 for more date information
This course is aimed at advanced flash designers and budding ActionScript3 developers who want to get to grips with the basic syntax and style of ActionScript3, get an introduction to object oriented programming and put it all in to practise.
This course is aimed at designers with an advanced knowledge of Flash design who wish to push their workflow forward into developers, and at experienced web developers who wish to get a firm grounding in object oriented ActionScript3.
Delegates should have previously attended the Flash 101 Rookie and Flash 201 HotShot courses or have similar industry experience. They will benefit from knowledge of other web programming languages such as JavaScript, Java, C# etc.
On day 1 you will learn the how to manipulate you visual design using ActionScript, apply filters programmatically and adding mouse interactivity and animation.
On day 2 you will about object oriented coding in ActionScript3 and how this can be used in conjunction with design to produce fast paced and independent workflow.
On the final day you will put all this knowledge into action building a microsite project made up of many separate documents where preloaders and progress are key and loading external content vital to its success.
Day 1 – Introducing Actionscript
Introducing Actionscript
- a brief history of flash
- Actionscript 123
- building a flash file
- exploring the document settings
- adding code on the timeline
- layers, organization and good structure
The Actionscript Syntax
- adding comments
- variables and assigning memory
- data types and assigning values, String, Number, int, uint, Boolean
- complex data types, instantiation an Date
- trace – your best friend in flash development
- breakpoints, debugging and the downloads
Controlling our Visual Design with our Code
- the importance of instance names
- feeling your way in the dark
- strong typing and defining aliases in code
- using getChildByName to access the ‘named’ objects
- casting – giving flash a hint
- modifying a movieclip’s properties, x, y, alpha, scaleX, scaleY, rotation
- saving time (but not effort) with with
All the Worlds a Stage
- the width and height of the stage
*some useful properties, frameRate, fullScreenWidth, fullScreenHeight, displayState, wmodeGPU
Using the Stage Dimensions
- randomizing properties, x (Math.random() * this.stage.stageWidth) etc
- its no fun with just 1 – the for loop and numChildren
- that’s great, but what if we want 142
Tidying up the Code
- functions to do stuff
- call the functions
- passing an object to a function
If you can do it in Design
- we’ve seen alphas
- what about a tint
- importing extra libraries
- filters such as bevel
- drop shadow and blur
- introducing arrays
- some simple shorthand and more formal instantiation
Adding Mouse Interaction
- asking questions ‘an if and an is’
- the buttonMode property
- adding event listeners (the trickiest of all)
- event handling functions and the game of catch
- back to trace
- event.target
Controlling the Flow
- stopping the movie
- making it start again and designing a button to do it
- changing the mouse pointer
- adding an audible click using the code
Making Interaction More Interactive
- mouse down and mouse up
- enabling drag and drop
- limiting the drag area
- watching out for classic problems
- bringing our item to the top
- adding and removing a drop shadow
Scripted Animation Using the Tween Class
- importing the necessary
- on drop. plummet
- its ok, but where’s gravity gone? – easing to the rescue
Day 2 – An Orientation to Object Oriented Development
Drawing is so passe
- when we draw we create an object, can we do it in code?
- our first class
- extending code to save time and effort
- the constructor function
- shapes and the drawing api
- this is all a bit conceptual, let’s put one on the stage
- making our shape randomly position itself
- applying a gradient fill with code
- applying a tint in a random colour
Perhaps this is a bit Extreme
- Design <→ Develop workflow
- draw in the library, control behaviour in code
- our second class
- public and private instance variables
- reintroducing our randomness
- add many from the stage and see the code take charge
So if we can Inherit Behaviour
- he concept of inheritance
- a simple UML diagram
- sneaking something in the gap
- writing a ‘drag and drop’ movieclip class
- applying this to our class using inheritance
- testing the behaviour
Controlling the Whole Movie
- if we can control each library item, can we control the movie?
- getting the code off the timeline
- the document class – a massive movieclip
- loading and playing an mp3 bed
- controlling the volume of the audio
- event listeners and the id3 meta data in the mp3
Allowing Our Objects to Move
- can we give an object motion?
- instance variables and introducing setters/getters
- waiting until our object is on the stage
- the ‘enter frame’ event
- handling the event in a protected function
- using the Point class to help with the trigonometry
- checking we’re still on the stage
- apply the behaviour to some library items as the ‘base class’
Keeping Track of Each Other
- instance versus class variables
- maintaining a list in a static variable
- iterating through the array on enter frame
- performing a hit test
- handling the collision
- notifying the parent container
- handling this notification
Watching Some Video
- building a simple interface
- toggling the play/pause button
- displaying the flv filename
- allowing our movie to change the filename
- getting the video to work
Watching Ourselves
- using the camera
- taking a snapshot
- bitmaps and bitmapdata
- using the UILoader class to display the snapshot
Day 3 – Working with an Entire Project
Working in a Project
- creating a flash project
- creating and setting our default document
- coming up with a design
- building our scene
- working in layers
- buttons, movieclips and navigation
- splitting out our pages into modules
- loading them in with the UILoader
- adding our document class and working in folders
Building a Preloader
- building a preloader animation
- adding a scene for it
- the bandwidth profiler gives it all away
- ‘export for Actionscript3’ and the compiler settings
- writing the ‘PreloadedDocument’ base class
- implementing the base class with inheritance
- testing the movie and simulating the download
Tracking the Progress
- creating the ‘ProgressDisplay’ movieclip
- discussing the design
- building the components and naming the instances
- adding it in and naming it!
- writing the code to control it
- testing the movie and simulating the download
Building Our Pages as Separate Movies
- working with multiple swfs
- adding the movies to the project publish list
- designing the scenes
- implementing our preloader and progress
- testing the movies individually
Implementing the Navigation
- listening for mouse events
- event.target and the switch statement
- getChildByName and the UILoader
- loading the correct page
- testing the movie and simulating the download
Dynamically Loading Text
- The Home document class
- changing our static text to be dynamic
- getChildByName and setting the text programmatically
- font embedding
- extracting our text into an external file
- adding some html formatting to the text
- loading the text from the file
- tracking the load complete event
- displaying the text in the dynamic text box
- exploring the html formatting
- revisiting our font embedding
- adding scrollable functionality to the text box
Going Even Further
- we want to build a list of products
- building the list in another fla
- implementing the preloader
- using a scroll pane to load the content
- testing the project and simulating the download
Bonus Topic – Loading XML Data
- loading some xml, after all its only text
- breaking it down and grabbing what we want
- looping through and tracing out the data
- homework – try and build the products list dynamically
So you wish to know more? Simply enter your details - and we'll contact you back.
Flash 302: Actionscript + ACE
- OVERVIEW
- DESCRIPTION
- OUTLINE
- WHAT YOU GET
- ENQUIRE
- 0800 043 8889
Continue your Flash Actionscript learning over 2 days and prepare for the the ACE exam to become a Flash Adobe Certified Expert
- Level: 4 3
- Time: 10 AM - 5 PM
- Duration: 2 Days
- Cost: £547 ex VAT
Choose the date you would like to book:
If no dates appear then please call 0800 043 8889 for more date information
This 2 day course will coach you and take you through a series of questions that will prepare you and set you ready for sitting the Adobe Flash CS5 A.C.E. (Adobe Certified Expert) exam. The topics that will be covered will take you through from the planning and designing phases of Flash to creating and managing the assets and programming concepts in ActionScript 3.0. Finally we will look at publishing methods for publishing your Flash project in different formats on different devices.
This course is suitable for anyone who had attended the Adobe Flash ActionScript 3.0 Rookie 301 course or with similar skillset that is looking to pass the Adobe Flash ACE exam.
Flash Actionscript 301 or equivalent experience
Planning & Designing Flash Applications
Creating & Managing Assets
3D in Flash
Inverse Kinematics
New CS5 Features
Programming with ActionScript 3.0
Working with ActionScript Classes
Testing Flash Applications
Planning & Designing Flash Applications
- Understanding Flash Lite
- Accessibility in Flash
- Adobe AIR’s usage
- Advertising standards
- FXG Format
- XFL file Format
Creating & Managing Assets
- Keyboard Shortcuts
- Working with the Library
- Lossy vs. Lossless
- Symbols and their uses
- Filtering in the Library
- Functionality of Flash tools
3D in Flash
- 3D Rotation & Transformation
- Vanishing point & Perspective in 3D
- Local Space vs. Global Space
Inverse Kinematics
- Armature Poses and Merge-Shapes
- Bones Tool & Bind Tool
- Joint X & Y Translation
- Degrees of Freedom
- Speed parameter on Armature
New CS5 Features
- TLF text engine
- Font Embedding
- Building, Tree, Decorated Brush
- FLVPlayback component
- Cue points
Programming with ActionScript 3.0
- Basics of OOP & Polymorphism
- blendMode method
- Getter’s & Setters
- Implement & Interface
- Public vs. Private
- Code Snippets, Auto-Fill & Code Hints
- Linkage & conventions
- Using trace() method
- Working with FullScreen
Working with ActionScript Classes
- Understanding Classes, Class Hierarchy & Packages
- Using the Document Class
- What is a Constructor, Data Type & Namespace
- Timer, Graphic, Rectangle, Shape, TextField Classes
- Loader Class & contentLoaderInfo property
- URLLoader & navigateToURL
- URLRequest, URLStream & URLVariables
- Sound Class & load() method
- SharedObject & flush() method
- ExternalInterface Class
Testing Flash Applications
- Bandwidth profiler
- Simulating Download Speeds
- Publish Settings & Generating reports
- Debugging, Watchlists & breakpoints
- Device Central
- Cross-Domain Policy
So you wish to know more? Simply enter your details - and we'll contact you back.
Flash 401: Actionscript HotShot
- OVERVIEW
- DESCRIPTION
- OUTLINE
- WHAT YOU GET
- ENQUIRE
- 0800 043 8889
Straight in at the Deep End
Dynamically Creating Content
Custom Events that Carry Data
A Favourites List
Using FlashVars
Making it Look Good
Building an Audio Player
Toggling to Full Screen
Downloading Images From Our Application
Exploring the Idea of Popups
- Level: Advanced 3
- Time: 10 AM - 5 PM
- Duration: 2 Days
- Cost: £547 ex VAT
Choose the date you would like to book:
If no dates appear then please call 0800 043 8889 for more date information
You already have Flash Actionscript experience but imagine being able to build even more flexible and dynamic design based Flash content after just 2 days training!!
Take your skills to the next level. This course will also helps prepare you for the Adobe Certified Expert Exams in Flash
This course is aimed at Flash developers who have been working with object oriented ActionScript 3 and are looking to further their skills and gain a more in depth understanding of ActionScript 3 and the design patterns and methodologies applied in the real world.
This course is for Flash developers who have a solid knowledge of object oriented actionscript 3 and are looking to gain further insight into application design and architecture with custom events, inheritance and design patterns.
Delegates are expected to have attended the Flash 301 – Actionscript course or have a similar level of industry experience. Newcomers to ActionScript 3 are recommended to first attend the Flash 301 – Actionscript course or attend the Flash Actionscript Jumpstart Zero to Hero which covers both agendas.
You will learn about design patterns in ActionScript 3, custom events and how they can be used to carry data between your components, inheritance, interfaces and oo theory and how to manipulate and produce advanced flash components.
Straight in at the Deep End
- a revision of OO and the document class
- design patterns and introducing mvc
- planning our strategy
- the model and the singleton pattern
- handling the logic in the controller
- custom events and inheritance
- the problem with events
- building an event bus
- commands to do the work and interfaces
- linking the event to the command
- triggering our first command
- utilizing someone else’s code – the flex sdk
- loading our data from an xml file
- strong typing and valueobjects
- responders, asynctokens and the model
- telling the view our data’s ready
Dynamically Creating Content
- first, build a visual representation of the component
- program the class and alias the visual children
- expose the properties using setters and getters
- think about accessibility
- linking to the model
- for each iteration
- adding and positioning children
- the scroll pane as a useful tool
- rollover interaction and the mouse enabled property
Custom Events that Carry Data
- previewing a product
- dispatch from a view, handle in the controller
- store the “selected” item in the model
- notifying the view
- constructing the component
- writing the class to tie it all together
A Favourites List
- movieclips as buttons and a handy base class
- events and commands to add to the favourites
- using the List control and the DataProvider class
- checking we’re not adding the same product twice
- removing a single item from the list
- removing all the items from the list
- storing the favourites for next time
- loading the favourites next time in
Using FlashVars
- passing data from the html into the movie
- allow the xml filename to be passed in
- breakpoints and debugging
- making our movie load a different xml file
Making it Look Good
- nesting our movieclips allows us to apply effects, but not hinder functionality
- adding a little loading animation
Building an Audio Player
- the visual components
- an event architecture
- loading and playing the sound
- id3 tag info and displaying it in a text box
- controlling the volume
- muting the sound
- BONUS – analyzing the sound and displaying the frequency spectrum
- using compiler meta data to add a component definition
- using the component definition in the designer
- passing in the filename using the component inspector
- using our player in the products application
Toggling to Full Screen
- building a toggle button
- listening to the stage
- changing the display state
- making it work in the browser with html
- using our full screen toggle in the products application
- discussing the stage scale modes
Downloading Images From Our Application
- a custom event
- linking to a custom command
- the FileReference class
- event listeners and notification of the download
- notifying the user with a modal popup
Exploring the Idea of Popups
- a compare favourites panel
- iterating through the favourites data
- adding instances of a “compare” movieclip
- using the scroll pane horizontally
- adding and removing the popup
- applying a transition with the transition manager
So you wish to know more? Simply enter your details - and we'll contact you back.
Flash Actionscript ACE Jumpstart
- OVERVIEW
- DESCRIPTION
- OUTLINE
- WHAT YOU GET
- ENQUIRE
- 0800 043 8889
Learn Adobe Flash Actionscript intensively over 5 days and prepare for the Adobe Certified Expert Exam (ACE) to become a Flash Adobe Certified Expert
- Level: Advanced 3
- Time: 10 AM - 5 PM
- Duration: 5 Days
- Cost: £997 ex VAT
Choose the date you would like to book:
If no dates appear then please call 0800 043 8889 for more date information
You already know how to use Adobe Flash from a design perspective but are now ready to learn Adobe Flash Actionscript and prepare to become an Adobe Certified Expert in Flash. Learn more than you would about Flash Actionscript than the Academy Class 5 day class AND prepare for the Flash Adobe Certified Expert exam (ACE)
This course is aimed at designers with an advanced knowledge of Flash design who wish to push their workflow forward into developers, and at experienced web developers who wish to get a firm grounding in object oriented ActionScript3. there is a lot more content on this 5 day class compared to the Academy Class 3 day Actionscript class. This class is also perfect for people who would like to go on and take the Adobe Certified Expert Exam in Flash
Delegates should have previously attended the Flash 101 Rookie and Flash 201 HotShot courses or have similar industry experience. They will benefit from knowledge of other web programming languages such as JavaScript, Java, C# etc.
Introducing Actionscript
Orientation to OO Development
Working with an Entire Project
Planning & Designing Flash Applications
Creating & Managing Assets
3D in Flash
Inverse Kinematics
Programming with ActionScript 3.0
Working with ActionScript Classes
Testing Flash Applications
Introducing Actionscript
- a brief history of flash
- Actionscript 123
- building a flash file
- exploring the document settings
- adding code on the timeline
- layers, organization and good structure
The Actionscript Syntax
- adding comments
- variables and assigning memory
- data types and assigning values, String, Number, int, uint, Boolean
- complex data types, instantiation an Date
- trace – your best friend in flash development
- breakpoints, debugging and the downloads
Controlling our Visual Design with our Code
- the importance of instance names
- feeling your way in the dark
- strong typing and defining aliases in code
- using getChildByName to access the ‘named’ objects
- casting – giving flash a hint
- modifying a movieclip’s properties, x, y, alpha, scaleX, scaleY, rotation
- saving time (but not effort) with with
All the Worlds a Stage
- the width and height of the stage
*some useful properties, frameRate, fullScreenWidth, fullScreenHeight, displayState, wmodeGPU
Using the Stage Dimensions
- randomizing properties, x (Math.random() * this.stage.stageWidth) etc
- its no fun with just 1 – the for loop and numChildren
- that’s great, but what if we want 142
Tidying up the Code
- functions to do stuff
- call the functions
- passing an object to a function
If you can do it in Design
- we’ve seen alphas
- what about a tint
- importing extra libraries
- filters such as bevel
- drop shadow and blur
- introducing arrays
- some simple shorthand and more formal instantiation
Adding Mouse Interaction
- asking questions ‘an if and an is’
- the buttonMode property
- adding event listeners (the trickiest of all)
- event handling functions and the game of catch
- back to trace
- event.target
Controlling the Flow
- stopping the movie
- making it start again and designing a button to do it
- changing the mouse pointer
- adding an audible click using the code
Making Interaction More Interactive
- mouse down and mouse up
- enabling drag and drop
- limiting the drag area
- watching out for classic problems
- bringing our item to the top
- adding and removing a drop shadow
Scripted Animation Using the Tween Class
- importing the necessary
- on drop. plummet
- its ok, but where’s gravity gone? – easing to the rescue
An Orientation to Object Oriented Development
Drawing is so passe
- when we draw we create an object, can we do it in code?
- our first class
- extending code to save time and effort
- the constructor function
- shapes and the drawing api
- this is all a bit conceptual, let’s put one on the stage
- making our shape randomly position itself
- applying a gradient fill with code
- applying a tint in a random colour
Perhaps this is a bit Extreme
- Design <? Develop workflow
- draw in the library, control behaviour in code
- our second class
- public and private instance variables
- reintroducing our randomness
- add many from the stage and see the code take charge
So if we can Inherit Behaviour
- he concept of inheritance
- a simple UML diagram
- sneaking something in the gap
- writing a ‘drag and drop’ movieclip class
- applying this to our class using inheritance
- testing the behaviour
Controlling the Whole Movie
- if we can control each library item, can we control the movie?
- getting the code off the timeline
- the document class – a massive movieclip
- loading and playing an mp3 bed
- controlling the volume of the audio
- event listeners and the id3 meta data in the mp3
Allowing Our Objects to Move
- can we give an object motion?
- instance variables and introducing setters/getters
- waiting until our object is on the stage
- the ‘enter frame’ event
- handling the event in a protected function
- using the Point class to help with the trigonometry
- checking we’re still on the stage
- apply the behaviour to some library items as the ‘base class’
Keeping Track of Each Other
- instance versus class variables
- maintaining a list in a static variable
- iterating through the array on enter frame
- performing a hit test
- handling the collision
- notifying the parent container
- handling this notification
Watching Some Video
- building a simple interface
- toggling the play/pause button
- displaying the flv filename
- allowing our movie to change the filename
- getting the video to work
Watching Ourselves
- using the camera
- taking a snapshot
- bitmaps and bitmapdata
- using the UILoader class to display the snapshot
Working with an Entire Project
Working in a Project
- creating a flash project
- creating and setting our default document
- coming up with a design
- building our scene
- working in layers
- buttons, movieclips and navigation
- splitting out our pages into modules
- loading them in with the UILoader
- adding our document class and working in folders
Building a Preloader
- building a preloader animation
- adding a scene for it
- the bandwidth profiler gives it all away
- ‘export for Actionscript3’ and the compiler settings
- writing the ‘PreloadedDocument’ base class
- implementing the base class with inheritance
- testing the movie and simulating the download
Tracking the Progress
- creating the ‘ProgressDisplay’ movieclip
- discussing the design
- building the components and naming the instances
- adding it in and naming it!
- writing the code to control it
- testing the movie and simulating the download
Building Our Pages as Separate Movies
- working with multiple swfs
- adding the movies to the project publish list
- designing the scenes
- implementing our preloader and progress
- testing the movies individually
Implementing the Navigation
- listening for mouse events
- event.target and the switch statement
- getChildByName and the UILoader
- loading the correct page
- testing the movie and simulating the download
Dynamically Loading Text
- The Home document class
- changing our static text to be dynamic
- getChildByName and setting the text programmatically
- font embedding
- extracting our text into an external file
- adding some html formatting to the text
- loading the text from the file
- tracking the load complete event
- displaying the text in the dynamic text box
- exploring the html formatting
- revisiting our font embedding
- adding scrollable functionality to the text box
Going Even Further
- we want to build a list of products
- building the list in another fla
- implementing the preloader
- using a scroll pane to load the content
- testing the project and simulating the download
Bonus Topic – Loading XML Data
- loading some xml, after all its only text
- breaking it down and grabbing what we want
- looping through and tracing out the data
- homework – try and build the products list dynamically
Planning & Designing Flash Applications
- Understanding Flash Lite
- Accessibility in Flash
- Adobe AIR’s usage
- Advertising standards
- FXG Format
- XFL file Format
Creating & Managing Assets
- Keyboard Shortcuts
- Working with the Library
- Lossy vs. Lossless
- Symbols and their uses
- Filtering in the Library
- Functionality of Flash tools
3D in Flash
- 3D Rotation & Transformation
- Vanishing point & Perspective in 3D
- Local Space vs. Global Space
Inverse Kinematics
- Armature Poses and Merge-Shapes
- Bones Tool & Bind Tool
- Joint X & Y Translation
- Degrees of Freedom
- Speed parameter on Armature
New CS5 Features
- TLF text engine
- Font Embedding
- Building, Tree, Decorated Brush
- FLVPlayback component
- Cue points
Programming with ActionScript 3.0
- Basics of OOP & Polymorphism
- blendMode method
- Getter’s & Setters
- Implement & Interface
- Public vs. Private
- Code Snippets, Auto-Fill & Code Hints
- Linkage & conventions
- Using trace() method
- Working with FullScreen
Working with ActionScript Classes
- Understanding Classes, Class Hierarchy & Packages
- Using the Document Class
- What is a Constructor, Data Type & Namespace
- Timer, Graphic, Rectangle, Shape, TextField Classes
- Loader Class & contentLoaderInfo property
- URLLoader & navigateToURL
- URLRequest, URLStream & URLVariables
- Sound Class & load() method
- SharedObject & flush() method
- ExternalInterface Class
Testing Flash Applications
- Bandwidth profiler
- Simulating Download Speeds
- Publish Settings & Generating reports
- Debugging, Watchlists & breakpoints
- Device Central
- Cross-Domain Policy
So you wish to know more? Simply enter your details - and we'll contact you back.
Flash AS3 Jumpstart - zero to Hero
- OVERVIEW
- DESCRIPTION
- OUTLINE
- WHAT YOU GET
- ENQUIRE
- 0800 043 8889
Day 1 – Introducing Actionscript
Day 2 – Orientation to OO Development
Day 3 – Working with an Entire Project
Day 4 – OO, Events and Design Patterns
Day 5 – Building and Implementing Components
- Level: Fast track to Expert 4
- Time: 10 AM - 5 PM
- Duration: 5 Days
- Cost: £997 ex VAT
-
Private Training
We can organise training for you. We can do it for only one person or a group. Give us a call an we can make arrangements for your course.
Call: 0800 043 8889 -
Live Online Training
With our online toolbox let your global team learn together. Give us a call and we can make arrangements for your course.
Call: 0800 043 8889 -
Academy in a Case
If you can't come to us we can come to you. Give us a call and we can make arrangements for your course.
Call: 0800 043 8889
Adobe Flash Actionscript Jumpstart provides experienced Flash designers with the knowledge and hands-on practice they need to create dynamically generated event-driven animation and interactive games with Flash. And then later we show you how to build even more flexible and dynamic design based Flash content.
This Flash Package is great for people who want to learn ActionScript and a whole lot more. This class is a combination of the Flash Actionscript course and Flash Advanced Actionscript course.
This course provides experienced Adobe Flash designers with the knowledge and hands-on practice they need to create dynamically generated event-driven animation and interactive games with Adobe Flash. The course teaches fundamental programming techniques and begins by introducing core concepts including instance names, variables, functions, properties, and methods; then proceeds through conditions, loops, event handling, and animating with Adobe Flash ActionScript.
Also – this course focuses on teaching students more advanced ActionScript topics that will remove a reliance on Timeline-based visual tools. Students will learn to generate dynamic design and navigation elements that cannot be created without ActionScript.
This course is for Adobe Flash designers who have some experience with Adobe Flash design, Object-oriented programming and would like to learn basic to advanced ActionScript. This class is also fantastic for those who ware wanting to take the Adobe Certified Expert (ACE) exams
To take this course, you should have completed the Adobe Flash ACA Jumpstart course, or have equivalent experience. The desire to learn how to program Adobe Flash content using Adobe Flash ActionScript is a must.
By the end of the training course you will have
- knowledge of Variables and Properties,
- Functions and Methods,
- Text Format Class,
- Attaching Movie Clip Objects at Runtime,
- Event Handling,
- Arrays,
- Objects, and built-in classes,
- Loops and Conditions,
- ActionScript Classes,
- ActionScript Animation,
- Object Drawing Model,
- Blend Modes in Flash,
- Loading XML,
- Advanced Flash Text and CSS,
- Loading Graphics Dynamically,
- Animation with ActionScript,
- Advanced Styling with CSS,
- Components in Flash,
- Attach Movie Clips Dynamically.
Day 1 – Introducing Actionscript
Introducing Actionscript
- a brief history of flash
- Actionscript 123
- building a flash file
- exploring the document settings
- adding code on the timeline
- layers, organization and good structure
The Actionscript Syntax
- adding comments
- variables and assigning memory
- data types and assigning values, String, Number, int, uint and Boolean
- complex data types and instantiation and Date
- trace – your best friend in flash development
- breakpoints, debugging and the downloads
Controlling our Visual Design with our Code
- the importance of instance names
- feeling your way in the dark
- strong typing and defining aliases in code
- using getChildByName to access the ‘named’ objects
- casting – giving flash a hint
- modifying a movieclip’s properties, x, y, alpha, scaleX, scaleY and rotation
- saving time (but not effort) with with
All the World’s a Stage
- the width and height of the stage
- some useful properties, frameRate, fullScreenWidth, fullScreenHeight, displayState and wmodeGPU
Using the Stage Dimensions
- randomizing properties, x (Math.random() * this.stage.stageWidth) etc
- its no fun with just 1 – the for loop and numChildren
- that’s great, but what if we want 142
Tidying up the Code
- functions to do stuff
- call the functions
- passing an object to a function
If you can do it in Design…
- we’ve seen alphas, what about a tint, importing extra libraries filters such as bevel, drop shadow and blur
- introducing arrays, some simple shorthand and more formal instantiation
Adding Mouse Interaction
- asking questions, an if and an is
- the buttonMode property
- adding event listeners (the trickiest of all)
- event handling functions and the game of catch
- back to trace
- event.target
Controlling the Flow
- stopping the movie
- making it start again, and designing a button to do it
- changing the mouse pointer
- adding an audible click using the code
Making Interaction More Interactive
- mouse down and mouse up
- enabling drag and drop
- limiting the drag area
- watching out for classic problems
- bringing our item to the top
- adding and removing a drop shadow
Scripted Animation Using the Tween Class
- importing the necessary
- on drop…. plummet
- its ok, but where’s gravity gone? – easing to the rescue
Day 2 – An Orientation to Object Oriented Development
Drawing is so passe
- when we draw we create an object, can we do it in code?
- our first class
- extending code to save time and effort
- the constructor function
- shapes and the drawing api
- this is all a bit conceptual, let’s put one on the stage
- making our shape randomly position itself
- applying a gradient fill with code
- applying a tint in a random colour
Perhaps this is a bit Extreme
- Design <→ Develop workflow
- draw in the library, control behaviour in code
- our second class
- public and private instance variables
- reintroducing our randomness
- add many from the stage and see the code take charge
So if we can Inherit Behaviour
- the concept of inheritance
- a simple UML diagram
- sneaking something in the gap
- writing a ‘drag and drop’ movieclip class
- applying this to our class using inheritance
- testing the behaviour
Controlling the Whole Movie
- if we can control each library item, can we control the movie?
- getting the code off the timeline
- the document class – a massive movieclip
- loading and playing an mp3 bed
- controlling the volume of the audio
- event listeners and the id3 meta data in the mp3
Allowing Our Objects to Move
- can we give an object motion?
- instance variables and introducing setters/getters
- waiting until our object is on the stage
- the ‘enter frame’ event
- handling the event in a protected function
- using the Point class to help with the trigonometry
- checking we’re still on the stage
- apply the behaviour to some library items as the ‘base class’
Keeping Track of Each Other
- instance versus class variables
- maintaining a list in a static variable
- iterating through the array on enter frame
- performing a hit test
- handling the collision
- notifying the parent container
- handling this notification
Watching Some Video
- building a simple interface
- toggling the play/pause button
- displaying the flv filename
- allowing our movie to change the filename
- getting the video to work
Watching Ourselves
- using the camera
- taking a snapshot
- bitmaps and bitmapdata
- using the UILoader class to display the snapshot
Day 3 – Working with an Entire Project
Working in a Project
- creating a flash project
- creating and setting our default document
- coming up with a design
- building our scene
- working in layers
- buttons, movieclips and navigation
- splitting out our pages into modules
- loading them in with the UILoader
- adding our document class and working in folders
Building a Preloader
- building a preloader animation
- adding a scene for it
- the bandwidth profiler gives it all away
- ‘export for actionscript’ and the compiler settings
- writing the ‘PreloadedDocument’ base class
- implementing the base class with inheritance
- testing the movie and simulating the download
Tracking the Progress
- creating the ‘ProgressDisplay’ movieclip
- discussing the design
- building the components and naming the instances
- adding it in, and naming it !
- writing the code to control it
- testing the movie and simulating the download
Building Our Pages as Separate Movies
- working with multiple swfs
- adding the movies to the project publish list
- designing the scenes
- implementing our preloader and progress
- testing the movies individually
Implementing the Navigation
- listening for mouse events
- event.target and the switch statement
- getChildByName and the UILoader
- loading the correct page
- testing the movie and simulating the download
Dynamically Loading Text
- The Home document class
- changing our static text to be dynamic
- getChildByName and setting the text programmatically
- font embedding
- extracting our text into an external file
- adding some html formatting to the text
- loading the text from the file
- tracking the load complete event
- displaying the text in the dynamic text box
- exploring the html formatting
- revisiting our font embedding
- adding scrollable functionality to the text box
Going Even Further
- we want to build a list of products
- building the list in another fla
- implementing the preloader
- using a scroll pane to load the content
- testing the project and simulating the download
Bonus Topic – Loading XML Data
- loading some xml, after all its only text
- breaking it down and grabbing what we want
- looping through and tracing out the data
- homework – try and build the products list dynamically
Day 4 – OO, Events and Design Patterns
Straight in at the Deep End
- a revision of OO and the document class
- design patterns and introducing mvc
- planning our strategy
- the model and the singleton pattern
- handling the logic in the controller
- custom events and inheritance
- the problem with events
- building an event bus
- commands to do the work and interfaces
- linking the event to the command
- triggering our first command
- utilizing someone else’s code – the flex sdk
- loading our data from an xml file
- strong typing and valueobjects
- responders, asynctokens and the model
- telling the view our data’s ready
Dynamically Creating Content
- first, build a visual representation of the component
- program the class and alias the visual children
- expose the properties using setters and getters
- think about accessibility
- linking to the model
- for each iteration
- adding and positioning children
- the scroll pane as a useful tool
- rollover interaction and the mouse enabled property
Custom Events that Carry Data
- previewing a product
- dispatch from a view, handle in the controller
- store the ‘selected’ item in the model
- notifying the view
- constructing the component
- writing the class to tie it all together
A Favourites List
- movieclips as buttons and a handy base class
- events and commands to add to the favourites
- using the List control and the DataProvider class
- checking we’re not adding the same product twice
- removing a single item from the list
- removing all the items from the list
- storing the favourites for next time
- loading the favourites next time in
Using FlashVars
- passing data from the html into the movie
- allow the xml filename to be passed in
- breakpoints and debugging
- making our movie load a different xml file
Making it Look Good
- nesting our movieclips allows us to apply effects, but not hinder functionality
- adding a little loading animation
Day 5 – Building and Implementing Components
Building an Audio Player
- the visual components
- an event architecture
- loading and playing the sound
- id3 tag info and displaying it in a text box
- controlling the volume
- muting the sound
- BONUS – analyzing the sound and displaying the frequency spectrum
- using compiler meta data to add a component definition
- using the component definition in the designer
- passing in the filename using the component inspector
- using our player in the products application
Toggling to Full Screen
- building a toggle button
- listening to the stage
- changing the display state
- making it work in the browser with html
- using our full screen toggle in the products application
- discussing the stage scale modes
Downloading Images From Our Application
- a custom event
- linking to a custom command
- the FileReference class
- event listeners and notification of the download
- notifying the user with a modal popup
Exploring the Idea of Popups
- a compare favourites panel
- iterating through the favourites data
- adding instances of a ‘compare’ movieclip
- using the scroll pane horizontally
- adding and removing the popup
- applying a transition with the transition manager
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Flash Certification Jumpstart
- OVERVIEW
- DESCRIPTION
- OUTLINE
- WHAT YOU GET
- ENQUIRE
- 0800 043 8889
Learn Flash and become an Adobe Certified Associate (ACA) AND a Flash Adobe Certified Expert (ACE).
this package of Flash courses includes
Flash 101: Rookie
Flash 201: HotShot + ACA
Flash 301: Actionscript
Flash 302: Actionscript + ACE
- Level: Intro to Advanced
- Time: 10 AM - 5 PM
- Duration: 10 Days
- Cost: £1497 ex VAT
-
Private Training
We can organise training for you. We can do it for only one person or a group. Give us a call an we can make arrangements for your course.
Call: 0800 043 8889 -
Live Online Training
With our online toolbox let your global team learn together. Give us a call and we can make arrangements for your course.
Call: 0800 043 8889 -
Academy in a Case
If you can't come to us we can come to you. Give us a call and we can make arrangements for your course.
Call: 0800 043 8889
The most intense and in-depth Adobe Flash training course of its kind in the UK
Immerse yourself in Adobe Flash. Learn Flash from beginners to an advanced level and Get Certified by Adobe by taking the Adobe Certified Associate (ACA) in Flash and also the Adobe Certified Expert (ACE) exam in Adobe Flash.
The Flash Certification Jumpstart training package includes the entire curriculum for total immersion into Adobe Flash. The Flash Certification Jumpstart package is a training program that features a combination of 4 Adobe Authorised Flash training courses for a discounted price. The package does not have a schedule of its own. Each class is scheduled separately and can be taken over a year’s period so you can take the classes as quickly or as slowly as you desire.
Courses include
- Flash 101: Rookie (2 days)*
- Flash 201: Hot shot (3 days)*
- Flash 301: Actionscript Rookie (3 days)*
- Flash 302: Actionscript + ACE Prep (2 days)*
- Adobe Certified Associate (ACA) exam in Flash*
- Adobe Certified Expert (ACE) exam in Flash*
Not only will you know everything there is to know about Flash from zero to Super Hero but you’ll also have the opportunity to prove your knowledge by take the Adobe Certified Expert Exam in Flash.
Adobe Certified Expert (ACE)
Demonstrate your Adobe product expertise by becoming an Adobe Certified Expert in Flash. Use Adobe Certification as a way for getting a pay increase, finding a job, or differentiating yourself by promoting your vast expertise.
Exams can be taken at Academy Class London or a Pearson Vue Prometric testing centre around the UK
This course is aimed at designers and developers who are new to Flash and want to get to grips with the user interface and learn the basics of animation and interactivity right through to an advanced level of Actionscript. At the end of the Flash HotShot class you will also take the accredited Adobe ACA exam in Flash to become a Flash Adobe Certified Associate. At the end of the Flash 302: Actionscript + ACE Prep you will be prepared for the Adobe Certified Expert exams altjhough we’d recommend a further 2-3 months of Flash usage before attempting to take the exam.
To gain the most from this class, students should be familiar with Windows or Mac OS X and be familiar with the web and its terminology.
Everything there is to know about Flash from beginners to an advanced level.
All the content covered in the 4 Flash courses
- Flash 101: Rookie
- Flash 201: HotShot
- Flash 301: Actionscript Rookie
- Flash 302: Actionscript + ACE
You will also be prepared for and take the Flash Adobe Certified Associate (ACA) Exam.
You will also be prepared for the Flash Adobe Certified Expert (ACE) Exam and will have an opportunity to take the exam at a later date once fully confident.
Introducing Flash
- Launching flash
- Resetting the workspace
- Exploring the welcome screen
- The flash files explained
- Creating our first flash file
- The panels
- Modifying the movie properties
- Saving the file
Getting to Grips with Drawing
- Strokes
- Fills
- Solving classic problems
Shape Interaction
- Working in a single layer causes its problems
- Accidental fill on fill (how it can be useful…)
- Stroke – fill interactions
Working in Layers
- Building new layers
- Locking previous layers to prevent modification
- Hiding and showing layers
- Outline view as an alternative to visibility
- Adding shadows to our design
Spelling it out
- The text tool
- Checking the properties before you type
- Adding our text
- Back to black
- Changing the properties
- Discussing the anti-alias options
- Working with large blocks of text
- An example of text orientation
- Breaking apart text and applying a stroke
Enhancing the Design with Images
- A simple import to stage
- Let’s take a look at workflow
- A workflow for transparent content
- Working with ‘vector’ artwork
Being Symbolic
- The concept
- Convert to symbol
- Compare and discuss the symbol types
- Look at color effects
- Look at filters
- Re-use is the key
- Blend modes
Using the Mask
- Importing an image
- Creating a new layer
- Using the grid fill deco tool
- Turning it into a mask
- Locking layers and preview
Tweening Time
- Steps to happiness
• Tweening different properties - Putting it into practise – let’s build a banner
- The magic staircase
- Animating images
- ‘cache as bitmap’
- Exploring easing and breaking up a tween
Publishing your Movie
- A quick look at publish settings
- Publishing the movie
- Reviewing the output
Getting all interactive
Back to Banners
- Banner advert sizes
- Let’s build a banner to brush up our skills
- Alphas, movement, scale, blur
- Placing backgrounds and borders on our banner
- ‘Advertisement’ text
- ‘Transparent’ corners
- Creating movieclips in retrospect
- Masking revisited
- Using a mask in an animation
- How to add a simple link
The Building Blocks of a Simple Microsite
- Building a button o
- Duplicating symbols
- Bringing the buttons together
- Using a movieclip for the background
- Sketching out the design
Building our first page
- The home page
Building the other pages
- Using scenes to separate our ‘pages’
- Getting the content in the same place
- Duplicating the title symbol and then swapping it out
- Swapping out the image
- Modifying the layout
- Naming our scenes
- Modifying behaviour with a sprinkling of script
- Adding some code to make the buttons work
- Sneaking in a simple pre-loader
- Adding labels to our frames as “anchors”
- Changing our publish settings to enable the anchors
- Reviewing the movie and fixing any problems
Publishing the Microsite
- Publish settings and the flash player version
- Reviewing our result
Banner adverts
- Dimensions and file sizes
- Working our graphics before use
- The kuler extension
- Motion tweening with the motion editor and easing
- Duplicating motion to a second symbol
- Motion presets
- Mask layers and movieclips in retrospect
Introducing Interaction
- Movieclips as buttons
- Using this to create popups
- Blend modes and reflections
- Instance names
- Scaling symbols and 9-slice view
- The scroll pane and scrolling content
Frame by Frame Animation
- Illustrator as a tool
- The import process
- Drawn and scanned content
- Import an image series
- Tracing bitmaps and optimizing curves
Working in 3D
- First, the limitations
- Using perspective to produce a different design
- Gradient styles
- Bitmap fills
- Blend modes to darken into the distance
- Movement in 3D and the motion editor
- Rotation in 3D and the classic problem of completion
- Publish settings and GPU acceleration
Working with XFL
- After Effects to Flash workflow
- InDesign to Flash using xfl
Getting it All Online
- Using a SWF in a Dreamweaver page
- Window modes and overlapping divs
- The code produced by Flash and how to use it
Building Better Microsites
The Flash Project
- Creating a project
- Separating content into separate swfs
- The UILoader component
- Backgrounds and 9-slice scaling
- Libraries and runtime sharing
Building Navigation
- Movieclips as buttons
- Frame labels
- Audio on our buttons and runtime sharing
- Grouping buttons as a navigation bar
- Filters revisited
- Instance names
- Accessibility on our buttons
- Applying a document class to intercept interaction
The Home Page
- Static text and anti-aliasing
- Importing an image for use
- Converting to a movieclip to apply a filter
- Introducing dynamic text
- Fixing the size and making it scrollable
- Adding the all important scroll bar
- Making our text and images accessible
- Considering localisation of content
The About Page
- Working in the library
- Producing more interesting content
- Don’t forget accessibility and localisation
- Using the scroll pane to make it scroll
The Products Page
- Building another swf
- Breating each ‘item’ as a movieclip
- Using the UILoader to load images at runtime
- The download preview
The Contact Page
- Using scenes for navigation
- Building a more interesting navigation bar with images
- Applying a class to our buttons
- Duplicating the scenes
- Applying a document class to resolve navigation
- Importing images
- Making the map more exciting with a component
- Building a form to collect information
- The importance of instance names
Publishing and Previewing Our Microsite
- Reviewing the publish settings
- Publishing the movie
- Viewing in the browser
The Design <? Develop Workflow
- Planning and communication
- The initial design prototype and the first development meeting
- Symbol names and types
- Instance names
- ‘Export for Actionscript’ and eloquent structure
Banner Advert ClickTags
- The theory of banner advert providers
- An insight into the html
- Applying a document class to our banner
- Viewing the example online
A Preloader
- Movie structure
- ‘Export for Actionscript’
- Looking at the bandwidth profiler
- Adding a preloader scene
- Changing the compiler settings
- Using the deco tool to produce a preloader animation
- Linking to our document class
- Testing the movie and simulating the download
A ProgressBar
- The progress bar plan
- Working in layers
- Instance names and registration points
- Masks can make things look great!
- Clever looping animation
- Using and naming our progress bar
- Linking to the class definition
- Testing the movie and simulating the download
A Photo Gallery
- The prototype sketch
- Preparing our photos using batch processing
- Writing an XML file
- Building our flash movie
- Creating dummy movieclips
- Dynamic text and embedding fonts
- Adding backgrounds and borders
- Linking in our document class
- Testing the movie and simulating the download
A Presentation
- Working with scenes
- Adding some animation
- Playing it through
- It would be nice to have some control
- Applying our code from the developer
- Exploring the functionality
A Simple Tabbed View
- Building our tabs
- Building our pages
- Naming the instances
- Linking the pages and tabs to the base class
- Enabling the component definitions
- Viewing the component inspector
- Setting the parameters
- Testing the movie
A 3D Carousel
- Building each item as a movieclip
- Building a popup as a named instance
- Creating a dummy movieclip to determine width, height and position
- Applying a background gradient
- Compile items into a Carousel Items movieclip and ‘Export for Actionscript’
- Link our carousel to the developer’s code
- Testing the movie
An MP3 Player
- Building our individual components
- Bringing them together and naming the instances
- Linking our MP3Player to the developer’s code
- Enabling the component definition
- Drag and drop the component into the design
- Use the component inspector to set the mp3 filename
An e-Book
- Building our individual components
- Bringing them together and naming the instances
- Linking the document to our developer’s code
- Testing the movie and exploring the functionality
A 3D Loader for Product Visualisation
- Building a dummy placeholder
- Linking to the developer’s code
- Enabling the component definition
- Adding the component to the movie
- Setting the 3d filename in the component inspector
- Testing the movie and exploring the functionality
Flash Adobe Certified Associate Exam
- Preparation
- Exam
- Pass or fail?
Introducing Actionscript
- a brief history of flash
- Actionscript 123
- building a flash file
- exploring the document settings
- adding code on the timeline
- layers, organization and good structure
The Actionscript Syntax
- adding comments
- variables and assigning memory
- data types and assigning values, String, Number, int, uint, Boolean
- complex data types, instantiation an Date
- trace – your best friend in flash development
- breakpoints, debugging and the downloads
Controlling our Visual Design with our Code
- the importance of instance names
- feeling your way in the dark
- strong typing and defining aliases in code
- using getChildByName to access the ‘named’ objects
- casting – giving flash a hint
- modifying a movieclip’s properties, x, y, alpha, scaleX, scaleY, rotation
- saving time (but not effort) with with
All the Worlds a Stage
- the width and height of the stage
*some useful properties, frameRate, fullScreenWidth, fullScreenHeight, displayState, wmodeGPU
Using the Stage Dimensions
- randomizing properties, x (Math.random() * this.stage.stageWidth) etc
- its no fun with just 1 – the for loop and numChildren
- that’s great, but what if we want 142
Tidying up the Code
- functions to do stuff
- call the functions
- passing an object to a function
If you can do it in Design
- we’ve seen alphas
- what about a tint
- importing extra libraries
- filters such as bevel
- drop shadow and blur
- introducing arrays
- some simple shorthand and more formal instantiation
Adding Mouse Interaction
- asking questions ‘an if and an is’
- the buttonMode property
- adding event listeners (the trickiest of all)
- event handling functions and the game of catch
- back to trace
- event.target
Controlling the Flow
- stopping the movie
- making it start again and designing a button to do it
- changing the mouse pointer
- adding an audible click using the code
Making Interaction More Interactive
- mouse down and mouse up
- enabling drag and drop
- limiting the drag area
- watching out for classic problems
- bringing our item to the top
- adding and removing a drop shadow
Scripted Animation Using the Tween Class
- importing the necessary
- on drop. plummet
- its ok, but where’s gravity gone? – easing to the rescue
An Orientation to Object Oriented Development
Drawing is so passe
- when we draw we create an object, can we do it in code?
- our first class
- extending code to save time and effort
- the constructor function
- shapes and the drawing api
- this is all a bit conceptual, let’s put one on the stage
- making our shape randomly position itself
- applying a gradient fill with code
- applying a tint in a random colour
Perhaps this is a bit Extreme
- Design <? Develop workflow
- draw in the library, control behaviour in code
- our second class
- public and private instance variables
- reintroducing our randomness
- add many from the stage and see the code take charge
So if we can Inherit Behaviour
- he concept of inheritance
- a simple UML diagram
- sneaking something in the gap
- writing a ‘drag and drop’ movieclip class
- applying this to our class using inheritance
- testing the behaviour
Controlling the Whole Movie
- if we can control each library item, can we control the movie?
- getting the code off the timeline
- the document class – a massive movieclip
- loading and playing an mp3 bed
- controlling the volume of the audio
- event listeners and the id3 meta data in the mp3
Allowing Our Objects to Move
- can we give an object motion?
- instance variables and introducing setters/getters
- waiting until our object is on the stage
- the ‘enter frame’ event
- handling the event in a protected function
- using the Point class to help with the trigonometry
- checking we’re still on the stage
- apply the behaviour to some library items as the ‘base class’
Keeping Track of Each Other
- instance versus class variables
- maintaining a list in a static variable
- iterating through the array on enter frame
- performing a hit test
- handling the collision
- notifying the parent container
- handling this notification
Watching Some Video
- building a simple interface
- toggling the play/pause button
- displaying the flv filename
- allowing our movie to change the filename
- getting the video to work
Watching Ourselves
- using the camera
- taking a snapshot
- bitmaps and bitmapdata
- using the UILoader class to display the snapshot
Working with an Entire Project
Working in a Project
- creating a flash project
- creating and setting our default document
- coming up with a design
- building our scene
- working in layers
- buttons, movieclips and navigation
- splitting out our pages into modules
- loading them in with the UILoader
- adding our document class and working in folders
Building a Preloader
- building a preloader animation
- adding a scene for it
- the bandwidth profiler gives it all away
- ‘export for Actionscript3’ and the compiler settings
- writing the ‘PreloadedDocument’ base class
- implementing the base class with inheritance
- testing the movie and simulating the download
Tracking the Progress
- creating the ‘ProgressDisplay’ movieclip
- discussing the design
- building the components and naming the instances
- adding it in and naming it!
- writing the code to control it
- testing the movie and simulating the download
Building Our Pages as Separate Movies
- working with multiple swfs
- adding the movies to the project publish list
- designing the scenes
- implementing our preloader and progress
- testing the movies individually
Implementing the Navigation
- listening for mouse events
- event.target and the switch statement
- getChildByName and the UILoader
- loading the correct page
- testing the movie and simulating the download
Dynamically Loading Text
- The Home document class
- changing our static text to be dynamic
- getChildByName and setting the text programmatically
- font embedding
- extracting our text into an external file
- adding some html formatting to the text
- loading the text from the file
- tracking the load complete event
- displaying the text in the dynamic text box
- exploring the html formatting
- revisiting our font embedding
- adding scrollable functionality to the text box
Going Even Further
- we want to build a list of products
- building the list in another fla
- implementing the preloader
- using a scroll pane to load the content
- testing the project and simulating the download
Bonus Topic – Loading XML Data
- loading some xml, after all its only text
- breaking it down and grabbing what we want
- looping through and tracing out the data
- homework – try and build the products list dynamically
Planning & Designing Flash Applications
- Understanding Flash Lite
- Accessibility in Flash
- Adobe AIR’s usage
- Advertising standards
- FXG Format
- XFL file Format
Creating & Managing Assets
- Keyboard Shortcuts
- Working with the Library
- Lossy vs. Lossless
- Symbols and their uses
- Filtering in the Library
- Functionality of Flash tools
3D in Flash
- 3D Rotation & Transformation
- Vanishing point & Perspective in 3D
- Local Space vs. Global Space
Inverse Kinematics
- Armature Poses and Merge-Shapes
- Bones Tool & Bind Tool
- Joint X & Y Translation
- Degrees of Freedom
- Speed parameter on Armature
New CS5 Features
- TLF text engine
- Font Embedding
- Building, Tree, Decorated Brush
- FLVPlayback component
- Cue points
Programming with ActionScript 3.0
- Basics of OOP & Polymorphism
- blendMode method
- Getter’s & Setters
- Implement & Interface
- Public vs. Private
- Code Snippets, Auto-Fill & Code Hints
- Linkage & conventions
- Using trace() method
- Working with FullScreen
Working with ActionScript Classes
- Understanding Classes, Class Hierarchy & Packages
- Using the Document Class
- What is a Constructor, Data Type & Namespace
- Timer, Graphic, Rectangle, Shape, TextField Classes
- Loader Class & contentLoaderInfo property
- URLLoader & navigateToURL
- URLRequest, URLStream & URLVariables
- Sound Class & load() method
- SharedObject & flush() method
- ExternalInterface Class
Testing Flash Applications
- Bandwidth profiler
- Simulating Download Speeds
- Publish Settings & Generating reports
- Debugging, Watchlists & breakpoints
- Device Central
- Cross-Domain Policy
So you wish to know more? Simply enter your details - and we'll contact you back.
The academy class guarantee
Did you know that Academy Class is also 100% committed to ensuring you understand the concepts we teach in all our classroom-based courses and that you have met the course objectives?
We understand that you rely on us to get a good grasp the key concepts taught in our training. We also realise that if you don’t fully understand the content when you leave, the money and time you’d spend repeating the same course is a cost your business could do without.
We believe that our high-quality training courses will meet and exceed your expectations and enable you learn the concepts you need to know, first time. And we want you to be confident that we’ll support you through your learning experience by proving our commitment to delivering a high-quality & easily-understood course.
That’s why we’ve introduced the Academy Class Guarantee.
Here’s how it works
We make an upfront commitment to you that you’ll be comfortable with what you learn in our classes.
If you don’t feel that you’ve grasped the concepts and can put the training into practice, we invite you to repeat the same course within a six-month period absolutely free of charge*.
Academy Class’s Guarantee, means you can rest assured that if you’re still uncertain about what you’ve learned, you can come back free of charge* and sit the class again. It’s that simple.
*Academy Class Guarantee Terms and Conditions
Guarantee offer is only made to the original person attending a Academy Class classroom training course and is not transferable.
Attendees returning for a repeat sitting of a course must bring their original manual and materials for use on the day.
Bookings for a repeat sitting of a classroom course must be made via the Academy Class Hotline 0800 043 8889 and are subject to availability.
Guarantee offer is valid for 6 months from the date of the original classroom course, after which date it becomes null and void.
Offer is only applicable for one repeat sitting of the same course originally attended.
Cancellation of Course - Academy Class reserves the right to cancel at its sole discretion any particular course. In the event that a specific course is cancelled then participants
enrolled in that course will be transferred to the next available course and notified by Academy Class of the change.
Students should be aware that there is always a chance that they will be “bumped” into the next class if it were to fill up with paying students. Even if you are bumped, we do guarantee that you will be afforded 1 refresher of your training class.
Discounts
At Academy Class, we strive to provide you with high quality training at “value for money” prices. Academy Class has launched some very special and unique training savings plans for its customers. The savings make Academy Class’s training courses for creative’s and developers more affordable and flexible for a wider range of organisations and individuals.
Early Bird
Book in Advance and Get an Early Bird Discount with 30% Off Standard Price*
We’ve looked at the airlines and this seems to work for them so why not training? Book any Academy Class course 3 months in advance and we’ll give you this for 30% less than the standard price.
*(15% off Jumpstart courses. Cannot be used on top of any other discount / offer or with ANY Creative License Package or Off Peak classes)
Group Bookings
Discounts apply to bookings of two or more people from one organisation:
10% off for two people, 15% for three etc.
Training Vouchers
Academy Class vouchers are an effective way to save on your training costs, ensuring the maximum benefit from all training investment. Designed to suit an organisation’s long-term training needs, Vouchers are an excellent opportunity.
Education, Charity & Freelance Discounts
If you work for a charity, educational establishment or work freelance or an independent basis, and are funding your training yourself, you can claim a 15%* discount on any of our open courses.
*(cannot be used on top of any other discount or offer or with any Jumpstart Class, Creative License Package or Off-Peak classes which are already heavily discounted classes)
- 3ds Max Training Courses
- After Effects Training Courses
- AutoCAD Training Courses
- Cinema 4d Training Courses
- Dreamweaver Training Courses
- Final Cut Pro Training Courses
- Flash Training Courses
- Flex Training Courses
- Illustrator Training Courses
- InDesign Training Courses
- Maya Training Courses
- Photoshop Training Courses

