Chapter topics for course

 

Chapter 1 – Why Flash? As if you had to ask. Here you'll find out why Flash 5 is the

tool of choice for creating high‑impact Web sites and multimedia presentations.

 

Chapter2‑ Getting Started. If you want to find out what's new in Flash 5 as well as

familiarize yourself with the redesigned authoring environment and its enhancements,

this is the place to go.

 

Chapter 3 ‑ Graphics. Although some people find Flash's drawing tools limited, we

bdievejust the opposite to be true. Here we'll show you why as well as provide all

in‑depth discussion of the prograrn's powerful tool set, including Flash 5's newly

designed interface for drawing and color tools and the powerful new Pell tool. Ifyou

work with FreeHand and Fireworks, this is where you can learn how to import files

that you create with those programs directly into Flash.

 

Chapter 4‑ Text. Although text is far from the most exciting part of a movie, it

doesn't have to be boring. In this chapter, we'll show you how to use text to receive

user input and liven up your presentation. You'll also learn about Flash 5's new support

for HTML tags as well as font symbols.

 

Chapter 5 ‑ Sound Visual effects are great, but their impact is even greater if you use

them in conjunction with sound. Here we show you how to harness the power of audio.

 

Chapter 6 ‑ Bitmaps. When you add bitmap elements (or photos) to your Flash pre­

sentations, there's no limit to the visual effects you can achieve. Here, we'll show you

how, and then detail some great uses for bitmaps.

 

Chapter 7‑ Symbols. These "do all" elements represent the heart of Flash's Web

multimedia capabilities. If you can master the use of symbols, you're halfway to han­

dling most of what you'll encounter in Flash.

 


Introduction

 

Chapter 8 ‑ Working with Elements on the Stage. Learn how to move, align, flip,

ske‑w, and transform your movie elements in almost every way imaginable. In this

chapter, you'll find out how to create new movie elements and edit existing ones oil

Flash's stage.

 

Chapter 9‑ Using Layers to Separate Content and Functionality. Learning how to

use layers is the first step in creating all interactive presentation. Here we'll show you

how to use them to separate the content and functionality within your movie, and how

they help give it dimension and depth.

 

Chapter 10 ‑ Using Animation to Build Movement. Bring your movie to life with

frame‑by‑frame and tweened animation. In this chapter, we'll describe techniques, as

well as teach you how to create flowing transitions and deal with processor issues th3t

may ]under the playback of your movie.

 

Chapter I I ‑ Basic Actions for Building interactivity. Learn how to engage your

viewer by creating dynamic, interactive presentations.

 

Chapter 12 ‑ Using ActionScript for Advanced Interactivity. Want to take your pi‑c­

scinations to the next level? With all understanding of Flash 5's new professional

scripting capabilities, you'll be able to create complete Web applications, printable

movies, games, and more.

 

Chapter 13‑ Using the Library to Manage Your Assets. A movie contains illarly

elements; Flash's library is where you keep track of them all. In this chapter ~xc'll show

you how to organize your movie assets in the library as well as describe Flash 5's new

shared libraries‑the answer to easy updates to your content, as well as revision coil­

trol issues that can arise from working oil group authoring projects oil multiple

machines.

 

Chapter 14 ‑ Using Movie Explorer to Manage Structure. If you want a blueprint of

your movie project, this is your tool. In this chapter we'll show you how to use Flash

5's new Movie Explorer to analyze and inanage your project.

 

Chapter 15 ‑ Testing. With so many things to consider when creating a Flash movie,

things can sometimes slip through the cracks. Here, we'll show you how to use Flash's

testing tools to create compact, smooth‑running, error‑free movies.

 

Chapter 16‑ Publishing. All your hard work is for naught if you're unable to share

the final product. Here we'll familiarize you with the many formats in which Flash

allows you to present your work, and describe the potential and appropriate uses of

each. You'll also learn about how to place a Flash movie on an HTML page and how to

deal with plug‑ins.