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.
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
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
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.