Smile for the camera!!

Smile for the camera!!
Problem, officer?

Friday, March 19, 2010

BASIC BUTTON NAV

Ok. If you have a button that you want to use to navigate to another frame, you must first have the instance named. Something like button if there will only be one will do. You must also have the frame that you want the buyton to lead to labeled. Lets use the word framelabel just for simplicity's sake. Then you put this nifty little code into your actions layer in a keyframe right about the frame that you intend to have the button on. (button is replaced with the actual instance name of the button, whatever it is) :

button.onRelease = function () {
gotoAndPlay ("framelabel") }

When done right, the button, when clicked, will take you to the frame with the label that you insert where framelabel is in the code. If someone needs anymore help, don't hesitate to ask.

Tuesday, March 16, 2010

Button, Button, Who's Got The Button?

Not me. Slowly but surely, I'm learning about button navigation. The main menu and pause menu of our game will need buttons, so they are important for our project. While not difficult, adding button navigation can become tedious, and those prone to boredom might have trouble. Never-the-less, it is rewarding to become proficient in the skill. For those games that consist of decision making, as well as those games with similar concepts, button navigation is crucial. It will take a good minute, but we will have buttons finished. Soon.

Monday, March 15, 2010

Sorry for the absence

I've been busy working on the game with Matt. We are at sort of an impasse. Trouble has arisen in the form of button navigation. We can designate movie clips as buttons, but as of right now, we have no idea how to make them DO things. More on that topic later.

We have come to a few decisions concerning the game, mainly about our characters, but there are some other things too. I know, I know, this post is short. We are busy, so you'll jsut have to get over it.

Friday, March 5, 2010

Keyframes and Frames

In our game, we will make heavy use of keyframes, which define starting and ending points for the motion of objects. Frames without keyframes do not have any more graphical content on the stage, while keyframes define new motion. Keyframe animation is closer in technique to traditional animation, which I am already somewhat comfortable with. Tweening makes use of Flash's software to assist in animating. I would prefer to use keyframes, honestly. Most of the animation we use will be keyframe, unless it causes problems. If you're reading this expecting the usual awesome, sorry. I'm not feeling too up to it right now.