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Adobe Flash CS3: ActionScript 3 Animation & Games

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Overview Flash CS3: ActionScript 3 Animation & Games gives you hands-on experience by building several typical games using Flash CS3 …

Overview

Flash CS3: ActionScript 3 Animation & Games gives you hands-on experience by building several typical games using Flash CS3 and ActionScript. Plus, you will also learn how to build your own ActionScript 3 custom class files.

Learning with Study 365 has many advantages. The course material is delivered straight to you and can be adapted to fit in with your lifestyle. It is created by experts within the industry, meaning you are receiving accurate information, which is up-to-date and easy to understand.

This course is comprised of professional learning material, all delivered through a system that you will have access to 24 hours a day, 7 days a week for 365 days (12 months).

  • Who is it for?
  • Course Outline:
  • Course Duration:
  • Method of Assessment:
  • Certification:
  • Entry Requirement:
  • Career Path:
  • Presenter Information:
  • Aspiring digital designers
  • Aspiring graphic designers
  • Artists / designers
  • Graduates
  • Marketing professionals
  • Students
  • Job seekers

This course consists of the following modules:

  • Module 1: The New Display List
  • Module 2: Animating with the Enterframe Event
  • Module 3: Animating with the timer class
  • Module 4: Using Copy & Paste Animation
  • Module 5: Using Copy & Paste Animation
  • Module 6: Using the Tween Class
  • Module 7: Creating a Physics-Based Keyboard Control Game
  • Module 8: Creating a Shooter Time with Mouse Control
  • Module 9: Using Arrays & Custom Classes in Games
  • Module 10: Creating a Tile Based Game

From the day you purchase the course, you will have 12 months access to the online study platform. As the course is self-paced you can decide how fast or slow the training goes, and are able to complete the course in stages, revisiting the training at any time.

At the end of the course, you will have one assignment to be submitted (you need a mark of 65% to pass) and you can submit the assignment at any time. You will only need to pay £19 for assessment and certification when you submit the assignment. You will receive the results within 72 hours of submittal, and will be sent a certificate in 7-14 days if you have successfully passed.

Successful candidates will be awarded a certificate for Flash CS3: ActionScript 3 Animation & Games.

Learners must be age 16 or over and should have a basic understanding of the English Language, numeracy, literacy, and ICT.

Gain a hands-on experience in learning and developing games using this software. This comprehensive course will teach you all that you need to know about how to design new games to attract the consumer attention. Learn how to make your own unique classes and components as well. A career with bright prospects await you with the completion of this course. According to www.payscale.uk, some of the key job positions along with the average UK salary per annum you can go for after completing this course will be as follows.

  • Digital Designer - £24,870 per annum
  • Graphic designers - £21,956 per annum
  • Digital media producer - £29,948 per annum
  • Visual Designer - £29,338 per annum
  • Media art - £25,524 per annum

John Ulliman has been working in interactive digital media since 1985 starting out his career on cutting edge applications for computer modeling and animation in the Aerospace industry with a number of companies, including Lockheed Martin and Northrop Grumman. He started his own studio, On The Wave Visual Communications in 1991 providing 2D and 3D graphics and animations for print, video and the web. He has consulted for many software firms in the industry, including Apple, Adobe, Macromedia, Microsoft, AutoDesk, and Alias Wavefront.

Course Curriculum

FREE INTRODUCTION
Flash CS3 ActionScript 3 Animation & Games FREE 00:00:00
1: THE NEW DISPLAY LIST
1. Getting Started
2. Introducing the New Display Hierarchy
3. Working with Display Objects
4. Making a Text Field Object
5. Creating a New Container
6. Using the Shape Class
7. Adding Graphics to the Shape Object
8. Creating an External Class
9. Using the Sprite Class
10. Working with the Movie Clip Class
2: ANIMATING WITH THE ENTERFRAME EVENT
1. Understanding Timeline Animation
2. Using the enterFrame Event
3. Controlling a Nested Movie Clip
4. Using enterFrame with a Sprite
5. Adding Limits to an Animation
6. Animating the X, Y & Rotation Properties
7. Creating Animation in a Class
8. Completing the Class
9. Adding Graphics to a Class
10. Changing Speed Variables
11. Changing a Sprite Class to a Movie Clip
12. Setting Up Another Movie Clip
3: ANIMATING WITH THE TIMER CLASS
1. Introducing the Timer Class
2. Creating a Running Timer
3. Controlling a Running Timer
4. Loading an External Bitmap
5. Creating a Mini Slideshow
6. Using a Timer to Animate
7. Controlling the Animation with Buttons
8. Controlling the Delay
4: USING COPY & PASTE ANIMATION
1. Setting Up a Basic Animation
2. Copying & Pasting Basic Animation
3. Copying & Pasting with ActionScript
4. Turning Copied ActionScript into a Class Deffinition
5. Applying a New Class
6. Copying & Pasting a Complex Animation
7. Animating Using a Timer Object
8. Setting Up a Random Method
5: USING COPY & PASTE ANIMATION
1. Setting Up Buttons to Go from Black & White to Color
2. Building Custom Buttons Using Movie Clips
3. Add a gotoAndPlay Method to Move a Playhead
4. Adding Frame Labels
5. Setting Up Additional Buttons
6. Adding a Click Event Handler
7. Reusing Click Events
8. Adding “If” Statements
9. Setting Up a Function to Control Visible Properties
10. Adding an “Else If” Statement
11. Using Arrays
12. Using a “For Loop” Structure
13. Using Arrays to Set Up Thumb Clicks
14. Using Arrays to Set Up Thumbnails
15. Final Comments & Credits
6: USING THE TWEEN CLASS
1. Exploring the Document
2. Structuring a Tween
3. Introducing the Easing Class
4. Setting Up Multiple Tweens
5. Looping a Tween
6. Using Tween Events
7. Setting Up a TimerEvent
8. Setting Up a showPhoto Function
9. Setting Up the photoCounter
10. Using the Transition Class
7: CREATING A PHYSICS-BASED KEYBOARD CONTROL GAME
1. Setting Up the Moon Lander Animation
2. Understanding Keyboard Response
3. Programming Keyboard Response
4. Adding Vertical Acceleration
5. Adding Horizontal Movement
6. Building the Crash Sequence
7. Setting the Landing Sequence
8. Setting Up Start & Replay Functions
8. CREATING A SHOOTER GAME WITH MOUSE CONTROL5
1. Creating a Duck Class
2. Using the Duck Class
3. Set Up a Timer Animation to Make More Ducks
4. Incorporating Additional Duck Graphics
5. Adding the Duck-Hit Animation
6. Replacing Cursor Graphics
7. Setting Up the Score
8. Tracking the Score with a Class
9. Adding Sound Effects
9: USING ARRAYS & CUSTOM CLASSES IN GAMES
1. Introducing the Game Layout
2. Drawing the Game Pieces
3. Positioning the Game Pieces
4. Setting Up a Symbol Array
5. Shuffling the Symbols
6. Clicking the Spinners
7. Distinguishing between Clicks
8. Checking for a Match
9. Setting Up the Score
10. Controlling the Spinners with the Class
11. Using Tweens for the Spinners
12. Adding Sound Effects
10: CREATING A TILE-BASED GAME
1. Getting Started with Tile-Based Games
2. Laying Out the Tiles
3. Setting Up Tile Types
4. Clicking the Tiles to Set the Types
5. Adding the Pirate Icon
6. Tracing the Location of the Pirate Icon
7. Completing the Engine & Saving Level Data
8. Building the Game Application
9. Moving the Pirate Character
10. Responding to Map Tiles
11. Moving the Pirate in Different Directions
12. Adding the Player Controls
13. Player Control Functions
14. Setting Up Trigger Tiles
15. Final Comments & Credits

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