Thursday, 21 October 2010
Week three
In week three i learned how to motion tween a movie clip (symbol) this is done by;
Converting an object to a symbol, can be found in an earlier post.
Then the user must right cick the symbol and select 'create motion tween', this will add numerous frames that can be made longer or shorter if needed by dragging the end of the last frame.
Once this is done all the user needs to do is select a frame within the timeline, created after selecting motion tween, then simply move the symbol to where they want. This will create a 'tween' and when rendered the object will move to the destination.
I also learned how to create a fading effect by changin the alpha levels of an object, which can be implemented into certain frames so that an object can be made to slowly dissapear and then reapear, this was extreemly useful and interesting to me as it has so many different uses and i believe i will be using it alot in the future.I was also introduced to some new shortcuts, instead of posting them here i have decided i will make a seperate post that will contain all of the shortcuts i know of.
The most important thing i have learned this week is the various new shortcuts i am learning in flash, although it may seem like a small thing, i find that it helps me to get used to the program and it also helps me to produce not only more work but, i believe, more polished looking work.
Signed: Arron Pomeroy
Converting an object to a symbol, can be found in an earlier post.
Then the user must right cick the symbol and select 'create motion tween', this will add numerous frames that can be made longer or shorter if needed by dragging the end of the last frame.
Once this is done all the user needs to do is select a frame within the timeline, created after selecting motion tween, then simply move the symbol to where they want. This will create a 'tween' and when rendered the object will move to the destination.
I also learned how to create a fading effect by changin the alpha levels of an object, which can be implemented into certain frames so that an object can be made to slowly dissapear and then reapear, this was extreemly useful and interesting to me as it has so many different uses and i believe i will be using it alot in the future.I was also introduced to some new shortcuts, instead of posting them here i have decided i will make a seperate post that will contain all of the shortcuts i know of.
The most important thing i have learned this week is the various new shortcuts i am learning in flash, although it may seem like a small thing, i find that it helps me to get used to the program and it also helps me to produce not only more work but, i believe, more polished looking work.
Signed: Arron Pomeroy
Tuesday, 19 October 2010
Week two
This week was started off by leads from our group, including me as the lead artist, pitching a game concept we had come up with to Sioban and David. After presenting our ideas we recieved feedback and were expected to follow up on that feedback and produce needed results.
In the following lessons I was re-introduced to flash, and spanning the week I was taught programming tools such as how to make an object (movie clip) scale larger on the screen (scene) i will display how this is done;
Firstly the object must be imported to the library by selecting 'Import to library', finding the object and clicking 'Import'
Following this the user must find the object by clicking the 'library' tab on the far top-right of the screen.
Upon doing so the user can then drag the object onto the "scene" making it visable and editable.
Once the object is on the "scene" the user must right click and select 'convert to symbol' and make sure 'movie clip' is selected from the drop down list.
note: The user can also use a shortcut to convert the object to a symbol, they can do this by pressing the F8 key.
After converting the object it must be given an instance name found within the object tab on the far right, it is reccomended to use names such as 'ball_mc' so it is easily identifiable that 'ball' is a movieclip, then a new layer is created to be used for 'action scripting' which is where the user will write the code to program the object to move along the screen.
When the action script layer is created the user must next open action script by right clicking a frame (found below the scene) and selecting action script.
Finally when action script is open the user can identify the 'movie clips' on the 'stage' by letting flash know it is a variable, by typing var. and the movie clips name, once done the user can go on to type the code to move the object. The following is an example of exactly how code is written to make an object scale larger.
ball_mc.scaleX = 3
This will make the horizontal scale of the object three times its original size, to make the objext smaller the user would simply put 0.1 etc making the object one tenth of its original size, if the user wishes to change the vertical scaling they need only replace 'X' with 'Y'.
I also found that multiple other things can be done to make an object rotate, slowly dissapear, increase in height and width all follow a very similar rule to this and are far easier to undertake after performing a task such as this one.
The key things i have taken away from this unit this week is learning the various shortcuts in flash but mostly gaining much more of an understanding for action script and simple coding, I was also very greatful to david for recommending 'Animation With Scripting For Adobe Flash Professional CS5 Studio Techniques' a book that i will be very sure to get a hold of and read.
Signed: Arron Pomeroy
In the following lessons I was re-introduced to flash, and spanning the week I was taught programming tools such as how to make an object (movie clip) scale larger on the screen (scene) i will display how this is done;
Firstly the object must be imported to the library by selecting 'Import to library', finding the object and clicking 'Import'
Following this the user must find the object by clicking the 'library' tab on the far top-right of the screen.
Upon doing so the user can then drag the object onto the "scene" making it visable and editable.
Once the object is on the "scene" the user must right click and select 'convert to symbol' and make sure 'movie clip' is selected from the drop down list.
note: The user can also use a shortcut to convert the object to a symbol, they can do this by pressing the F8 key.
After converting the object it must be given an instance name found within the object tab on the far right, it is reccomended to use names such as 'ball_mc' so it is easily identifiable that 'ball' is a movieclip, then a new layer is created to be used for 'action scripting' which is where the user will write the code to program the object to move along the screen.
When the action script layer is created the user must next open action script by right clicking a frame (found below the scene) and selecting action script.
Finally when action script is open the user can identify the 'movie clips' on the 'stage' by letting flash know it is a variable, by typing var. and the movie clips name, once done the user can go on to type the code to move the object. The following is an example of exactly how code is written to make an object scale larger.
ball_mc.scaleX = 3
This will make the horizontal scale of the object three times its original size, to make the objext smaller the user would simply put 0.1 etc making the object one tenth of its original size, if the user wishes to change the vertical scaling they need only replace 'X' with 'Y'.
I also found that multiple other things can be done to make an object rotate, slowly dissapear, increase in height and width all follow a very similar rule to this and are far easier to undertake after performing a task such as this one.
The key things i have taken away from this unit this week is learning the various shortcuts in flash but mostly gaining much more of an understanding for action script and simple coding, I was also very greatful to david for recommending 'Animation With Scripting For Adobe Flash Professional CS5 Studio Techniques' a book that i will be very sure to get a hold of and read.
Signed: Arron Pomeroy
Week one
In this week i was, firstly split into one of two groups taking the group role as an artist. After the groups were finalized both were given time to talk about different 2D games they remember playing and why, one i brought up was mario as it was one of my first games i played and i will never forget how colourful it was and joyful the music was.
After talking about memories of 2Dgames an how we percieve them, we were asked to play 'Plants vs Zombies' a popular, new, 2D game created by 'Pop Cap'. The reason for playing this game was for research, after we analysed the game by speaking about its good points, it was "colourful" it had an "up-beat tune" that linked well with the game, and also the fact that the game was "very user friendly" upon speaking about good points we began to speak about the bad points or what we believed could have been improved, such as cut scenes or improving some of the mini games. Finally when we finished we were given the last task of thinking up a game idea with similar elements to 'Plants vs Zombies', which is to be pitched on the second week, this is where the design of our 2D game began. This is also what we worked on and spoke about in our groups in our other 2D lessons during the week.
As there was no practical work undertaken in this lesson it is not possible for a 'how to section'.
However i can point out the main thing that i took from this week which was talking about what I believe to be a good game, including why, then moving onto a present game and finnaly onto ideas of my own. This may seem basic to most however I found it very helpful and found it a good way to research games and help lead me to ideas of my own.
I hope this is a helpful insight to the beggining of my production diary.
Thank you for reading.
Signed: Arron Pomeroy
After talking about memories of 2Dgames an how we percieve them, we were asked to play 'Plants vs Zombies' a popular, new, 2D game created by 'Pop Cap'. The reason for playing this game was for research, after we analysed the game by speaking about its good points, it was "colourful" it had an "up-beat tune" that linked well with the game, and also the fact that the game was "very user friendly" upon speaking about good points we began to speak about the bad points or what we believed could have been improved, such as cut scenes or improving some of the mini games. Finally when we finished we were given the last task of thinking up a game idea with similar elements to 'Plants vs Zombies', which is to be pitched on the second week, this is where the design of our 2D game began. This is also what we worked on and spoke about in our groups in our other 2D lessons during the week.
As there was no practical work undertaken in this lesson it is not possible for a 'how to section'.
However i can point out the main thing that i took from this week which was talking about what I believe to be a good game, including why, then moving onto a present game and finnaly onto ideas of my own. This may seem basic to most however I found it very helpful and found it a good way to research games and help lead me to ideas of my own.
I hope this is a helpful insight to the beggining of my production diary.
Thank you for reading.
Signed: Arron Pomeroy
Friday, 15 October 2010
First post and future post layouts
This is my first post for my 2D games design production diary, and as much as i feel the urge to get right to the point and begin talking about what i have learned so far, i believe it would be a good idea to inform my readers of how i will be laying out my posts to make it easier for them to find specific parts or sections of my posts.
My posts will be updated from week to week under new posts tey will explain;
At the end of every weekly post i will announce what i believe the most important thing i took away from the lessons that week were.
I hope theis and my future posts are helpful and interesting to any who read feel free to provide any feedback that may help with any future posts.
Sighned: Arron Pomeroy
My posts will be updated from week to week under new posts tey will explain;
- What i learnt that week
- A recap on the lessons main points
- A small 'how to', if suibtable, to be used as a guide refering to what i learnt.
At the end of every weekly post i will announce what i believe the most important thing i took away from the lessons that week were.
I hope theis and my future posts are helpful and interesting to any who read feel free to provide any feedback that may help with any future posts.
Sighned: Arron Pomeroy
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