Flash Tutorials by Kirupa.com
What good is a holiday animation without some snow? That is what I thought until I tried to create a snow animation that looks reasonably realistic. Most tutorials found throughout the net were either too complicated or not realistic enough. With that said, I decided to try my hand at re-creating fal
August 23,
2009
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12,802
A popular tutorial on this site, especially over the winter period, is the falling snow tutorial. The tutorial was, in my opinion, good because it created a balance between visual appeal and simple code. With the simpler code, though, came some annoying problems.
November 14,
2008
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So what do you get when you have a space that goes not only side to side but back and forth as well... having depth? What you get is the nuisance of making sure that you have your movieclips overlap properly as to correctly represent their position in that space.
November 24,
2006
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Ok, time to really get our fingers dirty and build a complex fully featured isometric environment.
November 23,
2006
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At this point, another choice is at hand. Depending on the extent of your isometric endeavor, you will need to decide on an approach to handling the programming and the objects involved.
November 22,
2006
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Mentioned earlier were the base formulas for finding a screen _x and _y for any given isometric x and y. (Remember, this is all based on a scenario where isometric (0,0) equals screen (0,0).
November 21,
2006
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3,117
Flash, being as special as it is, allows us to take a completely different approach to handling isometric positioning without the need of any kind of complicated calculation as previously mentioned. This is achieved through movie clip transformations.
November 20,
2006
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First things first, draw a plane... but NOT on the main timeline. Make one in a new movie clip. This will keep the plane contained and easy to manipulate once complete. In drawing, use the grid and grid snapping to help you create your lines. I have my grid snapping at 10 px.
November 17,
2006
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There are two main reasons why 2:1 is preferable for your isometric work in Flash. One is that it gives us nice, even, and simple numbers to work with.
November 16,
2006
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3,305
So we saw in the previous tutorial how isometric perspectives are based on a 30 degree angle, but also learned that, that's not always the case. The two most common instances where its not are:
November 15,
2006
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