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Adding pages

Adding pages provides you with in-depth training on Web. Taught by Mordy Golding as part of the Flas… Show More

Flash Catalyst CS5 Essential Training

with Mordy Golding

Video: Adding pages

Adding pages provides you with in-depth training on Web. Taught by Mordy Golding as part of the Flash Catalyst CS5 Essential Training
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  1. 9m 24s
    1. Welcome
      1m 29s
    2. Key concepts
      4m 33s
    3. When should I use Flash Catalyst?
      2m 51s
    4. Using the exercise files
  2. 33m 12s
    1. Creating a new project
      5m 14s
    2. Defining components
      6m 26s
    3. Adding pages
      5m 41s
    4. Adding interaction
      6m 20s
    5. Adding transitions
      7m 12s
    6. Publishing options
      2m 19s
  3. 21m 37s
    1. Planning your project
      8m 11s
    2. Starting your project in Illustrator
      4m 9s
    3. Starting your project in Photoshop
      4m 22s
    4. Starting your project in Fireworks
      3m 10s
    5. Starting your project in Flash Catalyst
      1m 45s
  4. 30m 55s
    1. Understanding components
      5m 14s
    2. Creating a button component
      7m 10s
    3. Creating a checkbox component
      3m 55s
    4. Creating a radio button component
      5m 10s
    5. Creating a toggle button component
      2m 4s
    6. Creating a text input component
      1m 35s
    7. Creating horizontal and vertical slider components
      2m 46s
    8. Creating horizontal and vertical scrollbar components
      3m 1s
  5. 31m 55s
    1. Using the drawing and selection tools
      5m 52s
    2. Setting object properties
      4m 48s
    3. Importing artwork
      2m 27s
    4. Editing artwork in Illustrator
      6m 29s
    5. Editing artwork in Photoshop
      4m 27s
    6. Working with text
      3m 39s
    7. Optimizing artwork
      4m 13s
  6. 28m 56s
    1. Understanding pages and layers
      9m 50s
    2. Editing pages and states
      7m 24s
    3. Using grids, guides, and rulers
      1m 40s
    4. Aligning and arranging objects
      2m 27s
    5. Moving elements between pages and states
      4m 33s
    6. Using the Library panel
      3m 2s
  7. 54m 43s
    1. Understanding interaction types
      8m 24s
    2. Creating conditional interactions
      3m 6s
    3. Understanding the timeline
      7m 40s
    4. Creating smooth transitions
      7m 44s
    5. Defining Move transitions
      3m 33s
    6. Defining Resize transitions
      3m 53s
    7. Defining Rotate transitions
      2m 53s
    8. Defining Rotate 3D transitions
      3m 35s
    9. Adjusting basic timing
      5m 57s
    10. Creating an action sequence
      7m 58s
  8. 18m 11s
    1. Creating Flash video files
      3m 32s
    2. Placing video into a project
      3m 51s
    3. Controlling video playback
      3m 51s
    4. Adding sound effects
      3m 17s
    5. Integrating Flash content
      3m 40s
  9. 25m 53s
    1. Using a Data List to define repeating elements
      4m 11s
    2. Creating a basic Data List pt. 1: Building the components
      5m 31s
    3. Creating a basic Data List pt. 2: Adding the data
      3m 8s
    4. Planning a complex Data List
      1m 57s
    5. Creating a complex Data List pt. 1: Building the components
      6m 33s
    6. Creating a complex Data List pt. 2: Adding the data
      4m 33s
  10. 12m 14s
    1. Publishing an SWF file to view locally or offline
      2m 30s
    2. Publishing an SWF files to upload to the web
      2m 35s
    3. Integrating an SWF file into a web page with Dreamweaver
      2m 25s
    4. Integrating an SWF file into a web page with an HTML text editor
      2m 48s
    5. Publishing an Adobe AIR file
      1m 56s
  11. 7m 52s
    1. Creating custom components
      4m 27s
    2. Working with Library Packages
      1m 47s
    3. Using the Code view in Flash Catalyst
      1m 38s
  12. 22s
    1. Goodbye

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Adding pages
Video Duration: 5m 41s 4h 35m Beginner


Adding pages provides you with in-depth training on Web. Taught by Mordy Golding as part of the Flash Catalyst CS5 Essential Training

View Course Description

In Flash Catalyst CS5 Essential Training, author Mordy Golding demonstrates how to create and publish fully interactive Flash (SWF) micro sites, widgets, portfolios, and applications from static Photoshop, Illustrator, and Fireworks artwork—all without writing code. The course covers planning a project, importing and organizing assets, creating interactive components, defining repeating data lists, and publishing final projects. Exercise files are included with the course.

Topics include:
  • Organizing a Flash Catalyst project with layers and pages
  • Roundtrip editing with Photoshop and Illustrator
  • Sharing artwork across pages and states
  • Creating data lists for repeating elements in the Design-Time Data panel
  • Defining conditional parameters for an interaction
  • Integrating audio and video
  • Triggering state changes with interactions
  • Creating custom components
  • Exporting to SWF or AIR
  • Placing a SWF file into an HTML page on a web site
Flash Catalyst

Adding pages

So we're creating this interactive widget, a game that people can play that would belong on a web site. We've brought in artwork from Illustrator, and we've started defining components or buttons to allow people to interact with this. However, what happens when they are going to click on a button? We need to let people know whether or not their guess is right, and whether or not they've won the game. To do that, we're going to create additional pages for our project. The concept here is that once I click on a button, that action will trigger a move to a different page.

So let's take a look over here at the Pages and States panel. In my project, I currently have one page and it's called Page1. Well, that won't do for me. I need to actually name my pages. In fact, we've already seen how important it is for you to name your layers, because of how easy it is to select artwork through the Layers panel. You also want to take the time to actually name your pages. As we're going to see, when you name your pages, it will become that much easier for you to work with your project later on. To name the page, I am simply going to come here and double-click on where it says Page1, and I'll change the name of this to PlayGame.

It's important to know that you can't have spaces inside of a name of a page, so I'll often use capital letters to identify a different word. I'll press Enter to accept that, and now I have successfully changed the name of this page. Now, there are two ways to add a new page to your project. I can either duplicate it or I can create a new blank one. For this widget, I want many of the elements to stay the same on this other page, so I am going to choose to duplicate the state. I am going to change the name of this page to Winner, and click Return or Enter to accept that.

Now the two pages that I have created are identical. So let's move over to the Layers panel and switch a few things up. To make it easy to see what's happening here, I am going to double-click on the Timelines panel to hide that. I don't need to see the elements inside of the Bottles layer here, so I am going to close that. But I do want to focus on what's inside of the Results layer. I'll click over here to reveal the elements inside of the Results folder, and you'll see that I have a Rectangle here. I created that layer inside of Illustrator. It's simply a black rectangle that has an Opacity value applied to it. I also have some elements that will appear on this page, and I'll choose to reveal all the elements inside of the Winner layer as well.

So now let's review what we just did. I'll click on the PlayGame page to see the first page of my widget, and if a person chooses the right flavor, they will see the Winner page. What happens when they choose the wrong flavor? Well, let's create a new page for that as well. With the Winner page currently selected, I am now going to choose to duplicate it. I am going to rename it to be Loser. I know no one ever wants to be a loser, but in this case here we have to have a page with that name. And in the Layers panel here, I'll hide the Winner layer and show the Loser layer.

I now have three distinctive pages inside of my project: PlayGame, Winner and Loser. Now, focusing primarily on the Winner and Loser pages, there are certain elements that appear here that users will be able to interact with. For example, if you win, you can type in your e-mail address and submit it, or you can click on a button to learn more about the olive factory. And on the Loser page, you can choose to learn more about the olive factory or you can try your luck and play the game again. Just as we did with the bottles, we can easily convert these to functional components.

Let's start on the Winner page. I'll come to the Layers panel to reveal the elements inside of the Winner layer and scroll-down here to reveal its contents. I have an object here called Text_Field. With that selected, I can now see that the HUD will allow me to convert that artwork to a component. In this case, I don't want a button. I want people to actually fill in that text field, so from the list of components, I'm going to choose Text Input. Next, if I select this group, I'll see that these two buttons have been grouped together. I need to create them as separate buttons.

So I'll twirl down the group to reveal its contents, and I'll start by clicking on where it says Submit, and then I'll hold down the Shift key, and click on the button here to select those two elements. I'll convert that to a button and then I'll scroll down and choose both the Learn More, and again holding down the Shift key, click on the Button here and convert that to a component. So I now have two buttons and a text field. Let's do the same thing for the Loser page. Let me close up the Winner layer here, reveal the Loser layer.

I don't have a text field here, just two buttons, so I'll open up this Group, I'll click on Play Again, hold down the Shift key and click on Button, convert that to a button. And I'll click on Learn More, hold down the Shift key to select this button right here and convert that to a button component as well. So now I have three complete pages of my project: The PlayGame page, the Winner page and the Loser page. Each of these pages have several components inside of them. Let's save our work. I'll go to the File menu, and I'll choose Save As.

I'll save this as olive_game3 and click Save, and let's actually run our project to see how this looks inside of the Web browser. I'll go to the File menu and I'll choose Run Project and I'll see a preview of this in my Web browser. And you can see now that I can mouse over each of these bottles, but when I click on them, nothing happens. In fact, I can't even see those two other pages that I've created: the Winner and the Loser pages. The reason why is because I haven't defined anything inside of my project that tells these buttons what to do when I click on them.

All I've done is changed their appearance when I mouse over them. However, to make the buttons actually switch from one page to another, I need to define something called an Interaction, and we'll cover that in the next movie.

Find answers to the most frequently asked questions about Flash Catalyst CS5 Essential Training .

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Q: In Flash Catalyst, is it possible to control two sound sources being played at the same time? For example, the main audio will take priority, and the secondary audio will only be played at 20% (or any user defined percentage) of the main audio?
A: In the 1.0 version of Flash Catalyst, this is not possible.





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