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Flash Professional: Creative Cloud Updates

Flash Professional: Creative Cloud Updates

with Anastasia McCune

 


Inquiring minds want to know what benefits them in the new release of Flash Professional CC. In this course, Anastasia McCune answers your most burning questions. Learn about the interface changes and performance improvements that come with this update, plus the new Code Editor, JSAPI improvements, and mobile testing enhancements.

Note: Adobe Creative Cloud is updated on a regular basis. We will add more tutorials as features are added or changed, so check back often.
Topics include:
  • Distributing and swapping multiple symbols and bitmaps
  • Managing properties for multiple layers at once
  • Scaling content to predefined anchor points
  • Exporting video
  • Using Cross-File Find and Replace
  • Testing and debugging on iOS

show more

author
Anastasia McCune
subject
3D + Animation, Web, Interaction Design, Animation, Web Design, Web Development
software
Flash Professional CC
level
Intermediate
duration
1h 11m
released
May 06, 2013

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Introduction
Welcome
00:00 (MUSIC).
00:04 Hello, I'm Anastasia McCune. In this title, I'll take you through some
00:08 of the exciting new features and changes in this version of Flash.
00:13 I'll show you some new time savers and changes to the interface within the Flash IDE.
00:18 We'll look at some new features and an improved work flow for exporting out high
00:21 quality video. We'll also look at how to better profile
00:25 your projects so you can identify potential problem areas that might slow
00:28 down your project's play back. Finally, we'll also play with some
00:32 exciting new capabilities when it comes to testing and debugging your projects
00:36 for mobile. So sit back, relax and let's check out
00:40 what's new in Flash Professional.
00:43
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Using the exercise files
00:00 In this course we'll be using sample Flash files from a game called Monster
00:03 Match-Up which is basically a matching game.
00:07 You can Download the exercise files from the course page on the lynda.com library.
00:12 Inside the Exercise File folder you'll find that each movie has a corresponding folder.
00:17 Each folder contains all the files needed for that movie.
00:21 You can follow along with me using these file or use files of your own.
00:25 The game used in this course is built to be an App ultimately played on mobile devices.
00:30 If you'd like to spend some more time with the App itself.
00:33 And learn about how to target mobile devices, check out the course Building
00:37 Mobile Apps for Multiple Devices with Flash Professional with Paul Trani here
00:41 in the lynda.com library.
00:43
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1. UI Changes and Improvements
Changes to the Flash interface and performance improvements
00:00The new version of Flash Professional introduces a number of performance
00:03improvements, as well as changes to the user interface.
00:06To demonstrate these, I'll be using the file called Monster.fla in the exercise
00:11files for this chapter.
00:13Probably the first change that you'll notice is that Flash has changed color
00:16from previous version.
00:18It's now using a dark- gray color for the interface, which matches the colors
00:21being used by Photoshop and other Adobe softwares.
00:25You do have the option to switch back to the old lighter interface if you wish.
00:29Simply go to the Edit menu and then Preferences or if you're on Mac that's under
00:33the Flash menu and then Preferences.
00:35You can then choose Dark or Light under the User Interface dropdown.
00:39You can also choose to enable shading or not.
00:42This simply applies from subtle shading effects to the interface.
00:46When creating extension panels, there's also an accompanying set of JS APIs for
00:51the new dark UI, which allows for user interfaces with a similar theme.
00:55One change to the stage area is the fact that there's now unlimited pasteboard size.
01:00I'm going to scroll up as far as I can, and you can see the current upper
01:04limit of the pasteboard.
01:05If I add something in--I'll just drop a quick circle--you can see the scrollbar
01:09on the right update to indicate I now have more pasteboard.
01:12I'll scroll all the way up again and draw another circle.
01:16More pasteboard appears, and you get the idea.
01:18This is ideal for people who might be doing something like developing game
01:22levels, who want to lay their game's visual content out way across the
01:26pasteboard, and then move through it.
01:28Moving all around the stage in the pasteboard is a pretty common thing to do
01:31while working in Flash.
01:33Now that I've scrolled all the way up to the top of the pasteboard, I want to go
01:37back down to the stage.
01:38Flash now offers a super-easy way to center your view back to the center of the stage.
01:42Simply click the new Center Stage button, located on the upper right of the screen.
01:48Notice that centering the stage hasn't changed the zoom level;
01:51it's only set the document's vertical and horizontal scrollbars back to the center.
01:56You can also center the stage by going to View > Magnification > Center the
02:00Stage, or by using the keyboard shortcut Ctrl+0 for PC or Command+0 for Mac.
02:06As you work in the new version of Flash, he'll notice enhancements to some of the panels.
02:11Several have been redesigned or simplified to improve efficiency and provide a
02:14better user experience.
02:16For instance, there are a number of reduced options on the Preferences panel.
02:20If you go to the Edit menu and then Preferences--on a Mac that's, under the
02:23Flash menu, then Preferences--there are only five categories, of General Sync
02:29Settings, Code Editor, Text, and Drawing.
02:32In earlier versions there are a lot more.
02:35Flash CS6 for example has 10 categories.
02:38Some changes have also been made to the Properties panel.
02:41When I click on a piece of my content, say this monster match-up movie clip,
02:46notice that an Accessibility section is now included in the Properties panel.
02:50In previous versions of Flash, accessibility properties were in a
02:53totally separate panel.
02:55Also take a look at the redesigned Filters UI in the Properties panel.
03:00I can add and remove filters easily here.
03:04Copying and pasting and saving and other filter functions are under this options dropdown.
03:10Overall, it's a simpler interface compared to the six-button interface that
03:14existed in previous versions.
03:16One other place where changes have been made is to the Photoshop and Illustrator
03:19file import dialogs.
03:21We'll look at those a little later in the course.
03:24Let's head back to that Preferences panel.
03:25I'll go the Edit and then Preferences to open it up.
03:29Take a look at the new category of Sync Settings.
03:33Flash professional is now integrated with Creative Cloud.
03:36This allows you to synchronize some of your preferences settings to Cloud and
03:39then across a maximum of two machines.
03:42So for instance, you could customize some preferences on your work computer,
03:46sync that computer with Creative Cloud, and then have your home computer adopt
03:50those same preferences by synching to cloud from home.
03:54The Sync Preferences feature allows you to maintain a preferences backup on the cloud.
03:59That allows you to restore it and reuse preferences in the case of having to
04:03reinstall Flash Professional.
04:05As you can see, the following sets of preferences can be synched to Creative Cloud.
04:09Application-level preferences--so that's basically the stuff you said in the
04:14General, Code Editor, Text , and Drawing categories.
04:17Default document setting, keyboard shortcuts, grid, guide, and snapping settings
04:22and sprite sheet settings.
04:24You can kick off the sync by clicking the Sync Settings now button, or by using
04:29the Sync Settings button in the upper right of the Flash interface, next to the
04:32Workspaces dropdown.
04:34Another new feature to look for is that you can work in full-screen mode.
04:37To get into full-screen mode press F11 on Windows or Ctrl+Command+F on Mac.
04:43You could also go to View > Screen Mode > and then Full Screen Mode.
04:49When you do this you get a little dialog box that explains that in full-screen
04:52mode all the panels are hidden and only the stage is displayed.
04:56Go ahead and click full-screen.
04:59As the dialog box also said, you can use F4 to display the panels or close them again.
05:05You can also hover the pointer on these overlay frames along the edges of the
05:09screen to display tools, properties, and other panels.
05:13Alternatively, you could also use keyboard shortcuts to toggle tools or panels on and off.
05:18For instance, I'll press Ctrl+K for the Aligned panel or Ctrl+L for the library.
05:23To get out of full-screen mode, press F11 again, or the Escaped key works as well.
05:28Next, there's some changes to how things look when you're testing a movie.
05:31I'm going to preview my SWF, and you'll notice that the preview interface
05:35now excludes menu items like File, View, Control, and Debug that were previously there.
05:41The functionality from those menus are not gone;
05:44they're just in different places or have been replaced.
05:47If you're looking for the Bandwidth Profiler, well, that has been taken out
05:51of Flash completely.
05:52But you can learn more about an alternative called Adobe Scout later on in the course.
05:56The items related to debugging that used to be under the now absent Debug menu
06:02are back in the Flash IDE, under the Debug menu there.
06:06So you haven't really lost functionality from the SWF Preview panel;
06:09the items have mostly just been moved.
06:11Finally, there's two areas related to performance improvements to know about.
06:15The new version of Flash now supports high-DPI displays, including the Retina
06:19display that's available on the newest Mac book Pro.
06:23This means that icons, fonts, drawing on stage, general content rendering,
06:28and basically the whole IDE itself can be displayed with that advanced
06:31clarity and crispness.
06:33Flash Pro Creative Cloud enables high-DPI display on Mac by default.
06:37But if you did something like turn off Retina display on Mac, Flash would
06:41replicate that change in look as well.
06:44Finally, performance-wise, you should notice a much faster launch time for Flash itself.
06:49It's also 64-bit.
06:50So you'll see a significant reduction in the time needed for opening and
06:54working with large files.
06:56Even when you're using Import to Stage and Import to Library, the dialog where
07:00you open up your files launches more quickly.
07:03Overall, Flash has undergone some major retooling under the hood.
07:07It affects you now by working faster.
07:10But for the future, it can integrate in new improvements and features
07:14efficiently and still perform well.
07:17Part of the general cleanup as well has been to remove a number of outdated or
07:20little-used features and functionality.
07:22We'll go over the most significant of those near the end of this course.
07:26Overall, the new version of Flash has a new look with a dark UI.
07:31It's made an effort to simplify and streamline the interface.
07:34It also gives you some new tools like the Center Stage button an unlimited
07:38pasteboard sized and the ability to work in full screen mode.
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Distributing and swapping multiple symbols and bitmaps
00:00 There are two new things you can do in flash, one working with multiple selected
00:04 symbols or bitmaps. The first has to do with swapping, the
00:08 second has to do with distributing to key frames.
00:11 Working in the file called swapping.fla, will first take a look at swapping.
00:15 So I've got three of our monsters on the screen here and clicking on each you can
00:19 see in the property inspector that they are all movie clips.
00:24 So I've bee playing dress up with them using some of the bit maps in the images
00:27 file in the library. I'll turn on the bitmaps layer in the
00:30 timeline and you can see that this guy on the right has some funny teeth that I've
00:34 added and re-sized to fit. The middle guy has this shaggy purple
00:38 hair and the monster on the left has this like giant third eye.
00:43 Now that's pretty funny but I think what all these monsters need to make them look
00:47 good is the mustache. So I'm gonna select all three of the
00:51 bitmaps set once and open the Properties panel.
00:55 Click this Swap button and choose mustache from the swap bit map box, I'll
00:59 click OK and now they've all got mustaches.
01:04 Granted, they need to be resized and repositioned, but the fact that we could
01:07 swap all three at the same time is what's new.
01:11 In previous versions, you would have had to swap each image out one at a time.
01:15 Swapping multiple objects out at once works for symbols, too.
01:19 If I select all three of my movie clips at once, the same process follows.
01:24 I can click Swap in the Properties panel. And this time I'll change all three
01:29 monsters to Card 9, Monster N. And there we have it, three monsters with
01:33 dapper mustaches ready for a night out. The only thing to remember when swapping
01:39 multiple items is that you can't swap bitmaps for symbols, or symbols for bitmaps.
01:46 So the second thing that's new with Flash when working with multiple items is the
01:50 ability to distribute multiple objects on a layer into individual different key frames.
01:56 Maybe have multiple items brought into Flash from Illustrator.
02:00 Or maybe you've got multiple items that you've lined up for visual placement
02:03 single keyframe. And now you want them in separate frames.
02:07 Whatever, this new feature will make being able to distribute he items to
02:11 individual keyframes easy. So to demonstrate, I'm going to lock the
02:16 monsters and bitmap layers. And unlock and turn on the distribute layer.
02:20 So here we have some buttons. Looking in the property inspector, we can
02:25 see that the first three easy, medium and hard are movie clips.
02:29 The new game and quit are both buttons and the monster match-up image is a bitmap.
02:37 I'm gonna hit Ctrl+A to select all six items.
02:39 At this point, I right-click over any of the items and choose the new option of
02:43 Distribute to Keyframes and there we go. You can see that the original key frame,
02:49 key frame one, is left blank. And the six items are now spread out over
02:53 six individual key frames on the timeline.
02:57 So there we have it, two new enhancements to the timeline that can save you a
03:00 little bit of time. The ability to swap multiple bitmaps or
03:04 symbols at once. And, the ability to distribute multiple
03:08 item out to multiple key frame.
03:11
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Managing properties for multiple layers at once
00:00 The new version of Flash Professional, now offers the ability to affect multiple
00:04 layer properties at once. To demonstrate what's new in the most
00:08 clear way possible, I'll compare the differences in behavior between Flash
00:11 CS6, and the new version of Flash. We'll be working with the assets that
00:16 make up a single card from the Monster Match Up game.
00:20 So you can see that I've got a file called Monster.fla, open in Flash, and
00:23 I've drilled down into the timeline of the movie clip symbol, called card4MonsterN.
00:28 You can see it's got three different folders, with the appropriate content for
00:33 the mouth, body and head, and the background.
00:37 Likewise, I've got MonsterCS6.fla, open in Flash CS6.
00:42 And I've drilled down into the timeline of the same card for Monster and Movie clip.
00:47 So, first in CS6, I'll select two out of the three folders at the same time.
00:52 Let's say I wanna expand both of these folders at the same time.
00:56 So, I could right-click and notice the option of Expand All Folders.
01:00 Well, that's not what I want. That would open all three folders.
01:04 So I'm just gonna select Expand Folder. And what happens is that just the one
01:10 folder, the Background folder is expanded.
01:13 Body Head is still closed. Compare this to the new version of Flash
01:16 where I can again select two out of the three folders.
01:21 Right-click and see the new option of Expand Folders.
01:25 Notice it's not folder, it's folders, talking about multiple folders and when I
01:29 select now both the Body Head and Background folders are open.
01:35 So it's a subtle difference but you can see how the new behavior is more desirable.
01:39 Related to this, if I make sure I still have my two folders selected, I can
01:42 right-click and Collapse Folders and they both close.
01:47 Of course, back in CS6 if you right-click, you only have the option to
01:50 collapse a single folder at a time. So, now I'm going to open up my
01:55 Background folder where we've got two layers of shadow and background.
02:01 If I wanna turn both of these into guide layers, your choice in CS6 is pretty much
02:04 to change these one at a time. One way to do it would be double clicking
02:09 on the Layer icon, and choosing Guide in the Layer Properties box.
02:15 Another option to get that same Layer Properties box is right-click the layer,
02:18 and choose Properties. I'm going to cancel out of that.
02:22 You could just right-click the layer and select Guide.
02:26 In the new version of Flash, you can change both layers into guides and back
02:30 at the same time. I'm gonna select both the background and
02:34 the shadow layer, right-click and choose Guide.
02:37 And you can see that they're both turned into guides.
02:41 Similarly, you could select both layers. Right-click again and choose Properties
02:45 and turn them both back into normal layers this way.
02:49 So toggling to guide layers and back for more than one layer at the time is easy.
02:54 A similar thing exists in the new version of Flash for toggling multiple layers
02:57 into mask layers. So I'm going to open up the Mouth folder
03:01 and mess up some of the layers here for sake of demonstration.
03:05 I'm gonna lock and hide the Mouth layer because we won't be using that.
03:09 Now, I'll turn the top layer, the Teeth mask layer, into a regular layer, and
03:13 when I do, the masked layers beneath it turn into regular layers as well.
03:18 So now, I'm gonna turn just the top layer into a mask.
03:21 I'm gonna right-click and choose Mask to do that.
03:26 So, we now have a mask layer, and a masked layer.
03:30 And now let's say we want to turn these other two into masked layers as well.
03:34 Instead of changing them separately like you have to in CS6, I can select both at
03:38 the same time, right-click, choose Layer Properties, and choose Masked.
03:43 And they're both masked layers, a nice little time saver.
03:48 So the new version of Flash Professional makes it easy to toggle masks and guides
03:52 on and off for multiple layers at once.
03:55
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2. Importing, Graphics Manipulation, and Video Export
Simplified Photoshop and Illustrator file import
00:00 When importing in both Illustrator and Photoshop files, the file import dialogue
00:04 you see has been greatly simplified in the new version of Flash.
00:09 Let's take a look first at Photoshop files starting in Flash CS6, so we can
00:12 compare against what the new dialogue looks like.
00:16 So in Flash CS6, using a blank FLA file, I'll choose File>Import>Import to stage,
00:21 or of course Import to library will work as well.
00:26 And then for our example, choose the file called banner_recipe.psd.
00:31 As you've probably seen in the past, you have this layer preview pane that allows
00:35 you to select each layer separately. For this layer called print recipe, which
00:40 is a text layer, I have the option to import the layer as editable text, vector
00:43 outlines or a flatten bitmap image. Of course there are a number of other
00:49 options I can affect lower in the dialogue as well.
00:52 For non text layers, like the Printer layer, some of the choices I could make
00:56 here include importing the layer as a bit map with editable layer styles or, a
01:00 flattened bit map image. The point is really that you can affect
01:05 each layer separately. Compare this to the new version of Flash.
01:10 I'll import the same banner_recipe.psd file.
01:13 The import process is still the same. File > Import > Import to Stage.
01:19 But once I've selected my file, you'll notice right away that the layer preview
01:22 pane is gone. You can't step through the individual
01:26 layers of the PSD file anymore. So the choices you make in this import
01:29 dialog are applied to all the layers. The options for Layers, that were
01:34 presented in CS 6, have been condensed to maintain editable pass and effects, or a
01:38 single flattened bit map. The options for Text layers are the same
01:43 as they were in CS 6, Editable Text, Vector Outlines, or a Flattened Bit Map image.
01:49 But of course, by making your selection here, you're affecting all the text layers.
01:53 So you can see that the import dialogue really has been simplified.
01:57 And those same principles have been applied to the import dialogue for
02:00 Illustrator files. I'll start importing the file called
02:05 giraffe.ai in Flash CS6, so we can compare again.
02:09 So I'll go to File>Import>Import to Stage and choose giraffe.ai.
02:15 And again, we can select individual layers and affect the settings for them
02:18 one by one. For instance, this pos4 layer, I could
02:21 import as bitmap, or create movie clip. For this first path layer, I could import
02:26 as editable path, or bitmap. Now I'll inport the same file into the
02:30 new version of Flash. And again you can see that the choices
02:37 have been condensed into sections for layers and text layers but you can't
02:41 affect indivisual layers one at a time. Beyond this point things aren't really different.
02:47 I'm just gonna click Okay and my visual assets are imported in.
02:51 And I'm on my way. The only other thing to note is that for
02:55 both PSD and AI files hidden layers bundled into a layer comp stay hidden.
03:02 They can't be selected or edited when importing a file.
03:05 So again, for both illustrator and Photoshop files, the choices in the file
03:09 import dialogue has been greatly simplified in the new version of Flash.
03:13 .
03:13
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Scaling content to predefined anchor points
00:00 In Flash, you can now pin visual assets to predefined anchor points on the stage,
00:04 when scaling the stage size. Well here's what I mean, in the file
00:08 called scaleTimelineAnimation.fla, we have some simple animation.
00:11 The background image that says Monster Match-up animates in, and then movie
00:16 clips that contain animation for a variety of different monsters, appear in
00:20 succession, as you move on down the timeline.
00:25 So when I click on the paste board, you can see that we're at a stage size of 800
00:29 by 480. To help us see how our stage scaling is
00:33 going to affect things, I've got ruler guides along the right an bottom edges of
00:36 the stage. So I'm going to zoom out to about 25%, so
00:41 we can really see what happens when we scale the stage.
00:45 We're going to try a pretty dramatic change in stage dimension to something
00:49 really big like 1920 X 1080. So, in the properties panel for the
00:54 document, I'm going to click the wrench next to the size fields to bring up the
00:57 document settings panel. Here I'm gonna type in my new stage
01:02 dimensions of 1,920 by 1,080. Here's the choice to scale content.
01:07 I'm gonna check the check-box, an when I do, the option to scale locked an hidden
01:11 layers is enabled. Now that's fine.
01:14 Down here, Anchor, is the new option, where we can choose the location of the
01:18 anchor point, that we want our content to scale from.
01:22 And just so we have something to compare against for next time, I'm not going to
01:25 choose any anchor point. I'm going to click OK and we can see the
01:29 new stage size as well as the content having scaled proportionally as well.
01:34 It's in the same relative location to where it was at the smaller stage size.
01:39 I'm going to undo out of this so that we go back to original sizes.
01:43 Let's compare this to scaling with an anchor point chosen.
01:46 So I'm gonna click on the wrench again, change the stage size to 1920 by 1080 again.
01:52 Check Scale Content, and this time I'm gonna choose to scale out and down from
01:56 the upper left. When I click OK, we can see the new stage
02:00 size, as well as the content having scaled proportionally.
02:04 This time since we chose the scale from the upper left and go out and down, all
02:08 the visual assets still appear on the stage, but relative to that upper left
02:12 anchor point. I'm gonna Ctrl + Z out of the one last
02:17 time, so we go back to our original sizes.
02:19 Let's compare this to a different setting.
02:22 So I'm gonna click the wrench again. Change the stage size to 1920 by 1080 again.
02:27 Check Scale Content. And this time choose the anchor point on
02:32 the lower right. So our content will scale up and to the left.
02:36 When I click OK, the content has scaled up again proportional to the new stage
02:40 size, but since the anchor point was at the bottom right, everything blew up and
02:43 to the left. So some of the content actually bleeds
02:48 off the stage this time. Note also that as I move the play head
02:51 down the time line, the scale change has also been applied to all the other movie
02:55 clips on the stage. So in the new version of Flash
02:59 Professional, you now have the option to set an anchor point from which your
03:03 content should scale when resizing the state.
03:07
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Live preview for drawing tools
00:00 In the new version of Flash, you can now instantly preview a shape, when using the
00:04 Drawing tools. To demonstrate what this means in Flash
00:08 CS6, I'm going to draw an oval. Notice how as I Click and Drag to draw,
00:12 only the outlines of the shape are visible.
00:15 You can see the Stroke and Fill colors, only when I release the mouse.
00:20 When I draw an oval in the new version of Flash, you'll notice that while I'm
00:23 drawing the Outline is visible, but so is the Stroke and Fill color.
00:28 This live preview feature is enabled for most of the drawing tools in Flash.
00:32
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Improved features and workflow for exporting video
00:00 With previous versions of Flash, you can export content to SWF, AVI, and MOV files.
00:07 However this process was not as easy as point-and-click.
00:10 You had to work with things like being dependent on third-party libraries or
00:14 movie clips not being supported. Flash has improved on these tripping points.
00:18 The first thing to note, is the new work flow, in which you can export MLV files,
00:22 directly from within flash. Note that the only choice, is MLV files.
00:27 If you then want to convert the MLV to another format, the next step is to use
00:31 Adobe Media Encoder, to do that. Other improvements include built in
00:37 support for animation, using nested movie clips and ActionScript-driven animations,
00:41 easily adding in an alpha channel to replace your stage background color and
00:45 being able to expect high quality video that doesn't drop frames.
00:51 So, your exported video should match your SWF.
00:54 I've got the file called videoTimeline.fla open to demonstrate
00:57 many of the new features. Basically, this file shows the monsters
01:01 used in the game in succession. I'll test my movie so we can take a quick
01:05 look at the first few seconds of the animation.
01:08 Overall, the whole timeline lasts about 33 seconds.
01:11 (NOISE) (NOISE) (MUSIC) Taking a quick look at the FLA file, we see that the
01:19 Intro Screen and Monsters Layer have some simple motion tweens /g.
01:30 Basically, The Monster Match-Up logo animating in, followed by a monster,
01:34 which is a movie clip. Sliding on down the time line, we see
01:37 that additional monsters, again, all movie clips appear on the screen at
01:40 different points. Notice the audio layer, which has little
01:44 audio clips times with the appearance of each monster.
01:47 Also, notice the stage size of 800 by 480, as well as the really awful green
01:51 stage background color. That's there so we can see down the line
01:56 how it goes away when we embedded an alpha channel.
01:59 So the next step's to export this out to MOV, or to go to File> Export> Export Video.
02:05 On the resulting dialog box, notice that your render width and heighth match the
02:09 stage size and you can't change it. We can click the checkbox to ignore the
02:14 stage color and then code in an alpha channel instead.
02:18 Checking Convert Video in Adobe Media Encoder simply tells Flash to open up the
02:22 exported MOV in Media Encoder when it's done exporting out.
02:27 It basically just saves you the steps of encoding it yourself.
02:31 You can choose if the video export should end when the last frame is reached or you
02:34 can specify a specific point in time that you want it to stop at.
02:39 Finally, of course, it's a good idea to double check the path to where you want
02:42 to save the video. When I click Export, you see a progress
02:46 box telling us that it's recording Flash content.
02:49 After a few moments, the export is done and Adobe Media Encoder opens up automatically.
02:55 From here you can go on to export out to whatever end format you may need.
02:59 For now, I'll just go to my file explorer and open up the exported MOV file.
03:04 Watching it you can see that the animations and sounds are smooth and look
03:06 pretty much the same way the SWF did. The biggest difference to note is the
03:11 black background. The green stage color has been replaced
03:14 with an alpha channel. Let's take a quick look at how the export
03:18 process works for ActionScript driven animation.
03:21 I'm gonna open the file called VideoAs.fla.
03:25 In this file, the main timeline is only one frame long.
03:28 With the action script that controls it on the actions layer.
03:31 We're not really going to look at the code.
03:33 The important thing is that when I test my movie, the end animation and audio in
03:36 this file are about the same as the one we just worked with.
03:39 (SOUND) The export to MOV process is similar to before as well.
03:54 I'll choose file export then export video.
03:57 I'm going to uncheck convert video in adobe media encoder since we've already
04:01 seen how that works. The thing to do differently this time, is
04:05 instead of choosing, stop exporting when the last frame is reached, choose stop
04:09 exporting after time elapsed. I know the total length of my action
04:14 script driven animations is about 33 seconds, so I'll type 33.00.
04:19 Since hours an minutes aren't relevant, I can just leave that bit off.
04:23 Its also important to double check the location the MOV file is going to be
04:27 exported to. You'll notice its still pointing to the
04:30 video timeline folder and I want this MOV file to end up in the videoAS folder.
04:37 With that I'll click to export flash things about it for just a few moments
04:40 and now I can go to my file explorer, open up my MOV file and view the results.
04:46 You can see that the ActionScript driven animation is exported just fine.
04:50 (MUSIC). There are of course a million different
05:04 things that you might be looking for when trying this out on your own files.
05:08 Perhaps your sounds are set to stream on the timeline.
05:10 Maybe you have files with stage dimensions much larger than this example.
05:15 Or perhaps HD quality video is your intended output.
05:18 These are all handled by the new workflow.
05:21 So, Flash Professional has provided a new work flow for exporting high quality
05:25 videos that simplies the steps to Adobe Media Encoder, supports nested movie clip
05:29 animation, ActionScript driven animation, alpha channels, and won't drop frames.
05:36
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3. Coding and Streamlining Content
Using the new code editor
00:00 In this version of Flash Professional, the old ActionScript editor has been
00:03 replaced with a new one. The new code editor is a port of
00:07 Sentilla, which is an open source code editing component.
00:11 To demonstrate a few things about how the new editor works, I've got Monster.fla
00:16 open as well as Main.as and Card.as. Looking in the Properties panel for the
00:22 FLA, you can see that Main is the document class.
00:26 In our file structure, it's in the same directory as the FLA.
00:29 Car.as is a custom class that's a few directories further down, in the com then
00:34 monstermatch, then animation folder. So I'm gonna start by clicking on frame
00:42 one of the time line and hitting F9 to open the Actions panel.
00:46 The first thing you'll probably notice is that the new code editor is more sparse
00:49 than the previous one. Buttons like Checks and Text, Auto
00:53 format, and so on, are gone. The options you do have are to Insert
00:57 Instance Path and Name. The Find and Replace, which we'll talk
01:02 about in detail in a different movie, Code Snippets, and Help.
01:06 Here in this left panel of the editor, what was known as the Actions Toolbox is gone.
01:10 In previous versions such as CS6, this was a clickable reference to built-in
01:15 ActionScript classes. Now, one behavior in the new editor has
01:19 to do with single-line versus multi-line comments.
01:23 This new editor uses the multi-line commenting syntax regardless of how many
01:26 lines of code you're trying to comment. For instance, if I select two lines of
01:31 code, right-click and choose Comment Selection, the slashes and asterisks
01:34 appear at the appropriate places for a multi-line comment as you'd expect.
01:40 I'm gonna undo that. Now if I highlight just one line of code,
01:43 right-click and choose Comment Selection, I still get the slash asterisks format.
01:49 I'm gonna hit Ctrl+Z to undo that. Now you can of course, still type in
01:53 single line comments like so but when using the Context menu like I just
01:56 showed, you'll always end up with the multi-line comments syntax.
02:00 Now I'm going to remove this comment as well.
02:04 One useful feature of the editor is a red line down the left hand side, and the
02:07 ability to collapse and expand blocks of code.
02:11 For instance, if I click somewhere within this nested if statement, the red line on
02:15 the left side of the screen, indicates the block of code that makes up the if
02:19 statement between lines 14 and 23. Compare this to if I click within the
02:24 opening curly brace of the outer if statement.
02:27 The red line encompasses everything within that block of code.
02:30 Or, I could click within the opening line of the function definition and have the
02:34 entire function indicated by the red line.
02:37 I can then also click on the contract and expand toggle to hide or show blocks of code.
02:44 When you've got a zillion lines of code, this can be really useful to help focus
02:47 in on one area or another, of your script.
02:50 Now there is a trick to point out to make sure that code hinting works for you.
02:54 In a frame script like the one we're looking at here that's attached to frame
02:58 one, in the FLA, you don't really have to worry about it.
03:01 For instance, I could type in a couple lines of code here that I'm gonna declare
03:06 a MovieClip instance. And already you can see that my code
03:10 hinting is working. And on my next line, I'll type in myMC.,
03:15 and here you can see all the methods and properties of MovieClip.
03:23 So I'm gonna delete that and again, working within a frame script is not
03:26 where you have to be careful. It's where you're working in an external
03:29 ActionScript file. I'm gonna switch over to the Main.as
03:33 ActionScript file. And first off, before we do anything.
03:37 Notice that this Main.as class is importing the custom class called Card.
03:43 So Main can access all the methods and properties defined in Card.
03:47 Now a little further down, on about line 47, we see an instance of that card class
03:51 being created. It's being referred to by the name of
03:55 card with a lower case c. Now let's say I wanna create a new
03:59 variable just inside the start of this class definition.
04:02 So let's say around line 57 here, with these other variable declarations.
04:07 So I'll type in private, var, myMC, and I'll data type it as a MovieClip, and
04:12 there's my code hinting, already working. And I can type in again, myMC., and
04:19 again, there's all our methods and properties for MovieClip.
04:24 So I'm gonna get rid of line 58 there. And now scroll down to about line 388.
04:29 Here you can see that card instance that we just pointed out being used.
04:38 And if I wanna add some code to this, I could type in card., and here's my code
04:42 hinting, with all my methods and classes. Notice here's a method called callbackEndAn.
04:49 If we flip over to Card.as, here's that function declared right here.
04:54 So clearly, our code hinting is working. And that's all well and good.
04:57 But the thing to know is that for code hinting to continue to work, I have to
05:01 have the FLA open and that FLA has to be associated with these ActionScript files.
05:07 So it could be associated via the document class, like Main is for Monster.fla.
05:13 The FLA and ActionScript files could also be associated through a classpath that
05:17 you've set up for an individual FLA. You do that in the ActionScripts settings.
05:24 It could also be associated through a classpath that you've set up to affect
05:27 all files through the Flash Preferences. I'm talking about the one you find when
05:32 you go to the Edit menu, or the Flash menu if you're on Mac, and then Preferences.
05:36 Then look in the ActionScript 3 settings in the code editor area.
05:44 Now watch what happens when I close the FLA.
05:48 If I go back to the Main.as file and try typing in card., the code hinting is gone.
05:56 I'll go back up to the top, where we were working before.
05:59 So I'm gonna retype this line and even when trying to instantiate one of the
06:04 most fundamental classes, MovieClip. You can see again that the code hinting
06:10 is not working. So the take away is basically to make
06:14 sure that when working in an ActionScript.as file within the new
06:17 version of Flash, make sure you have an FLA that's been associated with that
06:20 ActionScript file open. That will ensure that your code hinting
06:26 is going to work. There is a known issue with the new code
06:29 editor and code hinting. When there are a large number of files
06:33 present in the classpath of the FLA, code hinting doesn't work.
06:37 To resolve this you can go to the Flash preferences, that's the Edit menu and
06:40 then Preferences. Of course, on Mac that's under the Flash
06:44 menu and then Preferences. Then in the code editor area.
06:48 Increase the number of cache files to a larger number.
06:51 You could also consider deleting or moving unwanted or unused files from the
06:55 classpath of the FLA. While we're here in the Flash preferences
06:59 for the code editor, I'd like to quickly point out that you have at the bottom of
07:02 the screen a button for ActionScript 3 settings.
07:06 That's because support for ActionScript 1 and 2 has been completely dropped from Flash.
07:12 I'll talk a little bit more about that later on in this course.
07:14 So we've had to look at the new code editor in Flash.
07:18 While several smaller things are different in this editor as compared to
07:21 the editor in previous versions of Flash. Probably the biggest thing to remember
07:26 about it, is the trick we just saw of keeping an associated FLA file open.
07:31 While working in ActionScript files.
07:33
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Using cross-file Find and Replace
00:00 The Find and Replace functionality in Flash has been changed in a number of
00:03 ways in the most recent version. To demonstrate, I've opened Monster.fla
00:08 and the main.as ActionScript file in Flash.
00:12 In the fla, I'll start by opening the Actions Panel for the script that's
00:15 located on frame one. To open up find and replace here, I can
00:20 hit Ctrl+f or Cmd+f on a Mac, or I can click the magnifying glass icon.
00:25 To open up, Find and Replace. So interface is pretty simple, and
00:28 different from previous versions. I can type in my search term here, I'll
00:33 put in options, and I can use the arrows to step through the different instances
00:36 of this word in the code. To Find and Replace, you just open the
00:41 drop down, and choose Find and Replace. You can also see that the dialog updates
00:45 with the field to put what text you want to replace with.
00:50 And, you also get the Replace or Replace All buttons, clicking the Cog icon,
00:53 affords me the options of whole word, or match case.
00:58 Once you've opened up Find and Replace, in the dropdown, and the choices of a
01:01 whole word and match case, Flash will remember that, and have them open for you
01:05 next you use Find and Replace. So that's like, the super simple Find and
01:11 Replace for code in the ActionScript page just as in previous versions of Flash,
01:15 there's also the Advanced Find and Replace dialogue box that can find more
01:18 than just text. To get there from here, we click the
01:22 Advanced button. This is the same panel you'd get if you
01:26 went to Edit>Find and Replace or if you hit Ctrl+f or Cmd+f.
01:32 If you are outside the Actions Panel, so I'll get the Actions Panel out of the way
01:35 and open up the options and results accordion in Find and Replace so you can
01:38 see all the options. So one of the biggest changes from
01:43 previous versions of Flash is in this top search drop down to specify if you're
01:47 looking for code or other text. In previous version of Flash, this was
01:52 all lumped together. So I'll change the drop-down to Text and
01:56 type in the word easy. Notice that Text, Fields, Contents is
02:01 selected, as well as Frames, Layers, Parameters.
02:05 When I find all, three results present themselves.
02:09 When I click the first one, we're taken to the timeline of the intro screen
02:13 symbol, and it points out the easy_btn layer.
02:17 The second result, take us to a layer called easy, within the easy button movie clip.
02:24 The third result, takes us to the actual text in the Text Box that says easy.
02:29 So that's great. Now what if I change the search from text
02:32 to code? When I find all the text options that we
02:36 saw before are excluded and well there isn't any action script code in the FLA
02:39 that uses the word easy. Well may be easy is used elsewhere in our project.
02:47 So here's the other largest change to find and replace.
02:50 In previous versions, this context drop down only gave the choice of current
02:54 document or current scene. In the newest version, we've also got the
02:59 choices of current frame or all open files.
03:02 I'm gonna choose all open files and click find all.
03:05 And now you can see that we've got about a million places in the main.as document
03:09 that utilize the word easy. So, Flash now gives us the ability to
03:13 find and replace across files. So, most of the changes to the Find and
03:18 Replace functionality are simply a difference in the layout of the interface.
03:23 The most significant additions are the ability to differentiate between
03:26 searching through text versus code, as well as being able to do a cross file
03:30 Find and Replace.
03:33
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Enabling advanced telemetry data within Flash for Scout
00:00 Adobe Scout is the newest profiling tool for Flash content running on both the
00:04 desktop through Flash Player and on mobile devices using Adobe AIR.
00:09 In this movie, I'll give a brief overview of what Scout does, and offer some
00:12 resources if you haven't tried it. If you have used Scout before, that won't
00:17 be new to you, but I will show you the new feature in Flash, that allows you to
00:20 easily enable advanced telemetry. So, Scout, itself, isn't new, it was
00:26 known as Project Monocle for some time in Adobe Labs, and was released as Scout in
00:30 late 2012 as part of the Creative Cloud game developer tools.
00:36 Scout relies on a feature called telemetry, that was introduced in Flash
00:40 Player 11.4 and Adobe AIR 3.4. This feature gathers detailed information
00:45 about the internals of the Flash run time and the action script code that it executes.
00:51 Then, it sends all that out to Scout. Scout presents this data graphically, so
00:55 that you can quickly diagnose performance problems with your content.
00:59 Performance problems like potential dropped frames or memory leaks.
01:03 All you need to use Scout is the software itself as well as the SWF.
01:07 And or webpage that your users will be running.
01:10 You don't need a special debugger version of Flash Player.
01:14 You simply launch your content, it can be inside a browser, through the stand-alone
01:18 version of Flash Player, or through Adobe AIR, and then the related data simply
01:21 appears in Scout. There's also, a slightly different
01:26 workflow for mobile called Remote Profiling, where Scout and the test SWF
01:30 run on two separate machines. For this movie, I'm just gonna
01:34 demonstrate Scout and my test SWF on one machine.
01:39 I've got Scout downloaded and open and you can see all the different types of
01:42 data that are available to us. You'll notice that the basic telemetry
01:47 option is grayed out. That's the data collected by default.
01:51 The rest of the choices are optional. So, I also have our Monster Match-Up game
01:54 and I'll go ahead and hit Control > Enter to preview my SWF.
01:58 I'll rearrange my screen here so we can see Scout in the background and the game
02:01 in the front. As I start playing the game, you can see
02:05 data starting to fill in in Scout. So I'll just play to the end of one easy round.
02:21 And so you can see the information that Scout tells us here.
02:24 For instance, here in this area marked Framed Timeline, the red line represents
02:28 the budget time that we have to keep below on each frame if we want to meet
02:32 the frame rate we want to achieve. For our SWF running at 20 frames per
02:38 second, we have a budget of 50 milliseconds per frame.
02:41 If we spend more than 50 milliseconds per frame our game will start stuttering and
02:45 skipping frames. And, we can see that, for the most part,
02:48 our game stays below budget, and should play just fine.
02:52 The individual bars are also color coded depending on how much time is spent on
02:56 what tasks. We can see in this key over here on the
02:59 right, that time spent time dealing with Action Script is blue, Display List
03:02 Rendering is green, and so on. So that's the basic default level of
03:07 information that you get. Notice that while we selected all these
03:11 different other types of information on the left, like Action Script Sampler and
03:15 CPU Usage, that information hasn't come through.
03:19 For instance, if I click in this area that displays details about Action
03:22 Script, nothing shows up. To access all the data that's available,
03:26 we need to Enable Advance Telemetry on the SWF.
03:30 And then have Scout collect the data again.
03:32 The reason Adobe doesn't expose all this information by default is to prevent
03:36 other people from using Scout to easily acquire these details about your content.
03:41 Up to this point, Enabling Advanced Telemetry in Flash Builder 4.7 was a
03:45 matter of clicks. In Flash it wasn't so straightforward.
03:50 You had to go through a couple of steps involving an outside Python Script.
03:54 Now, in this version of Flash, Enabling Advanced Telemetry for Scout is also a
03:57 matter of just a few clicks. So, I'm gonna get rid of this data here.
04:05 Now, I'll move back to my FLA. Notice we're targeting Air 3.6 for iOS here.
04:11 I've chosen that because there's two places you need to make changes for iOS.
04:16 Everything else needs a change in just one spot.
04:19 So that one spot that you need to modify for all outputs, is under the File Menu,
04:22 then Publish Settings. Then in the Options for SWF, Open the
04:27 Advanced area, and simply click Enable Detailed Telemetry.
04:32 Notice you can also choose to provide a password.
04:35 If you do this, you can access the Detailed Telemetry data for your
04:38 Application in Scout. Only after you've provided that same password.
04:43 For now, I'm gonna Click Okay. For the second spot you need to change,
04:46 if you're publishing for iOS devices, is in the Properties Panel.
04:50 So I'm gonna Click the Wrench Icon next to the Target Dropdown.
04:54 On the Air for iOS Settings Dialogue, I'm gonna switch to the Deployment Tab.
05:00 Then, I'm gonna simply select the Enable Sampler Option down in the Telemetry
05:04 Options section and then Click Okay. With that, I can test my movie again from Flash.
05:10 And again, I'll rearrange my screens so we can see Scout collecting data in the
05:14 background while I play the game. I'll do the same thing.
05:17 I'll just play one easy round of the game.
05:27 So I'll close my SWF and go back to Scout.
05:29 This time, since I Enabled the Advanced Telemetry Settings, now when I look and
05:33 say the Action Script Panel below, I can see some information about the Action
05:36 Script that executed during this particular section on the Frame Timeline.
05:43 I'm not gonna go over all the different other types of data, but you get the idea
05:46 that there is more information to help us profile the performance of our projects.
05:51 So now, you can turn on Advanced Telemetry for Scout, from within Flash.
05:55 Again, Scout, isn't the new feature, it's the ability to turn on the Advanced
05:59 Telemetry for Scout from within Flash. Also, a quick note, that as of the time
06:04 of this recording, the full version of Scout is free for a limited time.
06:09 It's part of the Creative Cloud game developer tools.
06:13 That basically boils down to it's free for Creative Cloud subscribers.
06:17 In the future, Scout will transition to a paid offering.
06:19 But, it will still be available for free. With the Advanced Telemetry features disabled.
06:24 Finally, if you'd like more information on how to get started with Scout, or more
06:28 on how to interpret the data that it shows you, check out these resources.
06:33 The first is where to actually download Scout.
06:37 This second page is a great getting started article.
06:41 Here's some information about using Scout with Flash Builder.
06:44 And finally, here's a more advanced article on how Scout and Flash Player
06:48 work together.
06:49
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Utilizing JSAPI improvements
00:00 Flash provides a set of commands and functions that you can use to write your
00:04 own little reusable codes snippets, to automate a task.
00:08 They extend regular JavaScript to include the Flash document object model.
00:13 Since they extend Java Script, the commands and functions available for you
00:17 are commonly referred to as JSAPI's. The JS of course referring to JavaScript.
00:22 You use the JSAPIs to create your own reusable Flash JavaScript code snippet
00:27 files, which have the extension of JSFL. There's some new ways to use JSFL files
00:32 in Flash, so to demonstrate I'm using the file called MosterSmallLibrary.fla.
00:37 But there's nothing on the stage but if you look in the library in the Cards
00:42 folder we have two monsters. One of them is this little flying monster
00:47 and the second one is a teddy bear monster.
00:52 Notice that we also have a number of symbols in the Screens folder that are
00:55 used to make these monsters animations. So, let's say I want to export out a
01:01 Sprite Sheet of these monsters using JSFL.
01:04 I've opened the file called Sprite Sheet Generator Ex.jsfl.
01:09 This file will go through your library. And export each symbol out to a Sprite Sheet.
01:13 Scrolling through, there's a lot of options that are available like what data
01:17 format you want to use like Starling or Json.
01:21 That's on line 50. You can choose whether to trim or stack
01:23 the frames. You can effect the shape, padding, and
01:26 border padding and so on. These are the same features that you can
01:30 set when you export a Sprite Sheet out from this stage or the library.
01:33 So at the bottom of the code where it says exporter.export Sprite Sheet this
01:37 tells flash where I wanna put the exported Sprite Sheet.
01:41 You can see that I'll be exporting my spreadsheet out to a folder called test
01:45 that's sitting in the c drive of my computer.
01:50 And here my File Explorer, you can see that the test folder is already to go.
01:54 So to use this JSFL file. You would have to replace the path that I
01:58 have here. C:\test.
02:02 With the path on your computer. Where you want the Sprite Sheet to go for you.
02:06 Notice the part at the end that says JSAPI Monster.
02:09 That's going to be the name of the exported Sprite Sheet.
02:12 Here where it says PNG, you can choose to make the Sprite Sheet a PNG or a JPEG.
02:17 So here's one way to use this JSFL. The method itself isn't new.
02:22 But the way I behaves as that works is. So I'll make sure that I have my FLA open
02:27 and then I'll bring up my Windows Explorer and re-size and re-position it
02:30 so I can see both Flash and explorer at once.
02:34 Now I'm gonna navigate to where my JSFL file is, and now I'm just gonna click and
02:39 drag the JSFL from file explorer to the .FLA.
02:43 This little dialog box appears, asking me if I want to edit the file or run it as a command.
02:49 In previous versions of Flash this box did not appear, but now that it has, I'll
02:53 choose run as command. When I click OK, it doesn't look like
02:57 much happened, but the Sprite sheet should've exported, at least for me, out
03:01 to the test folder on the c drive. And if I navigate there, there, indeed,
03:07 is my Sprite Sheet. What's really an exciting new feature, is
03:11 that error messages, for JSAPI's, have been improved to include contextual data.
03:16 Error messages now contain the line number, a problem statement with exact
03:19 error messages, file names and more, to help you improve your debugging experience.
03:25 To demonstrate, I'm gonna go back to my JSFL file, and mess it up on purpose.
03:30 I'm gonna add a subfolder to the path of the location, where I want the Sprite
03:33 Sheet to be exported out to. Then I'll save the change.
03:37 So instead of exporting to the test folder, I'm going to export out to test forward/ona.
03:43 I'm gonna save the change. And of course, in my test folder, there
03:46 is no subfolder called ona, so this should generate an error.
03:51 So I'm gonna flip back to my FLA, and this time, run my JSFL file.
03:56 In a different way, by going to the Command> Run Command.
04:01 Then I'll navigate to the spot where my JSFL file lives.
04:05 When I click Open, I get an error message that tells me, hey, a JavaScript error
04:09 occurred at line 77 of spritesheetgenerateex.jsfl.
04:14 The problem is that the argument number one is invalid.
04:18 And of course that is the problem. On line 77, the first arrangement we pass
04:22 into exports Sprite Sheet specifies a location on the computer test/ana that
04:27 doesn't exist. So, error message is actually meaningful
04:32 which is great. In the past, error messages were pretty
04:35 unhelpful, saying things like. Could not complete operation because of
04:39 an unknown error, or the following JavaScript errors occurred, but then it
04:42 wouldn't tell you what the errors were. So, JSFL error messages have been greatly
04:47 improved in the new version of Flash. You'll see them whether dragging and
04:51 dropping the JSFL. Or running the command from within flash.
04:55 Finally as with most releases of flash there are also a number of changes and
04:58 addition to SAPI with this release.So be sure to check out the Adobe
05:02 documentations to see what's new.
05:05
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4. Mobile Testing Enhancements
Testing and debugging on iOS via USB detection
00:00Testing and debugging your projects from within flash via USB on both android
00:05and iOS is now available.
00:08Debugging via USB on iOS up to now hasn't been available, so this
00:13really exciting.
00:15There's also a slightly new work flow to kicking off this process.
00:18So, lets take a look at that now.
00:20I've got Monster Match-up open here.
00:23And you can see that I've selected AIR 3.6 for Android for my target.
00:27I've also got my mobile device, it's an Android phone, plugged in via USB.
00:32So here's what's different.
00:34The first time I want to test on USB, I have to go to the Control menu,
00:39then Test Movie.
00:40On device via USB, then refresh device list.
00:45This will go out and find all connected devices available for testing.
00:49Now to test, the process is about the same as it's been in the past.
00:53I'll go to Control, Test movie on device via USB and you can see my
00:58Android device listed here.
01:00EDBE7845 is kind of a goofy name, but when I select it, the AIR for Android
01:06setting box pops up.
01:08If install application on the connected Android device and, launch application
01:13on the connected android device aren't already checked, go ahead and check them.
01:18Now pick the check box next to my device, I'll type in my P12 certificate
01:23password above, and check to remember it for this session.
01:27There's just one more thing I want to do before actually sending this to
01:30my device.
01:31I'll click over to the general tab and make sure that the aspect ratio is
01:35landscape instead of portrait, which it is.
01:38And then on the permissions tab, I want to check Internet.
01:42Now I can click Publish and Flash thinks about it for just a minute.
01:47And now we can go over to the phone and try out the game.
01:55This is all just as easy for iOS.
01:58This time we'll debug on iOS via USB which is something you haven't been able
02:02to do in the past.
02:03So first I'll unplug my Android so it's out of the way and plug in an
02:07iPod Touch.
02:08I'm working now in the FLA called Monster iOS.
02:13So let's take a look first at some of the code that runs this game so we have an
02:18idea of what to expect to see in the debugger.
02:20The Main.as file is really where all the action script that runs the game is.
02:26I'm gonna do a quick search on the word trace.
02:29There are a lot of trace statements that will send messages out to the
02:32debugger and they'll tell us things like if we've matched two cards or not, as
02:36we play the game.
02:38I wanna point out this trace statement on line 74 that says "Welcome" right
02:42after the game starts.
02:44I'm also gonna put in a break point on line 300.
02:48It's in a function called CreateBoard that actually puts the monster cards
02:52on the screen.
02:53When we debug, our game will pause here.
02:56So, back in our FLA, the target is AIR 3 .6, for iOS, and I'll click the wrench
03:02to open the AIR for iOS Settings box.
03:05Under the General tab, I'll make sure that my aspect ratio is set to landscape,
03:09devices set to iPhone and iPad, and that the resolution is set to high.
03:15On the deployment tab I've already got my correct certificates in so I'm going
03:19to type in my password.
03:21I'm also gonna double check my app ID looks okay and then make sure that install
03:25application on the connected iOS device is checked and down here is my iPod.
03:31If you don't see your device listed, you could click the Refresh button here.
03:36So I'll click okay, and now go to debug, debug movie, on device USB, and Lynda
03:42iPod touch is my iPod.
03:44We'll wait for this to publish, and click okay when it tells us the app has been
03:48installed on the connected device.
03:51The debugger pops open, we can see right away some information, as well as the
03:55trace statement that said, welcome.
03:57So, let's switch over to the iPod, and take a look.
04:00And indeed, the game is running.
04:02So, I'll choose medium, and it looks like the game doesn't go any further,
04:07what's happened, is that we've hit that break point, from line 300.
04:11Back in the Debugger, we can see the break point highlighted.
04:15So, in the debugger I'll choose debug, then continue.
04:19And we can go on playing the game, and seeing all the tray statements that
04:22come out as we play.
04:27So, when I'm done debugging, I'll go to debug remove all break points and
04:31end debug session.
04:33So, to debug or to test applications on mobile devices, via USB, there's that
04:38new little extra step, where you have to tell Flash to refresh the device list,
04:43before actually testing or debugging.
04:45What's really exciting, in this version of Flash, is that you can debug for
04:49iOS, over USB.
Collapse this transcript
Debugging on iOS using Interpreter mode
00:00 When you want to quickly debug or test your air applications written for iOS,
00:04 you might like using Interpreter mode. With interpreter mode selected, air
00:09 applications are installed without first converting to ARM code.
00:13 This simplifies the air app installation process, saving time required to test
00:17 your applications. Utilizing Interpreter mode takes just a
00:21 few steps. I've got Monster Match Up open, and have
00:25 the target set to Air 3.6, for iOS. Next, I'll click the wrench, beside the
00:30 target drop down, to bring up the Air for iOS, settings dialog.
00:35 I'll click to the deployment tab. Provided you've got your certificate and
00:38 provisioning details ready to go, you can proceed to the iOS deployment type drop down.
00:44 From here I can select device testing in interpreter mode, or device debugging in
00:49 interpreter mode. Depending on what you've chosen, from
00:53 here, you can go ahead and publish and proceed to either test or debug your applications.
00:57 But since we're using Interpreter mode, the resulting swifts can stay as swifts,
01:01 and not have to be cross compiled, so the whole testing process is faster.
01:06 So I'm gonna choose Device Testing in Interpreter Mode, and click Publish.
01:11 So an important note, the Interpreter Mode should only be used for testing or
01:16 debugging purposes. The AIR installation files produced using
01:20 the interpreter mode cannot be uploaded to the app store, so just use this for testing.
01:26 So Flash now allows you to more quickly test and debug for iOS through the new
01:30 option of Interpreter Mode. Again, the option to use Interpreter Mode
01:35 is in the AIR for iOS settings under the Deployment tab.
01:38
Collapse this transcript
Testing on multiple devices at the same time
00:00 A really exciting new feature in flash, is that you can test on multiple devices
00:04 connected by a USB at once. That's really useful because you can
00:09 check out your application performance across a spectrum of devices with varying
00:13 screen sizes, OS versions, and hardware configurations all at once.
00:18 Debugging on multiple devices isn't really an option, but testing is.
00:23 So let's try that out now. So I've got error 3.6 for Anroid,
00:28 selected as my target, and I have two Android devices plugged into my computer
00:32 via USB. One's an Android tablet and the other is
00:36 a phone. Now I'll go to the Control menu, test
00:39 movie, on device via USB and then refresh device list.
00:45 Flash will go out and detect both devices.
00:49 Now in the properties panel, I'm gonna click on the Wrench icon, next to AIR 3.6
00:52 for Android to bring up the AIR for Android settings box.
00:57 I'm gonna move over to the deployment tab.
01:00 Here, near the bottom, where it lists the devices I can choose from, here are both
01:04 of my devices listed, albeit, with goofy serial numbers as identifiers.
01:09 Notice, that there's also this Refresh button that exist.
01:12 If you decided to plug in additional devices, you could do so, hit Refresh,
01:16 and then have the new devices pop up in the list of available choices.
01:21 So, I already have my publish settings set up in terms of my P12 Certificate and
01:25 icons for the app and so on, so, I'm just gonna click publish.
01:30 So, Flash thinks about it and, there we go, our APK file has been created.
01:36 And now, Monster Match-Up is ready for me to test out on both my tablet and my phone.
01:43 So now, Flash offers you the ability to test on multiple connected devices at the
01:47 same time.
01:48
Collapse this transcript
Conclusion
Other important updates to Flash
00:00 One goal with this release of Flash was focus on performance improvements and
00:03 retooling under the hood. Indeed Flash is now a 64 bit application
00:08 and you'll notice overall performance and speed improvements when opening and
00:12 publishing files. This retooling will also planned and
00:16 future editions integrate well. In line with this stream lining, another
00:21 focus of this release of flash, was to eliminate features and functionality
00:25 perceived to be little used or out dated. So being there are a number of dropped features.
00:32 There's more to the dropped features list than what we'll mention here, but I'll
00:35 highlight some of the larger ones, so you can be aware.
00:39 One dropped feature is that support for Action Script 1 and Action Script 2 has
00:43 been completely removed. This is perhaps not surprising as Action
00:48 Script 3 has been around since 2006. But it does mean that if you need to
00:52 write or maintain files using the older versions of Action Script.
00:57 You should keep a copy of Flash CS6 or older around.
01:00 Let's take a quick look at how legacy Action Script content is treated in this
01:04 new version of Flash. To start I'm gonna open in Flash CS6, the
01:09 file called AS2content.fla. It's very simple, I have a movie click on
01:14 the stage, it's a star and it's got an instance name of star.
01:20 There's also a movie clip that's acting as a button with an instance name of
01:23 Click button. On the Action Script layer, there's some
01:27 simple code that animates the star across the stage.
01:32 When I click the button, we see code that's been attached to the Click Button
01:35 instance itself, not to the timeline. When the button is clicked, a new browser
01:40 window pointing to Adobe.com will open up.
01:43 I'll do a quick publish and that works just fine.
01:50 So I'll close the file and close flash CS6.
01:53 Now I'll open the same FLA in the new version of Flash.
01:58 When I try to open we get this error message.
02:00 It informs us that the document will now be set to publish Action Script 3.
02:05 In addition code attacked to symbol instances or components will be removed.
02:10 It won't be retained, but just not work or get commented out or any other thing.
02:15 It will just be removed. This is kind of consistent with the way
02:18 ActionScript 3 works in that you can't attach ActionScript to symbol instances.
02:24 I'll click OK, and let's check out the FLA.
02:26 So first clicking on the stage, looking in the Property Inspector, just as the
02:30 warning box said, notice that Action Script 3 is selected for our script choice.
02:36 Action Script 2 and 1 aren't even available anymore.
02:39 Now, I'll select the Click Me button, and when I try to open up the Actions panel,
02:43 just like the warning said, the code that made this clickable is gone.
02:47 Now, I'll click to my Action Script layer on the timeline.
02:53 The code that was added here is still present but, of course publishing results
02:57 in an action script error since I'm using Action Script 2 syntax and the file is
03:01 now targeting Action Script 3. Finally a quick note about components.
03:07 Action Script 2 components will be carried forward as placeholders, but they
03:11 can't be used to create new content on stage.
03:14 Also not surprisingly they'll generate compiled errors in Action Script 3.
03:18 So again if you need to write or maintain files that use older versions of Action
03:22 Script, you should keep a copy of Flash CS6 or earlier available.
03:28 As of the recording of this movie, Flash Pro 6 will still be available to creative
03:32 cloud subscribers for those who will still need to work with legacy content.
03:38 Another feature that has been dropped out of flash is TLF text.
03:42 I've got a file open in Flash CS 6 called TLFtext.fla and you can see that it's got
03:47 two TLF textboxes. The top one is an editable text box and
03:52 the one on the bottom is a static text box with text flowing into three columns.
03:57 I'll close this out and open the file in the new version of Flash.
04:00 When I do, we get a message that TLF text will be converted to classic text.
04:06 Indeed you can see clicking on the text boxes that we have two classic text boxes
04:09 and the column formatting on the bottom text box is gone.
04:14 A replacement for TLF text is reportedly in the works.
04:17 But for now, the work-around, if you really need TLF text features is to
04:20 continue working with CS6 or older versions of Flash that support it.
04:26 Now let's take a look at the Tools panel. And notice that the Bone tool has been
04:30 removed and thus IK animation. So with IK gone, let's take a quick look
04:34 at what happens when you open a file with this kind of animation in the new version
04:38 of Flash. In Flash CS6, I've got giraffeIK.fla
04:43 open, and it's an animation of a giraffe walking that was created with the Bone tool.
04:50 When I attempt to open this in the new version of Flash, a warning dialog
04:54 informs us that IK animation is no longer supported.
04:58 And the animation spans have been converted to static frames.
05:02 And indeed we have frame-by-frame animation with key frames for our giraffe.
05:06 If you want to do IK animation, again, you should use an older version of flash
05:10 or you might want to consider an extension for flash called Drag and Bones
05:13 that does a similar type of motion. Moving on I've opened the FLA called
05:19 video timeline. If you've watched previous movies in this
05:23 course, you may have already noticed the absence of a familiar panel in the flash interface.
05:28 That of the motion editor. In the past of course it had appeared
05:31 right down here next to the timeline. It's not just hidden, it's actually been
05:35 taken out of flash. Motion tweens, and classic tweens as
05:38 well, are still in Flash. Here's some motion tweens right here.
05:42 And I could still right click to set key frames for individual properties.
05:47 However the editing and easing controls that were in the Motion editor are gone.
05:51 As of now, there's not a replacement. Another familiar tool that's been removed
05:56 is the Bandwidth Profiler. If I preview this swift, you'll notice
05:59 that the View menu where the band with profiler appeared, is gone.
06:03 Oh, by the way, so are the other menus of file control and debug that's used to
06:06 appear at the top of the preview as well. The functionality that appeared in those
06:12 menus have basically been moved to other places and I talked about that earlier in
06:15 the course. If you're looking for something to help
06:19 identify bottlenecks in your projects take a look at the movie earlier on about
06:22 Adobe Scout, it works very differently than the Bandwidth Profiler did.
06:27 They are very different tools, but it would be a good way to find out
06:30 information such as what frames in your timeline might have too much going on for
06:34 smooth playback. Now I'm going to move back to Flash CS6
06:40 and open up a blank FLA file. If I go to the Properties panel and open
06:44 up the document properties by clicking the little Wrench icon.
06:48 Notice the option of Auto Save, which lets you specify how often you want Flash
06:52 to auto save your document for you. Auto Save has been taken out of the new
06:57 version of Flash. Now don't get this confused with Auto Recovery.
07:01 I'm gonna flip over to the new version of flash, an the place to find auto recovery
07:05 is under the Edit menu and then Preferences.
07:09 On the Mac, go to the Flash menu, and choose Preferences.
07:13 So here is auto recovery under the General tab.
07:15 Auto Recovery creates a back up recovery snap shot FLA file, saved along side your
07:20 original FLA at regular intervals. For instance our file here the recovery
07:27 would be called recovery underscore video timeline.fla.
07:32 Our recover file could be used to recover an FLA file in the case of a fatal error
07:36 like flash crashes and you have unsaved changes or your jumps on your keyboard
07:39 and suddenly turns off your computer or what have you.
07:45 So Auto Recovery is still available in flash but auto save is not.
07:51 Piggy backing on the topic of saving in the new version of Flash.
07:54 When I go to File and then Save As. Notice my choices here in the file type
08:00 drop down are FLA or XFL. In Flash CS6, if I go to File > Save As,
08:05 I can choose to save as Flash CS6 or Flash CS5.5 or Flash CS5.
08:14 So don't let this freak you out, this doesn't mean that you can't save
08:18 backwards compatible FLA's anymore. Since Flash CS5, you've been able to save
08:23 in both the FLA and XFL formats. When you save using the new version of
08:28 Flash, the saved FLA or XFL files are internally stamped, if you will, with
08:32 this newest Flash file version. But that's fine, because Flash CS 5.5 and
08:39 later releases, are able to open future versions of these files.
08:44 So basically, we don't see the choices to pick CS6 or CS5.5 explicitly, because 5.5
08:50 and older are future compatible. They can open files that were saved in
08:56 the newest version of Flash. Let's try this quickly.
09:00 I'll save as and call this video timeline back.fla.
09:05 I'll also save video timeline back.xfl. Now, I'll head back over to cf6 and try
09:14 to open the fla. And it does open.
09:21 We do get a warning that basically says "hey, if your FLA has stuff that the new
09:25 version of Flash supports, but Flash CS6 doesn't, well that newer unsupported
09:29 stuff is gonna be skipped over". But, the FLA opens up just fine.
09:36 And let's open up the XFL. We still get that same warning but again
09:45 the file opens up just fine. Finally, I'm gonna mention just a few
09:50 more select dropped features in the new version of Flash.
09:54 Here in Flash CS 6, if I go to the Edit menu, there's this options of customized
09:58 tools panel where you can well, customize your Tools panel.
10:03 This has now been dropped out. You can see the choice of Customized
10:07 Tools panel is missing here. But, you can still can create Customized
10:11 panels in the new version of Flash using JSFL.
10:14 Also, notice that the Deco Tool is now gone.
10:18 Finally, the Strings panel, the Spelling panel, and the Project panels, have also
10:22 been dropped from the new version of Flash.
10:25 Now this may have seemed like quite the litany of things that have been taken out
10:28 of Flash. There's actually a number of other items
10:32 on the removed features list, albeit smaller ones that few people use.
10:36 Remember that some of the main aims for this release of Flash were to retool
10:40 under the hood to enable performance improvements, more easily implement
10:44 future features and to remove little used or outdated features.
10:50 And this release I'd say has certainly done that.
10:54 It's worth noting that with the advent of Creative Cloud, Adobe will be moving to a
10:57 more frequent release cadence for Flash Pro.
11:01 So, some of the features you might be hoping for could come in incremental
11:04 changes, without waiting for the larger CS releases as has been the case in the past.
11:10
Collapse this transcript
Next steps
00:00 Thanks for joining me in this course. Since Flash is now part of the Creative
00:04 Cloud, its features and functionality will be updated in the future on an
00:07 ongoing basis. So being, this course will also be
00:12 updated on a regular basis. In the meantime, I wish you all the best
00:15 in using the new features that you learned about here, to make it even
00:19 easier to create fun, compelling content for desktop and mobile.
00:25 This is Anastasia McCune wishing you all the best.
00:28
Collapse this transcript


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