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Mastering Adobe Animate 2023

You're reading from   Mastering Adobe Animate 2023 A comprehensive guide to designing modern, animated, and interactive content using Animate

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Product type Paperback
Published in Feb 2023
Publisher Packt
ISBN-13 9781837636266
Length 438 pages
Edition 3rd Edition
Concepts
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Author (1):
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Joseph Labrecque Joseph Labrecque
Author Profile Icon Joseph Labrecque
Joseph Labrecque
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Table of Contents (19) Chapters Close

Preface 1. Part 1: Getting Up to Speed
2. Chapter 1: Exploring Adobe Animate FREE CHAPTER 3. Chapter 2: Creating and Animating Shapes 4. Chapter 3: Animating with Symbols, Classic Tweens, and Motion Tweens 5. Part 2: Animating with Diverse Techniques
6. Chapter 4: Enhancing Animations Using Advanced Layers Mode 7. Chapter 5: Setting Up Characters Using Layer Parenting 8. Chapter 6: Physical Motion with Inverse Kinematics 9. Chapter 7: Creating and Manipulating Warped Objects 10. Chapter 8: Modern Rigging Techniques 11. Part 3: Exploring Additional Capabilities
12. Chapter 9: Making Interactive Art with Creative Coding Techniques 13. Chapter 10: Developing Web-Based Games 14. Chapter 11: Producing Virtual Reality Content 15. Chapter 12: Building Apps for Desktop and Mobile 16. Chapter 13: Extending Adobe Animate 17. Index 18. Other Books You May Enjoy

Summary

We’ve accomplished so much in this chapter! We began by examining the starter document, which already had several assets in place on the stage and within the project library, all derived from the Assets panel. Then, we went through each screen and library item to organize our timeline with frame labels and to provide instance names and Linkage IDs where needed. The bulk of our time in this chapter was spent in the Actions panel, writing all the JavaScript code that controls the player character, enemy and projectiles, internal variables and references, and how all of these elements interact with one another to produce a full game experience for the web. Closing out, we looked at Publish Settings and adjusted some of the attributes for our published game content.

In the next chapter, we’ll explore a somewhat related web-based project in the form of virtual reality experiences using WebGL glTF document types.

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