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Flash MX 2004 Games : Art to ActionScript

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<strong>Flash</strong> <strong>MX</strong> <strong>2004</strong> <strong>Games</strong><br />

better <strong>to</strong> export the image as a bitmap from <strong>Flash</strong> and then import the bitmap as a replacement<br />

for the vec<strong>to</strong>r art. A bitmap can be as complex as you want and yet make no difference <strong>to</strong> the<br />

speed of updating. A bitmap is still slower than a simple vec<strong>to</strong>r graphic, but a bitmap is much<br />

faster than complex vec<strong>to</strong>r art. If the image is never scaled, then you will not suffer a big reduction<br />

in picture quality moving from vec<strong>to</strong>r <strong>to</strong> bitmap. If, however, you intend <strong>to</strong> use scaling<br />

in the game then you will get much better imagery using vec<strong>to</strong>r art. Commercial artists have<br />

always had <strong>to</strong> balance the problems of delivery and aesthetic and <strong>Flash</strong> artists have very similar<br />

problems.<br />

When you create your background art make sure that it does not overshadow your characters;<br />

make sure that they have the space <strong>to</strong> move around and are not overconfined by the<br />

design. Also consider using several layers so that your characters can appear from behind a<br />

section of the background. Figure 5.6 shows a simple medieval room set; the design allows<br />

the central magician character <strong>to</strong> walk up the stairs, disappearing behind the wall as he climbs<br />

the spiral steps. The design incorporates the chimney for the magician’s cauldron on a separate<br />

layer so that the character can go behind this element of the set, giving extra depth <strong>to</strong> the<br />

animation.<br />

Figure 5.6 Give your characters space<br />

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