Book Image

Adobe Animate 2022 for Creative Professionals - Second Edition

By : Joseph Labrecque
Book Image

Adobe Animate 2022 for Creative Professionals - Second Edition

By: Joseph Labrecque

Overview of this book

Adobe Animate is platform-agnostic asset creation, motion design, animation, and interactivity software. Complete with explanations of essential concepts and step-by-step walkthroughs of practical examples, this book will guide you in using Adobe Animate to create immersive experiences by breaking through creative limitations across every medium. We begin by getting up to speed with all that you need to know about Adobe Animate. You'll learn how to get started with Animate as a creative platform and explore the features introduced in its most recent versions. The book will show you how to consume and produce media assets for multiple platforms through both the publish and export workflows. Following this, you’ll explore advanced rigging techniques and discover how to create more dynamic animation with advanced depth and movement techniques. You’ll also find out how to build projects such as games, virtual reality experiences, and apps for various platforms as the book demonstrates different ways to use Animate. Finally, it covers the different methods used to extend the software for various needs. By the end of this Adobe Animate book, you'll be able to produce a variety of media assets, motion graphic design materials, animated artifacts, and interactive content pieces for platforms such as HTML5 Canvas, WebGL, and mobile devices.
Table of Contents (19 chapters)
1
Section 1 – Getting up to Speed
6
Section 2 – Animating with Diverse Techniques
13
Section 3 – Exploring Additional Platforms

Finishing the Game Project

Now that the code has been written and the game is functionally complete, it makes sense to look at everything we've done and reflect on how it is all organized within Animate.

Have a look at the Actions panel now that the game has been written:

Figure 11.24 – Code bound to specific locations

Notice that in the left-hand column of the Actions panel, specific chunks of code are listed and organized according to the specific objects, layers, and frames they have been bound to. We have global script code, code segmented across the main timeline, and a bit of code within a symbol. It all works together to create a cohesive gameplay experience!

To finish the project, there are a few considerations you may want to look over to add some extra polish to how the game is published.

Open the Publish Settings dialog by choosing File | Publish Settings… or by going to the Doc tab of the Properties panel under More...