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      <blip:puredescription>To round off our guide to TimelineLite, we&amp;apos;ll take a look at what its big brother TimelineMax can do.</blip:puredescription>
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      <blip:puredescription>In the previous session I showed you how to implement basic playback controls. Today I am going to talk about using labels to mark and navigate to precise locations in a TimelineLite. Labels in TimelineLite work similarly to how frame labels work in Flash IDE timelines. I&amp;apos;ll be showing you multiple ways to add labels and some clever ways of using them.</blip:puredescription>
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      <blip:puredescription>In this two-part mini series, you&amp;apos;ll learn how to create a Flash spaceship game, where the main control is via the microphone: shout louder to make your ship fly higher, to try to avoid the obstacles that appear on the screen. In this first part, we&amp;apos;ll focus on the design of the game, by drawing the main game objects and putting together the (mouse-controlled) menu and screen interface.</blip:puredescription>
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      <description>In this two-part mini series, you&amp;apos;ll learn how to create a Flash spaceship game, where the main control is via the microphone: shout louder to make your ship fly higher, to try to avoid the obstacles that appear on the screen. In this first part, we&amp;apos;ll focus on the design of the game, by drawing the main game objects and putting together the (mouse-controlled) menu and screen interface.</description>
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      <blip:puredescription>In this Quick Tip screencast, Daniel Apt shows you how to embed your Flash content with SWFObject.</blip:puredescription>
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      <blip:puredescription>In this screencast we&amp;apos;ll go over all you need to know about Signals &amp;#8212; a light-weight strongly-typed alternative to the native Flash event system. Signals is a library by Robert Penner that allows for easy AS3 messaging between objects and classes. It lets you wire your applications with better APIs and less boilerplate code than regular AS3 Events. Watch this video and prepare to see events in a whole new way!</blip:puredescription>
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      <description>In this screencast we&amp;apos;ll go over all you need to know about Signals &amp;#8212; a light-weight strongly-typed alternative to the native Flash event system. Signals is a library by Robert Penner that allows for easy AS3 messaging between objects and classes. It lets you wire your applications with better APIs and less boilerplate code than regular AS3 Events. Watch this video and prepare to see events in a whole new way!</description>
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      <blip:puredescription>Finally we need to start adding textures to our models which have been loaded into the application. Here I explain what we need to do as well as making use of a class provided in the Away3D demos, to help us navigate around our model once it is displayed in Flash, as well as displaying updated text to the screen to allow our users to be able to see at what stage the loading process is at.</blip:puredescription>
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      <description>Finally we need to start adding textures to our models which have been loaded into the application. Here I explain what we need to do as well as making use of a class provided in the Away3D demos, to help us navigate around our model once it is displayed in Flash, as well as displaying updated text to the screen to allow our users to be able to see at what stage the loading process is at.</description>
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      <blip:puredescription>In order to be able to display 3D stuff in Flash you need to have some 3D models. Thankfully the open source suite Blender 3D has tons of stuff available and what better to use than a model from their latest open movie &amp;apos;Sintel&amp;apos;. Here I explain how to export your model and prepare the files ready to import them into your project, as well as getting started with coding our application to get our models loaded into our project as efficiently as possible.</blip:puredescription>
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      <description>In order to be able to display 3D stuff in Flash you need to have some 3D models. Thankfully the open source suite Blender 3D has tons of stuff available and what better to use than a model from their latest open movie &amp;apos;Sintel&amp;apos;. Here I explain how to export your model and prepare the files ready to import them into your project, as well as getting started with coding our application to get our models loaded into our project as efficiently as possible.</description>
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      <blip:puredescription>Molehill has been released as a beta version on the Adobe Labs pages allowing developers to get to grips with what is possible with this new version and all it has to offer. In this video I will show you how to get hold of it and also outline how to set up your development environment to allow you to get started with building full 3D Flash apps.</blip:puredescription>
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      <description>Molehill has been released as a beta version on the Adobe Labs pages allowing developers to get to grips with what is possible with this new version and all it has to offer. In this video I will show you how to get hold of it and also outline how to set up your development environment to allow you to get started with building full 3D Flash apps.</description>
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      <blip:puredescription>In the following video I cover a quick overview of putting your AIR app up on the Android Market.</blip:puredescription>
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      <description>In the following video I cover a quick overview of putting your AIR app up on the Android Market.</description>
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      <blip:puredescription>In the following video I cover a quick overview of putting your AIR app up on the Chrome Market.</blip:puredescription>
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      <description>In the following video I cover a quick overview of putting your AIR app up on the Chrome Market.</description>
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      <description>This is a quick video walking you through how I did the iOS Provisioning for Tile Crusader on a brand new, right out of the box, iPad 2. With the right workflow in place, I can easily test installing AIR 2.6 apps on any iOS device.</description>
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      <blip:puredescription>In this video I show off the new text animations, win and lose screens.</blip:puredescription>
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      <blip:puredescription>In this video I show off the game difficulty modes and how new game state save system works.</blip:puredescription>
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      <blip:puredescription>In this video I show off the new match tiles using a modified version of SoulWire&amp;apos;s PaperSprite (http://gist.github.com/923234).</blip:puredescription>
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      <blip:puredescription>In this video I show off updates to the game&amp;apos;s flow and how the life bars work. All code is now up on github (http://github.com/jessefreeman/MatchHack).</blip:puredescription>
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      <blip:puredescription>Right now I am using Flash and a Library I wrote called FActivity (http://github.com/jessefreeman/FActivity) to help me quickly get each section of my game up and running in about an hour.</blip:puredescription>
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      <blip:puredescription>In this video I show off the new game difficulty selector and in-game sounds.</blip:puredescription>
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      <blip:puredescription>In this video I show off the game&amp;apos;s ability to correctly scale to any resolution using the original iPhone, Android and iPad sizes as an example.</blip:puredescription>
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      <blip:puredescription>The Expression Blend design tool aims to keep designers productive by giving them access to pre-packaged components that enable common interactive tasks to be performed without writing additional code. In this video we&amp;#8217;ll look at how Blend offers Actions &amp;amp; Triggers in order that you can drag-and-drop to invoke functionality in response to some user interface event. We&amp;#8217;ll look at some of what&amp;#8217;s installed with Blend but also take a brief look at writing our own Action and Trigger in order to extend the environment and we&amp;#8217;ll provide pointers to the Expression Blend Gallery online.</blip:puredescription>
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      <description>The Expression Blend design tool aims to keep designers productive by giving them access to pre-packaged components that enable common interactive tasks to be performed without writing additional code. In this video we&amp;#8217;ll look at how Blend offers Actions &amp;amp; Triggers in order that you can drag-and-drop to invoke functionality in response to some user interface event. We&amp;#8217;ll look at some of what&amp;#8217;s installed with Blend but also take a brief look at writing our own Action and Trigger in order to extend the environment and we&amp;#8217;ll provide pointers to the Expression Blend Gallery online.</description>
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      <blip:puredescription>User interfaces change state. An email client might have online/offline views and might display emails in full/collapsed views. At a more granular level, a CheckBox control might have states like checked, unchecked, enabled, disabled and so on. ;This notion of controls transitioning between states is at the heart of the Silverlight UI model and in this video we&amp;#8217;ll show how we can build a &amp;#8220;popout panel&amp;#8221; in Expression Blend by defining visual states for our user interface, the animation transitions between them and the interactive behaviour that causes those transitions to take place. All of this is done via drag-and-drop in the design tool.</blip:puredescription>
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      <description>User interfaces change state. An email client might have online/offline views and might display emails in full/collapsed views. At a more granular level, a CheckBox control might have states like checked, unchecked, enabled, disabled and so on. ;This notion of controls transitioning between states is at the heart of the Silverlight UI model and in this video we&amp;#8217;ll show how we can build a &amp;#8220;popout panel&amp;#8221; in Expression Blend by defining visual states for our user interface, the animation transitions between them and the interactive behaviour that causes those transitions to take place. All of this is done via drag-and-drop in the design tool.</description>
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      <blip:puredescription>Strobe Media Playback is the open source video playback module that provides not only a customizable video playback solution for developers, but also serves as a great entry point for developing applications with the Open Source Media Framework. In this tutorial, we will see an example of how to configure SMB by using the built-in skinning configuration mechanisms and creating our custom skin with Adobe Fireworks.</blip:puredescription>
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      <description>Strobe Media Playback is the open source video playback module that provides not only a customizable video playback solution for developers, but also serves as a great entry point for developing applications with the Open Source Media Framework. In this tutorial, we will see an example of how to configure SMB by using the built-in skinning configuration mechanisms and creating our custom skin with Adobe Fireworks.</description>
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      <blip:puredescription>Much like a regular HTML application, a Silverlight application can be structured as a set of pages with navigation links between them. This allows not only for navigation within the Silverlight content but also for applications to ;surface their inner content via hyperlinks in just the same way as any other web content. This takes away the usual &amp;#8220;black box&amp;#8221; approach of a plug-in based app and opens up the ability for making Silverlight content open to indexing by search engines. In this video, we&amp;#8217;ll take a look at putting together a simple navigation application and how the framework supports navigation applications.</blip:puredescription>
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      <blip:puredescription>Databinding is key, key, key in Silverlight. Additionally, it&amp;#8217;s key. No, really J The basic idea is that we don&amp;#8217;t want to write code that transfers data between the objects representing data in your programme and the UI controls presenting that data to the user and Silverlight has simple but powerful mechanisms that allow a great degree of separation between the UI controls and the data that is bound to them. Here we take a look at the basics of data binding in Silverlight, how we set up bindings, how bindings are resolved via DataContexts and how tools like Visual Studio and Expression Blend represent data binding. If you&amp;#8217;re not using data binding in your Silverlight applications then the chances are &amp;#8211; you&amp;#8217;re doing it wrong ;-)</blip:puredescription>
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      <blip:puredescription>Silverlight applications are simple in that there&amp;#8217;s an HTML page that launches the plug-in and a packaging file format (XAP) for the code and resources themselves. Here, we take a quick look at how those applications are packaged and how we go from HTML page to running Silverlight code on the screen and also talk a little around how to include your own class libraries and resources such as images, videos, etc.</blip:puredescription>
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      <description>Silverlight applications are simple in that there&amp;#8217;s an HTML page that launches the plug-in and a packaging file format (XAP) for the code and resources themselves. Here, we take a quick look at how those applications are packaged and how we go from HTML page to running Silverlight code on the screen and also talk a little around how to include your own class libraries and resources such as images, videos, etc.</description>
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      <blip:puredescription>XAML is a key part of Silverlight development &amp;#8211; it allows you to declaratively define your user interface and it makes it easy for tools such as Visual Studio and Expression Blend to share that UI definition. In this video we take a look at some of the key features of XAML that you&amp;#8217;ll encounter whilst working with Silverlight and also a little around how XAML &amp;apos;works&amp;apos; in your Silverlight applications.</blip:puredescription>
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      <blip:puredescription>In this video I show off how Frogger, which I built using Flixel, runs on a Nexus One with Android 2.2 and a HTC EVO running 2.1. Both play the same but the EVO feels more responsive due to the better touch screen and larger size screen.</blip:puredescription>
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      <description>In this video I show off how Frogger, which I built using Flixel, runs on a Nexus One with Android 2.2 and a HTC EVO running 2.1. Both play the same but the EVO feels more responsive due to the better touch screen and larger size screen.</description>
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      <blip:puredescription>In this video I continue to go through sites that run with Flash Player 10.1 in the Android&amp;#8218;&amp;#196;&amp;#244;s web browser. Some sites work, and others don&amp;#8218;&amp;#196;&amp;#244;t. This video again illustrates some things to keep in mind when building Flash sites you anticipate being viewed on mobile devices. In this video I cover: http://boostup.org, http://thejohnnycashproject, http://youtube.com and http://wonderfl.net.</blip:puredescription>
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      <description>In this video I continue to go through sites that run with Flash Player 10.1 in the Android&amp;#8218;&amp;#196;&amp;#244;s web browser. Some sites work, and others don&amp;#8218;&amp;#196;&amp;#244;t. This video again illustrates some things to keep in mind when building Flash sites you anticipate being viewed on mobile devices. In this video I cover: http://boostup.org, http://thejohnnycashproject, http://youtube.com and http://wonderfl.net.</description>
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      <blip:puredescription>In this video I show off how FlashBum.com runs on two Android phones, the Nexus One with Flash Player 10.1 and the HTC EVO with Flash Player Lite 4. Even though this site was writing in AS 2 almost 5 years ago it still work surprisingly well on the Nexus One. This video also introduces some of the issues that will arise with touch on sites not optimized to run on mobile phones.</blip:puredescription>
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      <description>In this video I show off how FlashBum.com runs on two Android phones, the Nexus One with Flash Player 10.1 and the HTC EVO with Flash Player Lite 4. Even though this site was writing in AS 2 almost 5 years ago it still work surprisingly well on the Nexus One. This video also introduces some of the issues that will arise with touch on sites not optimized to run on mobile phones.</description>
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      <blip:puredescription>In this video I will cover two phones from a hardware perspective, the Nexus One running Android 2.2 and the HTC EVO running 2.1. Both phone are great for Flash development but I prefer the larger, more responsive screen of the HTC EVO over the Nexus One. Unfortunately the Nexus One is the only phone out right now with Android 2.2 running so if you want to use some of the new Camera features in Air for Android you will have to use a Nexus One.</blip:puredescription>
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      <description>In this video I will cover two phones from a hardware perspective, the Nexus One running Android 2.2 and the HTC EVO running 2.1. Both phone are great for Flash development but I prefer the larger, more responsive screen of the HTC EVO over the Nexus One. Unfortunately the Nexus One is the only phone out right now with Android 2.2 running so if you want to use some of the new Camera features in Air for Android you will have to use a Nexus One.</description>
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      <blip:puredescription>In part 3 of my introduction to Git I&amp;apos;ll cover tagging a repo (git tag tag_name), branching (git branch branch_name), and merging (git merge branch_name). This series is designed to help you work with projects on GitHub.com.</blip:puredescription>
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      <blip:puredescription>The range of templates available for playing with in Flash CS4 is, well, minimal. Thankfully, CS5 has introduced a load more, falling into a wide selection of categories such as banners, buttons, media playback, animation and more. Let&amp;apos;s take a look!</blip:puredescription>
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      <description>The range of templates available for playing with in Flash CS4 is, well, minimal. Thankfully, CS5 has introduced a load more, falling into a wide selection of categories such as banners, buttons, media playback, animation and more. Let&amp;apos;s take a look!</description>
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      <blip:puredescription>I&amp;apos;m here to talk to you about the new FXG format that&amp;apos;s being introduced with Flash CS5. This format allows you to create objects on the Flash stage, export them out to applications such as Illustrator, Photoshop, Fireworks, Catalyst etc. and work on them there.</blip:puredescription>
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      <description>I&amp;apos;m here to talk to you about the new FXG format that&amp;apos;s being introduced with Flash CS5. This format allows you to create objects on the Flash stage, export them out to applications such as Illustrator, Photoshop, Fireworks, Catalyst etc. and work on them there.</description>
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      <blip:puredescription>I&amp;#8217;m going to tell you about some of the new video features that have been built into Flash CS5. They&amp;#8217;ll make your life so much easier &amp;#8211; and if you teach this stuff, oh boy, are your students in for a treat..</blip:puredescription>
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      <description>I&amp;#8217;m going to tell you about some of the new video features that have been built into Flash CS5. They&amp;#8217;ll make your life so much easier &amp;#8211; and if you teach this stuff, oh boy, are your students in for a treat..</description>
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      <blip:puredescription>With Flash you can create some awesome code generated graphics. Often you&amp;#8217;d like to save these graphics as an image, so you can edit them afterwards with image editing software or just showcase them. We&amp;#8217;ll use the HYPE framework from Joshua Davis to save our code-generated graphics as a PNG.</blip:puredescription>
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      <description>With Flash you can create some awesome code generated graphics. Often you&amp;#8217;d like to save these graphics as an image, so you can edit them afterwards with image editing software or just showcase them. We&amp;#8217;ll use the HYPE framework from Joshua Davis to save our code-generated graphics as a PNG.</description>
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      <blip:puredescription>Sometimes, Flash just isn&amp;apos;t the right tool for the job at hand. It&amp;apos;s not great at creating textured buttons, for example. Luckily for us Adobe users, Fireworks is - and we can drag an object from Fireworks to Flash in about ten seconds.This Quick Tip will show you how.</blip:puredescription>
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      <description>Sometimes, Flash just isn&amp;apos;t the right tool for the job at hand. It&amp;apos;s not great at creating textured buttons, for example. Luckily for us Adobe users, Fireworks is - and we can drag an object from Fireworks to Flash in about ten seconds.This Quick Tip will show you how.</description>
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      <description>The creative uses for alpha channel video aren&amp;apos;t limited to your local weatherman. In this Basix installment I&amp;apos;m going to show you how to pull a key in After Effects CS4, how to create an alpha channel video in the Adobe Media encoder, how to use that video in Flash and then we&amp;apos;ll wind up the lesson looking at ways to creatively use alpha channel video in Flash. Ready? Let&amp;apos;s get started..</description>
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