The thing I hate about flashkit is that they have lame layout and 20+ ads on one page, which makes it lag...
So make it an user-friendly and easy-to-navigate site!
Also, source .fla's are nice.
please forgive your useless sister.
Joined on 2/27/05
The thing I hate about flashkit is that they have lame layout and 20+ ads on one page, which makes it lag...
So make it an user-friendly and easy-to-navigate site!
Also, source .fla's are nice.
flashkit was one of the sites i feel has failed to evolve since its early days
maybe a tutorial on those damn masks. 8]
Good idea rtil i would love to assist you and blot down some ideas for you im a real good help at tutorials so if you need me im here.
well you have the basics like being an artist if you use those electric pen and pad for flash.
or if your a mouse user artist.
then you have others like what program you use, equipment, storyline, originalty, and blah blah blah.
but what i want to see different is a step by step process of different styles of animation like motion usage, depth, and concept.
i'm very surprised that you wish to take this up as a project and i hope it turns out for the best!
good luck o king of the backalleys.
l8s
How about custom pre-loaders? Granted, they are only pre-loaders, but sometimes I've seen pre-loaders so great and vivid that I watched them go all the way through! It was as though the movie had already started!
i'm sure someone will write that one, it's a given. i'd really like someone to reveal how to make a preloader with a circle outline shape for a loading bar.
Every step by step process of exactly what you got to do to make a good walk or run cycle. Not just hey after that trace over this. Instead say something like hey after that put in a layer and trace this
hehehehe ok
Seeing as how there are already hundreds of books and websites with drawing tutorials, I'd say mix things up with exercises/tips and tricks for life and speed drawing. They did wonders for me, and I'm sure they'd be handy for everyone else.
I also think you should work to prevent the site from being bloated with tutorials that teach the same thing. Like instead of having a million tutorials for how to make a button, just have 1 or 2 good tutorials for it. I prefer tutorial sites that have a minimal interface, easy navigation, and concise, high quality tutorials.
this is why it will be moderated. if someone submits a tutorial it won't appear unless it is approved
Haven't read all of the comments, so I don't know if this was mentioned, but some stuff on timing, weight and body language especially are a must. Those are the things that separate good animation from terrific animation.
You've really nailed all of those in that little preview btw. Can't wait for the finished movie.
somebody did mention timing, and the other two are part of the 12 principles, so yes they will be covered. thank you
teach me how to draw anime eyes
Please. I've always wanted to answer this question. A huge problem with tutorials is that they're not step by step.
So please, list EVERY step. EVERY step. Don't skip over ANYTHING. List where you right-click, where to find the buttons, everything. This is REALLY important.
Oh, and don't let people copy-paste.
i like to be thurough so don't worry about that one
ive got something stuck in my eye, as soon as i figure out how to get it out of there, i will write a tutorial on it.
making grape juice.jpg
Alot of actionscript tutorials usually just supply you with some code to copy and paste into whatever your doing. Very few actually talk you through it, telling you what each bit does and how it works, so you never actually learn anything from it. I find this irritating because I'm not a coder, and useless at any form of programming at all (beyond making a play button)
So perhaps actionscript tutorials could do this, and actually talk you through the code and explain it a bit more?
Just a thought.
i do program on the side but i am weak on actionscript, but i agree that most programming tutorials simply give you copy and paste code which encourages people to not read and actually understand what is going on. i agree with you and i will encourage people doing programming tutorials to avoid cut/paste method as much as possible
Hey rtil, that Supablahblah kid is the one who made all those horrifying walk cycles I showed you guys the other day. Ha hahahahah
Honestly, and I might be alone in this, so don't put too much stock into it, I find I usually get the most out of a lesson for a skill I'm developing, whether it be programming, animating, or whatever else, when I'm given
1) The breadth and general knowledge of the topic prior to the in-depth stuff- this means animation theory and practical use of the flash application, of course, but also overviews of more specific topics- if the tutorial is about animating water, start with a briefing about what water is like, and how it's unique in its movement, without just jumping right into How To Animate Water: do some woogly surface reflections
and
2) Something to reverse engineer from. Explanations, theory, and spreadsheets are great, but no matter how comprehensive and clear, chances are they'd still be immensely benefitted by a friendly and organized open source. (This introduces the danger of the lesson being repackaged and presented as original work, but to my mind that'd only be to the detriment of the perpetrator.)
i want to set up some system to let people know ahead of time what software and skills will be needed to complete the tutorial before they start reading it, and make it mandatory for the person writing to put in the information as well.
As someone who is interested in possibly animating someday, I felt intimidated every time I lurked the backalleys. Aside from the somewhat abrasive community (at least, that's the vibe I'm getting, but I'm not even active on the NG forums, so who am I to judge), I just felt lost whenever people pointed me there to learn from talented animators.
I'm a visual learner, so I tend to learn how to draw or use Photoshop by watching YouTube videos or saving Deviantart tutorials (I never took an art class). Whenever I have a lot of free time, I sit in on my artist friends' paintchats to watch them draw in real time since they all draw differently and when they're bored enough, their drawings may interact, resulting in a real-time comic of sorts (or role-playing, but you guys probably don't care for that).
I bet animators want to gouge their eyes out every time they see "TEACH MEH HOW TO FLASH LOLZ" or even "Where do I start?", so while I'm personally excited about what you're doing, I'm also wondering what kind of ability range you're aiming for, if at all.
Anyways, best of luck on your endeavors and that little Lighthouse Girl gif is adorable. I can't wait to see more from you~
i'm aiming for all ranges, so that you could start from ground zero and work your way up. i'm trying to figure out a way to develop a system in order to do this.
Personally, as someone who, at first, used only free programs, like pivot, I'd like to see an emphasis on easing and stiffness. I'm saying this because those are the core of those programs and can significantly improve animation.
easing is one of the 12 principles, so it would be covered.
please explain to me the joke in cyanide and happiness' new flash
im confused
i haven't watched it but i will say this if mario is in it and you didn't laugh you're insane
honestly the satire thing doesn't work here on NG
clearly no one here get's the jokes or brawl funnies would be highly rated
wow you sure are a bright one
Vert
Not being an animator, I don't feel competent to able to give an opinion concerning the tutorials, so instead, let me say that your unfinished shot of lighthouse girl looks very, very good! I'm looking forward to see what comes from it.