This course will teach you how to draw your own game art with Adobe Flash. You'll learn how to make logos, maps, characters, various top-down perspective boards (like land, seas, forests, etc), building, buttons and other GUI, upgrade menus, icons, and animated FX.
The estimated time length for this entire series will be 10-15 hours of videos. When a new section is added, an announcement will be made to any enrolled student.
This series is taught by Justin Dike, owner, instructor and lead developer at CartoonSmart.com , a site specializing in video tutorials since 2004.
In this video, we will look at the basic layout of your logo. Topics include the area your logo will ideally occupy, issues you might run into if your logo exceeds a certain width, emphasizing certain words over others, and other subtleties you might not think of otherwise.
We will begin to create a fully-realized logo for a hypothetical game called "Empire of Areas". In this video, we will get as far as adjusting the text to perfection, then adding a backing layer behind the main text to make it appear extruded.
In this video, we will color the text and add small, but noticeable details. We will explore the gradient options in Flash and discuss some benefits of using Symbols for repetitive objects or patterns.
In this video, we will create a backing for the main text of the logo. The background will include a castle-inspired shape, draped flag, and sword.
To complete our logo, we will light it using Blend Effects and a filtered flame symbol. We'll also look at how well our logo holds up against different backgrounds and sizes.
Yar. It's time to start ye Ol' Quest Map. This could be used as a guide to give players an overview of the various levels they will travel to. Or you could simply create a map for decoration in conjunction with your logo. Maps always look cool!
ALL the source files for this section, are available in the Supplementary Material tab.
In this video, we'll connect our lakes with rivers, add dock icons, and overlay text on the map. Check out Blambot.com for some great free and paid fonts to use. We suggest Ale and Wenches.
In this video, we'll add mountains and roads. What quest map is complete without some kind of ill-fated mountain pass.
In this video, we'll draw a forest and add cliffs to the map.
And finally, to finish off our map, we'll add a quaint little village and North, South, East, West icon.
The introduction to this session of tutorials talks about some "what not to do's", with an emphasis on young players (those who can't read), and games that offer TOO many up-front options.
You can download the supplemental materials for this section here.
In this video, we'll begin to create 2 possible Play buttons, and aside from creating the art from scratch, we'll talk about establishing a theme for your game's general user interface.
In this tutorial, we'll convert our first Play button from a medieval theme to a Sci-Fi or military style theme.
In this lesson, we will make a Progress Bar which could be used to indicate the player's health has been drained, or some type of weaponry is being used up.
In this video, we will create a glassy radar or compass (and we will add some chains to the Play button).
In this tutorial, we'll look at creating a "selection" box to indicate which of multiple options is the chosen one.
In this video, we will work on a smoother, Wall-E style button for a more realistic interface.
In this video, we will work on a smoother, Wall-E style button for a more realistic gaming interface.
In this video we will start looking at character design, beginning with a front view character. The finished piece could be used in a Choose Your Character scene before the game starts.
The project files for this section are in the Supplemental Materials tab
In this video, we will finish the knight character which we started in the previous video. We will draw his chest armor, cape, arms, hand and sword hilt.
In this video, we will draw the front view of the in-game character.
In this video, we will draw the back view of the in-game character.
In this video, we will draw the side view of the in-game character.
In this tutorial, we will animate the in-game characters front view walk cycle.
In this tutorial, we will discuss exporting your Flash file to a spritesheet or PNG sequence to be imported to the software development kit of your choice (iOS, Android, etc)
In this video we will create an animated attack sequence.
In this tutorial we will create an ominous looking rocky, terrain.
The source files for this section are in the Supplemental Materials Tab.
In this video we will add to our previous terrain, with broken logs, vines, grass and a patch of vines.
In this tutorial we will create our ocean scape, including islands and a luminous textured ocean.
In this video, we will add rocks, grass, a bridge and dock.
Recorded after the next two videos, I decided we should talk a bit about perspective first in this video.
In this tutorial, we will create a jungle house. The materials of the house should give off a more organic vibe.
Create a similar effect as the star burst but with a more explosive ring in the background.
Justin Dike is the founder of CartoonSmart one of the internet's first video training websites. He is a long-time illustrator and animator, focusing mostly on Adobe Flash, and experienced programmer with Swift, Sprite Kit, Actionscript 3, Objective C and Cocos2d. For CartoonSmart he has recorded hundreds of hours of video tutorials and recently published his first full length book titled iOS Programming with Xcode and Cocos2d available in the iBookstore. Justin has also developed many iOS games, including a side scrolling game engine.