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Ranked as a 2, reviewed as a 4.

I voted relatively low on this tutorial even I generally value tutorials high. I believe in sharing information.

However, the presentation of this piece was slow, and distracting. I found it extremely difficult to read the crowded text in that wonky font, and I really disliked having to wait for the entire opening animation to play again before I could move to the next item in the tutorial.

I also believe that in any tutorial, the user should be able to print out what they learn.

By the way, while a tween will work for a preloader, this can cause problems if the data loads very quickly, and you end up with a much larger object than you need. Here's a simpler approach:

1) create a filled rectangle to be your preload movie. Select it and press F8 and convert it to a movie clip. Call it "preloader".

2) Double-click to edit the preloader clip. Select the fill inside the rectangle. Press F8 and convert it to a movie clip. call it "indicator". Open the property inspector for that instance of the clip, and type in the name "indicator" for that clip, so you can acces it with ActionScript later.

3) Double-click to edit the indicator clip, then select the fill, and using the property inspector, type in 0,0 for the vertical and horizontal position of the fill. We want this to have its origin at 0, so when we later change the size of the clip, it will appear to grow from left to right instead of spreading out from the middle.

4) Double click outside the indicator clip to change your focus back to the preloader clip. The fill will no longer be lined up with the outline, so reposition the indicator clip inside the outline.

5) select the indicator clip and open the ActionScript editor. Attach the following code to the clip:

onClipEvent (load) {
this._xscale = 0;
}

6) Double click outside the preloader clip to change your focus back to the root movie. Position the preloader on the stage wherever you think it looks most appealing. Open your ActionScript editor, select the preloader clip, and attach the following code:

onClipEvent (enterFrame) {
percentage = Math.floor(_root.getBytesLoaded()/_root.getBytesTotal()*100
);
this.indicator._xscale = (percentage);
if (percentage == 100) {
_root.gotoAndPlay("startAnimation");
}
}

That's all there is to it. Simply create a frame label called "startAnimation", or replace that label with a name you think prettier.

You should place a "stop();" action on the frame where the preloader lives. The keyframe where you want the movie to start playing when the movie has loaded (I called mine "startAnimation"), should have a "play();" action attached to it.

Hope this is helpful to you.

64 responds:

Ok, but next time... don't review. make your own tutorial or a book. dont review with 5,000 words.

too good for mere stick figures.

Your art has evolved to the point where your stick figures are only a hair away from being actual characters. Why not slip over the edge and create full-fledged characters with real weight and personality? You are certainly capable of it.

Get-lost responds:

I don't see what's wrong with sticks really. And indeed nonstick does take more time but, I like sticks. I'm probably gonna make some nonstick movie sometime but right now, it's sticks ;)
Thanks for the review

cute

As sprite animations go, this one was quit egood indeed. The motion of the sprites was quite expressive. That's not an easy thing to acocmplish.

However, the audio just about blew my head off the first time the narrator used the letter "P". I suggest you outfit your microphone with a breath guard the next time you record a soundtrack. You can make one simply and cheaply by stretching a bit of nylon stocking material over a wire hoop about 7" in diameter.

You'll be amazed at how well it works.

Vaztor responds:

Heh....well remember I didnt make it, talk to Will Wood bout that.

Not really a Flash presenation at all

This is primarily a chunk of imported video. However, if you did the 3D work yourself, I'm impressed. It was a little stiff, but well thought out.

Violet-AIM responds:

It's a 3D movie within a flash file. Yes, I did the 3D animation which did take some time to do. At NG, they only accept .swf files, so I had to import it into flash to be viewed. Normally, I would probably export the 3D animation as an .avi file. Thanks for watching and reviewing blarg1. :)

How ironic...

I had just pressed the blam button, thinking to myself "How tired I am of these lousy stick anmiations" - when this entry squeaked into the portal... So I got a protetoin point for blamming this lousy stick animation. go figure.

Pl4gued responds:

if u dont like stick animations, DONT ****IN WATCH THEM

whoa there...

let's take it a little easier with the language, hmm? It makes your characters seem more annoying than funny. The situation in the vignette doesn't warrant every second word being "fuck". The language makes you little stick dude less sympathetic and robs the situration of much of its humour.

Hardedge responds:

What the hell?! The language?.. OMG...

Enough with the sprite movies

I enjoyed hearing the old Squaresoft Music - I'd love to know where to get my hands on that....

However, I am heartily tired of sprite animations... can't anyone create their own art and storyline?

One more thing... if English is your first language, then hang your head in shame. I haven't seen such bad English since Zero Wing was released in the U.S...

Samuraikyo responds:

Well i'm glad you mentioned that. Real art huh well Ever since i've been working with sprites....i learned all the techniques that the artist use....so now i'm gonna work on real animations. I've been studying art in school for the last 2 years...and i think i'll try real animations. Oh and sprite use in an art if you make the sprites yourself (hints the name Custom Sprites)

bleh

this has some problems:

- the joke is lame
- the "punch line" is displayed for such a short time that it's hard to see what the joke is supposed to be
- the art is so poor in that last bit that it's hard to see that the joke is that the pirate "hacked" the computer with his sabre
- not enough time allowed to read text on screen
- screen font is not very readable at that size - choose a simpler font, or make th etext larger

Wowbagger responds:

Clearly, you are just too stupid to read at adult speed. Imbecile.

Now what's all this, then?

I love Monty Python sketches, and yet this movie purls and retches -

I do not like animated clocks. I do not like them in a box. I would not like them with a fox.

How vile to lift this sacred scene; this precious jewel of telecine...

and mangle it with dreary art. In doing this, you break my heart.

This film is but a lowly turd, and you can take me at my word...

That he who cannot coin his jest is natures meanest little pest.

rangi responds:

A winner is you.

No really.

beautiful work

Nice work - it's often hard to get a decent file size working in 3D, but you did.

The only problem with the bit-map effects you used toward the end of the vignette, is that in compressing for the web, you ended up with a lot of artifacts - there isn't much you can do about that without ending up with a huge file. I would be interested to see what this looks like without the compression.

I also agree with the reviewers who commented on the soundtrack - it was far from ideal. I think this would be a good applicatoin for some original music. You might want to try playing with SoundForge's Acid product - it's a great tool for quickly building original soundtracks. Some sound effects would have added texture to the animaiton as well.

You can buy excellent sound loop libraries for a very reasonable cost at http://freeloops.co.uk. (They also have a limited library of free loops.) Look for the UFO Sound Loops library.

genesys responds:

hey - thx for your comment! i'll check out the site . . .
if you want to watch the movie without the artefacts:
http://neo.cycovery.com/starlightodyssey6.html

actionscript is an interest of mine

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