How to Record Great Music (Audio & Music)

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Sound engineer, author and musician Björgvin Benediktsson teaches you How to Record Great Music with whatever equipment you got!

Audio engineering and music production are a huge subject, but by breaking down the essential facets of audio engineering and recording into easily consumable chapters, Björgvin gets you up and running by covering everything from buying essential audio equipment to using reverb effectively in your recordings.

If you’ve been thinking about recording music or dabbling in audio engineering, then kick-start the process by grabbing a copy of Björgvin’s book and start learning how you can record great music with whatever equipment you got!

Hear from the Author…

Hi I’m Björgvin, and I decided to write How to Record Great Music because I felt like it was time to give back to the audio community.
When I was studying sound engineering, and was just starting out in the industry, I was intimidated by all the things I seemed to either need to have or know how to use. I got tired of always looking for tips and practical help online, especially when all I usually ended up with were sites that were more interested in showcasing the newest sample library or synthesizer, rather than actually teaching you how to do certain things or use some of the audio production tools that are out there. I had a ton of questions, and I wished there was a simple and straight-forward book I could refer to – but there wasn’t – so I decided to turn things around and change that by writing a book myself.

This is the book I wish I had when I was learning the ropes, and I’ve tried to keep it broad and make it a practical guide to audio recording and engineering. I personally really like quick tips and I feel that practical applications are crucial to remembering how and why to use a specific technique, so I won’t be delving into the theoretical specifics of every little thing, but I’ll try to give you an overview of the basics and the practical knowledge needed to start in the world of audio engineering and recording music.

Here’s What Each Chapter Covers…

What Makes a Good Sound
Recording music is a subjective process and nobody does it exactly the same way. Sound engineers are usually trying to reproduce something that they hear in their head by using the tools they have on hand. However, regardless of the music genre or style, there are always certain things people try to capture in order for their instruments to sound good. In this chapter I take a look at what exactly those things are, and what needs to be considered when trying to identify what makes a good sound.

How I Record Great Music
In this chapter I go through the proper steps involved in recording a great song and explore how you go from an idea to its implementation and to the final product. It’s always easier to know what you have to do if you have an easy-to-follow, step-by-step guide which takes you from start to finish.

An Introduction to Microphones and Mic Techniques
Choosing the right type of microphone and the right mic set-up to use in a recording is an important part of the recording process and so in this chapter I look at some of the different types of microphones available and which techniques are best suited for various instruments and recording scenarios.

The Recording Workflow
In this chapter I cover the steps you need to take to make sure you have a clear understanding of what you need to accomplish during the recording phase in order to save yourself (and others) a lot of hassle and time in the studio, and to increase your workflow.

The Audio Mixer
Many of today’s audio engineers and bedroom recordists do most of their work on a computer, and don’t really depend on bulky mixing boards any more, but the functionality is the same and so in this chapter I take you through the main features found on a typical channel strip of a mixing desk and explain what they are for.

The Audio Editor
Audio editing is one of those menial tasks that take time, but once you do, you’re glad you did it. It’s kind of like cleaning your refrigerator, or mowing the lawn. It leaves you with cleaner audio that is easier to work with and takes your recording to a whole new level.
In this chapter we look at the clean-up process of what needs to be done after the recording is complete and identify all the things you can do to differentiate your recording from that of an amateurs to that of a professionals.

Download How to Record Great Music (Audio & Music)

How to Create an ExpressionEngine Theme (ExpressionEngine)

In this video tutorial I’ll go through the entire process of creating an ExpressionEngine theme from start to finish.

So either you’d like to start making ExpressionEngine themes for sale or would like to bundle up a design as a theme package for a client this is the video tutorial for you.

The content and information here is entirely unique and not found anywhere else on the web!

The tutorial is broken down into the following chapters:

1. Introduction (4:15)
2. Getting Started, Best Practices for Theme Development & Creating The Theme (15:26)
3. Creating The Channels, Custom Fields & Upload Destinations (Adding Content to Your Theme) (06:26)
4. Exporting the Theme / Bundling Your Project as a Distributable Package (Theme) (25:38)
5. Pages: A Special Case (How to Export Them) (6:36)
6. Creating the Theme Bundle Part 2 & Installing Your Theme (04:50)

The package also includes the finished theme that is created in the tutorial (“Foundation for ExpressionEngine”) in addition to a couple of text files.

ENJOY !

Download How to Create an ExpressionEngine Theme (ExpressionEngine)

Actionscript 3 Flash Pinball Game Tutorial (Mobile Development)

This tutorial covers every step in programming an Actionscript 3 Flash pinball game. In the finished project, you can press either the left or right side of the screen to move the flippers at regular speed OR use the arrow keys (left, right, or up and down) to toggle between regular and faster speeds. Spacebar or clicking the launch zone will also send a new ball into play. If you export the project for an Android or iOS device, finger taps do the same thing as the mouse.

This tutorial teaches Object Oriented Programming, beginning with the basics and progressively getting more advanced while still staying easy enough for everyone!

Course Outline:

Lesson 1: Create the Pinball Class and have it collide/slide down ramps

Lesson 2: Add Bumpers, curved boundaries, and invisible boundaries

Lesson 3: Add Flippers of multiple raising speeds (fast and slow)

Lesson 4: Add curving / looping ramps of any size or shape

Lesson 5: Create the launch ramp, multiball mode, score board, sounds and finishing touches

And of course you can adjust anything you like! The physics are incredibly easy to change. You can slow down or speed up the gravity, change the way the ball bounces off different objects, alter the roll speed for different objects, and so on. The code is yours to change! So one might call this an Actionscript 3 Pinball template with 5 hours of video instruction on how to modify it.

As always, all source files are included for Flash CS5 (or higher), Flash CS4 or Flash CS3 .

Download Actionscript 3 Flash Pinball Game Tutorial (Mobile Development)

Exploring Illustrator – Video Reference Library (Adobe Illustrator)

Professional Illustrator Brian Zaikowski teaches this amazing 24 hour Adobe Illustrator tutorial. Yes, a full day’s worth of videos, but you don’t have to tackle them in any particular order. These 111 videos are like books on a shelf just waiting for the moment you need to learn everything about a particular tool or preference in Illustrator. Or for those true of spirit that want to master Adobe Illustrator in a couple days, you can begin in alphabetical order and learn nearly everything about this program.

You’ll get 111 videos in total, with over 50 source files. Since each video is focused on a Tool or Preference name, they are around 10-20 minutes in length and organized accordingly…

The Tool Videos

  • Appearance Panel
  • Arranging Objects
  • Artboards
  • Art Brushes
  • Basic Shape Tools
  • Blend Menu
  • Blob Brush Tool
  • Browse in Bridge
  • Brushes Bristle
  • Brushes Pattern
  • Brushes Calligraphic
  • Brushes Scatter
  • Clipping Masks & Compound Paths
  • Color Settings
  • Copy and Paste
  • Create Object Mosaic
  • Crop or Trim Marks
  • Define Pattern
  • Document Setup
  • Edit Colors
  • Effects: Distort and Transform
  • Envelope Distort
  • Eraser Scissors & Knife Tools
  • Expand and Expand Appearance
  • Extrude and Bevel
  • File Info
  • Find and Replace
  • Flatten Transparency
  • Free Transform Tool
  • Graphic Styles
  • Gradient Mesh From Object
  • Gradient Mesh Tool
  • Grouping and Locking Objects
  • Hide and Show Objects
  • Keyboard Shortcuts
  • Layers Panel
  • Lasso Tool
  • Line Segment Tools
  • Liquify Tools
  • Live Paint
  • Live Trace Supplement
  • Live Trace
  • Magic Wand Tool
  • New Document Options
  • New Window /New Views
  • Path Functions
  • Pen Tools
  • Perspective Grid
  • Pixel Preview Grid
  • Place…
  • Presets
  • Rasterizing Objects
  • Recolor Artwork
  • Revert to Saved
  • Rotate and Reflect
  • Save A Copy
  • Save As Vs. Export
  • Save for Microsoft Office
  • Scale Portions of Objects
  • Save for Web & Devices
  • Scale, Shear & Reshape Tools
  • Scripts
  • Selection Tools
  • Shape Builder Too
  • Slices
  • Symbol Sprayer
  • Templates
  • Text Wrap
  • Tool Alternates
  • Tool Panel
  • Transform Each
  • Transform Effect
  • Transform From Object Menu
  • Type Tools
  • Width Too
  • 3D Revolve

The Preference Videos:

  • Anchor Point and Handle Display
  • Anti Aliased Artwork
  • Append Upon Opening Legacy Files
  • Constrain Angle
  • Control Click to Select Objects Behind
  • Corner Radius
  • Disable Auto Add/Delete
  • Double Click to Isolate
  • FontPreview MissingGlyphs
  • Guides and Grid
  • Keyboard Increment
  • Leading Tracking Baseline Shift
  • Object Selection By Path Only
  • Reset All Warnings Dialogs
  • Scale Stroke and Effects
  • Select Same Tin %
  • Selection Tolerance
  • Show Tool Tips
  • Slices Hyphenation ScratchDisks
  • Smart Guides
  • Snap to Point
  • Transform Pattern Tiles
  • TypePath Asian English
  • Units of Measurement
  • Use Japanese Crop Marks
  • Use Precise Cursors
  • Use Preview Bounds
  • UserInterface / FileHandling / AppearanceBlack

Download Exploring Illustrator – Video Reference Library (Adobe Illustrator)

Toon Boom Animate Character Animation Courses (Misc)

Includes six lessons on character animation over 13 hours!

Please note this file is large. Roughly 2.4GB but it is broken into smaller, and more manageable downloads.

Character Rigging

This lesson teaches how quickly draw a character, setup a hierarchical rig for animation, then animate a walk cycle. Some of the highlights along the way include:

  • Creating symbols from artwork (and some tips of how best to do this)
  • Multiple ways of adjusting the Z-depth of a body part during the animation
  • Why some symbols are color coded depending on what mode you are in
  • Animating with drawing substitutions
  • Animating with inverse or forward kinematics of chained objects
  • Adjusting pivot points
  • Animating the entire walk cycle along a master peg
  • Incorporating blurs or other effects

Walk and Run Cycles

This lesson teaches various techniques for animating walk or run cycles in Toon Boom Animate. These videos assume you already know the basics of character rigging, but if not the source files provided include 3 pre-rigged characters to begin animating with. So you’ll get an unanimated and completed character file for the Side View Walk Cycle, Front 3/4 View Walk Cycle, and Side View Run Cycle (6 files total). These source files alone are a valuable resource as the character art can be modified without affecting the completed cycles.

Four Leg Walk Cycles

The tutorial demonstrates how to animate a four-leg walk cycle. You’ll get a fully rigged elephant character as part of the finished animated example file.

Lip Syncing 

This lesson covers a handful of techniques for ‘cut out animation’ style lip syncing. If you’ve never explored how lip syncing is done in Animate, this is an essential lesson. Animate has some amazing auto-sync audio features. The tutorial also discusses the difference between using drawing substitutions and symbols plus it teaches how to sync up a character during a turn around pose.

In this package you also get a fully rigged character, setup up for talking, and 4 more Animate example files used in the tutorial

Stick Men Animation

Using stick figures is a great way to test the fundamentals of animating a character by testing weight, balance, speed, etc without having to consider much about the artwork itself. A plain all-black colored figure really couldn’t be any simpler. So you can practice your animation skills with these six videos…

  • Designing and Rigging the basic Stick Man
  • Walking and Running your Stick Man
  • Stick Man Inverse Kinematics
  • Stick men Fight Scene Part 1
  • Stick men Fight Scene Part 2
  • Adding Sounds

Animation Exercises 

This course was designed to setup challenging animation exercises, then demonstrate how to solve them. This is a perfect finale for new students to animation. You’ll also get a fully rigged character from our Zombie Bods Character Pack as part of the finished example files.

Download Toon Boom Animate Character Animation Courses (Misc)

Meet CoffeeScript (Fundamentals)

CoffeeScript is a little language that compiles to JavaScript. It adds useful features and smoother syntax while compiling to clean, readable JavaScript. You can use it anywhere you use JavaScript: in the browser, or on the server with Node.js. Learn it fast with PeepCode’s Meet CoffeeScript tutorial.

CoffeeScript has exploded in popularity since April 2011. It was talked about in every other presentation at JSConf. It’s made enough waves that some language features popularized by CoffeeScript are planned for inclusion in future versions of JavaScript itself.

In our 75 minute Meet CoffeeScript tutorial, you’ll learn not only how to use CoffeeScript, but also how to write code in clean CoffeeScript style. You’ll build a cash register application in test-first fashion.

Thanks to technical editing from CoffeeScript author Jeremy Ashkenas and committer Michael Ficarra, you’ll get authoritative insights into the best ways to write and use CoffeeScript!

You’ll learn to:

Write tests with Jasmine
Build classes and properties
Write readable code with special language features
Write concise code with comprehensions

CoffeeScript is the default front-end language for new applications in Rails 3.1 and is useful for all kinds of client and server applications. Get started today!

Basic knowledge of JavaScript will help, but isn’t required. If you’re comfortable with any scripting language such as Ruby, Python, or Perl, you’re ready to watch this screencast.

Download Meet CoffeeScript (Fundamentals)

Play by Play: Ryan Singer Part 1 (UI) (Fundamentals)

Ryan Singer designs user interfaces at 37signals. We flew to Chicago to learn how he works…first hand.

We gave him a small task and watched him design a user interface out loud and on paper. The result is possibly the most insightful, educational, and thought provoking video we’ve produced so far.

In this 72 minute video, you’ll watch Ryan sketch out a user interface for a single page of a web application. He doesn’t write any code (that comes next), but he thinks through the issues and follows several possible paths before coming to rest on a solution.

You’ll benefit from watching him learn about the problem domain, evaluate his own ideas, and combine user interface metaphors into a plan for a prototype.

He describes his process as clearly as he thinks about it, which makes for a great video whether you’re a front-end designer or a back-end programmer.

Part I (this video) is 72 minutes of sketching and thinking through the problem.

In Part II (available separately), Ryan implements a prototype in HTML and CSS .

Anyone who works with website design or development in any way will benefit from watching this user interface design tutorial.

Download Play by Play: Ryan Singer Part 1 (UI) (Fundamentals)

Play by Play: Ryan Singer Part 2 (UI Prototyping) (Fundamentals)

Ryan Singer designs user interfaces at 37signals.

In Part I, he thought through several user interface problems with pen and paper.

In this 75 minute video, he builds a prototype with HTML /CSS. He also uses Rails 3.1 and the Vim text editor, but you don’t need to know either to benefit from his workflow and insights.

You’ll learn how to focus on one UI element at a time, how to use the most efficient prototyping tool for each task, and how quick and dirty techniques are a good idea when building a prototype.

Part I was our fastest selling video ever. Catch the conclusion in this video!

This screencast is useful for any back-end or front-end web developer at any level of skill.

Download Play by Play: Ryan Singer Part 2 (UI Prototyping) (Fundamentals)

iOs MapKit Tutorial – Blow Up Your Location (iPhone)

Two Hour High Definition Video Tutorial

This tutorial teaches you how to build an App from scratch which creates a Google Map View that can display either your actual location or a specific location (for example, Atlanta). The Map View can be customized to any region or zoom and user interactions can be enabled or disabled. The course then adds objects (a scope, crater, and explosion) which will move relative to the map as it updates. This is the foundation of any number of possible games or apps that interact with satellite maps in a unique way. And much of what is taught in this lesson was used to create the instructor’s own app, Zombie Air Strike, (see the demo link).

The tutorial also covers using the compass heading, adding map annotations, touch interaction, animated images, arrays, timers, using Interface Builder, and tons more.

Course Bullet Points

  • Use XCode to show a map view of a specific region and zoom
  • Toggle on or off user interaction with the map
  • Add objects which can move relative to the map view. If the map moves, they still pinned to their location on the map
  • Switch the map between using your actual location or to a specific location
  • The map can be set to automatically move to give your users a location tour
  • The source files include scope artwork and animated explosion sequence

Very few developers are using the MapKit as an underlay for games, but this amazing framework is available to you and completely acceptable under Apple’s own guidelines! When submitting your app for review, just leave a note for your reviewer that using “Current Location” is a part of your apps functionality (if its not obvious right away in your app).

Download iOs MapKit Tutorial – Blow Up Your Location (iPhone)

Wave Attack Game Starter Kit and Video Tutorial (iPhone)

Wave Attack Game Starter Kit for iPhone and iPad App Publishing PLUS Two Hour Video Tutorial

App Description – Fight off wave after wave of descending enemies, while picking up ammo and maintaining enough health to level up. This is the basis of any number of games you can publish to the App Store. You can change the artwork to make this look like a 1942-style fighter plane game, Space Invaders, or make it a simple kids game.

The included video tutorial discusses customizing every element in the game. After watching the video, you’ll know how to…

– Add more ammo, with different collision diameters for striking enemies and strength variations
– Add more enemies. Change appearance, and add different strength per level
– Add more sounds
– Add different backgrounds per level
– Change the speed of enemy decend or player fire
– Change player or enemy animations (currently the player has three animations, default stance, firing the gun, and throwing ninja stars).
– Add splatter FX after an enemy kill (optional)
– Increase or decrease the difficulty of the game by simply changing the number of a few variables

More Details

When published the game runs at 60fps for the iPad 1 & 2, iPhone 4, and EVEN the iPhone 3GS.

The template is currently setup to publish a Universal iOS app (one that runs on both iPhone and iPad). You can easily change it to be only one or the other device.

The game includes a Menu button which currently has the option to start a new game, resume from pausing, or disable/enable audio. This popout menu can also be used to include any thing you want. Links to other apps, and so on.

The template also includes default startup images for the app, these should be changed to show your own title for the game and company logo. If you’d like to credit CartoonSmart for co-creating the app, we can send you a png logo to use in your startup image (you can also just drag n drop the logo in the header of all CartoonSmart pages)

The tutorial also discusses getting setup for Publishing in the App Store and Provisioning your App for code-signing. This is an essential step you’ll need to do before submitting your version of the app to the App Store. This is discussed early on in the tutorial video.

Finally…

We feel this Starter Kit is an amazing jumping off point for your App. The bulk of the code is written already, but it IS a jumping off point. Please do not submit the app for review to Apple in its current state with our graphics. At the very least, please change the artwork to your own. But to really make a great game in the App Store, this Starter Kit needs a good weekend’s worth of your blood and sweat… Add some funny sounds, add more enemies, and make it your OWN !

Then enjoy being a Published App Developer!!

Download Wave Attack Game Starter Kit and Video Tutorial (iPhone)

Actionscript 3 Basics for Mobile / Web Development (ActionScript)

A Twelve Part Introduction Course to Actionscript 3. Over 8 Hours of High Definition Video!

Whether you’re using Flash for web development, in-the-browser game development or packaging Flash to AIR , Android or the iOS devices then this is the course for you.

Part 1

Basic Preferences and Properties (30 min)

The adventure begins here. If you’ve never used Flash, Actionscript 3, or have had any past programming experience then this part is for you. Previous users of Actionscript can skim or skip this course entirely since it deals mostly with basic movieclip properties, adding instance names, and all the minor details that only new users need to be familiar with.

Part 2

Staging and Scripted Tweening (46 min)

This course teaches how to use variables with scripted motion tweens. You’ll learn how to tween an object’s properties (like position,alpha, scale, etc), listen for when the object is done tweening, then do some finishing action. Also discussed is how to make use of the stage width and height. Using this, your movieclips or tweens can act accordingly to the total screen size your viewer is seeing, which can add a tremendous effect to your site’s design. Side topics include:variables, event listeners, functions and adding scripted Filter effects (like glows). Publishing techniques are also discussed after this lesson.

Part 3

MovieClips From the Library & Custom Cursors (36 min)

This part teaches how to add movieclips to the stage at runtime. So your Flash movie could begin with nothing on stage, then bring in movieclips from the library as needed. The example project adds 60 buildings onto the stage and randomly changes their appearance, size, and position. Every new movieclip (or child) will also move relative to the overall stage width which continues using some of the code from the previous lesson. The lesson concludes with code for changing the default mouse cursor from the usual arrow to a spaceship (or anything you want) when you rollover a specific object onstage (i.e. collision detection). On rollout, the mouse cursor changes back to an arrow.

Part 4

Programming Buttons and Variable Scope (43 min)

This part teaches how to program Flash buttons of any type, whether using custom artwork or a component button. To add an extra layer of fun though, the example project uses dynamic text fields within our buttons. The button might initially say “Click to Buy”, then after clicking change to “Thanks”. This tutorial also looks into variable scope, which is an essential part of programming with Flash. Variables can be written in many places in your movie so we examine how best to access them.

Part 5

Timers and TextFields (46 Min)

The first part of this lesson teaches how to make a basic one second timer and add listener events for its repeat count and completion. Timers get used often throughout the rest of the series since they are useful for games and programming anything that deals with time.

The second part of this tutorial teaches how to make a dynamic textfield and populate it with text from an external .txt file or with html text. Enabling html text allows you to use basic tags to make text clickable or even display images inside a textfield. Text formatting with embedded fonts is demonstrated as well as adding a scrollbar to textfields.

Part 6

Arrays and Programming a Matching Game (34 min)

This tutorial includes an introduction to arrays, for statements and switch statements. While familiarizing you with those concepts, we will create a simple matching game. Movieclips are pulled out of the library, randomly placed on stage, and the player must click on a matching movieclip before the objects move around again. We also look at removing movieclips onstage with a while loop.

Part 7

Card Games using MovieClips Identified by Child (84 min)

This lesson teaches how to create a card game with potentially hundreds of cards onstage and identify them by their child index instead of relying on each card having a unique instance name. This lesson sets up the foundation for any type of card game you might want to create, and you can use the included card art or any other design. The cards can have any numerical value of your choosing or be matched by a text string like “Heart Ace”. Code is already provided to test if two cards match. Each card can also be click-dragged around and when selected it will appear above all other cards on stage with a glow effect.

Part 8

Loading XML Files to Use in a Dynamic Slideshow (46 min)

This tutorial teaches how to load data from an XML file and parse through it to store the data in an array or multiple arrays. This code could be used for any number of applications where it would be ideal to store your data outside of Flash, then load it in at runtime. This technique allows you to upload and overwrite your existing XML file to update the site without having to republish and upload your Flash file. The example project creates a slideshow from XML data which provides the locations of external images (and swfs) to be loaded and faded in over time.

Part 9

Using FlashVars to Make a Dynamic FLVPlayer (22 min)

This part teaches how to use FlashVars, which are simply variables in your html embed code. Flash can access these variables prior to executing code on frame 1, so your swf can use the data in any number of ways. In the example project, we create a Flash file with an FLVPlayer (movie player) which doesn’t yet have a movie file to load in. Instead we specify that filename as a string variable to load as a FlashVar. This way we can use the same swf file embedded across multiple html documents, but each page will play a different movie.

Part 10

Particle FX, Keyboard Controls and Audio Players (45 min)

This part includes a few different projects. First we look at using Timers and EnterFrame events to create particle FX. One example creates a glowing trail behind the mouse cursor, the other example creates a realistic rain effect.

Next we look at how to play audio with Actionscript. One example shows how to play a clip stored in the Library, while the other example shows how to build a simple audio player which loads its source from an external mp3 file.

Finally we look at capturing keyboard input and using that to move a scripted mask around the stage with the arrow keys. The example project creates a magnifying glass effect.

Part 11

Program a Simple Space Invasion Game (42 min)

This tutorial combines a lot of code throughout the entire course and builds a relatively simple classic-style arcade game. Topics include: keyboard and mouse control, game boundaries, adding and placing children onstage at runtime (the invaders), moving and speeding up objects with an Enter Frame event, collision detection between the invaders and bullets using a For loop, and progressing levels or resetting the game to its initial state.

Part 12

Object Oriented Programming (42 min)

The final tutorial teaches how to extend what you’ve already learned using custom classes. We examine class structure, public and private variables / functions, and the how’s and why’s of writing your Actionscript in this way. The first example creates a simple Circle class and uses that with a corresponding circle movieclip in the library. The second example teaches how to make a custom tween class which you could use with any movieclip. We also discuss where to store your classes if they aren’t local to your Flash document.

Download Actionscript 3 Basics for Mobile / Web Development (ActionScript)

CSS3 Mega Course – 9 Hours of Training! (HTML & CSS)

Our amazing instructor Lawrence Turton will guide you through many of the best new features of CSS3 . He’ll be using Dreamweaver CS5 , but you can work along with him using any text editor and test in the web browsers of your choice. After a comprehensive look at all the fun stuff listed below, Lawrence wraps up the final couple hours with an example site project which demonstrates how CSS3 can be used across multiple devices (desktops or mobile phones) and how to support older browsers as well as new, so you progressively enhance your site.

Course Outline

Part 1

  • IE Conditional comments
  • CSS3 New Color Formats
    • Part 2

      • @Font-face
      • CSS3 border properties
      • CSS3 Background properties
      • CSS3 text effects
      • CSS3 Multiple Columns
      • CSS3 2D Transformations
        • Part 3

          • CSS3 3D Transformations
          • CSS3 Animations
          • CSS3 User Interface
          • CSS3 Flexible Box Model
          • CSS3 Selectors
            • Part 4

              • CSS3 Media Queries
              • Building an Example Site

    Download CSS3 Mega Course – 9 Hours of Training! (HTML & CSS)

    JQuery Basics (jQuery)

    Four Amazing Tutorials on the Basics of jQuery! Over 4 Hours of High Definition Videos

    Expert instructor, Lawrence Turton serves up four lengthy courses on jQuery. If you’ve never used jQuery or even heard of it, this course is for you. JQuery is a fast Javascript library that simpifies HTML and makes the cool stuff, easier to do.

    Course 1

    • CSS Selectors
    • Importing Jquery and why document order is important
    • Writing your first statement
    • Make a simple fadeOut transition
    • Timing those methods
    • Making a click-able anchor
    • Making open and close button
    • Looking at all animation methods
    • Editing CSS with Jquery
    • Adding Classes using Jquery
    • Remove Class method
    • Learning all Toggle methods

    Course 2

    • Working with multiple elements inside of one function
    • Statement chaining and the .delay method
    • Link events together
    • Change any attribute with Jquery
    • Removing attributes
    • Remove entire elements
    • Creating variables and using the console.log method
    • Creating an element and using appendTo method
    • Create animations using animate method
    • Timing and callback on animate method
    • Chaining the animate method
    • Using the load ajax method

    Course 3

    • Quick method of waiting for a document to load
    • Using the .size and .length methods
    • Look at advanced selectors
    • Selecting a range of elements with slice method
    • Using the hover event listener
    • Creating an alert box
    • Creating a function
    • Creating if statements
    • Callback functions

    Course 4

    • Intro to plugin’s for JQuery
    • FancyBox Plugin
    • ScrollTo Plugin
    • Inner-Fade Plugin
    • Wrap Up

    Download JQuery Basics (jQuery)

    Actionscript 3 Side Scroller Games for Mobile Apps (Mobile Development)

    Actionscript 3 Side Scroller Games Tutorial for Mobile Devices or Browser-Play – 3 Hour Tutorial in High Definition Video

    This video tutorial covers every step in programming a side scrolling Flash-based game. Use the arrows keys to move the character around and attack enemy sprites. We also teach alternate code to use with a mobile device’s accelerometer (tested on the Android & iPhone OS). Plus this lesson focuses on Object Oriented Programming, beginning with the basics of creating a custom countdown clock class, and then progressively gets more advanced. For example, we create a BoundaryObject that handles collisions against the boundary for both the player and any enemy subclasses. Once you’ve worked through the tutorial, you will be able to:

    • Add new classes for different enemies
    • Add new classes for objects like coins to collect
    • Swap in new art to easily create new levels (just cut and paste, or draw in new art)
    • Add more levels, including animated platforms that the player could collide with or ride up and down on
    • Add more objectives (items to pick up, areas on the board to go to)
    • Adjust how many enemies are on stage, where they spawn from, and how often they appear
    • Change the physics of the game, speed or attack intensities of the enemies

    All source files are included and the .fla files are compatible with Flash CS3 , CS4 and CS5 . To test exporting for mobile devices, you’ll need the Adobe Air packager extension for either Flash CS5 or Flash CS5 .5 (already included with CS5 .5)

    Download Actionscript 3 Side Scroller Games for Mobile Apps (Mobile Development)

    Actionscript 3 Sling Shot Apps Tutorial (Mobile Development)

    Actionscript 3 Sling Shot Apps Tutorial for Mobile Devices or Browser-Play

    This tutorial covers every step in programming a sling shot game using Flash and Actionscript 3. Use the mouse or finger to pull down an object into the sling shot and try to launch it over an obstacle into a target. Once the basic game is complete, we also look at using a mobile device’s accelerometer to change the gameplay or physics (tested on the Android & iPhone OS). Once you’ve worked through the tutorial, you should be able to:

    • Add more levels
    • Add multiple targets
    • Add extra collision objects (like the scout character)
    • Change the physics to make the slingshot more bouncy or increase the gravity.
    • All source files are included and the .fla files are compatible with Flash CS3 , CS4 and CS5 . To test exporting for mobile devices, you’ll need the Adobe Air packager extension for either Flash CS5 or Flash CS5 .5 (already included with CS5 .5)

    Download Actionscript 3 Sling Shot Apps Tutorial (Mobile Development)