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licollisa · 1 year
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If you have trouble drawing clothing folds, wrap a tissue around your finger and bend it at the angle and position you want it to
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erezleviblog · 6 years
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drag and drop videos review - drag and drop videos review | huge drag and drop videos bonus
Drag and drop videos review
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drag and drop videos evaluation – how is it different from different video apps? Big form of diferent video types:
the sheer amount of different video kinds you could create is very fantastic. You may create everything from promo films, fancy slideshows, 3-d animations, explainer films, and lots greater… all from one interface. You’ll get editable templates for these kind of special video sorts. Very high exceptional:
drag & drop video templates are certainly excessive quality and polished, and the motion pictures you could render look sharp and expert. Much like something you’d create in a high-give up video editor inclusive of after results. Absolutely edit and customize everything:
a few other video apps include templates that lock you into precise coloration issues, with particular pics, fonts, song tracks, etc.. With drag & drop films you get complete control – upload your personal images, use any fonts you have on your device, trade the colours, add your own music tracks or voice overs (in any language), and lots greater. You’ll get a fully featured video compositor to edit the entirety. Integrate, re-arrange, blend & healthy:
that is the largest element that makes drag & drop videos specific… the capability to combine special templates collectively – integrate real video photos, with explainer scenes, with 3d animations, with kinetic textual content, with logo stingers, etc.. Plus the ability to combine & healthy one of a kind scenes, and even man or woman elements within every scene, to create actually particular videos. Then arrange these scenes in any order, to create long multi-scene films, with limitless video & audio tracks. All inside one interface
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kind to your own text, use any font established on your system, exchange hues, trade text length, letter spacing, move and function textual content where you want, and extra. Manipulate colorings
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a few different video apps lock you into a particular area of interest template. As an instance they've a fab looking template, however it’s for dentists only. Drag & drop video templates are fully customizable with any photos or films you want, for any niche you need. So that you can create unlimited motion pictures for limitless niches. Upload your personal song / audio
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maximum of the templates and animations include alpha transparency. Meaning you could placed them on pinnacle of any picture or video. You could even layer exclusive elements on top of each other. Complete manage
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step 1: select template
pick out from a large kind of pre-formatted templates, for almost each video kind
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step 2: drag & drop your media internal
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siva3155 · 5 years
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300+ TOP FLASH Objective Questions and Answers
FLASH Multiple Choice Questions :-
1. This area is much like a theatre stage. The white area displays what will be shown on the screen This area is much like a theatre stage. The white area displays what will be shown on the screen A. Dashboard B. Flash Stage (Correct Answer) C. Tools Palette D. Layers Panel Ans: B 2. This area in Flash is similar to the clipboard in Microsoft Office applications. A. Dashboard B. Layers Panel C. Library Panel (Correct Answer) D. Property Inspector Ans: C 3. This is like a comic strip that shows the important parts of a story. A. Timeline B. Photo Story C. Comic book D. Storyboard (Correct Answer) Ans: D 4. What part of the menu bar allows you to hide/unhide panels? A. View B. Edit C. Window (Correct Answer) D. None of the above Ans: C 5. What does the abbreviation, FPS means? A. Flick Per Scene B. Frames Per Second (Correct Answer) C. Frames Per Scene D. Flick Per Second Ans: B 6. This ideals with the rotation and movement of the object from one point to another in specific frames. A. Tweening (Correct Answer) B. Shape Tween C. Motion Tween D. Transition Ans: A 7. The step in production is performed to add more detailed to your scene. A. Improvement of design B. Action Scripting (Correct Answer) C. Polishing D. Create a storyboard Ans: B 8. To start Adobe Flash, Click on Start>______>Adobe Flash A. Adobe Collection B. All Programs (Correct Answer) C. Run D. Open Ans: B 9. This action allows you to save the object in the library panel for future use. A. Importing B. Exporting C. Convert to text D. Convert to Symbol (Correct Answer) Ans: D 10. It allows you to insert text within your flash stage. A. Text Box B. Text Tool (Correct Answer) C. HTML D. Key frames Ans: B
Tumblr media
FLASH MCQs 11. By default, this panel is located below the flash environment. A. Library Panel B. Property Inspector Panel C. Layers Panel (Correct Answer) D. All of the above Ans: C 12. This view that is similar to the old interface of flash and is perfect for old Flash users. A. Debug View B. Classic View (Correct Answer) C. Twining D. Transition View Ans: B 13. This is the shortcut key for adding a key frame. A. .FLA (Correct Answer) B. .Doc File C. .FLV File D. .ASF File Ans: A 14. The last step in production. It is done to verify if you have met the goals of the project. A. Brainstorming B. Refining (Correct Answer) C. Action Scripting D. Adding sound Ans: B 15. These are frames that are signaficant. It is the basis for tweened animation. A. Keyframes (Correct Answer) B. Special Frames C. Master Frame D. None of the above Ans: A 16. This type of drawing is a grouped shape; it has a rectangular surrounding in it when selected. A. Merge Drawing B. Flash Tool C. Oval Tool D. Object Drawing (Correct Answer) Ans: D 17. This area in Flash is similar to the clipboard in Microsoft Office applications. A. Merge Drawing (Correct Answer) B. Flash Tool C. Oval Tool D. Object Drawing Ans: A 18. The tool that creates a rectangle, which you can customize the sides. A. Rectangle tool B. Square tool C. Rectangle primitive tool (Correct Answer) D. Oval tool Ans: C 19. The tool that allows you to create a polygon and a star. A. StarPoly tool B. PolyStar (Correct Answer) C. Custom shape tool D. . Polygon tool Ans: B 20. The two ways to draw fills in a drawing? A. Ink and Pencil B. Brush and Spray (Correct Answer) C. Oval and Shape D. Fill and Autofill Ans: B 21. The brush option that paints behind the object on the stage. A. Paint Inside B. Paint Selection C. Paint Behind (Correct Answer) D. Paint Normal Ans: C 22. A powerful tool in flash that allows you to have greater control when creating lines. A. Powerline B. Line Tool C. Powertool D. Pen Tool (Correct Answer) Ans: D 23. This tools allows you to scale, rotate and skew objects in the flash stage. A. Merge Tool B. Free Convert Tool C. Free Transform tool (Correct Answer) D. Object tool Ans: C 24. The Windows> Align> Entire Stage makes the ____________. A. object align with another object B. object fill the entire stage (Correct Answer) C. object fill another object D. object fill the entire screen Ans: B 25. This tool allows you to modify the gradient in three ways. A. Merge Drawing B. Flash Tool C. Gradient Transform Tool (Correct Answer) D. Object Drawing Ans: C 26. To make an object transparent, the ______ should be set in the Property Inspector panel. A. Alpha Value Settings (Correct Answer) B. Transparency Settings C. Color Settings D. Object Settings Ans: A 27. This tool is useful when you are zoomed in and need to move around an area in your artwork. A. Merge Tool B. move Tool C. Hand Tool (Correct Answer) D. Zoom Tool Ans: C 28. This tool allows you to grab a color of another object and apply it to another. A. Merge Tool B. Move Tool C. Hand Tool D. Eyedropper Tool (Correct Answer) Ans: D 29. This is the shortcut key for adding a keyframe. A. Erase Objects B. Erase Only Shapes C. Erase Selected Fills (Correct Answer) D. Erase Normal Ans: C 30. It is to create new file. A. Ctrl + O B. Ctrl + Q C. Ctrl + T D. Ctrl + N (Correct Answer) Ans: D 31. The stacking order of viewing objects is decided by the order of the l A. scenes B. frames C. layers (Correct Answer) D. actions Ans: C 32. ____________ is a way to partially hide an image in the layer immediately below another layer. The 2 layers get “locked” together to produce the effect. A. Morphing B. Tweening C. Stacking D. Masking (Correct Answer) Ans: D 33. This is a way to take a word and animate each letter separately. A. Distribute to layers. (Correct Answer) B. Break apart C. frame-by-frame D. Convert to symbol Ans: A 34. ________________ allow you to make objects move in a more random or non-straight path. A. Mask B. Shape tween C. Guided layer (Correct Answer) D. Gravity effect Ans: C 35. ____________, when used appropriately, adds to the viewer’s experience, making for a much richer and enjoyable activity. A. Advertisments B. Sound (Correct Answer) C. Commericals D. Tweens Ans: B 36. This panel indicates what settings are being used for objects and allows you to change those settings . A. Tools B. Actions C. Frames D. Properties (Correct Answer) Ans: D 37. A key frame that contains objects will be represented by a ___________ circle. A. hollow B. black (Correct Answer) C. blue D. gray Ans: B 38. Use this to make a symbol disappear from view (great for changing pictures). You would use motion tween for this method. You have to change the “alpha” setting of the symbol. Alpha represents transparency. A. Zoom B. Masking C. Fade Effect (Correct Answer) D. Morphing Ans: C 39. Any item placed on a frame that has not been converted to a graphic, button, or movie clip. This includes shapes you draw as well as images you insert/import (jpg, bitmaps, etc.). Use this to do a shape tween or mask effect. A. Layer B. vector C. bitmap D. object (Correct Answer) Ans: D 40. The ___________________ is a holding place for all symbols and imported images and sounds within a single Flash file. A. library (Correct Answer) B. timeline C. properties D. tools panel Ans: A 41. Designed to be an interactive object. You create these so that action scripts can be used to control other objects or events in the movie. A. layer B. mask C. button (Correct Answer) D. tween Ans: C 42. This is used to change an object from a circle to a square. A. Mask B. Shape tween (Correct Answer) C. Motion tween D. Morphing Ans: B 43. Empty key frames are indicated by a _________________ circle on the timeline A. hollow (Correct Answer) B. black C. open eye D. closed eye Ans: A 44. Use this to move symbols from one point to another. All animation happens between key frames (point A and B). The timeline turns purple between the key frames when this feature is being used. A dashed or dotted line in the colored area indicates a problem. A. Motion Tween (Correct Answer) B. Mask C. Shape Tween D. Action Script (Your Answer) Ans: A 45. Changing this can sometimes make an animation look smoother. A. frame rate (Correct Answer) B. key frame C. mask D. layer Ans: A FLASH Objective type Questions with Answers 46. The ___________ panel contains the basic tools needed to draw and modify objects. A. Actions B. Properties C. Tools (Correct Answer) D. Layers Ans: C 47. This is, by far, the most tedious way to create animations. A. Shape Tween B. Motion Tween C. Mask D. Frame-by-Frame (Correct Answer) Ans: D 48. These are objects that have been converted so that you can use the same image a number of times in a movie. You can also use this to do fade effects, rotation effects, and flip effects. A. layer B. symbols (Correct Answer) C. clip art D. tween Ans: B 49. Every animation needs a starting and ending point. _______________ are used to set these. A. Scenes B. Key frames (Correct Answer) C. Blank frames D. Graphic symbols Ans: B 50. The __________ shows the frames in the movie. A. toolbar B. Properties pane C. timeline (Correct Answer) D. scene Ans: C 51. What is a blank keyframe? A. a frame that is the same as the keyframe before it - it looks like a gray rectangle without a dot B. a frame that represents a change in content, be that scale, movement, rotation, color, etc - it looks like a gray rectangle with a black dot. C. a frame without any content - it looks like a white box D. a frame without any content - it looks like a white box with a white dot (Correct Answer) Ans: D 52. To apply a stroke to a shape that does not currently have one, you ... A. select the shape, open the dialogue box in the properties window for ink color and make a selection. From there you can edit the weight and style in the properties window. B. select the ink tool in the tool box, select the ink color in the color picker and click on the shape near the outside of its fill. From there you can edit the weight and style in the properties window. (Correct Answer) C. select the paint bucket in the tool box, select the ink color in the color picker and click on the shape near the outside of its fill. From there you can edit the weight and style in the properties window. D. go to the actions window and add the "addStroke()" method to the fill. Be sure to also set the "strokeColor" and "strokeWeight" properties. Ans: B 53. The difference between the black arrow and the white arrow in the tool box is... A. the black arrow allows us to manipulate the shape as a whole by repositioning it on the stage or fluidly transforming its shape by selecting the curves that define it and repositioning those. The white arrow allows us to have more precise control of the points that define the shape by allowing us to manipulate their anchor points and beizier curves. (Correct Answer) B. the black arrow allows us to manipulate the shape as a whole by repositioning it on the stage or fluidly transforming its shape by selecting the curves that define it and repositioning those. The white arrow allows us to transform the shape by scaling, rotating, skewing and distorting it. C. the white arrow allows us to manipulate the shape as a whole by repositioning it on the stage or fluidly transforming its shape by selecting the curves that define it and repositioning those. The black arrow allows us to have more precise control of the points that define the shape by allowing us to manipulate their anchor points and beizier curves. D. the white arrow allows us to manipulate the shape as a whole by repositioning it on the stage or fluidly transforming its shape by selecting the curves that define it and repositioning those. The black arrow allows us to transform the shape by scaling, rotating, skewing and distorting it. Ans: A 54. Where is the envelop distort tool located? A. With a movie clip selected, use the Free Transform tool and go to its options in the toolbox. The Envelop Distort tool is located at the bottom of the box. B. With a shape selected, use the Free Transform tool and go to its options in the toolbox. The Envelop Distort tool is located at the bottom of the box. (Correct Answer) Ans: B 55. What is "stacking order?" A. It is the order in which Flash executes actionscript. Listeners are run first in order to "catch" any events that may occur so that all functions may run correctly without causing any TypeErrors. B. It is the order in which Flash renders a scene - elements are stacked within layers and layers are stacked with the movie. Shapes fall to the "bottom" of the stack within a layer, allowing for symbols and text objects to "rise to the top." Likewise, layers at the "top" of the "stack" of layers in the timeline will be rendered first - being more visible - and those at the bottom will be obscured by any content in layers above it. (Correct Answer) C. The order in which you have to nest symbols within movie clips in order for motion tweens to work correctly. D. The order in which you have to nest movie clips within symbols in order for motion tweens to work correctly. Ans: B 56. What does not qualify as a symbol? A. graphic B. bitmap (Correct Answer) C. button D. movie clip Ans: B 57. If you want to have a loop animation nested with in a symbol that you can tween on the main stage, you would A. make a graphic symbol, then edit its timeline to animate a movie clip with shape tweens. Then on the main stage, you could motion tween the graphic symbol. B. make a movie clip symbol, then edit its timeline to animate a movie clip with motion tweens. Then on the main stage, you could motion tween the movie clip symbol. C. make a shape symbol, then edit its timeline to animate a graphic with shape tweens. Then on the main stage, you could motion tween the shape symbol. D. make a movie clip symbol, then edit its timeline to animate a shape clip with shape tweens. Then on the main stage, you could motion tween the movie clip symbol. E. either b or d (Correct Answer) Ans: D 58. With a button symbol... A. You need to have content on all four keyframes (Up, Over, Down and Hit). B. The "Over" keyframe represents what the button will look like when a user clicks on it. C. The "Hit" keyframe represents what the button will look like when a user clicks on it. D. You need to write some actionscript to get the mouse over and down states to work properly. E. The hit area will never been seen by the end user. (Correct Answer) Ans: E 59. Shape tweens can only A. be used to tween between one shape on one frame and another shape on another frame, but on the same layer. (Correct Answer) B. be used on the main stage. C. change the shape of a symbol. D. eat bunnies. Ans: A 60. Anticipation is... A. the animation principle that deals with the motion at the end of an action. B. the animation principle that deals with the effect on the surrounding environment as an action occurs. C. the animation principle that deals with the motion at the beginning of an action. (Correct Answer) D. the animation principle that deals with the transformation of object as it moves through its action and reacts with gravity. Ans: C 61. What is an acceptable instance name? A. 1thumb_mc B. thumb01.mc C. *thumb01_mc D. $01thumb (Correct Answer) E. 1thumb.mc Ans: D 62. What is dot syntax? A. Refers to when a dot or period (.) is used in actionscript to conclude a line of code. B. Refers to when a dot or period (.) is used in actionscript to access a property or method of an object. (Correct Answer) C. Refers to when a dot or period (.) is used in actionscript to being a function. D. Refers to when a dot or period (.) is used in actionscript to set a parameter. Ans: B 63. What is not a possible value for a boolean variable? A. 0 B. on (Correct Answer) C. false D. 1 E. true Ans: B 64. Which option represents the correct syntax for writing an event listener for a movie clip called "sandbox_mc" A. sandbox_mc.addeventlistener(mouseevent.click, buildCastle); B. sandbox_mc.addEventListener(MouseEvent.Click, buildCastle); C. sandbox_mc.addEventListener(MouseEvent.CLICK, buildCastle); (Correct Answer) D. sandBox_mc.addEventListener(MouseEvent.Click, buildCastle); E. sandBox_mc.addEventListener(MouseEvent.CLICK, buildCastle); Ans: C 65. To instruct a button to stop on the first frame of another scene, called "replay," you would need to call the following method A. gotoandplay(1, "replay"); B. gotoAndPlay("replay", 1); C. gotoAndStop("replay", 1); D. gotoAndStop(1, "replay"); (Correct Answer) E. gotoandstop(1, "replay"); Ans: D 66. If you want a button to not be visible to the user but still listen for events, you would need to... A. set the property .alpha = 0 (Correct Answer) B. set the property .visible = true C. set the property .alpha = 1; D. set the property .visible = false; Ans: A 67. In order to refer to an imported sound in actionscript, A. you need to give it an instance name in the property window. B. you need to give it an instance name in the library. C. you need to set its linkage properties to export for actionscript and assigning it a class by right clicking on the sound in the library and pulling up the "linkage" dialogue box. (Correct Answer) D. you need to set its linkage properties to export for actionscript and assigning it a class in the properties window by pulling down the "linkage" option. Ans: C 68. Actionscript refers to movieclips via their... A. symbol name B. instance name (Correct Answer) Ans: B 69. functions need to be bracketed by.... A. B. (...) C. {...} (Correct Answer) D. :...; (Your Answer) Ans: C 70. What is the most common user error (according to Meg) in writing actionscript? A. forgetting to name your instances B. misspelling an instance name or variable C. forgetting a { or } D. all of the above (Correct Answer) Ans: D 71. A stroke is... A. ...the width of the paintbrush. B. ... the color of the paintbrush. C. ... the outline around a shape. (Correct Answer) D. ... the fill of a shape. Ans: C 72. You can control the fluidity of the line drawn with the pencil tool. A. True (Correct Answer) B. False Ans: A 73. You can control the width, patterning, color and smoothing of a Pencil stroke all in the.... A. ... Commands Menu. B. ... Properties Inspector. (Correct Answer) C. ... Behaviors Menu. Ans: B 74. When drawing with the Rectangle Tool, if you wanted to make a perfect square, you would hold down the _____ key while drawing. A. shift (Correct Answer) B. option C. control D. command Ans: A 75. To make a donut shape you would use the... A. ... Oval Tool. B. ... Oval Primitive Tool and adjust the Start Angle. C. ... Oval Primitive Tool and adjust the Inner Radius. (Correct Answer) Ans: C 76. Double-clicking on a stroke will... A. ... select the entire stroke. (Correct Answer) B. ... select the entire object. C. ... delete the entire stroke. Ans: A 78. The ink bottle changes the color of... A. ...strokes. (Correct Answer) B. ...fills. C. ...the background. Ans: A 79. To keep an shape from "taking a bite" out of another shape when it is dragged over and then moved later on, you can... (2 correct answers) A. ... draw the shape with "object drawing" selected in the tools panel. (Missed) B. ... group the shapes into an object. (Missed) C. ... change the color of the shapes. Ans: A,B 80. The transformation point is... A. ... the fading in a color gradient. B. ... the phase at which an object is rendered. C. ... the point from which an object or shape is rotated or scaled. (Correct Answer) Ans: C 81. A white box with a diagonal red line through it means... A. ... no color. (Correct Answer) B. ... do not enter. C. ... no data. Ans: A 82. You can change a solid color into a gradient in the.... A. ... color menu. B. ... swatches menu. C. ...properties inspector. D. ... all of the above. (Correct Answer) Ans: D 83. You cannot change the angle or length of a gradient. A. True B. False (Correct Answer) Ans: B 84. Clicking and dragging with the pen tool creates... A. a straight line. B. a curved line. (Correct Answer) Ans: B 85. When the pen tool has a small plus side next to it, it means you can... A. ...edit an anchor point B. ...create an anchor point. (Correct Answer) C. ...delete an anchor point. Ans: B 86. A pen tool with a small circle next to it means you can... A. ...close a shape. (Correct Answer) B. ...open a shape. C. ...delete a shape. Ans: A 87. With the brush tool selected, you can adjust your brush shape and size in the tool bar. A. true (Correct Answer) B. false Ans: A 88. Clicking and dragging the playhead will "scrub" through your movie so you can see the animation. A. True (Correct Answer) B. False Ans: A 89. When nothing is selected, you can adjust the following in the Properties Inspector. A. stage size B. background color C. frame rate D. all of the above (Correct Answer) Ans: D 90. If you want to see faint images of the keyframes before and after the current frame, you would turn on... A. ...movie testing. B. ...onionskinning. (Correct Answer) C. ...dull opacity. Ans: B FLASH Questions and Answers pdf Download Read the full article
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escapemotions · 5 years
Text
10 Amazing Features of Flame Painter 4 You May Not Know About
Even though you may use the latest Flame Painter 4 every day, you may not have found all of its secrets. In fact, the recently released upgrade has a few tricks up its sleeve that you probably are not aware of. In this blog, we’d like to share with you some tips so you can take full advantage of the recent version.
1. Use artificial pressure of mouse - If you don’t own a graphics tablet with a pressure-sensitive pen, don’t worry! You can still achieve similar results of stroke fading with your mouse thanks to the feature we’ve implemented to Flame Painter. Set the ‘Fade’ value for Mouse pressure in the Brush Creator panel for each brush. Open the panel via Window menu or with the button at the bottom of the Properties panel. Go to the ‘Shape’ section of the panel, then select ‘Stroke’. Here you can set the Fade value for Mouse pressure from 0 to 10. Zero means no pressure, while 10 is the highest artificial mouse pressure possible.
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If you would like to use you can use artificial pressure even when Fade is set to ‘0’, just enable 'Always use minimal pressure for stroke fading’ option under Preferences > Tools:
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This is especially handy when you use a custom brush that has a Fade value set to 0. This way you will still be able to achieve results with a mouse as if they were painted with a pressure-sensitive pen.
2. Set ‘Smoothing’ options - Various smoothing options for your brush strokes are at your disposal in Flame Painter 4. The Position Smoothing lets you set the smoothing of cursor position for both mouse and pen. When set to ‘Max’ value, the cursor will follow more smoothly and you can paint beautiful calligraphic lines.  The Pen Pressure Smoothing enables you to set the smoothing of pressure for tablet pen. When set to ‘Max’ value, the pressure transitions in the stroke will be smoother.  And finally, the Pen Sensitivity Smoothing gives you the option to set the smoothing of pressure sensitivity curve for tablet pen. When set to ‘Soft’ less pressure is required, when set to ‘Firm’ more pressure is required.
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Each of these settings can be found in a separate pop-up panel of Properties panel or directly in the Preferences.
3. Explore ‘White’ or ‘Black to Alpha’ Filters - These two features are quite hidden in the Filter menu. Have you ever wondered what they are good for? Just like in Rebelle, these two “filters” remove black or white background from the current layer. Meaning, if you have a design or a photograph with a white or black you can easily remove it with one click in Flame Painter and add your own creative background layer:
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4. Have fun with tiling on a vector layer - Tiling has been part of Flame Painter for some time, but to version 4 we even made it possible to tile the vector layers. You are able to create some fantastic designs with this option and if you’re not 100% satisfied with any of the brush settings, easily change it and the vector paths will adjust:
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Enable tiling from within the ‘Filters’ top menu in Flame Painter 4.
5. Experiment with ‘Lock Transparency’ - Lock all transparent pixels of a layer with this simple function. This way, you can re-design your already painted strokes or import custom shapes and designs and overlay them with Flame Painter’s brushes loaded with a texture:
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Lock Transparency is available in the Layers panel, next to Lock Layer button.
6. Import custom images to Brush Creator panel - Brush Creator panel in Flame Painter gives you immerse possibilities for your brush creations. One of them is the import of custom shapes. You can either create the shapes in a third-party program or download some from the internet. Another option is to create them directly in Flame Painter 4. With the function ‘Set Image from Layer/Selection’, you are able to quickly load the image to your currently selected brush, just like on the video below:
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7. Raise the quality of your strokes - There are many ways of improving the quality of painted strokes. For bitmap layers, set the Detail of the brush to higher values in Brush Creator panel. In addition, turn on the Antialiasing (AA) to diminish jagged lines and smooth the painted lines. For vector layers, use the HiRes Renderer via Layer menu. This is a polygonal renderer which fills the space between dots and makes the picture smoother without the appearance of Moire artifacts. Also, if you save your work in JPGs, don’t forget to turn the JPEG quality to the maximum in the Preferences panel.
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( A ) - Detail 1, no AA | ( B ) - Detail 1, with AA | ( C ) - Detail 4, with AA
8. Extend canvas with ‘Safe Boundary’ - If you’re new to Flame Painter you can easily overlook this simple yet effective feature. Safe boundary creates a boundary around your file’s borders which serves as an extended canvas. If you need to move your design a little to the left, right, up or down, you can! Because your design is already being painted on the safe boundary. Just go to Preferences and set the ‘Safe Boundary’ option to visible. Here you can also set its size and opacity which will be applied to the next new file you’ll create.
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9. Use palette and blending from brush - This option is accessible from the Brushes panel. When active, the palette - either color, gradient or an image, and the blending mode is used from the brush currently selected in Brushes panel. If you would like to use the palette you created in the Palette panel and the blending mode in Properties, just deactivate the button. Afterward, all brushes will use the same palette and blending mode. This can be useful when you need a particular color but you’re not sure which brush to use:
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10. Pick colors outside Flame Painter - To be fair, this is not Flame Painter’s feature but it may be very useful for all of you who follow a specific color manual. You can pick color also outside of Flame Painter - via the System color palette. Just click on the actual color in Palette panel of the software to open the system color palette. Window users can select “Pick Screen Color” while macOS users can select the pick color tool here.
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Have you found these tips useful? What other features you like to use in Flame Painter that other users may not know about? Do you have any tips or tricks for other users for working with the software? Let us know in the comments.
Your Escape Motions Team
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Credits: Flower Photo by Quino Al on Unsplash
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thomasroach · 5 years
Text
Astellia: A Love Letter to Classic MMORPG
The post Astellia: A Love Letter to Classic MMORPG appeared first on Fextralife.
The first closed beta for MMORPG Astellia just ended, and I am already missing the tunes that slowly charmed me during the five days it lasted. Astellia is a Korean MMO that is making a jump to the Western market, with some significant variations from the Asian release, and we spent quite a lot of time checking it out to fill you in on what you can expect from this game.
This is a sponsored post. Please note sponsored posts are only sponsoring coverage, our opinions on the game are our own and not affected by any business relationships with developers or publishers
Astellia: A Love Letter to Classic MMORPG
When I first saw the teaser artwork and trailer for Astellia, long before Barunson E&A contacted us, I felt pangs of nostalgia. Immediately I saw the game features a built-in wiki, so I decided against creating one on Fextralife, but there’s an inexplicable pull that this kind of fantasy world has for me. It signifies a change of pace from the western style MMOs and RPGs that I play a lot more frequently, and sometimes you just want something a bit different.
What is Astellia
Astellia is a buy-to-play MMO coming to PC in the Summer of 2019, with pre-orders starting at 30 USD and rising to 99.99 USD for a Special Edition, which includes 7 days early access and a plethora of goodies. It has just finished its first closed beta test, with a second one coming soon, before full live release. The Western adaptation breaks into the market through full localization in several languages, including English, French, and German. Barunson E&A boasts that they had their translation team play the game to ensure accurate descriptions and dialogue, and it did indeed feel natural.
But the adaptations don’t stop there. The Western release will do away with the Korean “Free to Play, then Pay to Win micro-transactions” model, and provide a “Buy to Play, Play to Win” model in its place. Further, it promises no gender lock on Classes, as well as quality of life improvements (like the removal of animations during casting).
Astellia Features
Classic MMORPG with a nostalgic but beautiful setting
Deep and complex progression mechanics, equipment upgrades, optimization
35-45 hours to get to level cap, solo dungeons available.
Unique party System: Astels
5 classes that evolve into further 3 subclasses each
Unique and upgradable skills for all classes
PVP modes
Astellia Monetization
“Play To Win”
These are the changes the developer envisions to transition from “Free to Play” to “Buy to Play”. The business model will be primarily supported via cosmetic purchases and some convenience items. The second round of closed beta, coming sometime in July, will give players a preview of the in-game shop and its prices, giving further transparency.
Cash Shop
The sale of Cash Shop items for in-game profit has been eliminated.
Cosmetic items will not have performance improving mechanics.
AP Boosting Potions are not sold for cash.
Astel Card Packs are not sold for cash.
Dungeon Tickets are not sold for cash.
Beeswax (Item Sealer) is also available for loyalty (Zender).
In-game “Loyalty” Store
Logging in each day earns a currency called Zender, and this currency can be used to make purchases on the Zender Shop.
The Zender Shop provides users with a means to access items that are too advantageous to sell for cash.
Dungeon Tickets
Dungeon Tickets allow entry into any dungeon within Astellia, and they now constantly regenerate, regardless of whether you are off or online.
Unique daily quests have also been implemented to allow users to accrue more Dungeon Tickets.
The classes of Astellia
Astellia has five classes to pick from, they are: Warrior, Assassin, , Mage, Scholar and Archer. These Archetypes follow the traditional tank, melee dps, healer, buff/debuff and ranged DPS categories of MMOs, however the implementation of their skills is interesting and varied. During my gameplay sessions, I focused on a scholar and found the return to more critical skill rotation engaging, and the further expansion of the skills via upgrades, and later on Class Specializations to be further encouraging.
Class Progression
Within the Beta, without any power leveling (or rushing), I made it to a mid-range level naturally before opting to try endgame via a Beta-only level up quest. This gave me many hours of natural progression, skill discovery and rotation optimization that I found straight-forward but deep in customization. The character development aspect of the game focuses on the upgrading of your main character stats, of which there are 8 total, with 4 physical and 4 magic based. From there you’ll also note “Secondary Stats” for Attack and Defense, and if you’re the kind of person that loves tinkering with builds you’ll likely be delighted to find there’s a fantastic granularity and plenty of opportunity for customization via both level upgrades and equipment.
Stat Upgrades
Stat customization is done by spending points and using special items that have a chance to increase stats by a percentage based on the item quality. Further customization is done by slotting equipment which is sub-divided into 6 slots and 2 “Treasure” slots that provide unique benefits such as auto-loot. A salient point of equipment is that Armor is not divided into pieces and instead is equipped as one unit, preventing your character from looking odd with a different mash up of random pieces. Then, each piece of equipment has 5 Gem slots for individual Attack or Defense effects. And, of course, the gems that you use for those upgrades can be fused to create other gems, adding even further depth.
Skill Upgrades
Skill customization is done by upgrading your unlocked skills with Skill Points obtained by leveling up. Skill upgrades can have many effects, from simple damage increases, to decreasing cooldown, or increasing the frequency of applied effects. This allows the player to enhance the Skills they enjoy using the most.
Given all these freedom and tinkering, at no point during my gameplay did I get bored of experimenting with my setup and rotation, and I even took on a group boss by myself with my Astels by optimizing the party composition. The amount of ways you can customize is staggering, and above and beyond my expectations by a good ways.
The Astels
NPC followers and party companions are not a common MMO feature, and this is by far the most uniquely interesting aspect of Astellia. You start off with one Astel, and can find more Astels to recruit by doing quests in the world, but there are even more that are only found as rewards for in-game achievements, as special drops and from dungeon loot. The initial Astels look rather cartoonish and silly, but there are plenty of endgame “badasses” to satisfy every aesthetic need. The companion system is actually surprisingly complex and rewarding.
Astel Decks
Astels come in three general flavors: Savior Astels, that cost a significant amount of Action Points to summon and then are active for a very short time before going on a long cooldown. Servant Astels, that consume a low to moderate amount of AP while out, meaning you can keep one out permanently, and up to three out for a limited time. And, Guardian Astels, that are high-level and powerful, but consume a high amount of AP, making keeping them summoned a difficult task.
Figuring out what Astels to have on your bar, and at what time to summon and un-summon them is vital to optimizing your performance, but there is a lot of trial and error figuring it all out. Certain Astels affect other companions or even your Party members, and have co-op skills that activate with your own or other class skills. Understanding the interactions between the Astels, their unique elemental effects, buffs, debuffs and the enemy you’re facing adds in to the complex chain-reaction of customization when creating a powerful party to speed-run a legendary dungeon.
Astel Upgrading
If the dozens of Astels to pick from weren’t enough, you can also level them up to increase their performance and power. Non-contract (non-story) companions are permanently added to your deck when you obtain an “Astel Card” for the character, which happens randomly when opening an “Astel Card Pack”, which are acquired as rewards for specific achievements, or dungeon loot. If you obtain the same card twice, the unlocked Astel levels up, increasing its performance. Further adding to this, players will obtain Star Jewels classified into Alpha, Beta, etc that can be slotted into companion cards to make that Astel more powerful with unique effects such as increased HP, Magical Attack, etc.
Astellia World
The game is set in a fantasy world filled with traditional RPG themes and spiced with JRPG style constructs. I found the artstyle of Astellia to be nostalgic and compelling. From the beautiful map and mini-map design, to the actual feel of the forests, landscapes and deserts, there was something magical about exploring the land. This game does not have breathtaking graphics, but the combination of an extremely soothing soundtrack, and magical destinations mixed in with classical RPG villages, made for a cozy home for what felt like a game unashamed to be a game.
I very much appreciate the gorgeous world design of Elder Scrolls Online, but there’s something refreshing and comfortable in visiting a town and knowing that a specific NPC will not have moved, because it will spend its entire time doing the same motion at a known location.
Astellia features several regions to explore, each with several different zones and distinctive landscapes. The first region goes from coastal city, to evergreen trees, to plains, and finally a magical forest with bright bird-like lights and colorful flowers. There are also caves and dungeons to explore, each with designs matching the inhabitants of said structure, or featuring long-lost ruins and castles. Each zone also contains special hidden chests, that make exploration more rewarding by unlocking achievements that give free gold and other items.
Each area treats players to new monsters, which I found to be in the positive side of design and variation. From wolves to orcs, giant mushrooms and deformed frogs, you’ll find humanoid cultists, giant snakes, golems and constructs, chimeras, ent-like creatures and even butterflies. In addition, each enemy type has an “Ancient” spawn in the area they are present, and can be defeated to obtain achievements. Enemies had individual attacks, resistances and effects, with higher level areas increasing the monster repertoire to match your more powerful character.
Astellia Gameplay
Gameplay is a core aspect of any game, and must be the backbone of a successful title. Astellia might prove to be divisive in this regard, as its main appeal is not solo-game questing, but rather in its complex endgame dungeons and PvP. The main story is over-the-top, and thus for many it will not be compelling, and the sub-plot and sub-quests feel rather generic and fetch-questy. It was not until I made it to the fourth zone in the first region, and moved on to the next region that the underlying plot of the game got some interesting tones.
Character Creation & Controls
The game sets off wonderfully with a fully-featured character creation that allows your imagination to run wild. During the beta, the gender unlocks were not available so some classes were limited in this regard, but I was satisfied with how my Scholar turned out.
I found adjusting to the controls to be a bit of a challenge, and this lasted for the first 5+ hours as Astellia does something very different. Your mouse must be clicked to look left and right. And, this change allows for you to interact with the elements on screen without having to change your POV, but it also means that you get some rather sudden angles as you learn how to traverse the world.
Automatic Movement
Thankfully, the developers have added automatic movement, where you can just click in a point of your map, or on a quest objective, and your character will proceed there on its own. During that movement, you’re free to look at your inventory, fiddle with your stats and customize your gear or check your achievements. This feature made my travels much more enjoyable, and rendered teleporting unnecessary, as I just used the roads to get places while I did my inventory sorting.
Combat
Combat is very straight-forward: point your Astel at your enemy, and attack. The Scholar class had several interesting crowd control and debuff mechanics, where I could opt to bind, knock down and slow enemies. My Astel of choice acted as a natural tank, so I summoned an extra DPS Astel, and then proceeded to take on enemies by rooting them in place and applying effects that would stack, until some higher level skill could be used for critical damage.
Since I had a ranged character, I could generally stay at a safe distance without risking much damage, but sometimes enemies would aggro onto me. The game then provides a “quick roll”, executed by double-tapping a directional WASD. You can also increase your evade chances by just simply staying on the move, and the words “escaped” show up in your screen to let you know you got out of some incoming attacks. The only downside to the system is that my lack of familiarity with the camera controls made it difficult to make my character face the enemy again quickly, sometimes resulting in missing seconds in my DPS rotation.
Thankfully, the game also includes a smart “target of target” system, so you can be targeting the boss and applying debuffs and damage, and heal the tank without having to switch to it. This was very useful in endgame dungeons, and could benefit from some further customization on the client side to be perfect.
Overall, leveling up combat was engaging enough to keep me entertained, easy enough as to not to stress me out, and hard enough to force me to learn a rotation and read my skills. This is a good combination in my book, as the road to endgame should be more than just adding stats, it should teach players about their skills and capabilities, and prepare them for monsters’ abilities and mechanics.
Inventory & Skill Management
During my time with the game, I only had an “inventory full” notice twice. This is significant because I am a committed hoarder and I usually have to stop at every town I visit to unload useless junk I have collected. That was not the case with Astellia, as armor and weapon rewards were infrequent enough to be welcome in my inventory, and materials found did not become overwhelming a few hours in.
Another positive note for me was the flexibility of the skillbar, that can be collapsed and expanded as a whole or individually. It even allows you to set an order so that a specific slot is replaced by another skill after you have executed it, and then reverts. So for example I could set Key 1 to “barrier” and after pressing it, the skill would auto-swap to “great barrier” and allow me to go for the further buff next.
Connectivity
Whilst I have heard from our community that some experienced lag and disconnects, I had zero lag, a total of one disconnect during the beta, and all skills executed instantly (and beautifully because I really like a lot of the animations and effects they have chosen). It is difficult to know from a beta what the actual servers will be like when the game is live and under a launch crunch, so if connectivity is a concern to you, waiting for reviews might be advisable.
Dungeons & Endgame
The Astellia Beta provided a unique NPC that allowed players to level up to max, obtain all Astels, and a set of endgame equipment to try out high level and legendary dungeons. I had done some dungeons as I was leveling up, and I found them adequate for solo play, with mobs that were a bit more challenging than outside, and some interesting mechanics such as barriers, traps and treasure chests guarded by mini-bosses.
Upgrading from level 25 to 50 (endgame gear and stats) upped my damage by 10 times. Skills that were doing 450 damage suddenly did 4500. It was a huge jump and when I went back to the starting zones to help some new players I was not nerfed to the zone, nor was it scaled to me (a common tendency in modern games), so I could satisfyingly one shot everything in my path.
Having managed my unearned abilities as best I could, and with little understanding of how to use them, I tried going into a legendary dungeon and soon found out that having gear and stats does not replace know-how, as we got our behinds summarily handed to us by mobs of rodents. We decided to instead do the normal version of a level 50 dungeon, and found them much more to our capabilities. We still ran into some troubles and had to optimize which Astels to keep out when faced with groups of mobs, but we did complete the dungeon and obtain rewards within the time limit, including unlocking new Astels and cosmetic items.
Endgame Dungeon Experience
The group dungeon looked the same as the solo dungeon in terms of enemy placements, but those enemies had much more powerful hits and larger health pools. The bosses also had more effects and mechanics, and with regards to these mechanics, I was an avid server-first raider for Lord of the Rings Online (before it was casualized) so I greatly appreciated them. With the limited amount of time that I had to explore Astellia’s endgame, I thought it did much better than other current MMOs in that regard, with varying AOE effects, character debuffs, aggro breaks, etc.
It was however noted that the tank’s Astels have a tendency to stay near their master, and as such are quickly killed by boss AOEs that the AI is not smart enough to dodge. This was a frustrating point for our tank, who ultimately died during the last fight due to my healer’s inexperience, and his companions being rendered useless. And then we discovered that to resurrect on the spot you need some special consumable scrolls – otherwise you’re thrown back to the start of the dungeon, and given they are in a timer you might not make it back to the boss room to claim your loot. Fortunately, the Scholar class has a resurrection spell that can be used on a friendly target, so nothing was lost.
Final Thoughts
My overall impression with Astellia is colored by the extreme nostalgia the title elicits in me, as I have not played traditional MMOs or JRPGs in a long time. This is a plus point in my view, as reinvigorating old concepts has a place in today’s video game market. I very much enjoyed the world design, artistic style and music score of the game, and I was compellingly intrigued by the depth of character development and party management.
That said, the game is not without flaws. There was some stuttering performance issues when entering new areas, particularly in the more populated low level zones – this is something the developers confirmed to us that they are working on improving, however. There are some questionable character design choices, and some silly ones like an Astel who looks like Donald Duck riding a hobby horse. Finally there’s a lack of polish on cutscenes and interactions with NPCs for side-quests, that adds to the feeling of “fetch quest” and linearity, because you simply want to skip the dialogue.
Will you enjoy Astellia?
With all of this in mind, the question becomes whether the pluses out weigh the minuses, and how interesting the whole concept is for you. Are you looking for an endgame-heavy MMO to bite into? This is probably a good choice, pending a review of monetization options. Are you interested in deep story and character choices? This is not the right game. Are you looking for a relaxing hobby to chill after a long day? This is definitely the game for it.
In short, for me: What Astellia lacks in polish, it makes up for in character development and party options, making a compelling case for getting to endgame, or having a leisurely and casual stroll through its many zones and landscapes. Polish can be added over time, but it’s rare that games change their core mechanics, so in this regard Astellia has a solid foundation.
  Like how it sounds? Download Astellia here.
The post Astellia: A Love Letter to Classic MMORPG appeared first on Fextralife.
Astellia: A Love Letter to Classic MMORPG published first on https://juanaframi.tumblr.com/
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thomasroach · 5 years
Text
Astellia: A Love Letter to Classic MMORPG
The post Astellia: A Love Letter to Classic MMORPG appeared first on Fextralife.
The first closed beta for MMORPG Astellia just ended, and I am already missing the tunes that slowly charmed me during the five days it lasted. Astellia is a Korean MMO that is making a jump to the Western market, with some significant variations from the Asian release, and we spent quite a lot of time checking it out to fill you in on what you can expect from this game.
This is a sponsored post. Please note sponsored posts are only sponsoring coverage, our opinions on the game are our own and not affected by any business relationships with developers or publishers
Astellia: A Love Letter to Classic MMORPG
When I first saw the teaser artwork and trailer for Astellia, long before Barunson E&A contacted us, I felt pangs of nostalgia. Immediately I saw the game features a built-in wiki, so I decided against creating one on Fextralife, but there’s an inexplicable pull that this kind of fantasy world has for me. It signifies a change of pace from the western style MMOs and RPGs that I play a lot more frequently, and sometimes you just want something a bit different.
What is Astellia
Astellia is a buy-to-play MMO coming to PC in the Summer of 2019, with pre-orders starting at 30 USD and rising to 99.99 USD for a Special Edition, which includes 7 days early access and a plethora of goodies. It has just finished its first closed beta test, with a second one coming soon, before full live release. The Western adaptation breaks into the market through full localization in several languages, including English, French, and German. Barunson E&A boasts that they had their translation team play the game to ensure accurate descriptions and dialogue, and it did indeed feel natural.
But the adaptations don’t stop there. The Western release will do away with the Korean “Free to Play, then Pay to Win micro-transactions” model, and provide a “Buy to Play, Play to Win” model in its place. Further, it promises no gender lock on Classes, as well as quality of life improvements (like the removal of animations during casting).
Astellia Features
Classic MMORPG with a nostalgic but beautiful setting
Deep and complex progression mechanics, equipment upgrades, optimization
35-45 hours to get to level cap, solo dungeons available.
Unique party System: Astels
5 classes that evolve into further 3 subclasses each
Unique and upgradable skills for all classes
PVP modes
Astellia Monetization
“Play To Win”
These are the changes the developer envisions to transition from “Free to Play” to “Buy to Play”. The business model will be primarily supported via cosmetic purchases and some convenience items. The second round of closed beta, coming sometime in July, will give players a preview of the in-game shop and its prices, giving further transparency.
Cash Shop
The sale of Cash Shop items for in-game profit has been eliminated.
Cosmetic items will not have performance improving mechanics.
AP Boosting Potions are not sold for cash.
Astel Card Packs are not sold for cash.
Dungeon Tickets are not sold for cash.
Beeswax (Item Sealer) is also available for loyalty (Zender).
In-game “Loyalty” Store
Logging in each day earns a currency called Zender, and this currency can be used to make purchases on the Zender Shop.
The Zender Shop provides users with a means to access items that are too advantageous to sell for cash.
Dungeon Tickets
Dungeon Tickets allow entry into any dungeon within Astellia, and they now constantly regenerate, regardless of whether you are off or online.
Unique daily quests have also been implemented to allow users to accrue more Dungeon Tickets.
The classes of Astellia
Astellia has five classes to pick from, they are: Warrior, Assassin, , Mage, Scholar and Archer. These Archetypes follow the traditional tank, melee dps, healer, buff/debuff and ranged DPS categories of MMOs, however the implementation of their skills is interesting and varied. During my gameplay sessions, I focused on a scholar and found the return to more critical skill rotation engaging, and the further expansion of the skills via upgrades, and later on Class Specializations to be further encouraging.
Class Progression
Within the Beta, without any power leveling (or rushing), I made it to a mid-range level naturally before opting to try endgame via a Beta-only level up quest. This gave me many hours of natural progression, skill discovery and rotation optimization that I found straight-forward but deep in customization. The character development aspect of the game focuses on the upgrading of your main character stats, of which there are 8 total, with 4 physical and 4 magic based. From there you’ll also note “Secondary Stats” for Attack and Defense, and if you’re the kind of person that loves tinkering with builds you’ll likely be delighted to find there’s a fantastic granularity and plenty of opportunity for customization via both level upgrades and equipment.
Stat Upgrades
Stat customization is done by spending points and using special items that have a chance to increase stats by a percentage based on the item quality. Further customization is done by slotting equipment which is sub-divided into 6 slots and 2 “Treasure” slots that provide unique benefits such as auto-loot. A salient point of equipment is that Armor is not divided into pieces and instead is equipped as one unit, preventing your character from looking odd with a different mash up of random pieces. Then, each piece of equipment has 5 Gem slots for individual Attack or Defense effects. And, of course, the gems that you use for those upgrades can be fused to create other gems, adding even further depth.
Skill Upgrades
Skill customization is done by upgrading your unlocked skills with Skill Points obtained by leveling up. Skill upgrades can have many effects, from simple damage increases, to decreasing cooldown, or increasing the frequency of applied effects. This allows the player to enhance the Skills they enjoy using the most.
Given all these freedom and tinkering, at no point during my gameplay did I get bored of experimenting with my setup and rotation, and I even took on a group boss by myself with my Astels by optimizing the party composition. The amount of ways you can customize is staggering, and above and beyond my expectations by a good ways.
The Astels
NPC followers and party companions are not a common MMO feature, and this is by far the most uniquely interesting aspect of Astellia. You start off with one Astel, and can find more Astels to recruit by doing quests in the world, but there are even more that are only found as rewards for in-game achievements, as special drops and from dungeon loot. The initial Astels look rather cartoonish and silly, but there are plenty of endgame “badasses” to satisfy every aesthetic need. The companion system is actually surprisingly complex and rewarding.
Astel Decks
Astels come in three general flavors: Savior Astels, that cost a significant amount of Action Points to summon and then are active for a very short time before going on a long cooldown. Servant Astels, that consume a low to moderate amount of AP while out, meaning you can keep one out permanently, and up to three out for a limited time. And, Guardian Astels, that are high-level and powerful, but consume a high amount of AP, making keeping them summoned a difficult task.
Figuring out what Astels to have on your bar, and at what time to summon and un-summon them is vital to optimizing your performance, but there is a lot of trial and error figuring it all out. Certain Astels affect other companions or even your Party members, and have co-op skills that activate with your own or other class skills. Understanding the interactions between the Astels, their unique elemental effects, buffs, debuffs and the enemy you’re facing adds in to the complex chain-reaction of customization when creating a powerful party to speed-run a legendary dungeon.
Astel Upgrading
If the dozens of Astels to pick from weren’t enough, you can also level them up to increase their performance and power. Non-contract (non-story) companions are permanently added to your deck when you obtain an “Astel Card” for the character, which happens randomly when opening an “Astel Card Pack”, which are acquired as rewards for specific achievements, or dungeon loot. If you obtain the same card twice, the unlocked Astel levels up, increasing its performance. Further adding to this, players will obtain Star Jewels classified into Alpha, Beta, etc that can be slotted into companion cards to make that Astel more powerful with unique effects such as increased HP, Magical Attack, etc.
Astellia World
The game is set in a fantasy world filled with traditional RPG themes and spiced with JRPG style constructs. I found the artstyle of Astellia to be nostalgic and compelling. From the beautiful map and mini-map design, to the actual feel of the forests, landscapes and deserts, there was something magical about exploring the land. This game does not have breathtaking graphics, but the combination of an extremely soothing soundtrack, and magical destinations mixed in with classical RPG villages, made for a cozy home for what felt like a game unashamed to be a game.
I very much appreciate the gorgeous world design of Elder Scrolls Online, but there’s something refreshing and comfortable in visiting a town and knowing that a specific NPC will not have moved, because it will spend its entire time doing the same motion at a known location.
Astellia features several regions to explore, each with several different zones and distinctive landscapes. The first region goes from coastal city, to evergreen trees, to plains, and finally a magical forest with bright bird-like lights and colorful flowers. There are also caves and dungeons to explore, each with designs matching the inhabitants of said structure, or featuring long-lost ruins and castles. Each zone also contains special hidden chests, that make exploration more rewarding by unlocking achievements that give free gold and other items.
Each area treats players to new monsters, which I found to be in the positive side of design and variation. From wolves to orcs, giant mushrooms and deformed frogs, you’ll find humanoid cultists, giant snakes, golems and constructs, chimeras, ent-like creatures and even butterflies. In addition, each enemy type has an “Ancient” spawn in the area they are present, and can be defeated to obtain achievements. Enemies had individual attacks, resistances and effects, with higher level areas increasing the monster repertoire to match your more powerful character.
Astellia Gameplay
Gameplay is a core aspect of any game, and must be the backbone of a successful title. Astellia might prove to be divisive in this regard, as its main appeal is not solo-game questing, but rather in its complex endgame dungeons and PvP. The main story is over-the-top, and thus for many it will not be compelling, and the sub-plot and sub-quests feel rather generic and fetch-questy. It was not until I made it to the fourth zone in the first region, and moved on to the next region that the underlying plot of the game got some interesting tones.
Character Creation & Controls
The game sets off wonderfully with a fully-featured character creation that allows your imagination to run wild. During the beta, the gender unlocks were not available so some classes were limited in this regard, but I was satisfied with how my Scholar turned out.
I found adjusting to the controls to be a bit of a challenge, and this lasted for the first 5+ hours as Astellia does something very different. Your mouse must be clicked to look left and right. And, this change allows for you to interact with the elements on screen without having to change your POV, but it also means that you get some rather sudden angles as you learn how to traverse the world.
Automatic Movement
Thankfully, the developers have added automatic movement, where you can just click in a point of your map, or on a quest objective, and your character will proceed there on its own. During that movement, you’re free to look at your inventory, fiddle with your stats and customize your gear or check your achievements. This feature made my travels much more enjoyable, and rendered teleporting unnecessary, as I just used the roads to get places while I did my inventory sorting.
Combat
Combat is very straight-forward: point your Astel at your enemy, and attack. The Scholar class had several interesting crowd control and debuff mechanics, where I could opt to bind, knock down and slow enemies. My Astel of choice acted as a natural tank, so I summoned an extra DPS Astel, and then proceeded to take on enemies by rooting them in place and applying effects that would stack, until some higher level skill could be used for critical damage.
Since I had a ranged character, I could generally stay at a safe distance without risking much damage, but sometimes enemies would aggro onto me. The game then provides a “quick roll”, executed by double-tapping a directional WASD. You can also increase your evade chances by just simply staying on the move, and the words “escaped” show up in your screen to let you know you got out of some incoming attacks. The only downside to the system is that my lack of familiarity with the camera controls made it difficult to make my character face the enemy again quickly, sometimes resulting in missing seconds in my DPS rotation.
Thankfully, the game also includes a smart “target of target” system, so you can be targeting the boss and applying debuffs and damage, and heal the tank without having to switch to it. This was very useful in endgame dungeons, and could benefit from some further customization on the client side to be perfect.
Overall, leveling up combat was engaging enough to keep me entertained, easy enough as to not to stress me out, and hard enough to force me to learn a rotation and read my skills. This is a good combination in my book, as the road to endgame should be more than just adding stats, it should teach players about their skills and capabilities, and prepare them for monsters’ abilities and mechanics.
Inventory & Skill Management
During my time with the game, I only had an “inventory full” notice twice. This is significant because I am a committed hoarder and I usually have to stop at every town I visit to unload useless junk I have collected. That was not the case with Astellia, as armor and weapon rewards were infrequent enough to be welcome in my inventory, and materials found did not become overwhelming a few hours in.
Another positive note for me was the flexibility of the skillbar, that can be collapsed and expanded as a whole or individually. It even allows you to set an order so that a specific slot is replaced by another skill after you have executed it, and then reverts. So for example I could set Key 1 to “barrier” and after pressing it, the skill would auto-swap to “great barrier” and allow me to go for the further buff next.
Connectivity
Whilst I have heard from our community that some experienced lag and disconnects, I had zero lag, a total of one disconnect during the beta, and all skills executed instantly (and beautifully because I really like a lot of the animations and effects they have chosen). It is difficult to know from a beta what the actual servers will be like when the game is live and under a launch crunch, so if connectivity is a concern to you, waiting for reviews might be advisable.
Dungeons & Endgame
The Astellia Beta provided a unique NPC that allowed players to level up to max, obtain all Astels, and a set of endgame equipment to try out high level and legendary dungeons. I had done some dungeons as I was leveling up, and I found them adequate for solo play, with mobs that were a bit more challenging than outside, and some interesting mechanics such as barriers, traps and treasure chests guarded by mini-bosses.
Upgrading from level 25 to 50 (endgame gear and stats) upped my damage by 10 times. Skills that were doing 450 damage suddenly did 4500. It was a huge jump and when I went back to the starting zones to help some new players I was not nerfed to the zone, nor was it scaled to me (a common tendency in modern games), so I could satisfyingly one shot everything in my path.
Having managed my unearned abilities as best I could, and with little understanding of how to use them, I tried going into a legendary dungeon and soon found out that having gear and stats does not replace know-how, as we got our behinds summarily handed to us by mobs of rodents. We decided to instead do the normal version of a level 50 dungeon, and found them much more to our capabilities. We still ran into some troubles and had to optimize which Astels to keep out when faced with groups of mobs, but we did complete the dungeon and obtain rewards within the time limit, including unlocking new Astels and cosmetic items.
Endgame Dungeon Experience
The group dungeon looked the same as the solo dungeon in terms of enemy placements, but those enemies had much more powerful hits and larger health pools. The bosses also had more effects and mechanics, and with regards to these mechanics, I was an avid server-first raider for Lord of the Rings Online (before it was casualized) so I greatly appreciated them. With the limited amount of time that I had to explore Astellia’s endgame, I thought it did much better than other current MMOs in that regard, with varying AOE effects, character debuffs, aggro breaks, etc.
It was however noted that the tank’s Astels have a tendency to stay near their master, and as such are quickly killed by boss AOEs that the AI is not smart enough to dodge. This was a frustrating point for our tank, who ultimately died during the last fight due to my healer’s inexperience, and his companions being rendered useless. And then we discovered that to resurrect on the spot you need some special consumable scrolls – otherwise you’re thrown back to the start of the dungeon, and given they are in a timer you might not make it back to the boss room to claim your loot. Fortunately, the Scholar class has a resurrection spell that can be used on a friendly target, so nothing was lost.
Final Thoughts
My overall impression with Astellia is colored by the extreme nostalgia the title elicits in me, as I have not played traditional MMOs or JRPGs in a long time. This is a plus point in my view, as reinvigorating old concepts has a place in today’s video game market. I very much enjoyed the world design, artistic style and music score of the game, and I was compellingly intrigued by the depth of character development and party management.
That said, the game is not without flaws. There was some stuttering performance issues when entering new areas, particularly in the more populated low level zones – this is something the developers confirmed to us that they are working on improving, however. There are some questionable character design choices, and some silly ones like an Astel who looks like Donald Duck riding a hobby horse. Finally there’s a lack of polish on cutscenes and interactions with NPCs for side-quests, that adds to the feeling of “fetch quest” and linearity, because you simply want to skip the dialogue.
Will you enjoy Astellia?
With all of this in mind, the question becomes whether the pluses out weigh the minuses, and how interesting the whole concept is for you. Are you looking for an endgame-heavy MMO to bite into? This is probably a good choice, pending a review of monetization options. Are you interested in deep story and character choices? This is not the right game. Are you looking for a relaxing hobby to chill after a long day? This is definitely the game for it.
In short, for me: What Astellia lacks in polish, it makes up for in character development and party options, making a compelling case for getting to endgame, or having a leisurely and casual stroll through its many zones and landscapes. Polish can be added over time, but it’s rare that games change their core mechanics, so in this regard Astellia has a solid foundation.
  Like how it sounds? Download Astellia here.
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