Game Development Reference
You chose to insert frames on frame 2 instead of keyframes . (Keyframes are represented by black dots
if you're working in the timeline's normal view mode and by thumbnail images of the actual graphics
if you're using preview mode, as in these examples.) When you insert a frame, the graphics from the
previous keyframe are extended into the frames that you've highlighted, and those frames become
gray. You need to choose to insert keyframes only when you create new graphics on that frame or
when you want to make some changes to the graphics from the previous frame. Keyframes define
a point where the graphics change.
You'll create the frog's open mouth on frame 2, so this is exactly the kind of situation where you'll
need to add a keyframe:
1. Create a new layer called mouth .
2. Click frame 2 of the mouth layer and select Insert ° Timeline ° Keyframe . (You can also
right-click the highlighted frame and choose Insert Keyframe from the option menu.) Flash will
insert a keyframe, but because you don't have any graphics on that layer yet, it will be repre-
sented by an empty square if it's in preview mode or an empty dot if the timeline is in normal
view mode. The timeline should now look something like Figure 4-21.
Figure 4-21. Create an empty keyframe on the second
frame of the mouth layer.