Since the release of the physical edition of A Book About Hype last May, we’ve been spreading the word about this comprehensive and helpful guide written by Michael Garofalo. This week, Michael announced a new digital edition of the book built with Hype(!) that ships with dozens of helpful Hype templates, an ePub version, and a full blown searchable app version with charming introductory animations for each chapter.
The book doesn’t just cover the nitty gritty of timelines, animations, and working with JavaScript in Hype — it can serve as a helpful guide to help get your projects off the ground in the planning stage:
“When starting a new Hype project, think of what you have and what you need. Illustrations, photographs, text and code, there are a lot of little pieces. You’ll want to minimize the time spent staring at an empty scene and get your project moving. Those initial steps are some of the most difficult to overcome. Here are a few ideas that can help.
Play — When you’re first starting out with Hype, or pretty much anything, you’re not likely to be great on your first try. If you want to learn, you’ll need to be open to experimenting. That also means being open to the idea of failure. There are plenty of unfinished Hype projects sitting on my computer. Was it wasted time? If the lessons learned can be applied to other projects, then knowledge was gained. That is something of value. That is an asset.”
Excerpt From: Michael Garofalo. “A Book About Hype.”
Grab the Book Here.
If you’re curious just how deep this book goes and what you might learn, explore the table of contents below:
Section I — Getting Started
• Chapter #1 — Installation
• Chapter #2 — Introduction
• Chapter #3 — Elements
• Chapter #4 — File Types
• Chapter #5 — Planning
• Chapter #6 — Inspector: Document
• Chapter #7 — Inspector: Scene
• Chapter #8 — Inspector: Metrics
• Chapter #9 — Inspector: Element
• Chapter #10 — Inspector: Typography
• Chapter #11 — Inspector: Actions
• Chapter #12 — Inspector: Physics
• Chapter #13 — Inspector: Identity
Section II — Animation
• Chapter #14 — Timelines
• Chapter #15 — Layers
• Chapter #16 — Properties and Keyframes
• Chapter #17 — Timing Functions
• Chapter #18 — Capo
• Chapter #19 — Timeline Actions
• Chapter #20 — Multiple Timelines
Section III — Hype Pro
• Chapter #21 — Going Pro
• Chapter #22 — Grid System
• Chapter #23 — Symbols
• Chapter #24 — Persistent Symbols
• Chapter #25 — Responsive Layouts
• Chapter #26 — Physics
Section IV — JavaScript
— JavaScript Basics
— Comments on Semicolons
• Chapter #27 — Adding Code
— Don’t Panic
— External Editors
• Chapter #28 — Parameters
• Chapter #29 — Get & Set
— Bouncing Explained
— Saving
• Chapter #30 — Scees
• Chapter #31 — Timelines
• Chapter #32 — Symbols
• Chapter #33 — Drag Events
Section V — Examples
• Chapter #34 — Coloring
— Grinding
• Chapter #35 — Sliding
— Shuffling
• Chapter #36 — Picturing
— Indexing
• Chapter #37 — Timing
• Chapter #38 — Navigating
— Arraying
Section VI — Publishing
• Chapter #39 — Testing
• Chapter #40 — Browser Support
• Chapter #41 — Export
• Chapter #42 — Advanced Export
• Chapter #43 — Export Scripts
• Chapter #44 — Widgets
— OAM Widget / WordPress
• Chapter #45 — Hype-To-App
• Chapter #46 — Hype-To-Home
Section VII — Advanced Design
• Chapter #47 — Dark Mode
— CSS Variables
• Chapter #48 — Accessibility
• Chapter #49 — Presentation Mode
— Keyboard Controls
— Fullscreen Mode
Section VIII — Games
• Chapter #50 — Jigsaw
• Chapter #51 — Physics API
• Chapter #52 — Circles with Grandma
— Artificial Intelligence
• Chapter #53 — Game Data
• Chapter #54 — Jump
— Collision Detection
Section IX — Hype Website
• Chapter #55 — Building A Hype Website
— Menu
— Extra Bits
— Conclusion
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