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  • 1. The Games Factory 2
    Alien Wars Creation
  • 2. Library
    Library toolbar is a useful way of adding objects and items already created
    View – Toolbar – Library Window
  • 3. Game Creation
    Initial Setup
    New file
    Change Properties
    Creating and Renaming Frames
    Main, Game, High Score
  • 4. Main menu Frame Setup
    Place the objects in the game that you will need
    Objects are on the cd
    Use the library menu
    Open up frame from Storyboard Editor
    Set up the scene by dragging the objects onto the screen
    Change properties (x,y) to put an object in a precise position
  • 5. Setup
    The Game’s Frame Setup
    Double click the Game in the Workspace toolbar
    Change the library location
    Drag the objects onto the frame
    Change the positions
    Highscore Page
  • 6. Event Programming
    Work on each frame separately
    Allows you to program the events that will bring all three frames together
    Go to Event Editor
  • 7. Main Frame Components
    Create a comment to explain the game
    Comments are notes for the developer and do not affect the game
    Right click on the event number and select Insert |A Comment
    Start Playing Music
    New Condition, right click icon for storyboard controls
    Choose Start of Frame
    Under the sound object, stop all music, play sample
    Make some Objects Fade
    Start of Frame, set transparency
    Either Quit or Move to Game Frame when clicked
    React to Mouse Over
  • 8. Test Conditions for Main
    Music is not playing
    Event to determine if music has stopped playing
    If so, it will play the music again
    Setting Transparency to 0
    Use the Special Object (looks like a computer monitor)
    Choose compare two general values
    Retrieve data from object
    Choose animation – get semi-transparency
    Add -8 to take 8 away from value
  • 9. Button Effects
    Each image has two animation frames
    Normal button
    Second frame is button in highlighted state
    New Condition
    Right click on the mouse pointer and keyboard
    From the pop up menu, choose mouse
    Check for mouse pointer over an object
    Choose Btn_Play object
    Change Animation Frame
    Next Condition – Change it back when Mouse isn’t there
    Do both for the Quit Button
  • 10. User Clicks
    Buttons for Play and Quit
    New condition – When user clicks an object
    Play a sound
    Move to a different frame
    For the quit button, End the application
  • 11. Programming the Game Frame
    Initialize the game and set the score value
    Check the music and see if it is playing
    Stopping the ship from leaving the screen
    Players score and level is on top layer
    Creating the enemy ships on the screen
    Space bar and bullets
    Position of bullets, destroying them
    Checking for Collisions
    Creating more enemies and adding a level
    Getting the enemies to shoot
  • 12. Global Variable
    When the game starts, set a global value to 0
    Global Variable can be used throughout the game and can be used to take a value from one screen to another (for example, lives)
    Special Conditions
    Select the Global Variable S
    Set to 0
  • 13. Game Needs
    Stopping the Ship from Leaving the Screen
    Test position of player
    Select frame area left and right
    Display Always on Top
    New Condition – Special object – Always
    Select (for each object) order – bring to front
  • 14. Creating a Group
    Creating Enemy Ships
    Need to create new ships
    Create a group that will run once at the very start of the game to create an initial wave of enemy ships and then will be enabled when all ships have been destroyed
    Set Global Value L for level placement
    Create Object (create a copy of what is off screen)
    Repeat for each
    Write the current level placements (pg 243)
  • 15. Player Shooting
    Create Bullets One at a Time
    Player won’t be able to fire again until bullet hits or is destroyed
    Two condition event
    Checks the number of bullets on the screen
    If this is less than one, checks if the user is pressing the space button
    If both are true, the event will run the actions
    Play a sound
    Shoot a bullet
    Position of Bullets – Off screen does not count
    Destroy bullets that move off screen
  • 16. Collisions
    Check for a collision between bullets and enemies
    Add 20 to the global value
    Play an exploding sound
    Add 20 to the score
    Destroy the robot
    Destroy the bullet
    Set the score
    New Condition – Check for collision, select each object
    Add each action above (pg 246)
  • 17. Fighting Back
    Recreate the Robots when they die for continuous play
    Condition – If robots equal 1, make new robots
    Go back to initial group – Level Placements
    Robot Firing
    Choose robot at random every 2 seconds
    Set shooting animation
    Set bullet
    Set animation back to non shooting
    Check for collision between Robot Bullet and Spaceship
  • 18. High Scores Frame
    Two simple events
    Move Player back to Main