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The games factory 2 alien wars

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    The games factory 2 alien wars The games factory 2 alien wars Presentation Transcript

    • The Games Factory 2
      Alien Wars Creation
    • Library
      Library toolbar is a useful way of adding objects and items already created
      View – Toolbar – Library Window
    • Game Creation
      Initial Setup
      New file
      Change Properties
      Creating and Renaming Frames
      Main, Game, High Score
    • 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
    • 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
      Repeat
    • Event Programming
      Work on each frame separately
      Allows you to program the events that will bring all three frames together
      Go to Event Editor
    • 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
      Buttons
      Either Quit or Move to Game Frame when clicked
      React to Mouse Over
    • 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
    • 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
    • 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
    • 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
    • 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
    • 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
    • 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)
    • 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
    • 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)
    • 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
    • High Scores Frame
      Two simple events
      Music
      Move Player back to Main