Game Development Reference
In-Depth Information
7. Reopen obj_zool_land and select the Create event. At the start of the actions list,
include a Test Variable action ( control tab) that tests if the Variable state is NOT
equal to ZSTATE_SLIP . We're going to include a sound effect for landing on the ground
here, but we don't want it to be played if Zool has slid into the land state rather than
fallen into it.
8. Immediately follow this with a Play Sound action ( main1 tab) to play the Sound
snd_land with Loop set to false .
9. Select the Key Press, Space event and include a Play Sound action to play the Sound
snd_jump with Loop set to false .
10. Select the End Step event. At the start of the list of actions, include a Test Variable
action ( control tab) that checks if the Variable state is equal to ZSTATE_WALK .
11. Follow this with a Start Block action and place the following actions within that block.
12. Include a Test Variable action that checks if the Variable step_count mod 8 is equal to 0 .
The mod operator takes the value on its left, divides it by the number on the right, and
returns the remainder. So 10 mod 8 equals 2 because 10 divided by 8 is 1 with 2 left over.
Likewise 18 mod 8 , 26 mod 8 , and 2 mod 8 are all equal to 2 because their remainders are all
2 as well. So using step_count mod 8 means that the remainder will increase by one each
frame, until it reaches 8 and then it will go back down to 0. It will only be equal to 0
once every 8 frames, so the following action to play a footstep sound effect will only be
executed once every 8 frames—that's all we're trying to do here.
13. Immediately follow this with a Play Sound action ( main1 tab) to play the Sound
snd_footstep with Loop set to false .
14. Include an End Block action ( control tab). There should now be 16 actions in the End
Step event of obj_zool_land , as shown in Figure 4-20.
15. Reopen obj_zool_wall and select the Create event. Include a Play Sound action
( main1 tab) to play the Sound snd_grab with Loop set to false .
16. Now select the Keyboard, Up event. We're going to add a sound effect for when Zool
automatically leaps up from the top of a wall. This needs to be included within the
second block of actions: directly before the Change Instance action will do. Include a
Play Sound action here to play the Sound snd_hiya with Loop set to false .
Now that the easy ones are out of the way, run the game and see what difference it already
makes to the way the game feels to play. Next, we're going to add a skidding state and sound
effect to go with it. It will make no difference to the actual movement handling, but will add a
significant amount of “cool” factor to running about the level.
 
Search WWH ::




Custom Search