Game Development Reference
In-Depth Information
4. Include a Set Variable action ( control tab) that sets speed to 0 . These actions should
bring Zool to a complete and permanent halt.
5. Include a Play Sound event ( main1 tab) that plays snd_die .
6. Add an Other, Animation End event and include a Set Variable action ( control tab)
that sets visible to false . This hides Zool once his dying animation is complete.
7. Include a Test Variable action that checks if lives is equal to 0 .
8. Include a Start Block action.
9. Include a Set Variable action that sets lives to 3 .
10. Include a Restart Room action ( main1 tab) that uses Fade out and in to imply that it is
“Game Over.”
11. Include an End Block action ( control tab).
12. Include an Else action.
13. Include a Start Block action.
14. Include a Set Variable action that sets lives Relative to -1 .
15. Include a Restart Room action ( main1 tab) that uses Interlaced from bottom .
16. Include an End Block action ( control tab).
17. Reopen obj_zool and add an Other, Room Start event that includes a Set Variable
action to set health to 3 . Zool will have three bars of health for each life.
18. Create an Other, Game Start event that includes a Set Variable action that sets lives
to 3 . He will have three lives to begin with.
19. Create a new object called obj_health ( Icons group), give it spr_icon_health , and set
Depth to -2000 .
20. Add a Step, Step event and include a Test Variable action to test if health is equal to 0 .
21. Follow this with another Test Variable action that tests if obj_zool.state is NOT equal
to ZSTATE_DEAD (if you are using Game Maker Lite, then replace ZSTATE_DEAD with 10 ).
22. Follow this with a Change Instance action ( main1 tab) that Applies to the Object
obj_zool and changes into obj_zool_dead while performing events. We're handling
this in the health object rather than Zool again so that he only dies when a health
object is in the room.
23. Add a Draw event and include a Set Variable action ( control tab) that sets x to
view_xview[0] .
24. Include a Set Variable action that sets y to view_yview[0] .
 
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