Game Development Reference
In-Depth Information
child objects have the
same
event (like the Fishpod objects do for the
Create
event), the child's
event overrides (replaces) the event of its parent. Try and make sure this makes sense as we will
continue to make full use of parenting in the remainder of this topic. You'll find that parenting is
a really powerful and useful concept once you understand it.
Now we need to create the correct behavior for the dying state object, as we haven't handled
that yet. We'll make Fishpod fall off the screen and then restart the game when he's outside the
room.
Adding Behaviors for the Dying State Object
1.
Reopen
obj_pod_dying
and add a
Create
event.
2.
Include a
Speed Vertical
action (
move
tab) and type
-15
into
Vert. Speed
.
This will
push Fishpod up into the air slightly before he gets pulled down by gravity.
3.
Include a
Set Gravity
action (
move
tab). Type
270
into
Direction
(downward) and
2
into
Gravity
.
4.
Include a
Test Variable
action (
control
tab). Type
facing
into
Variable
,
FACE_LEFT
into
Value
,
and leave
Operation
set to
equal to
. This checks to see whether the character is
facing left and only performs the next action(s) if this is true.
5.
Include a
Change Sprite
action (
main1
tab) and choose the
spr_pod_jump_left
sprite.
Leave the other settings as they are.
6.
Repeat steps 4 and 5 testing for
FACE_RIGHT
and changing the
Sprite
to
spr_pod_jump_right
.
7.
Add an
Other,
Outside Room
event and include a
Restart Room
action (
main1
tab)
without setting any
Transition
.
You might want to test out your dying state before continuing by placing a few hazards in
your test room and checking that they kill off Fishpod correctly. Remember that for lava you only
need to place instances of
obj_lava_middle
, but that they need to be in lengths of at least two
sections to work.
Goals
Our game won't provide much of a challenge without a goal, so the final addition we will make to
the game play will be to include some gold nuggets that Fishpod must collect in order to
complete each level. Exactly what a prehistoric fish-creature would do with gold is unclear, but
perhaps if he evolves into a hedgehog, then he could make them into rings. Once there are no
gold nuggets left on the current level, the game will automatically progress onto the next room.
Creating the Gold Object
Create a new object called
obj_gold
and give it the
spr_gold
sprite.
1.
2.
Add a
Create
event and include a
Change Sprite
action (
main1
tab). Set
Sprite
to
spr_gold
,
Subimage
to
random(30)
, and
Speed
to
0.5
. This will set the gold sprite's start
frame to a random subimage between 0 and 29 (as there are 30 frames in the sprite)
and slow its animation down by half.
Reopen
obj_pod
and add a
Collision
event with
obj_gold
.
3.
4.
Include a
Destroy Instance
action (
main1
tab) and select
Other
. This will destroy the
gold as it is the other instance in the collision.
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