Game Development Reference
In-Depth Information
Now that you know a bit more about what's in store, we'll return to the first task of looking at all
the resources we're going to need in order to realize the vision for this game.
Ready-Baked Resources
By now, you should be very familiar with the more routine tasks involved in making a game, such
as loading and creating resources. There are going to be a lot of resources involved in making
Zool, so you'll be relieved to hear that we provide an initial version of the game that has all the
sprites, backgrounds, some objects, and even a test room already created for you. None of the
objects have any behaviors, so the game doesn't actually do anything yet, but we've saved you
some of the simpler, monotonous tasks. All the same, we'll begin by looking at what has already
been created so that you don't miss out on any important details.
Exploring the Sprite Resources
Use Game Maker to open zool0.gmk from the Chapter03/Games directory on the CD and
take a look at the sprite resources. The Zool group contains all the sprites required for
Zool's movement (combat moves will come later), including standing, walking, falling,
jumping, climbing, slipping, and skidding 2 (see Figure 3-2).
1.
2.
Notice that most of Zool's sprites have a Width and a Height of 48 pixels (the climbing
sprite is a little bit taller), but they all have their Origins set to X = 24 , Y = 24 (the center of
a 48x48 sprite). It is important that the origin of each Zool sprite corresponds to the
same reference point on the character's body so that they match up correctly when
switching between sprite animations.
3.
Observe that Precise collision checking is turned off for all of the Zool sprites. Click on
Modify Mask and see that each sprite has a Manual , Rectangle bounding box with
identical dimensions ( Left = 14 , Right = 34 , Top = 6 , Bottom = 42 ). As we saw in Chapter 2,
both of these are crucial to smooth movement and collision.
The Platforms group contains all the collision mask sprites that define the physical
boundaries of solid parts of the landscape. Different colored sprites are used for the
masks of platforms, walls, ledges, ramps, and slopes to distinguish them from each
other in the room editor. They all have a Width and Height of 16 pixels with Precise
collision detection turned off and Automatic bounding boxes that adapt to the visible
area of the sprite. Note that these are only used for collision and the visual appearance
of the landscape comes from a tile set, described in the next section.
4.
5.
There are even more collision mask sprites in the Ramps and Slopes groups but these
have Precise collision detection turned on for the simple reason that you cannot
represent sloped collision areas using a bounding box.
2
These sprites came from the original Deluxe Paint image files created for the SEGA Mega Drive
console version of the game (known as the SEGA Genesis in North America).
 
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