Game Development Reference
In-Depth Information
4. To make this enemy faster than the red one, we need to change the muliplier value.
Create a new variable called multiplier_B (for blue).
5.
Replace all the muliplier_R variables in the scripts with the new
muliplier_B variables.
6.
Change the muliplier_B value in the <green lag> script to 0.15 . This will
make the blue enemies twice as fast as the red ones.
We also change a few things about the wave paterns so these new enemies won't arrive at
the same ime as the original ones. To do this, follow the steps given:
1.
Remove the last wait and repeat segments and delete them. Three waves of fast
enemies are enough of a challenge.
2.
Change the wait numbers to 8 , 20 , and 5 to change the pauses between waves.
3.
Change the number of repeats to 3 for all repeat loops. This will decrease
the number of enemies spawned per wave.
That's all there is to do to create fast enemies. Let's move on to the third type of enemy.
Follow the steps given:
1. Again select duplicate to make a copy of the red enemy sprite to create a third
enemy type.
2. Go to the Costumes tab of the new enemy and color the costumes yellow.
3. To make this enemy harder to kill, we will give it more costumes. Copy each
costume once to make a total of 20 costumes. Don't make a copy of the final
dead state. You only need one of those.
4. You might have to rearrange the newly created costumes to display a
coninuously shrinking healthbar as you move through the costumes.
5. Erase a small bit of each second costume as an in-between step for the
healthbar steps you made earlier.
6. Go to the Scripts tab to make some changes to the script, making this
enemy slower and tougher.
7. To make use of all 20 costumes, change the number to check in the clone script
from 10 to 20 . This is all that's needed to make the enemy go through
20 hits before being destroyed.
8. To make it a bit easier for the player to destroy this enemy in ime, we will
make it a bit slower than the other ones.
9.
Create a new variable called multiplier_Y and again replace all instances of
muliplier_R with the new one.
 
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