The fifth and Final post of Stencyl and our making a game series.
This post is going to be my Recap of everything i learned over the past 2 weeks and everything I've done.
I learned how to make sprites move with key commands (making sure gravity is turned off)
I also learned how to make sprites create other sprites or in this case shoot them out of its body.
I learned how to make it so sprite cant just leave the screen so they can stay within the window.
This makes the game play sound in the background.
This is the code for hp effects that make the character disappear after they die (when the hp value hits 0)
This makes it so that actors cannot collide with the ground and phase through
This is the most advanced walk code I've made so far that even uses animation transfers
Tuesday, January 21, 2020
Friday, January 17, 2020
Stencyl Day 4
In the last progress report i had 2 characters on a blank background who could move left so i have added even more code into the game first up proper walking.
This checks to make sure actor is on the ground to make them walk, wouldn't want them walking in mid air.
Now that the ground detection code was in copied the code i used earlier to make them walk around properly next step the jump code, which is all compressed into one big code box.
Essentially what this code does is that when the down key is pressed the character jumps "sharply" "2" up then it checks to make sure that the character is both alive and on the ground so that the code can be repeated to make sure they cannot double jump, and the bottom segment of that code is so that the animation can change when the key is pressed however i do not have any animations made so far...
Here is the CSS code used to help assist the code making the actions and movements more precise than a simple code modulator.
Jumping: Walking:
Tuesday, January 14, 2020
Desert Skies Slideshows 1
Here are some of the slideshows for the Desert skies play through
1. How to cook a can
2. How to make the perfect airship
3. How to make a bandage
Stencyl Day 2
Today i created another simple game in where a character moves left and right and attacks an enemy
For my "good guy" character i used Popeye
Due to the fact that the image is a png and i cannot create animations so this character model when moving would stay stagnant
Here is the Code i used to make him move right, It used an input "when key is pressed" the key in order to move him right is the right arrow key, his movement speed is 20
However if i just had this the character would not be able to decelerate meaning once you started moving him he wouldn't stop so i added this code to counteract this. It just makes it so when the right arrow key is released the character stops moving.
Now we cant just have a character moving right, so here is the code for moving left, how it works is that due to the negate command it actually means that when the left arrow is pressed the character is moving negative 20 x or backwards.
Yet again i have to add a way so that the character stops moving, here is the code its the same as before but for left.
Now we cant have a character game without bad guys so i decided to use Bluto here is the image i used
Now in order to help him now at the same time as Popeye i have given him his own set movement controls
*Left is identical so i didn't include it
He moves parallel to Popeye and the reason for the gravity is so that he doesn't float around when keys aren't being pressed, Popeye doesn't do this because the controls are centralized around him.
Now i need a tile set in order to make a proper scene.
Tomorrow i plan on creating a scene and creating attacks for both of characters.
For my "good guy" character i used Popeye
Due to the fact that the image is a png and i cannot create animations so this character model when moving would stay stagnant
Here is the Code i used to make him move right, It used an input "when key is pressed" the key in order to move him right is the right arrow key, his movement speed is 20
However if i just had this the character would not be able to decelerate meaning once you started moving him he wouldn't stop so i added this code to counteract this. It just makes it so when the right arrow key is released the character stops moving.
Now we cant just have a character moving right, so here is the code for moving left, how it works is that due to the negate command it actually means that when the left arrow is pressed the character is moving negative 20 x or backwards.
Yet again i have to add a way so that the character stops moving, here is the code its the same as before but for left.
Now we cant have a character game without bad guys so i decided to use Bluto here is the image i used
Now in order to help him now at the same time as Popeye i have given him his own set movement controls
*Left is identical so i didn't include it
He moves parallel to Popeye and the reason for the gravity is so that he doesn't float around when keys aren't being pressed, Popeye doesn't do this because the controls are centralized around him.
Now i need a tile set in order to make a proper scene.
Tomorrow i plan on creating a scene and creating attacks for both of characters.
Wednesday, January 8, 2020
Stencyl Day 1
Today in Stencyl i played around with the crash course and could not figure out how to make the character move, so after i gave up on making my own game i decided to follow the space invaders tutorial.
Above: a finished product of my game.
Now ill tell you how i made this amalgamation, so i started with the creation of the ship and bullet animations
Now i have to go into the physics setting for the bullets to make sure they collide with enemies (enemies don't need animations)
Now I'm creating a stage that i can put all the art assets together to make a coherent level for my space invaders clone
The stage after i have inserted the first wave of enemies and the players ship
Now that i have my stage i only have to add 2 more things, code and music so i decided to add music first
Above: the audio import menu offered by Stencyl that i used to get sound effects into my game
Now here is the simplified code that i'm using to make all the stuff in my game.
Code for music in the level
Code for ship movement
Code so the ship doesn't leave the map
Code to make the ship shoot bullets
Code to make bullets destroy the enemy ships when hit 3 times. Using custom outputs to make a hit command.
Now the only thing i got to do is make a custom font so i can make a "you win" text element.
settings i used for my custom text
actual win screen, it only appears after you destroy all the ships
Above: a finished product of my game.
Now ill tell you how i made this amalgamation, so i started with the creation of the ship and bullet animations
Now i have to go into the physics setting for the bullets to make sure they collide with enemies (enemies don't need animations)
Now I'm creating a stage that i can put all the art assets together to make a coherent level for my space invaders clone
The stage after i have inserted the first wave of enemies and the players ship
Now that i have my stage i only have to add 2 more things, code and music so i decided to add music first
Above: the audio import menu offered by Stencyl that i used to get sound effects into my game
Now here is the simplified code that i'm using to make all the stuff in my game.
Code for music in the level
Code for ship movement
Code so the ship doesn't leave the map
Code to make the ship shoot bullets
Code to make bullets destroy the enemy ships when hit 3 times. Using custom outputs to make a hit command.
Now the only thing i got to do is make a custom font so i can make a "you win" text element.
settings i used for my custom text
actual win screen, it only appears after you destroy all the ships
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