GAME:IT Junior Bouncing Ball

Similar documents
GAME:IT Bouncing Ball

Objectives: Create Sprites Create Sounds Create Objects Create Room Program simple game

GAME:IT Junior Bouncing Ball

Before you start, you must go into Advanced Mode. Go to: File > Advanced Mode. You know you are in Advanced Mode when the checkmark appears.

Overview. The Game Idea

2D Platform. Table of Contents

VACUUM MARAUDERS V1.0

Game Maker Tutorial Creating Maze Games Written by Mark Overmars

PING. Table of Contents. PING GameMaker Studio Assignment CIS 125G 1. Lane Community College 2015

Star Defender. Section 1

G54GAM Lab Session 1

04. Two Player Pong. 04.Two Player Pong

More Actions: A Galaxy of Possibilities

Scratch for Beginners Workbook

Create a Simple Game in Scratch

Game Maker: Platform Game

GameMaker. Adrienne Decker School of Interactive Games and Media. RIT Center for Media, Arts, Games, Interaction & Creativity (MAGIC)

KEEPING SCORE: HOW TO USE SCORES, LIVES AND HEALTH

BE SURE TO COMPLETE HYPOTHESIS STATEMENTS FOR EACH STAGE. ( ) DO NOT USE THE TEST BUTTON IN THIS ACTIVITY UNTIL THE END!

Meteor Game for Multimedia Fusion 1.5

Tutorial: Creating maze games

CONCEPTS EXPLAINED CONCEPTS (IN ORDER)

COMPUTING CURRICULUM TOOLKIT

Tutorial: A scrolling shooter

5.0 Events and Actions

Davis Art Images: Create and Share Slideshows

Lesson 2 Game Basics

GAME PROGRAMMING & DESIGN LAB 1 Egg Catcher - a simple SCRATCH game

1 Shooting Gallery Guide 2 SETUP. Unzip the ShootingGalleryFiles.zip file to a convenient location.

Inspiring Creative Fun Ysbrydoledig Creadigol Hwyl. Kinect2Scratch Workbook

Competitive Games: Playing Fair with Tanks

Maze Puzzler Beta. 7. Somewhere else in the room place locks to impede the player s movement.

Your First Game: Devilishly Easy

Game Design Curriculum Multimedia Fusion 2. Created by Rahul Khurana. Copyright, VisionTech Camps & Classes

Beginner s Guide to Game Maker 4.3 Programming. Beginner s Guide to Game Maker 4.3 Programming

Name: Date Completed: Basic Inventor Skills I

1 Sketching. Introduction

InfoSphere goes Android Angry Blob

Tearing Cloth. In this tutorial we are going to go over another basic use of the cloth modifier. Ripping Cloth based on forces like wind.

Create a game in which you have to guide a parrot through scrolling pipes to score points.

Mediasite Desktop Recorder: Recording a Lecture 2017

THE TECHNOLOGY AND CRAFT OF COMPUTER GAME DESIGN An introductory course in computer game design

For more information on how you can download and purchase Clickteam Fusion 2.5, check out the website

Register and validate Step 1

Creating Computer Games

Let s start by making a pencil, that can be used to draw on the stage.

Introduction to Turtle Art

Alibre Design Tutorial: Loft, Extrude, & Revolve Cut Loft-Tube-1

Using Game Maker. Getting Game Maker for Free. What is Game Maker? Non-event-based Programming: Polling. Getting Game Maker for Free

Using Game Maker. Oregon State University. Oregon State University Computer Graphics

The Beauty and Joy of Computing Lab Exercise 10: Shall we play a game? Objectives. Background (Pre-Lab Reading)

Sudoku Touch. 1-4 players, adult recommended. Sudoku Touch by. Bring your family back together!

GlassSpection User Guide

Step 1 - Setting Up the Scene

CS Problem Solving and Structured Programming Lab 1 - Introduction to Programming in Alice designed by Barb Lerner Due: February 9/10

Introducing Scratch Game development does not have to be difficult or expensive. The Lifelong Kindergarten Lab at Massachusetts Institute

Development Outcome 2

Kodu Game Programming

C# Tutorial Fighter Jet Shooting Game

Enhanced Eyes. Here's the image I'll be working with (glamour eyes photo from Shutterstock): Here's what the eyes will look like when we're done:

SolidWorks Tutorial 1. Axis

Alright! I can feel my limbs again! Magic star web! The Dark Wizard? Who are you again? Nice work! You ve broken the Dark Wizard s spell!

The Games Factory 2 Step-by-step Tutorial

How to Make Smog Cloud Madness in GameSalad

REVIT - RENDERING & DRAWINGS

Quilt Pro 6 Lesson Quilt in a Quilt

Painting Circles Grade(s): 5

Chief Architect X3 Training Series. Layers and Layer Sets

Advanced Excel. Table of Contents. Lesson 3 Solver

Key Abstractions in Game Maker

Project 1: Game of Bricks

Modeling Basic Mechanical Components #1 Tie-Wrap Clip

ArbStudio Triggers. Using Both Input & Output Trigger With ArbStudio APPLICATION BRIEF LAB912

Cannon Ball User Manual

Scrolling Shooter 1945

Arcade Game Maker Product Line Requirements Model

Ghostbusters. Level. Introduction:

Moving Man Introduction Motion in 1 Direction

Photoshop CS6 automatically places a crop box and handles around the image. Click and drag the handles to resize the crop box.

Importing an Image into LaserWorks

AIM OF THE GAME GLACIER RACE. Glacier Race. Ben Gems: 20. Laura Gems: 13

Instructions for using Object Collection and Trigger mechanics in Unity

Sketch-Up Project Gear by Mark Slagle

Excel Lab 2: Plots of Data Sets

Editing the standing Lazarus object to detect for being freed

An Introduction to Programming using the NXT Robot:

Lab 3 Introduction to SolidWorks I Silas Bernardoni 10/9/2008

Target the Player: It s Fun Being Squished

Assignment 5 CAD Mechanical Part 1

How to create a cove for cove lighting in DIALux In this tutorial you will learn how to make a cove similar to the one in the following image

EXERCISE ONE: BEACH BUGGY.

Kodu Lesson 7 Game Design The game world Number of players The ultimate goal Game Rules and Objectives Point of View

On completion of this exercise you will have:

uiulearn TUTORIAL INTEGRATIONS> HOW TO USE PANOPTO (STUDENT)

1. Creating geometry based on sketches 2. Using sketch lines as reference 3. Using sketches to drive changes in geometry

Getting Started. with Easy Blue Print

Creating Actions in Adobe Photoshop Steve Everist, CLPE King County Sheriff s Office Seattle, WA

No Evidence. What am I Testing? Expected Outcomes Testing Method Actual Outcome Action Required

CHM 152 Lab 1: Plotting with Excel updated: May 2011

Alibre Design Exercise Manual Introduction to Sheet Metal Design

Transcription:

GAME:IT Junior Bouncing Ball Objectives: Create Sprites Create Sounds Create Objects Create Room Program simple game

All games need sprites (which are just pictures) that, in of themselves, do nothing. They are the elements that make up the game parts. The sprites are later turned into objects (which can be programmed). Backgrounds are just that they are what you see in the background. Backgrounds are colors, or textures, or even pictures. The backgrounds are later used as part of the rooms. Sounds are files (usually.wav files) that add another dimension to the games. They are used directly in the programming. Rooms are the playing fields for the games. If you want to change the playing field, you change the room. Rooms can be changed to different sizes and detail.

Creating a New Game Where do I start? When starting a new game, typically you create the sprites & backgrounds first. The objects are then created from the sprites. Objects are important because they can be programmed to do things (sprites cannot). Rooms are created next because objects and backgrounds are needed to create the rooms. When the room is set up, programming the events and actions of the objects can take place and be tested for errors. If you know what sounds you are using, they can be created before programming starts or added later to enhance the game.

Your first game will demonstrate a few of the elements of Game Maker. The game will involve a ball bouncing around the room and making a sound when it hits the wall.

If you look at the game you should notice it has (1) a smiley face, (2) a red border, and (3) a lime green background.

To create the smiley face, you will need to create a sprite. 1. Select the Create a Sprite icon 2. Enter the name of the sprite in this case spr_ball. IT IS IMPORTANT TO NAME THINGS AS INSTRUCTED 3. You now have 2 options: #1-create your own sprite (we will do this later) or #2-load a pre-existing sprite. To load a pre-existing sprite, click the Load Sprite button.

4. Find the folder that contains your Game 1 Resources and locate the ball image. 5. Once the ball is loaded, click OK button to finish. 6. Now follow the same steps to create the wall sprite, naming it spr_wall

To create a sound 7. Click on the sound icon 8. Name the sound (snd_beep) 9. Load the sound from the Game 1 Resource file 10. Click OK

By the way.... Why is it important to carefully label sprites, sound, backgrounds, rooms, and objects? It s just GOOD programming it saves time later in searching for mistakes or making changes to your game. It only takes a few seconds to type in something that could cause minutes/hours of frustration. NAME EVERYTHING EXACTLY AS INSTRUCTED IN OUR LESSONS What are good examples? Spr_ball, spr_wall, snd_beep, bckgd_desert, obj_plane What are BAD examples? Spr01, sound1, background, plane (is it a sprite or object?)

Now we need to create objects. But I don t understand we created sprites -- they look the same? The difference is sprites are just pictures, but objects can be programmed in Game Maker. How to create objects: 11. Select the Create an Object icon 12. Name the Object obj_ball 13. Click the list icon to select spr_ball from the list of available sprites.

?? The objects have additional features that need to be addressed visible/solid What is visible? Most items in your games will be visible but sometimes you need special pieces to be invisible (like walls and floors) to bounce off of or collide with. What is solid? It is a state of being for an object solid you can collide with or bounce off of- not solid you will pass right through. 14. Click OK to finish creating the ball object. 15. Follow the same steps to create the wall object name it obj_wall.

Next we create our first room 16. Select the Create a Room icon 17. Select the Backgrounds tab 18. Select color by clicking in the color area to select the background color from the pop-up menu. 19. Click OK

To create the room with objects: 20. Select the object tab 21. Click the list icon and choose obj_wall from the submenu that appears. 22. Create a border around the room. Left mouse adds Right mouse removes HINT: Left mouse with shift key adds quickly 23. Add the ball (anywhere in middle)

Time to Program! The actual programming occurs in the OBJECTS we have created: obj_ball and obj_wall. With the room set up and the objects in the room, what do we want the ball to do? A) Bounce off the walls B) Make a beep when it hits the wall. In this case, all the programming takes place in the obj_ball.

24. Recall your obj_ball by double clicking it in the side bar. 25. Click on the Add Event

What are EVENTS? Create Event: This event happens when an instance of the object is created. It is normally used to set the instance in motion and/or to set certain variables for the instance. Destroy Event: This event happens when the instance is destroyed. To be precise, it happens just before it is destroyed, so the instance does still exist when the event is executed! Most of the time this event is not used but you can for example use it to change the score or to create some other object.

Alarm(s): Each object has 12 alarms. The alarm counts down from whatever you set and when it reaches 0, the action occurs. Example: Object changes direction every 30 steps. FYI: An Action must reset the alarm. Step Event: Happens every step of the game. Can be used to continuously check to see if something has happened. Examples: When score exceeds 10 do this, when score exceeds 100 do this.

Collision Event: When 2 objects collide, you want these actions to occur. Example: When bomb collides with plane create an explosion sprite. Keyboard Event: When a player presses a certain key on the keyboard, the actions will occur. You get the action in every step as long as the key is depressed. There is a <no key> event and an <any key> event.

Mouse Event: This would occur when the mouse cursor touches the object. You can select left, right or middle buttons. Other Events: Miscellaneous collection of special purpose events. Example: Outside room - when the object goes outside of the room do this action.

Draw Event: Mostly used to display score or lives remaining or other information relevant to the game. HINT: Object must be checked visible! Key Press: Only happens once at key press (not continuously). Key Release: Only happens once at key release (not continuously).

26. Select the Create event from the Add Events menu. 27. Select the Move Fixed from the actions menu (Move tab) and drag it into the Actions area. 28. Double click on the icon in the actions area and a sub-menu should pop up. 29. Select the 4 corners of the directions 30. Enter 5 as the speed. 31. Leave the relative button unchecked at this point. 32. Click OK

33. Next, click Add Event to select another event. 34. Choose Collision. Assign the collision to obj_wall by selecting it from the pop-up menu.

35. When the ball collides with obj_wall you want it to bounce off so select the Bounce action and drag it into the action section. 36. Double click on the icon to bring up the Bounce submenu and select precisely 37. Keep solid objects selected. 38. Click on OK

Now let s add sound! 39. Still in the Collision with Wall event, find Play Sound in the Main 1 folder and drag it to the Actions panel. 40. Double click to open the Play Sound submenu and select snd_beep (loop stays at false) 41. Click OK

Now it s time to test your game! 42. Click the Run Game icon to test and play your game. If your game was programmed correctly, the game will run successfully. If not, you will see error messages that will help you make corrections.

Save the Game as Game1 Assignments: 1. Modify the game so that the when you click your left mouse on the ball, it will disappear. Save it as Game1A 2. Modify the game so that the when you click your left mouse on the ball, it will change direction and increase speed (hint: relative button). Save it as Game1B 3. Modify the game so that the when you click your left mouse on the ball, it will change direction and increase speed and if you right click on it will change direction and slow down. Save it as Game1C