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Game Maker

Game Maker. Introduction. Content. Graphics Sprites Background Object Events Rooms. Graphics. Sprites Pictures to be used by ________ Background Graphics used by __________. Objects. Objects are ( along with rooms ) the base of Game Maker's ___________ nature.

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Game Maker

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  1. Game Maker Introduction

  2. Content • Graphics • Sprites • Background • Object • Events • Rooms

  3. Graphics • Sprites • Pictures to be used by ________ • Background • Graphics used by __________

  4. Objects • Objects are (along with rooms) the base of Game Maker's ___________ nature. • Objects execute actions inside events and can be placed in rooms. • Objects are either _________________ • These objects perform ___________.

  5. Actions • Actions to be performed are performed on _____________ • There are many actions! • Rebound • Destroy instance • Move left • http://wiki.yoyogames.com/index.php/Actions

  6. Events • An event is the occasion ______________________ _____________ ___________________________________ • An object can make an action on events such as it is created, before it is destroyed, when it collides with an object, when a key is pressed, when the mouse is hovering over it, and many more

  7. Event Types Create Event: The create event is the event where its actions are called at the moment the object is created Destroy Event: The destroy event is the event where its actions are called at the moment where the object is destroyed (removed from the room). Alarm Event: The alarm event is executed when the corresponding global alarm variable reaches 0 (for instance, if alarm[1] is set to 5 in the create event the alarm 1 event will trigger 5 steps later). Step Event: The step event is executed every step. A step event in Game Maker consists of three sub-events: • Begin Step: The begin step is executed every step, like all step events, but it is executed before them, the begin step is executed before any event in this step occurs. • Normal Step: The step event is executed just before instances are put in their new positions. • End Step: End step is executed after all events are executed in this step (with the exception of the draw event). Collision Event: In the collision event, actions are performed when an object collides with a certain object. Keyboard Event: The keyboard event is executed whenever a key is pressed. A key can be a letter, a function key, a number, a direction, or any key located in the keyboard. If you hold a key down, the event will keep executing untillthe key is released. Key press Event: The key press event is executed only when the key is first pressed. That means that it is executed once every time the key is pressed. Key release Event: The key release event is executed only when the given key is released. That means that it is executed once when the key is released. Mouse Event • Mouse Button Event • Mouse events have three types: • . Mouse button: Called whenever a mouse button is pressed and is hovering the object, just like the keyboard event. • . Mouse press: Called only once when the button is first clicked, in order to be called again, the mouse must be released and pressed again. • . Mouse release: Called only once the mouse is released. • Note: mouse button events occur only when the mouse is over the sprite associated with the object. Mouse Enter and Leave Events: Mouse enter and leave events are called once the mouse enters or leaves the object. I.e., when the mouse hovers the sprite associated with the objects or stops hovering it. Mouse Wheel Events (Up and Down): The mouse wheel events are executed when the mouse wheel is scrolled up or down. Global Mouse Events: Global mouse includes many sub-events which are almost identical to the Mouse button events, except that they are executed regardless of the mouses location. Other Events • The other event has many sub-events in it: • Outside Room: Whenever the object is outside the room • Intersect Boundary: Whenever the object touches the boundary of the room. • Game Start: Whenever the game starts. • Game End: Whenever the game ends. • Room Start: Whenever the room starts. • Room End: Whenever the room ends. • No More Lives: When the player has no more lives. • No More Health: When the player has no more health. • Animation End: Whenever the sprite associated to the object is done animating. • End of path: When the object is done of performing its path. • User defined: User defined

  8. Rooms • But where will these objects perform their actions? • Actions are performed in rooms. • A room is flat, and is not 3D; this means that the game takes place in a 2-dimensional world. • However this does not mean that the game cannot have 3D graphics. • Inside the rooms, we can place _________ • The room is very customizable, you can set the room's ______________, and you can have ______________.

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