2. LIBRARY
Library toolbar is a useful way of adding
objects and items already created
View – Toolbar – Library Window
3. GAME CREATION
Initial Setup
New file
Change Properties
Creating and Renaming Frames
Main, Game, High Score
4. MAIN MENU FRAME SETUP
Place the objects in the game that you will
need
Objects are on the cd
Use the library menu
Open up frame from Storyboard Editor
Set up the scene by dragging the objects
onto the screen
Change properties (x,y) to put an object in a
precise position
5. SETUP
The Game’s Frame Setup
Double click the Game in the Workspace toolbar
Change the library location
Drag the objects onto the frame
Change the positions
Highscore Page
Repeat
6. EVENT PROGRAMMING
Work on each frame separately
Allows you to program the events that will bring
all three frames together
Go to Event Editor
7. MAIN FRAME COMPONENTS
Create a comment to explain the game
Comments are notes for the developer and do not affect the
game
Right click on the event number and select Insert |A Comment
Start Playing Music
New Condition, right click icon for storyboard controls
Choose Start of Frame
Under the sound object, stop all music, play sample
Make some Objects Fade
Start of Frame, set transparency
Buttons
Either Quit or Move to Game Frame when clicked
React to Mouse Over
8. TEST CONDITIONS FOR MAIN
Music is not playing
Event to determine if music has stopped playing
If so, it will play the music again
Setting Transparency to 0
Use the Special Object (looks like a computer
monitor)
Choose compare two general values
Retrieve data from object
Choose animation – get semi-transparency
Add -8 to take 8 away from value
9. BUTTON EFFECTS
Each image has two animation frames
Normal button
Second frame is button in highlighted state
New Condition
Right click on the mouse pointer and keyboard
From the pop up menu, choose mouse
Check for mouse pointer over an object
Choose Btn_Play object
Change Animation Frame
Next Condition – Change it back when Mouse isn’t
there
Do both for the Quit Button
10. USER CLICKS
Buttons for Play and Quit
New condition – When user clicks an object
Play a sound
Move to a different frame
For the quit button, End the application
11. PROGRAMMING THE GAME FRAME
Initialize the game and set the score value
Check the music and see if it is playing
Stopping the ship from leaving the screen
Players score and level is on top layer
Creating the enemy ships on the screen
Space bar and bullets
Position of bullets, destroying them
Checking for Collisions
Creating more enemies and adding a level
Getting the enemies to shoot
12. GLOBAL VARIABLE
When the game starts, set a global value to 0
Global Variable can be used throughout the
game and can be used to take a value from
one screen to another (for example, lives)
Special Conditions
Select the Global Variable S
Set to 0
13. GAME NEEDS
Stopping the Ship from Leaving the Screen
Test position of player
Select frame area left and right
Display Always on Top
New Condition – Special object – Always
Select (for each object) order – bring to front
14. CREATING A GROUP
Creating Enemy Ships
Need to create new ships
Create a group that will run once at the very start
of the game to create an initial wave of enemy
ships and then will be enabled when all ships
have been destroyed
Set Global Value L for level placement
Create Object (create a copy of what is off
screen)
Repeat for each
Write the current level placements (pg 243)
15. PLAYER SHOOTING
Create Bullets One at a Time
Player won’t be able to fire again until bullet hits or is
destroyed
Two condition event
Checks the number of bullets on the screen
If this is less than one, checks if the user is pressing the
space button
If both are true, the event will run the actions
Play a sound
Shoot a bullet
Position of Bullets – Off screen does not count
Destroy bullets that move off screen
16. COLLISIONS
Check for a collision between bullets and
enemies
Add 20 to the global value
Play an exploding sound
Add 20 to the score
Destroy the robot
Destroy the bullet
Set the score
New Condition – Check for collision, select each
object
Add each action above (pg 246)
17. FIGHTING BACK
Recreate the Robots when they die for
continuous play
Condition – If robots equal 1, make new robots
Go back to initial group – Level Placements
Robot Firing
Choose robot at random every 2 seconds
Set shooting animation
Set bullet
Set animation back to non shooting
Check for collision between Robot Bullet and
Spaceship