SlideShare uma empresa Scribd logo
1 de 4
Work Flow 
Sprites 
Sprites are the bitmap images that game maker uses for characters, props and 
backgrounds. 
The name of your sprite is key as you need to go back and use the sprites again 
and again. 
The sprite is in pixels and you can change the size of it as you like however as 
you make a bigger sprite it will require more memory space from your pc. This 
also means if your sprite is of a large size (set by you) there can me more 
definition on it meaning you can put more detail on it as you design. 
A collision mask also known as a kill box decides whether a character or prop is 
affected when it comes in contact. By modifying the sprite’s mask properties 
you can choose if the object is able to get hit or come in contact with other 
things. 
Objects 
This is the base of anything that moves (Player(s) ) or is animated. You can add 
events to an object to make it do certain things for example by choosing the 
step option under event you can give the object a loop of repeating an action. 
You can also choose how long the loop is for example if you want the object to 
stutter or shake you would make it happen for every frame of the game 
instead of a 5 second (Onwards) delay. 
Coding 
A hint is to help us understand what a code is so you know what the coding 
under it is for and means.
Codes are used to bind functions to keys for example ‘if keyboard_check 
(ord(‘’W’’))’’ means If the W key is pressed, the code above it will come into 
action. 
You can be more specific on the movement of an object or the player when the 
button is pressed by putting in coordinates i.e on the axis. 
Levels 
The size of a level can be changed to your desire. You can make it as big or 
small as you like but like a sprite, the bigger its size the bigger amount of 
memory will be used. 
You can create a level to use the player and test the controls in. By enabling 
the player object for the level I can use the character see if the keys I binded in 
the coding function correctly. 
Setting movement limits (Walls/Invisible walls) 
This requires coding meaning you can limit quite a lot if you desire. For the 
player to stay within the level, there needs to be a limit set up around the 
level, like walls. You can choose where a player cant go or is stopped by coding 
restrictions to the player’s coordinates meaning he/she cannot go any further 
than the limit. 
To create the wall, you will need to know the exact coordinate of the axis of 
the level so you do not end up limiting too much of the area in the level. 
Scrolling background 
Parallax scrolling is when the background of the game has more than one layer 
simultaneously moving/playing. 
A background is made in an image editor where you can draw up many layers 
of backgrounds for example background1 can be the clouds (made by you) 
which moves at a faster rate than background2 which are trees. The maximum
number of background layers you can have in Game maker are 8 layers that 
will play simultaneously. 
Particle system effects 
This function can give objects and characters a constantly animated look. For 
example by adding particle effects on a barrel I can make smoke come out of 
the top of it making it look a bit more logical. To add particles you code 
functions onto coordinates of the object and player. 
Player Projectile and Sound 
Player projectiles are projectiles that emit from the player when the bound key 
is pressed. To add this you must add a few events and write some code and 
add scripts in the events in order for a visible projectile to come out of the 
added points of creation on the axis. 
To add sound you simply get a sound file that suits the projectile and add it 
from the sound option. 
Animated enemy sprite 
An animated enemy sprite is a set of images drawn or imported by you which 
move in a sequence for example one frame has a circle and a dot inside, for it 
to be an animated sprite the circle must move in the next frame so when 
played it works in a sequence to give a feel of animation. 
Enemy object spawner 
This is where and how your enemy objects spawn but not only that, you also 
choose how long the spawner takes to reset meaning when a new enemy 
spawns from the same spot or whether the spawner only works once for the 
level. 
Enemy destroyed by lazer 
For an enemy to be able to get destroyed by a lazer projectile shot by the 
player you must first add the basics i.e collision between the lazer projectile
object and enemy object. Then you can go on to code particle effects that emit 
from the enemy when contact between the projectile and enemy object is 
made. 
Enemy projectiles 
In order to create projectiles that affect the player, you must create projectiles 
that are linked to the enemy object. Rather, inside the enemy object files. 
The same procedure applies to enemy projectiles as the player lazer 
projectiles.

Mais conteúdo relacionado

Mais procurados

Scratch programming introduction to game creation
Scratch programming  introduction to game creationScratch programming  introduction to game creation
Scratch programming introduction to game creationAnkita Shirke
 
Introduction to Game Programming: Using C# and Unity 3D - Chapter 3 (Preview)
Introduction to Game Programming: Using C# and Unity 3D - Chapter 3 (Preview)Introduction to Game Programming: Using C# and Unity 3D - Chapter 3 (Preview)
Introduction to Game Programming: Using C# and Unity 3D - Chapter 3 (Preview)noorcon
 
The purpose and functions of components of game engines
The purpose and functions of components of game enginesThe purpose and functions of components of game engines
The purpose and functions of components of game enginesJoshCollege
 
Technical document - BadBug Studio - Xbox Game
Technical document - BadBug Studio - Xbox GameTechnical document - BadBug Studio - Xbox Game
Technical document - BadBug Studio - Xbox GameUTC Fire & Security
 
Cameron McRae - 2D Game Workflow
Cameron McRae - 2D Game WorkflowCameron McRae - 2D Game Workflow
Cameron McRae - 2D Game WorkflowCameronMcRae901
 
JoshuaGrey-2DGameWorkflow
JoshuaGrey-2DGameWorkflowJoshuaGrey-2DGameWorkflow
JoshuaGrey-2DGameWorkflowJoshgrey16
 
Work flow of 3d game
Work flow of 3d gameWork flow of 3d game
Work flow of 3d gameDeightonater
 
Scratch Lesson 2 – Paint Editor
Scratch Lesson 2 – Paint EditorScratch Lesson 2 – Paint Editor
Scratch Lesson 2 – Paint EditorDavid Oromaner
 
Solid Gaming DayZ 2015
Solid Gaming DayZ 2015Solid Gaming DayZ 2015
Solid Gaming DayZ 2015solidsanteri
 
Scratch for Data Logging and Graphing
Scratch for Data Logging and GraphingScratch for Data Logging and Graphing
Scratch for Data Logging and GraphingBrian Huang
 
Introduction to Scratch Programming
Introduction to Scratch ProgrammingIntroduction to Scratch Programming
Introduction to Scratch ProgrammingStorytimeSteph
 
Green My Place Game7 Switch Search
Green My Place Game7 Switch SearchGreen My Place Game7 Switch Search
Green My Place Game7 Switch SearchBen Cowley
 

Mais procurados (20)

Work flow
Work flowWork flow
Work flow
 
2dworkflow complete
2dworkflow complete2dworkflow complete
2dworkflow complete
 
02 unity 3_d_part_1
02 unity 3_d_part_102 unity 3_d_part_1
02 unity 3_d_part_1
 
2D game workflow
2D game workflow2D game workflow
2D game workflow
 
Scratch programming introduction to game creation
Scratch programming  introduction to game creationScratch programming  introduction to game creation
Scratch programming introduction to game creation
 
Introduction to Game Programming: Using C# and Unity 3D - Chapter 3 (Preview)
Introduction to Game Programming: Using C# and Unity 3D - Chapter 3 (Preview)Introduction to Game Programming: Using C# and Unity 3D - Chapter 3 (Preview)
Introduction to Game Programming: Using C# and Unity 3D - Chapter 3 (Preview)
 
The purpose and functions of components of game engines
The purpose and functions of components of game enginesThe purpose and functions of components of game engines
The purpose and functions of components of game engines
 
Technical document - BadBug Studio - Xbox Game
Technical document - BadBug Studio - Xbox GameTechnical document - BadBug Studio - Xbox Game
Technical document - BadBug Studio - Xbox Game
 
Cameron McRae - 2D Game Workflow
Cameron McRae - 2D Game WorkflowCameron McRae - 2D Game Workflow
Cameron McRae - 2D Game Workflow
 
JoshuaGrey-2DGameWorkflow
JoshuaGrey-2DGameWorkflowJoshuaGrey-2DGameWorkflow
JoshuaGrey-2DGameWorkflow
 
3D Space Shooting Game
3D Space Shooting Game3D Space Shooting Game
3D Space Shooting Game
 
Work flow of 3d game
Work flow of 3d gameWork flow of 3d game
Work flow of 3d game
 
Scratch Lesson 2 – Paint Editor
Scratch Lesson 2 – Paint EditorScratch Lesson 2 – Paint Editor
Scratch Lesson 2 – Paint Editor
 
Solid Gaming DayZ 2015
Solid Gaming DayZ 2015Solid Gaming DayZ 2015
Solid Gaming DayZ 2015
 
Scratch for Data Logging and Graphing
Scratch for Data Logging and GraphingScratch for Data Logging and Graphing
Scratch for Data Logging and Graphing
 
Introduction to Scratch Programming
Introduction to Scratch ProgrammingIntroduction to Scratch Programming
Introduction to Scratch Programming
 
Green My Place Game7 Switch Search
Green My Place Game7 Switch SearchGreen My Place Game7 Switch Search
Green My Place Game7 Switch Search
 
Task 3 - pitch
Task 3 - pitchTask 3 - pitch
Task 3 - pitch
 
Game Studio
Game StudioGame Studio
Game Studio
 
Smbx gameplay manual
Smbx gameplay manualSmbx gameplay manual
Smbx gameplay manual
 

Destaque

Y1 gd engine_terminology
Y1 gd engine_terminologyY1 gd engine_terminology
Y1 gd engine_terminologyShaz Riches
 
Ig je game engines_y2_assignment brief 213
Ig je game engines_y2_assignment brief 213Ig je game engines_y2_assignment brief 213
Ig je game engines_y2_assignment brief 213Shaz Riches
 
Unit 73 ig3 assignment programming sound assets to a game 2013_y1
Unit 73 ig3 assignment programming sound assets to a game 2013_y1Unit 73 ig3 assignment programming sound assets to a game 2013_y1
Unit 73 ig3 assignment programming sound assets to a game 2013_y1Shaz Riches
 
Y1 gd engine_terminology
Y1 gd engine_terminologyY1 gd engine_terminology
Y1 gd engine_terminologyShaz Riches
 
By renaming the sounds i prouduced myself word doc
By renaming the sounds i prouduced myself word docBy renaming the sounds i prouduced myself word doc
By renaming the sounds i prouduced myself word docShaz Riches
 
Work flow the pain is reel
Work flow the pain is reelWork flow the pain is reel
Work flow the pain is reelShaz Riches
 
Y1 gd engine_terminologyhj
Y1 gd engine_terminologyhjY1 gd engine_terminologyhj
Y1 gd engine_terminologyhjShaz Riches
 
AUDIO DEVICES, FORMATS AND CODECS
AUDIO DEVICES, FORMATS AND CODECSAUDIO DEVICES, FORMATS AND CODECS
AUDIO DEVICES, FORMATS AND CODECSSTEFFI_MEDINA
 
Harry Arnold Task 1 Shaz
Harry Arnold Task 1 ShazHarry Arnold Task 1 Shaz
Harry Arnold Task 1 ShazShaz Riches
 
Unit 73 ig2 assignment creating a sample library 2013_y1
Unit 73 ig2 assignment creating a sample library 2013_y1Unit 73 ig2 assignment creating a sample library 2013_y1
Unit 73 ig2 assignment creating a sample library 2013_y1Shaz Riches
 
Ig2 task 1 work sheet s
Ig2 task 1 work sheet sIg2 task 1 work sheet s
Ig2 task 1 work sheet sShaz Riches
 
Ig2 task 1 work sheet s
Ig2 task 1 work sheet sIg2 task 1 work sheet s
Ig2 task 1 work sheet sShaz Riches
 
Internet Security IT
Internet Security ITInternet Security IT
Internet Security ITSTEFFI_MEDINA
 

Destaque (19)

Trhe glossary
Trhe glossaryTrhe glossary
Trhe glossary
 
Presentation1
Presentation1 Presentation1
Presentation1
 
Y1 gd engine_terminology
Y1 gd engine_terminologyY1 gd engine_terminology
Y1 gd engine_terminology
 
Ig je game engines_y2_assignment brief 213
Ig je game engines_y2_assignment brief 213Ig je game engines_y2_assignment brief 213
Ig je game engines_y2_assignment brief 213
 
Unit 73 ig3 assignment programming sound assets to a game 2013_y1
Unit 73 ig3 assignment programming sound assets to a game 2013_y1Unit 73 ig3 assignment programming sound assets to a game 2013_y1
Unit 73 ig3 assignment programming sound assets to a game 2013_y1
 
Y1 gd engine_terminology
Y1 gd engine_terminologyY1 gd engine_terminology
Y1 gd engine_terminology
 
By renaming the sounds i prouduced myself word doc
By renaming the sounds i prouduced myself word docBy renaming the sounds i prouduced myself word doc
By renaming the sounds i prouduced myself word doc
 
SLIDESHARE
SLIDESHARESLIDESHARE
SLIDESHARE
 
Work flow the pain is reel
Work flow the pain is reelWork flow the pain is reel
Work flow the pain is reel
 
Y1 gd engine_terminologyhj
Y1 gd engine_terminologyhjY1 gd engine_terminologyhj
Y1 gd engine_terminologyhj
 
Pitch FMP
Pitch FMP Pitch FMP
Pitch FMP
 
AUDIO DEVICES, FORMATS AND CODECS
AUDIO DEVICES, FORMATS AND CODECSAUDIO DEVICES, FORMATS AND CODECS
AUDIO DEVICES, FORMATS AND CODECS
 
Ha9task1Shaz
Ha9task1ShazHa9task1Shaz
Ha9task1Shaz
 
Harry Arnold Task 1 Shaz
Harry Arnold Task 1 ShazHarry Arnold Task 1 Shaz
Harry Arnold Task 1 Shaz
 
Unit 73 ig2 assignment creating a sample library 2013_y1
Unit 73 ig2 assignment creating a sample library 2013_y1Unit 73 ig2 assignment creating a sample library 2013_y1
Unit 73 ig2 assignment creating a sample library 2013_y1
 
Ig2 task 1 work sheet s
Ig2 task 1 work sheet sIg2 task 1 work sheet s
Ig2 task 1 work sheet s
 
Work flo1ew
Work flo1ewWork flo1ew
Work flo1ew
 
Ig2 task 1 work sheet s
Ig2 task 1 work sheet sIg2 task 1 work sheet s
Ig2 task 1 work sheet s
 
Internet Security IT
Internet Security ITInternet Security IT
Internet Security IT
 

Semelhante a Game Maker Sprite and Object Fundamentals

Scratch for kids syllabus for 5 hours by bibek pandit
Scratch for kids syllabus for 5 hours by bibek panditScratch for kids syllabus for 5 hours by bibek pandit
Scratch for kids syllabus for 5 hours by bibek panditBibekPandit2
 
Production RPG Maker.
Production RPG Maker. Production RPG Maker.
Production RPG Maker. Jordi Martos
 
Galactic Wars XNA Game
Galactic Wars XNA GameGalactic Wars XNA Game
Galactic Wars XNA GameSohil Gupta
 
Introduction to Game Programming: Using C# and Unity 3D - Chapter 2 (Preview)
Introduction to Game Programming: Using C# and Unity 3D - Chapter 2 (Preview)Introduction to Game Programming: Using C# and Unity 3D - Chapter 2 (Preview)
Introduction to Game Programming: Using C# and Unity 3D - Chapter 2 (Preview)noorcon
 
The Ring programming language version 1.4 book - Part 14 of 30
The Ring programming language version 1.4 book - Part 14 of 30The Ring programming language version 1.4 book - Part 14 of 30
The Ring programming language version 1.4 book - Part 14 of 30Mahmoud Samir Fayed
 
The Ring programming language version 1.9 book - Part 58 of 210
The Ring programming language version 1.9 book - Part 58 of 210The Ring programming language version 1.9 book - Part 58 of 210
The Ring programming language version 1.9 book - Part 58 of 210Mahmoud Samir Fayed
 
Game salad creator for windows manual 2012 11-01
Game salad creator for windows manual 2012 11-01Game salad creator for windows manual 2012 11-01
Game salad creator for windows manual 2012 11-01gabikovacs10
 
The Ring programming language version 1.7 book - Part 53 of 196
The Ring programming language version 1.7 book - Part 53 of 196The Ring programming language version 1.7 book - Part 53 of 196
The Ring programming language version 1.7 book - Part 53 of 196Mahmoud Samir Fayed
 
How tomakea gameinunity3d
How tomakea gameinunity3dHow tomakea gameinunity3d
How tomakea gameinunity3dDao Tung
 
Game maker walkthrough
Game maker walkthroughGame maker walkthrough
Game maker walkthroughLewisB2013
 
Y1 gd level_designworkflow
Y1 gd level_designworkflowY1 gd level_designworkflow
Y1 gd level_designworkflownazaryth98
 
The Ring programming language version 1.2 book - Part 36 of 84
The Ring programming language version 1.2 book - Part 36 of 84The Ring programming language version 1.2 book - Part 36 of 84
The Ring programming language version 1.2 book - Part 36 of 84Mahmoud Samir Fayed
 
1. case study video games lvl 3
1. case study video games lvl 31. case study video games lvl 3
1. case study video games lvl 3Fraser Hardwick
 
7.Advanced Scripts in Scratch.pptx
7.Advanced Scripts in Scratch.pptx7.Advanced Scripts in Scratch.pptx
7.Advanced Scripts in Scratch.pptxdipalishewale2
 

Semelhante a Game Maker Sprite and Object Fundamentals (20)

Scratch for kids syllabus for 5 hours by bibek pandit
Scratch for kids syllabus for 5 hours by bibek panditScratch for kids syllabus for 5 hours by bibek pandit
Scratch for kids syllabus for 5 hours by bibek pandit
 
Unity
UnityUnity
Unity
 
Production RPG Maker.
Production RPG Maker. Production RPG Maker.
Production RPG Maker.
 
Galactic Wars XNA Game
Galactic Wars XNA GameGalactic Wars XNA Game
Galactic Wars XNA Game
 
Introduction to Game Programming: Using C# and Unity 3D - Chapter 2 (Preview)
Introduction to Game Programming: Using C# and Unity 3D - Chapter 2 (Preview)Introduction to Game Programming: Using C# and Unity 3D - Chapter 2 (Preview)
Introduction to Game Programming: Using C# and Unity 3D - Chapter 2 (Preview)
 
Workflow
WorkflowWorkflow
Workflow
 
The Ring programming language version 1.4 book - Part 14 of 30
The Ring programming language version 1.4 book - Part 14 of 30The Ring programming language version 1.4 book - Part 14 of 30
The Ring programming language version 1.4 book - Part 14 of 30
 
Task 2 Work Flow
Task 2 Work FlowTask 2 Work Flow
Task 2 Work Flow
 
Evaluation fmp
Evaluation   fmpEvaluation   fmp
Evaluation fmp
 
Workflow
WorkflowWorkflow
Workflow
 
The Ring programming language version 1.9 book - Part 58 of 210
The Ring programming language version 1.9 book - Part 58 of 210The Ring programming language version 1.9 book - Part 58 of 210
The Ring programming language version 1.9 book - Part 58 of 210
 
Game salad creator for windows manual 2012 11-01
Game salad creator for windows manual 2012 11-01Game salad creator for windows manual 2012 11-01
Game salad creator for windows manual 2012 11-01
 
The Ring programming language version 1.7 book - Part 53 of 196
The Ring programming language version 1.7 book - Part 53 of 196The Ring programming language version 1.7 book - Part 53 of 196
The Ring programming language version 1.7 book - Part 53 of 196
 
How tomakea gameinunity3d
How tomakea gameinunity3dHow tomakea gameinunity3d
How tomakea gameinunity3d
 
Game maker walkthrough
Game maker walkthroughGame maker walkthrough
Game maker walkthrough
 
Y1 gd level_designworkflow
Y1 gd level_designworkflowY1 gd level_designworkflow
Y1 gd level_designworkflow
 
The Ring programming language version 1.2 book - Part 36 of 84
The Ring programming language version 1.2 book - Part 36 of 84The Ring programming language version 1.2 book - Part 36 of 84
The Ring programming language version 1.2 book - Part 36 of 84
 
1. case study video games lvl 3
1. case study video games lvl 31. case study video games lvl 3
1. case study video games lvl 3
 
Make a match3
Make a match3Make a match3
Make a match3
 
7.Advanced Scripts in Scratch.pptx
7.Advanced Scripts in Scratch.pptx7.Advanced Scripts in Scratch.pptx
7.Advanced Scripts in Scratch.pptx
 

Mais de Shaz Riches

Lastproduction jordan2
Lastproduction jordan2Lastproduction jordan2
Lastproduction jordan2Shaz Riches
 
Harry Arnold Task 1 Shaz
Harry Arnold Task 1 Shaz Harry Arnold Task 1 Shaz
Harry Arnold Task 1 Shaz Shaz Riches
 
je game engines_y2_assignment 2
je game engines_y2_assignment  2je game engines_y2_assignment  2
je game engines_y2_assignment 2Shaz Riches
 
I started with my character
I started with my characterI started with my character
I started with my characterShaz Riches
 
Upload 34422342
Upload 34422342 Upload 34422342
Upload 34422342 Shaz Riches
 
Ha5 project charter p
Ha5 project charter pHa5 project charter p
Ha5 project charter pShaz Riches
 
Ha5 project charter_100314
Ha5 project charter_100314Ha5 project charter_100314
Ha5 project charter_100314Shaz Riches
 
Task comparisiosns ds psp
Task comparisiosns ds pspTask comparisiosns ds psp
Task comparisiosns ds pspShaz Riches
 
Console design template
Console design templateConsole design template
Console design templateShaz Riches
 
Ig1 task 2 analysis work sheet (2)
Ig1 task 2 analysis work sheet (2)Ig1 task 2 analysis work sheet (2)
Ig1 task 2 analysis work sheet (2)Shaz Riches
 

Mais de Shaz Riches (13)

Lastproduction jordan2
Lastproduction jordan2Lastproduction jordan2
Lastproduction jordan2
 
ShazHa9Task1
ShazHa9Task1ShazHa9Task1
ShazHa9Task1
 
Harry Arnold Task 1 Shaz
Harry Arnold Task 1 Shaz Harry Arnold Task 1 Shaz
Harry Arnold Task 1 Shaz
 
je game engines_y2_assignment 2
je game engines_y2_assignment  2je game engines_y2_assignment  2
je game engines_y2_assignment 2
 
I started with my character
I started with my characterI started with my character
I started with my character
 
Upload 34422342
Upload 34422342 Upload 34422342
Upload 34422342
 
Ha5 project charter p
Ha5 project charter pHa5 project charter p
Ha5 project charter p
 
Ha5 project charter_100314
Ha5 project charter_100314Ha5 project charter_100314
Ha5 project charter_100314
 
Task comparisiosns ds psp
Task comparisiosns ds pspTask comparisiosns ds psp
Task comparisiosns ds psp
 
Console design template
Console design templateConsole design template
Console design template
 
Analysis 4
Analysis 4Analysis 4
Analysis 4
 
Analysis 3
Analysis 3Analysis 3
Analysis 3
 
Ig1 task 2 analysis work sheet (2)
Ig1 task 2 analysis work sheet (2)Ig1 task 2 analysis work sheet (2)
Ig1 task 2 analysis work sheet (2)
 

Game Maker Sprite and Object Fundamentals

  • 1. Work Flow Sprites Sprites are the bitmap images that game maker uses for characters, props and backgrounds. The name of your sprite is key as you need to go back and use the sprites again and again. The sprite is in pixels and you can change the size of it as you like however as you make a bigger sprite it will require more memory space from your pc. This also means if your sprite is of a large size (set by you) there can me more definition on it meaning you can put more detail on it as you design. A collision mask also known as a kill box decides whether a character or prop is affected when it comes in contact. By modifying the sprite’s mask properties you can choose if the object is able to get hit or come in contact with other things. Objects This is the base of anything that moves (Player(s) ) or is animated. You can add events to an object to make it do certain things for example by choosing the step option under event you can give the object a loop of repeating an action. You can also choose how long the loop is for example if you want the object to stutter or shake you would make it happen for every frame of the game instead of a 5 second (Onwards) delay. Coding A hint is to help us understand what a code is so you know what the coding under it is for and means.
  • 2. Codes are used to bind functions to keys for example ‘if keyboard_check (ord(‘’W’’))’’ means If the W key is pressed, the code above it will come into action. You can be more specific on the movement of an object or the player when the button is pressed by putting in coordinates i.e on the axis. Levels The size of a level can be changed to your desire. You can make it as big or small as you like but like a sprite, the bigger its size the bigger amount of memory will be used. You can create a level to use the player and test the controls in. By enabling the player object for the level I can use the character see if the keys I binded in the coding function correctly. Setting movement limits (Walls/Invisible walls) This requires coding meaning you can limit quite a lot if you desire. For the player to stay within the level, there needs to be a limit set up around the level, like walls. You can choose where a player cant go or is stopped by coding restrictions to the player’s coordinates meaning he/she cannot go any further than the limit. To create the wall, you will need to know the exact coordinate of the axis of the level so you do not end up limiting too much of the area in the level. Scrolling background Parallax scrolling is when the background of the game has more than one layer simultaneously moving/playing. A background is made in an image editor where you can draw up many layers of backgrounds for example background1 can be the clouds (made by you) which moves at a faster rate than background2 which are trees. The maximum
  • 3. number of background layers you can have in Game maker are 8 layers that will play simultaneously. Particle system effects This function can give objects and characters a constantly animated look. For example by adding particle effects on a barrel I can make smoke come out of the top of it making it look a bit more logical. To add particles you code functions onto coordinates of the object and player. Player Projectile and Sound Player projectiles are projectiles that emit from the player when the bound key is pressed. To add this you must add a few events and write some code and add scripts in the events in order for a visible projectile to come out of the added points of creation on the axis. To add sound you simply get a sound file that suits the projectile and add it from the sound option. Animated enemy sprite An animated enemy sprite is a set of images drawn or imported by you which move in a sequence for example one frame has a circle and a dot inside, for it to be an animated sprite the circle must move in the next frame so when played it works in a sequence to give a feel of animation. Enemy object spawner This is where and how your enemy objects spawn but not only that, you also choose how long the spawner takes to reset meaning when a new enemy spawns from the same spot or whether the spawner only works once for the level. Enemy destroyed by lazer For an enemy to be able to get destroyed by a lazer projectile shot by the player you must first add the basics i.e collision between the lazer projectile
  • 4. object and enemy object. Then you can go on to code particle effects that emit from the enemy when contact between the projectile and enemy object is made. Enemy projectiles In order to create projectiles that affect the player, you must create projectiles that are linked to the enemy object. Rather, inside the enemy object files. The same procedure applies to enemy projectiles as the player lazer projectiles.