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About me. About me Class aptent taciti sociosqu ad litora torquent per conubia nostra, per inceptos hymenaeos. Pages Home. About Me Unknown View my complete profile. Rekomendasi Komentar. Its pleasantly user-friendly, too - it sort of holds your hand and leads you gently through the Valley of Game Design, with a charming smile on its face the whole time.
There are three main segments youll have to use. The Storyboard Editor basically dictates the sequence of levels in the game, the Level Editor lets you set up each stage the backdrops, sprites, and general layout. Theres also an Events Editor. I decided to make a simple Breakout game, using a Frenchmans severed head instead of a ball.
Not that Ive got anything against the French, its just that Even the beautiful, talented and intelligent ones. Just because they're French.
First I went to the Storyboard screen and clicked on a blank panel representing Level One. It prompted me for a name. I decided to call it Frenchmans Head since I am unbelievably imaginative. Double clicking on the Level One icon sent me to the Level Editor.
OK, time to pick a few sprites and things. Theres a wide range of fully animated ones at hand in the various libraries that come with it, but none of them were quite good enough for my purposes. It seems that no-one at Europress Interactive thought that severed Frenchmans heads would be in demand. So I created my own little sprite representing the obnoxious Gauls foul little noggin, including a few frames of animation so that hed be blinking in confusion as he rebounded off the walls.
I drew this using the limited drawing utility included with the program, although you can always import graphics youve created on other packages if youre fussy. Next, I decided how the head would move. I wanted it to be computer controlled and use the bouncing ball movement pattern.
If Id wanted, I could have defined a path for it to move around, and had it spitting out globs of French phlegm at me, but no, this is Breakout, not Space Invaders , so it was bouncing ball or nowt. Then I selected a graphic for the bat with which I was going to deflect him; this I took from the library.
I placed it under player control, limited its movement to left or right only objects are capable of moving in 32 directions if you want them to , and set its speed, acceleration, and deceleration rates.
Then I quickly knocked up a block graphic, an imbecilic approximation of the PC logo will do , copied it a few times and set its movement to static. This far it had taken about ten minutes. On to the Events Editor. The Events Editor is where youll be fine-tuning the heart of your little creation, deciding what happens when your laser bolt collides with the Space Invader, controlling the sound effects, scoring system, etc. Since this is the hardest bit to work out - even my simple Breakout clone had tons of events happening all the time, such as the head hitting or missing the bat, the blocks being destroyed whenever poor Pierres head ricocheted off one, points being scored, increases in speed, the whole kaboodle - theyve simplified the process by including a work-it-out-as-you-go-along mode, known as the Step Through Editor.
This is the coolest thing in the world. You start your game and as soon as something happens for the first time, it stops and asks you what you want to happen next.
So, as soon as I started and Jean-Claudes bonce thumped into my bat for the first time, a little Collision message appeared, together with a range of options. Did I want his head to shatter into a million bloody chunks? Did I want it to stop moving, or to transform into another object? A few clicks later, and voila! Henri rebounded off the bat, accompanied by a sampled Oof noise from the in-game library if Id had the time, I could have rigged a mike up to my soundcard, and sampled the sounds of a genuine Frenchman grunting in pain, just to personalise things even more.
He hit the side of the screen.
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