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Panel scrolling RPG (1) Set up and PC 1. Setting up the world File, New. Double click the white box below “Thumbnail” (Frame 1) to see the game area The game is too small, so we are going to make it bigger It is currently 640 x 480 pixels (about half a page of A4 paper) You need to change the Properties (size and colour)of the frame. If at any time you cannot see the Properties window, your toolbar or anything else, select View, Toolbars and make sure all the controls in the picture are ticked. Click on Frame to see its properties. We want it 9 times as big, so that we can have 9 areas to wander around in, so we are going to change Size in the Frame properties to 1920 x 1440 and change the background colour to one of the greens 640 x 3 640 pixels 480 pixels 480 x 3 To view your whole game area, choose 25%. To see a single panel, select 100%. 2. Setting up the grid There are three grid controls, Setup, Show/Hide and Snap to grid. Check that Show and Snap are both on (when are they are highlighted in blue) Set the grid size to 32 x 32 pixels with Grid setup. Grid setup Show/hide grid Snap to grid 3. Creating backdrops (objects like stones and trees) Right click on the frame, select “Insert object” and choose Backdrop object (NOT Active backdrop). Delete the image, using the Selection tool (dotted rectangle) and the Delete key (NOT Backspace) on your keyboard Make sure your big shapes (rocks, trees) use the full width and/or height of the frame Firstly we will draw a rock. Choose a grey or a brown and with the Brush tool draw the outline. Again, make sure you use the full width or height of the canvas. Use the Fill tool to colour it. Shading. Imagine the sun is on the top right of your game. The rock will be a lighter shade there. The part away from the sun will be in the shade, and therefore darker. So we are going to pick a shade about 3 shades lighter and another 3 shades darker to colour the rock I used a dark green for its shadow on the grass. Use the Brush tool to shade. Save your stone. Click on the rock and check in its Properties rename it stone and set its Obstacle type to Obstacle. Drawing a tree Using the same technique, choose a mid-brown and draw the trunk, branches and roots, then fill. Do the same with the canopy (leaves) of the tree. Make sure you use the whole height of the frame. Use the same technique of choosing darker and lighter colours to shade Save your tree, in its properties rename it Tree and set its Obstacle type to Obstacle. I drew a couple of mushrooms. These are not obstacles. Copy and paste a couple of rocks and trees to see the effect If you make mushrooms or flowers, set the Obstacle type to None. If you click on the Paint mode button, you can paint objects in the frame quickly If you manage a couple of rocks and trees, then create different sized backdrop objects. My tree here will be part of a quest. The dimensions must fit the grid. This tree is 96 pixels high x 160 wide (3 blocks wide and 5 blocks high). Go to the properties and change the size. 4. Inserting (temporary) panel indicators Add a new Backdrop (NOT Active backdrop) and totally fill it with a colour that contrasts with the background colour. In its Properties, change its size to the window size, 640 x 480 pixels and set its x and y coordinates to zero. Zoom out to 25% This needs to be copied and pasted to create a chessboard effect. Set the x and y coordinates to ( 640, 480) (1280, 0) (1280, 960) (0, 960) Continue until you have set up five blue rectangles. As the player character walks from on rectangle to the next, the screen will flip to that next panel. We will delete these once we have placed trees and rocks along the edges. 5. Inserting the Backdrops (scenery) We are now going to paint trees and rocks dotted about and along every border. Where a green and a blue join, you must paint a backdrop on both panels: To do this, we use the Paint mode. Select the Paint tool ( )then click on the backdrop you wish to paint onto your game. Next just trace the path of where you wish the objects to be placed. The completed backdrops shown on the left (below). The blue rectangles were just to show the screen sizes. Once we have painted the trees and rocks, we can delete the blue rectangles (right, below). Remember, make sure all your trees and rocks are set to Obstacle, so we cannot walk through them and flowers or mushrooms, obstacle type to None. 6. Inserting the Camera object Right click on the frame, Insert object, Active Object. In its Properties, its current name is Active. Rename it Camera and uncheck Visible at start. Add and rename 4 alterable values, X Pos, Y Pos, Target X, and Target Y. 7. Insert the Player character Create another Active object and name it Player. Double click on it to edit. Delete the default design. Import the Sideways 1 graphic from the Sprites folder in Teams You should now see the first of the player character sideways when he is standing and facing right. You only need one frame for this; for walking, you will need four frames in each animation. Use the same image, flipped, to stand facing left. Right click and copy the player sprite on Frame 1 Click on the little square on the left and the arrow will change direction Right click in the space where Frame 1 should be and paste. Right click on the sprite and choose Flip horizontally. Create the movement animations Copy the right facing stopped frame. Select the Walking animation. Right click where you should see the sprite and paste. Right click on the sprite and select New frame. Clickteam will create a blank frame 2. Select Import (as you did before) and choose the second of the walking animations. Repeat this until you have all four walking frames. Use the same method as before (to select all four, click on the first, hold down Shift, then click on the fourth) right click, to copy and paste to the left-facing walking animation. Flip horizontally, as before On the Options tab, set the variables as shown. Do this for both directions Once you have done this, repeat for the walking towards, walking away, stopped facing forwards and stopped facing away frames Ok all of this and select Movement in the player characters the variables as shown in the image. In Properties make sure Use Fine detection is unchecked Properties. Again, set You can now test all of this. Make sure your player character is in the top left frame of your game Click on the Run button and use the arrow keys to move your character 8. The Event editor Now we need to make sure you cannot walk through trees and rocks. Open the Event editor. Click on New condition and select the player character, then Collisions, Backdrop. Click on the cell below the player character and select Movement, Bounce. 9. Scrolling Go back to the Event editor. Right click on New condition and select Special then Always. In the Storyboard controls (chessboard icon) right click, Scrollings, Centre window position in frame. In the popup dialogue box, select Relative to and choose the Camera object Create another Always event, as above We are going to insert this code to allow us to flip from screen to screen: Right click below the Camera object, select the Player character icon, Position, X coordinate. Type a minus sign Again, right click on the Player character icon, Position, X coordinate. Then type mod 640 + 320 Repeat for the Y coordinate but this time put mod 480 + 240. Start your game. You should now be able to walk around your entire map