Adapted from Bill Kerr’s Clickball Basics 50 Steps By Julie Clune Saint Ignatius’ College GAMEMAKER 7 A) Make a wall sprite and a ball sprite ...................................... 2 B) Create wall objects ............................................................ 3 C) Define a room ................................................................... 3 D) Create ball objects............................................................. 4 E) Program Events ................................................................ 4 F) Add two ball objects .......................................................... 6 G) Play the game................................................................... 6 H) Including Game Information in your program ........................ 6 I) Add a sound ..................................................................... 8 J) Moving to a new room....................................................... 10 K) Creating a message box .................................................... 11 L) Programming Function Keys ............................................... 12 M) Using the Keyboard arrow keys to move an object................. 13 N) Shooting Darts and Hitting Balloons .................................... 14 O) Changing an object after it has been hit ............................... 15 P) Using view to create spaces larger than the window size specified ......................................................................... 16 875099280 Adapted from Bill Kerr’s Clickball Basics 50 Steps -1- 7/14/2017 GAMEMAKER 7 `CLICKBALL: INTRODUCTION TO GAME MAKER - build a basic game in 54 simple steps A) Make a wall sprite and a ball sprite 1. 2. 3. 4. 5. 6. Resources > Create Sprite > Load Sprite Button > Maze Folder > wall.gif > Open Name the sprite sprWall Uncheck the Transparent checkbox for the wall sprite, since there is no background Resources > Create Sprite > Load Sprite Button > Maze Folder > ball_blue.gif > Open Name the sprite sprBlueBall. Keep the Transparent checkbox checked for the blue ball sprite to keep the background transparent Rooms have Objects. Objects are made from Sprites. Objects have events. 875099280 Adapted from Bill Kerr’s Clickball Basics 50 Steps -2- 7/14/2017 GAMEMAKER 7 B) Create wall objects 7. Resources > Create Object 8. In the Objects Properties box pick the sprWall sprite from the pull down menu, as shown in the screenshot 9. Name the object objWall 10. Check the solid check box 11. Click OK to close C) Define a room 12. Resources > Create Room 13. Click on the Settings tab of Room Properties 14. Make Width: 240 and Height: 240 15. Set both SnapX and SnapY to 24, because the wall sprite has both a width and height of 24 16. In the Caption box type in Level one. 17. Name the room, Room One 18. Click on the Objects tab of 19. 20. 21. 22. 23. Room Properties Select the wall object from the pull down menu By left clicking in the room place a wall object in there Keep clicking to build the whole wall around the room. To build the wall quickly try shift + hold down left mouse button + drag mouse. Use the right mouse button to remove bits of the wall you don't want Click on the tick to close. 875099280 Adapted from Bill Kerr’s Clickball Basics 50 Steps -3- 7/14/2017 GAMEMAKER 7 D) Create ball objects 24. Resources > Create Object 25. In the Objects Properties box pick the sprBlueBall sprite from the pull down menu 26. Name the object objBlueBall 27. Check the solid check box Keep the Object Properties window of the ball object open E) Program Events In the middle of the ball Object Properties window you'll see the Add Event button 28. Click the Add Event button 29. Click Create from the Event Selector pop up menu On the right hand side you'll see all the possible actions in a number of groups (tabs) 30. From the move tab choose the Action with the 8 red arrows and drag it to the list in the middle 31. Now click all of the 8 arrows to randomize the initial motion 32. Change the speed to 2 33. Click OK to close 875099280 Adapted from Bill Kerr’s Clickball Basics 50 Steps -4- 7/14/2017 GAMEMAKER 7 Keep the Object Properties window open. Program the collision of the ball with the wall:34. Click Add Event and this time choose Collision from the Event Selector 35. From the drop down menu of the Collision Event select objWall 36. From the actions on the right select the bounce against objects icon and drag it to the list in the middle A window will pop up, called bounce against objects Don’t change anything, just click OK 37. Add Event > Event Selector > Mouse > Left button Find Set the Score on the Score tab on the right hand side 38. Drag Set Score to the action list in the middle 39. For the score action, type in the value of 1 and check the Relative box. This means that 1 is added to the current score for each successful mouse click. 875099280 Adapted from Bill Kerr’s Clickball Basics 50 Steps -5- 7/14/2017 GAMEMAKER 7 Stay on the left button Event 40. Click on the move tab on the right hand side 41. Find the jump to a random position button on the right and drag it to the list in the middle. Click OK. 42. Click on OK to close the Object Properties F) Add two ball objects 43. Reopen Room One 44. Add objBlueBall 45. Finally place 2 ball objects in the room 46. Click on the tick to close G) Play the game 47. Press the Run Game green arrow 48. Click on the moving balls with the left mouse button and see what happens 49. Stop the game by pressing the <Esc> key 50. Save your game if you haven’t already, call it something like xyclickball1.gm6 where xy are your initials. H) Including Game Information in your program 51. Open the game information panel. 875099280 Adapted from Bill Kerr’s Clickball Basics 50 Steps -6- 7/14/2017 GAMEMAKER 7 52. Enter in your text as you would a normal word processor. This should be the same information (therefore you can cut and paste) as described in your game design. 53. To make the code come up when your game starts, enter the following code into the Room Creation Code. 54. Save and run your game to test. CONGRATULATIONS! YOU HAVE MADE YOUR FIRST GAME! RESOURCES: Game Maker official site National forum Kerr web site Forster club EdNA groups Game Maker Forum http://gamemaker.nl http://lyris.education.tas.gov.au:8080/read/?forum=gamemaker http://intranet.woodvillehs.sa.edu.au/kerrbi/g/int.htm http://edrington.haileybury.vic.edu.au/computerclub/computerclub/index.html http://www.groups.edna.edu.au/course/view.php?id=81 http://forums.gamemaker.nl/ 875099280 Adapted from Bill Kerr’s Clickball Basics 50 Steps -7- 7/14/2017 GAMEMAKER 7 I) 55. 56. 57. 58. 59. 60. 61. 62. Add a sound Resources > Create Sound > Load Sound Button > Sound Folder > beep1.wav > Open Test the sound by pressing the green play button Name the sound beep1 Double Click on objBlueBall to open the Object Properties. Select the Left Button Event From the actions on the right hand side click on the main1 tab Drag “play a sound” to the middle Select the beep1 sound from the pull down menu 63. Click OK, then OK. 64. Save and then test your program by clicking on the green arrow. Other things you can do 65. Change the speed of the ball object 66. Add in more wall pieces 67. Change the value of the score Before moving on to the next stage of learning, you need to be more than just a programmer who follows someone else’s instructions. So to make you an expert, you need to be able to build this simple game by yourself without any help from the instructions and them make modifications to it. Over the page will be some different configurations of the game that you need to construct. Remember that your first game only took you 30 minutes to build. You will be as fast or faster the next time around. 875099280 Adapted from Bill Kerr’s Clickball Basics 50 Steps -8- 7/14/2017 GAMEMAKER 7 The Pyramid What you will need to change Height = 240 Width = 480 The Ice Cave What you will need to change Height = 240 Width = 480 The Rock Wall What you will need to change Height = 720 Width = 360 New Bear Sprite New Ground Sprite The Swimming Pool What you will need to change Height =360 Width = 720 New Bear Sprite New Pool Sprite New Ground Sprite 68. Save each game separately with a new name. Remember to include your initials. 875099280 Adapted from Bill Kerr’s Clickball Basics 50 Steps -9- 7/14/2017 GAMEMAKER 7 Choose any of the games you have created to date and continue adding the following to your memory and your game. J) Moving to a new room 69. Create a new room (see instructions Section C on page 2) 70. Name your room Level 2 71. Go to the Ball Object > Left Pressed mouse event 72. In the score tab, drag over the “Set Score” into the Actions window. 73. Set the properties of the score action to include a cutoff value based on how much you think is a fair score. 74. In the main1 tab, drag over the “Go to a different room” into the Actions window 75. Set the properties of the new room to “Level 2” 76. Apply a transition. For instance “Create from left” 77. Click on “Ok” to close the properties window and “Ok” to close the Object properties window. 78. Run your code to test. 875099280 Adapted from Bill Kerr’s Clickball Basics 50 Steps - 10 - 7/14/2017 GAMEMAKER 7 K) Creating a message box 79. To communicate to your player, you can use a message box. Place this at the point you want the message to pop up. In this case, just before you move to your second room, which is in the Left Pressed Mouse event. 80. Select Main2 tab and drag the “Display message” instruction from the Info section, into the Action window. Write your message in the box. 81. Make sure your Display a message instruction is in the best logical position for your game. 82. To make both instructions only occur when the score is equal to 200, you need to add in a Start and End Block instruction set to group the instructions. You will find these on the Control Tab. 875099280 Adapted from Bill Kerr’s Clickball Basics 50 Steps - 11 - 7/14/2017 GAMEMAKER 7 L) Programming Function Keys 83. Choose an object which appears in all rooms (like a wall) and add an event to it. 84. From the event selector, choose “Keyboard” then “Function Keys” then F2. (F1 is already used to display the instructions). 85. From the Main1 tab, choose “Different Room” 86. Select the new room you would wish to move to as well as a transition, and click on OK 87. You may like to do one to go to the next room and one to take you back. 875099280 Adapted from Bill Kerr’s Clickball Basics 50 Steps - 12 - 7/14/2017 GAMEMAKER 7 M) Using the Keyboard arrow keys to move an object 88. Select the object you want to move. 89. In the objects properties, add a keyboard event for <Left>. 90. Make the action “Jump to a given position” and place -4 as the x value and apply that to “Self” and make the action “Relative”. 91. For the same object, add another Keyboard event for the <Right>, with the Action being “Jump to a given position” and an X value of +4. Again making it apply to “Self” and making it “Relative”. 92. If you want the object to move up and down, then you would repeat these steps, only leaving the “X” values at zero and setting the “Y” values as “-4” for the “Up” key and “+4” for the “Down” key. 875099280 Adapted from Bill Kerr’s Clickball Basics 50 Steps - 13 - 7/14/2017 GAMEMAKER 7 N) Shooting Darts and Hitting Balloons 93. Create 3 sprites. SprShooter, SprDart, SprBallon. You may need to draw your own, or modify existing sprites. 94. Add 2 sounds, Boink2 and Beep2 and call them sndboink2 and sndbeep2 95. Create 3 objects, one for each sprite. Apply the actions as shown relative to each object. Name Sprite Event objTeddy Left keyboard Jump to a given position X:-4 relative objBalloon Create event Start moving in a direction, down, speed 2 Right keyboard Jump to a given position X:+4 relative Press Space Create an instance of objDart Applies to self and relative objDart Create event Start moving in a direction, up, speed 20 Play sound sndbeep2 Collision with objBalloon Destroy the instance Applies to other Set the score relative to 1 Play the sndboink2 Collision with objDart Destroy the instance Applies to self 96. Test No games are to be created where any animal from any species (including humans) are to be hit or shot at. Therefore there will be no blood or body parts depicted in any game created. A breach of this rule will result in the deleting of the game and consequences similar to the breaking of any school rule. 875099280 Adapted from Bill Kerr’s Clickball Basics 50 Steps - 14 - 7/14/2017 GAMEMAKER 7 O) Changing an object after it has been hit 97. To create an explosion when an object has been destroyed, you need to change the object that has been hit by the dart into the animated graphic of explode.gif. This sprite can be found in the sprites folder under various. Name Sprite Event objExplode Other Animation End Destroy instance (self) objDart Create event Start moving in a direction, up, speed 20 Play sound sndbeep2 Collision with objBalloon Change instance with objExplode (main1 tab) Add this code into ObjDart Collision with objBalloon Destroy the instance Applies to other Set the score relative to 1 Play the sndboink2 Collision with objDart Destroy the instance Applies to self 875099280 Adapted from Bill Kerr’s Clickball Basics 50 Steps - 15 - 7/14/2017 GAMEMAKER 7 P) Using view to create spaces larger than the window size specified 98. Choose Advanced mode from the File Menu 99. Your room dimensions can be larger than the window you will view them in. This way the game field of view can be hidden by the user, until the object being played interacts with other elements of the game. 100. This room is 1800 pixels wide, and 480 pixels high. This is a lot larger than the screen size and the window the game needs to operate. 101. Draw your room and add all the elements your room needs. For instance, walls, objects that can be moved, and objects that will be interacted with. The actions of these will be the same as they would be normally. 102. Change to the “Views” tab and tick the following boxes. a. “Enable the use of Views” b. “Visible when room starts”. c. View in Room. Enter “H(eight)” and “W(idth)”. This determines the size of your game window. X and Y values indicate the top left corner position of the port. d. Port on Screen. Enter “H(eight)” and “W(idth)”. This determines the size of the Port, which is the viewable area. (Note: If the dimensions of the port on screen are bigger than the view in the room, a zoomed in view of the game is created). Leave the X and Y values at zero. This merely shift the port location in the window. e. Object following. Select from the list the object in your game you wish the port to follow. f. Enter in values to produce a buffer (like an invisible shield around your object) “Hbor” and “VBor”, “Hsp” and “Vsp” to determine the maximum horizontal step the object makes. 103. You should see a solid border around an area on your room. This is the size of the port. 104. Example of some completed View values 875099280 Adapted from Bill Kerr’s Clickball Basics 50 Steps - 16 - 7/14/2017 GAMEMAKER 7 875099280 Adapted from Bill Kerr’s Clickball Basics 50 Steps - 17 - 7/14/2017
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