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At this point I have 
created my basic player 
sprite. I decided on a tank 
since it was a simple 
colour palate that was 
adaptable to most 
situations. A tank would 
also be easy to make 
movement sprites for 
since it doesn’t have many 
moving parts. 
I wasn’t happy with how 
little detail was on the 
sprite so I went back and 
refined it. I added more 
shading to the body and 
treads of the tank then 
changed the cannon barrel 
so that it was more 
realistic. 
In the top window I have 
changed the “focal point” 
of the sprite to be the 
centre (20, 20) then 
moved into the bottom 
window to change the 
collision box on it so that it 
seems realistic by 
increasing the “alpha 
tolerance” to 80. If I were 
to improve this further I 
would remove the top of 
the hit box since the top 
hatch on a tank isn’t 
overly important.
After realising how the 
game was going to 
function and run I changed 
the sprite; A tank was too 
difficult to deal with since 
a whole ground texture 
would have to be created 
for the room. 
At this point I have made a 
new object. I selected the 
player_spr image for the 
sprite and made it a visible 
solid object. The next step 
is to add an event. 
Now I’ve chosen the event 
to be a “step” even. The 
“movement” tab was 
discouraged so I have 
moved to the “control” 
tab.
I dragged and dropped an 
“execute code” from the 
code list into the actions 
space which opened up a 
window to type my coding 
into. 
At this point I have coded 
the tank to be able to 
move left and right. I 
didn’t code for up and 
down since tanks can’t 
jump or duck. The coding 
that has “///” before it is a 
hint, and the coding that is 
between the “{“and “}” 
brackets is what happens 
when the orange writing is 
triggered. In this case it 
will make the sprite move 
certain amounts when the 
button (red text after 
orange text) is pressed.
I went back to change the 
centring on my sprite since 
it was going to be hard to 
deal with later if it was in 
the centre of the canvas, 
off centre to the actual 
sprite’s main body. 
At this point I have added 
a boundaries code to the 
movement step to stop 
the player1 object from 
going off of the screen. 
Just like the movement, I 
have used a hint and “{}” 
brackets to create code 
preventing the object from 
leaving the boundaries of 
the screen. 
This is the background 
that will have no black on 
it. I added the black so the 
stars would be easier to 
see, and will remove it 
after I write this line.
This is the background 
that will have the black 
background. The other 
one didn’t need it because 
this one already has it, and 
it would cause layering 
issues. 
I made both of the 
backgrounds move at 
different speeds so they 
add a false sense of depth 
to the background. One 
moves faster than the 
other so that it looks to be 
in the foreground and 
passing by faster.
After I created the 
scrolling background I 
added a particle effect to 
the player1 object to make 
it look as if there was a 
stream of energy coming 
out of the engine at the 
back. I created a new 
object called “jet” and 
created a step event 
(above) and added a code 
action to it. Shown below 
is the code used to make 
the jet steam more 
exciting: gravitation, fade, 
and a sense of depth. This 
all resulted in a green jet 
steam coming out of the 
engine on my sprite that 
followed the ship around 
and got smaller and 
smaller till it faded away. 
This is the sprite I used for 
the particle effect. I 
decided on green since it 
contrasted with the dark 
of space in the background 
and the dusty red of the 
player’s sprite. I might 
reconsider this design 
later since I made the 
weapons on the enemy 
sprites a vibrant green.
I created a Create event in 
the player object then 
added some code to make 
the particle system render 
the sprite behind the 
player 
I created a new object 
named “jet” which will 
contain all the code for 
the stream of particles 
behind the player sprite. 
The code set (in order) 
dictates the sprite used, 
particle size, particle life 
(how long it stays on 
screen), how gravity 
effects the particles, 
where the particles appear 
in correlation to the other 
sprites, and where the 
particles are created. 
I created a player lazer 
sprite in neon blue so it 
would stand out against 
space and it follows a 
similar colour scheme to 
the player ship. I then 
made a player lazer object 
to control movement and 
sound, destroying it when 
it leaves the room, and 
destroying it when it 
leaves the room.
N/A I didn’t animate the 
enemy sprite since it 
didn’t feel right. 
Here I have added 2 alarm 
events in the system 
object to set spawn timers 
for the 2 enemies that my 
game will have. The code 
also dictates the spawn 
heights and positioning. 
The rest of the system will 
be explained in due time.
The code in the enemy 
object’s create alarm 
decide how the enemies 
move. The movement 
code for enemy 2 is longer 
because it moves vertically 
and horizontally. 
The sprite I will use for the 
enemy death is purple, a 
neutral colour between 
the player and the enemy 
but close enough to the 
enemy colour scheme that 
it could be associated.
h 
This section of code 
dictates where the 
explosion particles appear 
and how they behave 
The final piece of code 
makes it so that when an 
enemy object gets hit with 
the player lazer the enemy 
gets destroyed. 
This sprite is the enemy 
lazer, and it has similar 
coding to the player lazer 
in the sense that it travels 
towards the player, but 
instead it will fire at where 
the player is instead of just 
traveling to the left.
Collision/Outside-Room 
events make it so that the 
object gets destroyed 
when it: 
a) Hits the player 
b) Leaves the room 
The shield event in the 
System object defines the 
player’s max health.
The draw event makes the 
Shield/Health of the 
character appear on the 
screen so that the person 
playing can see how long it 
is before they lose. 
This event under the 
player object makes it so 
that when the player 
collides with the enemy 
lazer the shield variable 
decreases.
Due to time restrictions, I 
made a direct copy of the 
enemy explosion and 
inverted the colours to use 
for the player explosion. 
This is the particle system 
for the player explosion 
and covers all of the 
variables the enemy 
explosion did. 
This alarm function makes 
is so that when the alarm 
goes off, the explosion 
instance gets destroyed 
and the entire room is 
reset. If I wanted to take 
this code further and 
make it more advanced I 
could create a “Game 
Over” screen and make it 
display that.
This code sets how long 
the explosion lasts for and 
what noise is played when 
the alarm goes off. 
I added a new piece of 
code in the player 1 
object’s step event to 
determine when the alarm 
from explosion 2 gets 
triggered. 
I added this code to the 
enemy object to prevent 
the enemy from shooting 
once the player is 
dead/gone.
This coding is in the 
system object and 
monitors the player’s 
score. 
The top part of the picture 
is the font I will use for the 
score, and the second part 
is a draw event to make it 
so that the player can see 
their score. 
This code increases the 
player’s score by 1 every 
time they destroy an 
enemy1 instance, and I did 
the same for the second 
enemy.
This is the sprite I will use 
for my second enemy. I 
decided on gold since it 
wouldn’t be overwhelming 
in mass amounts and 
added little bits of extra 
detail to the game. 
I duplicated the enemy1 
object for enemy2, but 
increased the spawn rate 
and removed all shooting 
code to balance it out a 
bit.

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Task 2 Work Flow

  • 1. - At this point I have created my basic player sprite. I decided on a tank since it was a simple colour palate that was adaptable to most situations. A tank would also be easy to make movement sprites for since it doesn’t have many moving parts. I wasn’t happy with how little detail was on the sprite so I went back and refined it. I added more shading to the body and treads of the tank then changed the cannon barrel so that it was more realistic. In the top window I have changed the “focal point” of the sprite to be the centre (20, 20) then moved into the bottom window to change the collision box on it so that it seems realistic by increasing the “alpha tolerance” to 80. If I were to improve this further I would remove the top of the hit box since the top hatch on a tank isn’t overly important.
  • 2. After realising how the game was going to function and run I changed the sprite; A tank was too difficult to deal with since a whole ground texture would have to be created for the room. At this point I have made a new object. I selected the player_spr image for the sprite and made it a visible solid object. The next step is to add an event. Now I’ve chosen the event to be a “step” even. The “movement” tab was discouraged so I have moved to the “control” tab.
  • 3. I dragged and dropped an “execute code” from the code list into the actions space which opened up a window to type my coding into. At this point I have coded the tank to be able to move left and right. I didn’t code for up and down since tanks can’t jump or duck. The coding that has “///” before it is a hint, and the coding that is between the “{“and “}” brackets is what happens when the orange writing is triggered. In this case it will make the sprite move certain amounts when the button (red text after orange text) is pressed.
  • 4. I went back to change the centring on my sprite since it was going to be hard to deal with later if it was in the centre of the canvas, off centre to the actual sprite’s main body. At this point I have added a boundaries code to the movement step to stop the player1 object from going off of the screen. Just like the movement, I have used a hint and “{}” brackets to create code preventing the object from leaving the boundaries of the screen. This is the background that will have no black on it. I added the black so the stars would be easier to see, and will remove it after I write this line.
  • 5. This is the background that will have the black background. The other one didn’t need it because this one already has it, and it would cause layering issues. I made both of the backgrounds move at different speeds so they add a false sense of depth to the background. One moves faster than the other so that it looks to be in the foreground and passing by faster.
  • 6. After I created the scrolling background I added a particle effect to the player1 object to make it look as if there was a stream of energy coming out of the engine at the back. I created a new object called “jet” and created a step event (above) and added a code action to it. Shown below is the code used to make the jet steam more exciting: gravitation, fade, and a sense of depth. This all resulted in a green jet steam coming out of the engine on my sprite that followed the ship around and got smaller and smaller till it faded away. This is the sprite I used for the particle effect. I decided on green since it contrasted with the dark of space in the background and the dusty red of the player’s sprite. I might reconsider this design later since I made the weapons on the enemy sprites a vibrant green.
  • 7. I created a Create event in the player object then added some code to make the particle system render the sprite behind the player I created a new object named “jet” which will contain all the code for the stream of particles behind the player sprite. The code set (in order) dictates the sprite used, particle size, particle life (how long it stays on screen), how gravity effects the particles, where the particles appear in correlation to the other sprites, and where the particles are created. I created a player lazer sprite in neon blue so it would stand out against space and it follows a similar colour scheme to the player ship. I then made a player lazer object to control movement and sound, destroying it when it leaves the room, and destroying it when it leaves the room.
  • 8. N/A I didn’t animate the enemy sprite since it didn’t feel right. Here I have added 2 alarm events in the system object to set spawn timers for the 2 enemies that my game will have. The code also dictates the spawn heights and positioning. The rest of the system will be explained in due time.
  • 9. The code in the enemy object’s create alarm decide how the enemies move. The movement code for enemy 2 is longer because it moves vertically and horizontally. The sprite I will use for the enemy death is purple, a neutral colour between the player and the enemy but close enough to the enemy colour scheme that it could be associated.
  • 10. h This section of code dictates where the explosion particles appear and how they behave The final piece of code makes it so that when an enemy object gets hit with the player lazer the enemy gets destroyed. This sprite is the enemy lazer, and it has similar coding to the player lazer in the sense that it travels towards the player, but instead it will fire at where the player is instead of just traveling to the left.
  • 11. Collision/Outside-Room events make it so that the object gets destroyed when it: a) Hits the player b) Leaves the room The shield event in the System object defines the player’s max health.
  • 12. The draw event makes the Shield/Health of the character appear on the screen so that the person playing can see how long it is before they lose. This event under the player object makes it so that when the player collides with the enemy lazer the shield variable decreases.
  • 13. Due to time restrictions, I made a direct copy of the enemy explosion and inverted the colours to use for the player explosion. This is the particle system for the player explosion and covers all of the variables the enemy explosion did. This alarm function makes is so that when the alarm goes off, the explosion instance gets destroyed and the entire room is reset. If I wanted to take this code further and make it more advanced I could create a “Game Over” screen and make it display that.
  • 14. This code sets how long the explosion lasts for and what noise is played when the alarm goes off. I added a new piece of code in the player 1 object’s step event to determine when the alarm from explosion 2 gets triggered. I added this code to the enemy object to prevent the enemy from shooting once the player is dead/gone.
  • 15. This coding is in the system object and monitors the player’s score. The top part of the picture is the font I will use for the score, and the second part is a draw event to make it so that the player can see their score. This code increases the player’s score by 1 every time they destroy an enemy1 instance, and I did the same for the second enemy.
  • 16. This is the sprite I will use for my second enemy. I decided on gold since it wouldn’t be overwhelming in mass amounts and added little bits of extra detail to the game. I duplicated the enemy1 object for enemy2, but increased the spawn rate and removed all shooting code to balance it out a bit.