call girls in Vasundhra (Ghaziabad) 🔝 >༒8448380779 🔝 genuine Escort Service 🔝...
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.