Schedule This Week
Mon - No Eng
Tue - Eng First
Wed - End Second
Thur - Eng Last
Fri - FSU
Start off the day with the warm-up
https://gamerant.com/original-double-dragon-devs-criticize-double-dragon-revive/
Read the article and write a brief summery about what their issue is with this game. Also include your thoughts on these types of reboots. Is there artistic merit or are they just a cash grab?
half page
3 points
What are you learning?
GDevelop
Why is it important?
We are now getting started with your novel for the Final Project so we need to understand how to use the tools
It's time to show what you have learned so far!
You are going to develop a parkour game based on CART... Hence CARTKour
How do you show that you understand? What is the assignment?
Today we are going to:
Create an event that scales after collision
Z Order
Points
Collision Masks
Event Groups
Sub-events
This will be broken up into two assignments.
Assignment 1
Using Graph Paper or plain white paper, sketch out an idea for your CARTKour Map
Then you will create a google doc explaining how your game is going to work and the elements you are going to use.
This is due TODAY!
Worth 3 Points
Assignment 2
You will create your CARTKour Game based on CART.
You may have the game setting anywhere on school grounds including the roof, inside or outside the building.
Get Creative and have fun!
Requirements
Your game must be based on CART and it include elements that make it recognizable. You can do this by creating your own art, modifying FREE assets or doing something innovative.
You must create your own custom player with multiple animations (idle, walking, jumping, climbing, etc)
Requirements
Custom Player - 1 Point
Looks like CART - 1 Point
Playable Game - 1 Point
Total 3 Points
Due Monday
Let's shrink our Badguy
First thing let's duplicate our potion bottle
Click the three dots to the right of your potion bottle and duplicate
Open it in piskel and make the liquid black
It doesn't have to be super nice, this is all just for practice
We want the badguy to shrink when we collide with potion 2
Create a new event
Our sentence is If the Hero is in collision with the Budguy then scale the bad guy down 50%
Start with the condition
Hero Collision Potion
The action will be Scale Badguy .5 then delete the potion2
When you test the game, yoyu will notice the vice is in front of the Hero To fix this, we need to change the Z order
Select the fine and look for Z order in your properties
You can see the Z Order of my vine is 12 and the Z Order of my Hero is 1
This is like layers in piskel or photoshop
Change the vine Z layer to -1
Change the Z order of the vine to -1 and test
You pumpkin should be in front now
Now let's make an animated wall
Add new object
Sprite
Name Sprite Wall
Add animation
Make a simple 32x32 wall looking square
Save it an name the Animation Wallsmall
Add another animation to your wall and call it Walltall
We are going to copy the wall small and paste it in the wall tall (like we did with the coin)
Open up Walltall in piskel
Paste the wall
Click Resize
Click on the anchor so that you are increasing the height from the bottom middle
Change your height to 256 and hit enter
Duplicate the frame
add a new layer
Copy your first layer and paste it in your second layer then move it directly on top of the first layer
Repeat these steps until you wall is to the top
You should now name three frames with the wall getting taller
Do not click loop this time
You only want this to happen once
Add your wall to the game
Time to add an event
What we want to happen is have the wall grow when the hero collides with it by switching the animation
So the If then statement would be
If the hero is in collision with the wall then charge the animation of wall to #1 or Walltall
Test it out
So it worked... kinda
We want the wall to get taller though
In order to fix this, we need to modify the Points
Open up Edit Wall
Click on Edit Points
When we look at the points in Animation #0 and Animation 1, we see that they don't have the same Origin and Center so the animation is not starting where we want. In order to fice this, we need to have the origin start at the bottom
Add the platform behavior to the wall
Test
It doesn't work because we need to fix the collision mask (the area where the objectis actuall in collision)
Click Edit Collision mask and check out Animation @ Frame 0
Our collision is way up at the top and not actually covering the object
Fix this by clicking Use custom collision mask
The colission masks for the animations are not going to be the same on this one because they are diffrent sizes
They masks are going to be different in each frame as well so you do not want to share the same collision for all sprites
Go through each Animation and Frames
Make sure the collision mask is covering the wall
Test
**IF YOUR COLLISSION ISN'T WORKING CORRECTLY, check out the collision mask on your Hero/Pumpkin/Whatever you called it. If the mask isn't covering your players, modify it.
Tiled Sprites
Name the groups Player, Camera and Collision and place the events in the appropriate group
Open up your Hero sprite
Edit in Piskel
Copy your first frame
Save
Add new Animation
Name it HeroRight
Edit in piskel
paste the hero
Modify the frame so that your pumpkin is facing right
We are now going to create sub events
Add new event
Now let's create a jumping animation for the Hero
Open up and add animation
Name it Herojump
Copy your original Hero and paste it in the first frame of Herojump
Create an animation that will play when the Hero jumps
Go back to events
Create a subevent in your Hero Is Moving Event
Condition will be Hero is Jumping
Action will be Change the animation of Hero set to Hero Jump
Test and Save