Creative Commons Attribution 3.0 creativecommons.org/licenses/by/3.0 Key Abstractions in Game Maker Foundations of Interactive Game Design Prof. Jim Whitehead.

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Presentation transcript:

Creative Commons Attribution 3.0 creativecommons.org/licenses/by/3.0 Key Abstractions in Game Maker Foundations of Interactive Game Design Prof. Jim Whitehead January 24, 2008

Upcoming Assignments Game Concept Document ‣ A compelling document that sells your game concept ‣ Title page ❖ Title of game, name of group, name of team members, sample artwork ‣ Overview page ❖ Table at top: game genre, platform (PC/GameMaker, PC/RPG Maker, etc.), team size ❖ Key points section Bulleted list of important elements of gameplay Goal of game, what makes game unique, main characters, main fictional elements Sample artwork image to give feel of the game ‣ Biographies ❖ True, pocket biographies of each team member (1-2 paragraphs each) stressing experience that makes you a strong game designer ‣ 1-3 pages giving a textual description of the game ❖ Fictional background, brief description of characters, goal of player in game, how does player interact with the game, brief description of levels, game audience, other important elements as needed. ‣ 1-2 pages of sample conceptual artwork ❖ Hand-drawn sketches are fine Start early!

What is Game Maker? Game Maker is a tool mostly for creating 2D games ‣ (though there is limited 3D support in the latest version) It uses a property-sheet approach to create a game ‣ Create a set of sprites, objects, rooms, sounds ‣ Each one of these has a series of properties that you can set – these affect its behavior Game Maker does not require programming ‣ It does have a scripting language (Game Maker Language, GML) you can use for more advanced features ‣ It’s possible to make very interesting games without knowing this language Though, of course, if you do learn the language, you’ll be able to make more complex games ‣ Creating games is somewhat less tedious using GML

Simple Ball Example In-class demonstration of using Game Maker to create the simple ball game ‣ This example is described on pages of the Game Maker manual ‣ It is highly recommended that you also follow this example and create the simple game ‣ Provides a relatively gentle introduction to how to use Game Maker

Sprites Sprites are the visual representation of objects in the game ‣ A sprite can be a single image that never changes ‣ You can also animate a sprite by having a sequence of images display in a row ‣ Show Pacman sprites in Game Maker To add a sprite: ‣ Menu Add -> Add Sprite Source:

Sprite Issues The “Transparent” choice when creating a sprite indicates whether the background color of the sprite should be transparent ‣ Most of the time, this is the correct choice ‣ Only want your item to show, not a square with the item inside it Exception might be when you have a wall ‣ Even then, might take advantage of transparency to create interesting effects Background color is the leftmost, bottommost pixel of the image Source:

Objects (Briefly) Objects add behavior to Sprites ‣ A Sprite just tells you what an item looks like ‣ A Sprite conveys no information on how it works in the game world ‣ Does it move, bounce, explode, etc? A Sprite doesn’t say anything about these issues – Objects do Every character, monster, wall, item, ball in the game has its visual representation made with a Sprite, and its behavior determined by an Object Sprite: visual appearance only Object: behavior

Basic Model of an Object An Object reacts to Events by performing one or more Actions ‣ For example, a ball reacts to a collision with a wall by bouncing ❖ Ball and wall are objects ❖ A collision is one kind of event ❖ Bouncing is one kind of action Event: a notable occurrence in the game ‣ An object hitting another object ‣ A mouse click on an object ‣ An object being created ‣ A clock tick Action: an activity that can occur in the game ‣ Bouncing off a wall ‣ Starting to move in a particular direction

Important Events Create ‣ When an object is created ‣ Useful for setting the initial motion of an object Collision ‣ When two objects collide, each object receives this event ‣ Useful for collisions with walls, enemies, bullets, etc. Step ‣ The game progresses in “ticks” ‣ Each tick is 1/30th of a second ‣ Receive a step event each tick ‣ Useful for updating game state, checking for whether the player is close to another object, and so on

Rooms A room is where the action takes place in a game Can represent many things: ‣ Opening screen ‣ Fields of play ❖ Levels, dungeons, rooms, villages, outdoors, etc. ‣ Help screens ‣ Cut scenes Typically each level is a separate room in Game Maker Class demos have been taking place in default room ‣ Automatically created by Game Maker

Gathering Keypresses Three events control key input Keyboard Event ‣ Generates an event as soon as a key is pressed ‣ Also continues to generate events while the key is kept pressed ‣ Good for repeated firing of a weapon ‣ Generally not good for movement, or jumping Key Press Event ‣ Generates one and only one event for a key being pressed down ‣ Good for changing direction of a player agent ‣ Good for starting some action (movement) of the player agent Key Release Event ‣ Generates one and only one event for an already down key being released ‣ Good for ending something started with a Key Press event

Demonstration of Key Press Differences Demonstration with Game Maker, keypresses, and sounds ‣ Keyboard event will cause sound to be played repeatedly, while key is held down ❖ Challenging to get just a single sound instance to play, as you typically get many keyboard events for pressing a key ‣ Key Press event ❖ Will cause “down” sound to play just once ‣ Key Release event ❖ Will cause “up” sound to play just once

Moving a simple sprite Movement occurs when a movement action occurs in response to a user input event Example: ‣ On an object, create a keypress event (up) ‣ Associated action start moving in a direction ❖ Applies to self ❖ Click up arrow ❖ Set speed to 5 ❖ Click “relative” ‣ Repeat to create keypress events for down, right, and left ❖ Change clicked arrow each time ❖ Keep other settings the same ‣ Place object in a room ‣ Start game (Run -> Run Normally, or F5)