GAME:IT Junior Learning Game Maker: The Control Tab.

Slides:



Advertisements
Similar presentations
GAME:IT Junior Learning Game Maker: The Score Tab.
Advertisements

Introduction to Macromedia Director 8.5 – Lingo
Create a Simple Game in Scratch
Summer Computing Workshop. Introduction to Variables Variables are used in every aspect of programming. They are used to store data the programmer needs.
Loops (Part 1) Computer Science Erwin High School Fall 2014.
Programming with Alice Computing Institute for K-12 Teachers Summer 2011 Workshop.
Conditional Statements Introduction to Computing Science and Programming I.
James Tam Loops In Python In this section of notes you will learn how to rerun parts of your program without having to duplicate the code.
Mrs. Chapman. Tabs (Block Categories) Commands Available to use Script Area where you type your code Sprite Stage All sprites in this project.
James Tam Loops In Pascal In this section of notes you will learn how to rerun parts of your program without having to duplicate the code.
Computer Science 1620 Programming & Problem Solving.
LO: Learn how to develop your game further to include interactions with the device.
Mr. Wortzman. Tabs (Block Categories) Available Blocks Script Area Sprite Stage All sprites in this project.
GAME:IT Junior Bouncing Ball Objectives: Create Sprites Create Sounds Create Objects Create Room Program simple game.
GameMaker.  A lot of Different Definitions  Easier to Say What is NOT a Game  Movie is Not a Game  No Active Participation  Final Outcome is Fixed.
Summer Computing Workshop. Session 4 Loops  At the heart of their functionality, loops enable blocks of code to be executed more than once  Loops represent.
Noadswood Science,  To know the basics of Python coding and decoding Monday, September 07, 2015.
Creative Commons Attribution 3.0 creativecommons.org/licenses/by/3.0 Key Abstractions in Game Maker Foundations of Interactive Game Design Prof. Jim Whitehead.
by Chris Brown under Prof. Susan Rodger Duke University June 2012
GAME:IT Bouncing Ball Objectives: Create Sprites Create Sounds Create Objects Create Room Program simple game.
GAME:IT Junior Learning Game Maker: The Move Tab.
Learning Game Maker Studio:
ECS 10 10/8. Outline Announcements Homework 2 questions Boolean expressions If/else statements State variables and avoiding sys.exit(…) Example: Coin.
TECH19599 Exploring Information Technology Mobile Application Development (Control Statements)
COMPUTER PROGRAMMING. Control Structures A program is usually not limited to a linear sequence of instructions. During its process it may repeat code.
Learning the skills for programming Advanced Visual Programming.
Linux Operations and Administration
Conditions. Objectives  Understanding what altering the flow of control does on programs and being able to apply thee to design code  Look at why indentation.
Saeed Ghanbartehrani Summer 2015 Lecture Notes #5: Programming Structures IE 212: Computational Methods for Industrial Engineering.
Game Maker Terminology
Game Maker – Getting Started What is Game Maker?.
Algorithms Writing instructions in the order they should execute.
Repetition. Loops Allows the same set of instructions to be used over and over again Starts with the keyword loop and ends with end loop. This will create.
 In computer programming, a loop is a sequence of instruction s that is continually repeated until a certain condition is reached.  PHP Loops :  In.
Create a Halloween Computer Game in Scratch Stephanie Smullen and Dawn Ellis Barb Ericson October 2008.
Computer Game Design ActionScript is… Object-oriented programming Everything you do in ActionScript does something to some object* Some objects.
CECS 5020 Computers in Education Visual Basic Variables and Constants.
Tank Game Part 3 of 6. Secondary Weapons and Pick ups Pick ups will appear randomly in the battle area and can be collected by driving into them. Each.
IST 210: PHP LOGIC IST 210: Organization of Data IST210 1.
CSD 340 (Blum)1 Introducing Text Input elements and Ifs.
Tank Game Part 2 of 6. Firing Shells Coming up… Players Scores Large Explosions Small Explosions Damage Health Bars Parent Shell Destructible Walls Reappear.
GAME:IT Mario Creating Platform Games Level 4 with GML Game Maker Language (GML) allows users more flexibility in game design. GML is similar to how real.
Creating a Simple Game in Scratch Barb Ericson Georgia Tech May 2009.
Game Maker Tutorials Introduction Clickball IntroductionClickball Where is it? Shooting Where is it?Shooting.
Scratch Programming Cards
Discussion 4 eecs 183 Hannah Westra.
Scratch for Interactivity
ECS 9/7/17.
Diamond Hunt Mock Programming Project.
Control Structures
Scratch for Interactivity
Pen Cards Pen Cards Back and Forth Draw a Line Special Effects
Pen Cards Pen Cards Back and Forth Draw a Line Special Effects
Intro to GML.
Pen Cards Pen Cards Back and Forth Draw a Line Special Effects
Tank Game Part 2 of 6.
ICT Gaming Lesson 3.
Game Over Module 4 Lesson 2.
Relational Operators.
Pen Cards Pen Cards Back and Forth Draw a Line Special Effects
creating a ecosystems model in net logo
Pen Cards Pen Cards Back and Forth Draw a Line Special Effects
Pen Cards Pen Cards Back and Forth Draw a Line Special Effects
Creating a Simple Game in Scratch
Pen Cards Pen Cards Back and Forth Draw a Line Special Effects
Pen Cards Pen Cards Back and Forth Draw a Line Special Effects
Pen Cards Pen Cards Back and Forth Draw a Line Special Effects
Presentation transcript:

GAME:IT Junior Learning Game Maker: The Control Tab

Check Empty: This question returns true if the current instance, placed at the indicated position does not generate a collision with an object. This action is typically used to check whether the instance can move to a particular position (or is it being occupied by something else?).

Check Collision: This is the reverse of the previous action. It returns true if there is a collision when the current instance is placed at a given position.

Check Object: This question returns true if the instance placed at the indicated position meets and instance of the indicated object.

Test Instance Count: You specify an object and a number. If the current number of instances of the object is equal to the number – the question returns true – otherwise false. This is often used to check whether all instances of a particular type are gone—in Pacman—when all coins are gone—go to the next room.

Test Chance: You specify the number of sides of a dice which is then thrown. Then as the dice lands on one, the result is true and the next action is performed. This can be used to put an element of randomness in your game.

Check Question: You specify a question. A dialog is shown to the player with a yes or no button. The result is true when the player answers yes.

Check Question: This is the most general question action. You can enter an arbitrary expression. If the expression evaluates to true (number greater than 0.5) then the next action is performed.

Check Mouse: Returns true if the indicated mouse button is pressed.

Check Grid: Returns true if the position of the instance lies on the grid. Used in mazes to make sure that instance doesn’t “catch” on a turn or corner.

Start Block: Indicates the start of a block of actions.

Else: Behind this action the else part follows—that is executed when the result of the question is false. Has player run out of lives? False (Else) True End Game! Go to Next Room

Exit Exit Event: When this action is encountered no further actions in this event are executed.

End Block: Indicates the end of a block of actions.

Repeat: This action is used to repeat the next action a number of times (you indicate the number).

Execute Code: When you add this action, a form pops up to type in a piece of code to execute (GML). Use for small pieces of code—longer will use scripts.

Comment: Action does not do anything but helps you remember what your events are doing.

Set Variable: Allows you to assign values to variables Application: Give the player 3 lives to start game.

Test Variable: Checks to see if the variable has reached a certain point. Application: Has lives reached 0 (after which you would end game).

Draw Variable: Allows you to see the value of a variable on the screen. Application: Pinball score located right in the middle of the pinball machine.

Advanced Mode

Call Parent Event: Every object can have a parent object. When an object has a parent, it inherits the behavior of the parent. Application: If you have 4 different balls, named ball1, ball2, ball3 and ball4, which all behave the same but have a different sprite, you can make ball1 the parent of the other three. Now you only need to specify events for ball1. Execute Script: In the advanced mode you can create scripts with GML. This action tells the computer it’s time to activate the script (GML).