Game Maker Galactic Mail Advanced Group: Complete Galactic Mail, then start developing an independent project.

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Presentation transcript:

Game Maker Galactic Mail Advanced Group: Complete Galactic Mail, then start developing an independent project.

Galactic Mail You play an intergalactic mail carrier who must deliver mail to a number of inhabited moons. You must safely steer a course from moon to moon while avoiding dangerous asteroids. The mail carrier is paid for each delivery he makes, but pay is deducted for time spent hanging around on moons. This adds pressure to the difficult task of orienting his rickety, old rocket, which he cannot steer very well in space.

When the rocket is on a moon, the arrow keys will rotate it to allow the launch direction to be set. The spacebar will launch the rocket, and the moon will be removed from the screen to show that its mail has been delivered. In flight, the rocket will keep moving in the direction it is pointing in, with only a limited amount of control over its steering using the arrow keys. When things move outside the playing area, they reappear on the other side to give the impression of a continuous world. The player will gain points for delivering mail, but points will be deducted while waiting on a moon. This will encourage the player to move as quickly as possible from moon to moon. There will be different levels, with more asteroids to avoid. The game is over if the rocket is hit by an asteroid, and a high-score table will be displayed.

Galactic Mail This game includes Rocket ships Moons Asteroids Scoring, with deductions Different Levels

Getting Started Make sure that you are in advanced mode. File and make sure that Advanced is checked.

Making Sprites Moon.gif Load Sprite resources\chapter3 Click on ‘Smooth edges’ Move the origin to the center. Do the same for Asteroid.gif ->spr_asteroid Explosion.gif -> spr_ explosion Landed.gif -> spr_landed Flying.gif -> spr_flying Remember to center and smooth. Create Sprite Spr_moon

Looking a the Flying Ship This sprite is made up of 72 images. These are for the ship pointing in different directions. You can click the arrows to see the different images.

Loading some Sounds Create sounds for… Snd_explosion Snd_bonus Music_background

Explosion Click on ‘Create a Sound’ Click on Load Sound Double click on Explosion Label is as Snd_explosion Click OK Other Sounds Snd_explosion Snd_bonus Music_background

More Sounds Also load sounds for bonus (bonus.wav) and music background (music.midi)

Moon Objects Start moving in a random direction Wrap

Moon Create Object Select the spr_moon Add Event Create Drag ‘Move Free’ Set the random direction. random(360) Give it a speed of 4

Wrap the Moon Add event Other Outside Room

Select ‘Wrap Screen’ Select ‘in both directions’ OK Open a room, add a moon and test that the wrapping works.

Asteroids Act like the moon but… They need to go behind the other objects. (Depth)

Asteroid Create Object Select sprite Spr_asteroid Add Event, create Move Free random(360) Speed 4 Set the depth to 10.

Add Event Other Outside Room Wrapping

Wrap Screen In both directions Open the room and add Asteroid and Moon objects to test.

Make a room Create a background Create a room

Create a Background Load Background Select Background Name it background_main

Create a Room Name it room_first Give the room a caption like Galactic Mail

Background Select background_main Click on the ‘backgrounds’ tab.

Add Objects Click on the objects tab. Select obj_moon and obj_asteroid to add objects to the room Time to Test: Now save (yourNameGalacticMail) and run the game.

Now Lets Fly We want two moon objects. –Creating a moon that the landed rocket will follow. So it stays on the moon Two rocket objects –One for Flying –And one for when it has landed Since each of these have different behaviors, we use two objects

New Moon Copy the moon and save it as a special moon. Right click on the moon and duplicate.

Rename the moon to Obj_specialmoon Set the depth to -5 (So it will be in front)

Add Event Other Game Start

Drag the ‘Play sound’ event Pick music_background Make loop ‘true’ OK

Create the Landed Rocket Create Object Name it obj_landed Use the spr_landed sprite. Set the depth to -10 so it will be in front Add Event Step End Step End step events are calculated just before the screen is redrawn

Jump to Position Set this up so the ship will stick with the moon (obj_specialmoon) when it is ‘landed.’ Need to enter the values for the x and y coordinate of the special moon. obj_specialmoon.x And obj_specialmoon.y

Place an obj_specialmoon and obj_landed in the room and test. Obj_landed should be traveling on the moon. Note: The rocket is continually spinning. Game maker automatically cycles through the images (72 of them) for the given sprite. We will use this later for turning the rocket.

Stop the spinning Game maker’s default choice is to cycle through the different images of the sprite. To stop the spinning you need to set the direction of the sprite using the change sprite method

Open the obj_landed object Open the End Step method. Select ‘Change Sprite’ Select the spr_flying sprite. Since there are 72 images for 360 degrees we will pick image direction/(360/72) Or direction/5 Each Object has a property called direction. We will use this to pick the correct image for the landed object. Set the speed to 0 so it will stop animating (rotating) on its own.

Changing the direction the ship is facing based on the user input Add Event Keyboard Spin to the Left

Move Free direction+10 This will rotate the object 10 degrees. speed = 0 This is so the rocket does not move off of the moon.

Do the same for right Add Event Keyboard Right

Move Free direction-10 Test it! If all is going well, you should be able to steer the spacecraft as it is traveling on the moon.

Make the ship fly Create a object_flying Set it’s depth so it can go in front of people Make it wrap around the screen Set its image to change directions with the keys being pressed Set its movements

Create the Flying Object and start the wrap. Create Object Obj_flying Set the depth to -10 Add Event Outside room

Wrap Screen In both directions Wrapping continued

Change the Direction of the Sprite to match up with the keyboard Add Event Step End Step

Change Sprite Spr_flying Subimage direction/5 (Recall 360 degrees divided into 72 images, 360/72 = 5) OK

Now turn left and Right Add Event Keyboard Left

Move Free Direction+2 So the current direction is increased by 2 degrees. Set the speed to 6.

And turn right Add Event Keyboard Right

Move Free Direction-2 Speed of 6

Our Progress You’ve got most of the pieces in place Next When a flying rocket reaches the moon a couple of things must happen –The Flying rocket needs to change into a landed rocket –The moon needs to change into a special moon so the landed rocket will stay on it. When the flying rocket hits an asteroid, it will restart the game.

Hitting an Asteroid Add Event Collision asteroid

Restart Game We’ll add explosions later.

Landing on a Moon Change to a obj_landed Change to obj_specialmoon

Collide with Moon Add Event Collision Moon

Change to obj_landed Change Instance obj_landed

Change moon to specialmoon Change Instance Applies to Other. This selects the other object involved in the collision. Obj_specialmoon

Taking off, landed to flying Open up the obj_landed object Add Event KeyPress

Flying Move Free direction. This will have the movement go in the direction the object is facing Speed 6

Change to a Flying Object Change Instance Obj_Flying

Delete the Moon (It has already been visited.) Destroy the instance Applies to Object obj_specialmoon Note, this will delete all special moons in the game. Since there is only one special moon, it will work in this case.

Test it. You should be able to.. Turn the ship on the moon. Jump off the moon when you hit space bar. Land on a moon when you collide with it. Steer the flying rocket. The game should restart when you hit an asteroid. Can you change how quickly the ship can turn?