Problem Two (Part a)

Make an animation from a strip sheet of stills.

a) one where the slides are of the same size (easier).

Find a strip sheet of sprites and save it to your computer.

a) On gamemaker, click on the add a sprite button. When the pop-up appears, click on edit sprite. A screen will appear. click on file, then on create from strip. Load the strip sheet and click open. An edit screen will pop up. Under the number of images section, type how many sprites there are in the row/column. If the sprites are in a row, type the number of sprites in the images per row section. Adjust the size of the box, so it fits the sprites perfectly, by using the image width and height sections. When the sprites are lined up the boxes perfectly, click ok.

To preview the sprite, click on show preview. If the animation is too fast, click on the animation tab, then click on stretch. Type the number of frames you want the animation to be, so it will slow it down. The more frames, the slower it will be. To test the animation in a room, create an object and use the sprite you just made for the sprite. Play the room to test the animation.

I found this game information on http://pikmik.wordpress.com/page/2/

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Problem Two (Part b)

Make an animation from a strip sheet of stills.

b) another where the slides are of varying sizes (harder).

Find a strip sheet of sprites and save it to your computer.

b) On gamemaker, click on the add a sprite button. When the pop-up appears, click on edit sprite. A screen will appear. click on file, then on create from strip. Load the strip sheet and click open. An edit screen will pop up. Under the number of images section, type 1. Adjust the size of the box, so it fits the largest sprite on the stripsheet perfectly, by using the image width and height sections. When the sprite is lined up in the box perfectly, click ok.

To add more images to the sprite, click on file, then add from strip. Line up the box over the sprite you want to add. Click ok. If there is extra bits on the sprite, double click the image and colour over the extra bit in white. Keep adding sprites, until you have all the ones you want. To re-order the sprites, click on the image once, then use the blue arrow keys to shift them into the right position.

To preview the sprite, click on show preview. If the animation is too fast, click on the animation tab, then click on stretch. Type the number of frames you want the animation to be, so it will slow it down. The more frames, the slower it will be. To test the animation in a room, create an object and use the sprite you just made for the sprite. Play the room to test the animation.

I found this game information on http://pikmik.wordpress.com/page/2/

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Problem Nine

Problem: A character fires a bullet and has to wait one second before being able to fire the next bullet. 

Solution: 

Bullet: 
Create Event: start moving in directions 000000010 with speed set to 5

Object Shooting:
Create Event: set variable canshoot to 1
Alarm Event for alarm 0: set variable canshoot to 1
Key Press Event for <Space> Key: if canshoot is equal to 1, create instance of object object0 at relative position (0,0), set variable canshoot to 0, set Alarm 0 to 30

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Problem Eight

Problem: You have to hit a character 3 times before it dies

Solution:
Start with problem four
Then delete everything from the object being destroyed and start with this-

Create Event: set the number of lives to 3
Collision Event with object obj_bullet: set the number of lives relative to -1, for other object: destroy the instance, If lives are equal to 0, change the instance into object obj_explosion, yes performing events

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Problem Four

Problem: When a bullet hits a character, the character explodes and the explodes then disappears.  

Solution:

Bullet:
Create Event: start moving in directions 010000000 with speed set to 4
Collision Event with object obj_plane: destroy the instance

Object Being Hit:
Collision Event with object obj_bullet: set the number of lives relative to -1, change the instance into object obj_explosion, yes performing events, destroy the instance

Explosion:
Collision Event with object obj_bullet: for all obj_explosion: destroy the instance
Other Event: Animation End: destroy the instance

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Problem Eleven

Porblem: Push a rock. 

Solution: 

Object Pushing:
Keyboard Event for <Right> Key: move relative to position (4,0)

Object Being Pushed: 
Alarm Event for alarm 0: start moving in directions 000010000 with speed set to 0
Collision Event with object obj_cricketbat: if expression obj_cricketbat.direction=0 is true, if position (24,0) is collision free for Only solid objects, move relative to position (10,0), start moving in directions 000001000 with speed set to 2, set Alarm 0 to 1.5

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Problem Five

Problem: Make one object follow another object   

Solution: 

For the ball that is leading the other ball: 
Create Event: set speed to 2 and direction to random(360)
Other Event: Outside Room: move to a random position with hor snap 0 and vert snap 0

For the ball that is following:
Step Event: start moving in the direction of position (spr_ballblue.x,spr_ballblue.y) with speed 2

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Problem One

Problem: A ball bounces around a room and the direction is random. When the demo starts you cant predict which way the ball will go. When the ball hits the wall you cant predict in which direction the ball will go  

Solution: 

Create Event: start moving in directions 111101111 with speed set relative to 7, set speed to 7 and direction to random(room_width)
Collision Event with object obj_wall: bounce not precisely against solid objects, move to a random position with hor snap 6 and vert snap 100, set speed to 7 and direction to random(room_height)

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Problem Ten

Problem: A character jumps off a platform, and return under the infkuence of gravity – you cannot jump from midair  

Solution:

Step Event: if expression place_empty(x,y+1) is true, set the gravity to 1 in direction 270, else, set the gravity to 0 in direction 0
Collision Event with object obj_weetbix: set the vertical speed to 0
Keyboard Event for <Left> Key: move relative to position (-4,0)
Keyboard Event for <Up> Key: if relative position (0,1) is not collision free for Only solid objects, set the vertical speed to -15

Keyboard Event for <Right> Key: move relative to position (4,0)

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Problem Six

Problem: A ball goes through a goal and the score goes up by one…the score does not go up if the ball misses the goal

Solution:

Step Event: if expression y<0 is true, set the score relative to 1, destroy the instance, create instance of object obj_ball at position (304,224)
Collision Event with object obj_wall: destroy the instance, create instance of object obj_ball at position (304,224)  
Other Event: Outside Room: move to position (304,224), start moving in directions 000010000 with speed set to 0  
Key Press Event for <Up> Key: set speed to 10 and direction to 45+random(90)

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