6/28/2023 0 Comments Gamesalad moving backgroundHere on the left side, we have two different sections. The library is where we'll find everything that we can use in our game. These are levels, Um, our menu might be a screen. Are intermissions or videos in between levels or cut scenes? Might be scenes on. Definitely every gameplay level is a scene. Just second photo shop, horn, onion and, um, we can create different layers for different elements and say We want a layer for the user interface. We want the layer for active actors in the game, and we want a layer for background so we can create and separate all those It really helps to, especially if you have layered graphics. So now our actors, every game engine has a type of actor. There's a few things that they might be called, but in this one, they're called actors. Actors does not mean a player in your game. Um, it simply means it is an object that exists so It doesn't even have to be visible in her game. But if you have on on item that contains code, it is an actor. So definitely your player is going to be an actor. But you might also have invisible control interfaces or user interface buttons that don't actually exist in the game world. But you definitely need is an object of the game. This is where we add all of our actual assets into the game like graphics, sounds, funds, anything that we want to add into the game. We just clicked, plus at assets, and we can add them in behaviours. These air are blocks of behaviors that we can use in our actors, so you'll see that we have our general, uh, behaviours here, like Group Loop, which makes something over and over a rule which is an if then statement, essentially the timer which executes something after during or every certain amount of seconds. For example, we can check attributes or collision or mouse buttons, so we can say if the condition mouse button pressed, then fire a weapon, right? And then we have the actual behaviors that we can have them do, such as a change of velocity. There's all these different things we can actually use within our, um, within our actors. We have our game attributes, which is for our entire game.Īnd then finally we have our tables, which we can use for creating an inventory or keeping track of dialogue streams or things like that. We can use this to store global variables. ![]() DELETE GAMESALAD ACCOUNT PLUSįor example, if I wanted to create a variable for our players health, we can add a plus sign, and we can choose between any of these variable types, and health would be a number, so we choose an integer. DELETE GAMESALAD ACCOUNT FULLīut you can also use BWilliams, which are for full statements, texts in jitters. Remember real numbers, angles or indexes for tables? Um, so you can create all of global's here that any object can access in our scene. It's the same as our game accepted specific to this scene, so this level might have a different colored background for example, Um, we might want to have this scene act like Pacman, where if an object goes off the screen, he comes back on the other side of the screen.
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