The Unreliable Experience: Experiencing & Tutorials

For this project I am going to experiencing different types of game maker software and learn how to create simple games by following tutorials and play around with the game maker’s tools and objects, hopefully understand how each game maker works then decide which one will be used for the final game or may use the one created from experiencing stage to extend the functions and features of this particular game.

The first game maker software I am using is called Stencyl. This is one of the most simplest and easiest hands on software. The user interface is simple and all the relevant tools are all located on the left-hand side of the screen.

This is a Mario alike game with very basic functions such as moving left, right and jump.The Design Panel (Figure 1) shows the two characters which will be used for this practice. The Clown Behaviours (Figure 2) has functions sourced from the library, in this case, it is just a simple animation when it get stomped by Noni. The Noni Behaviours (Figure 3) has more functions sourced from the library, four behaviours in total as it is the user’s character. The Level Design (Figure 4) is where I start putting everything together to make the first level. The Gameplay (Figure 5) is the playable swf file which can be run on browser and test the game itself. At this moment, the game is very basic and simple. However, it taught me the use of tools and techniques as well as using the library to speed up the development process and I am very happy with the first practice.

The second game is a Space Invaders alike game with custom codes. Followed a serious of tutorials and tasks in order to make this basic game. Imported all the assets into Actor Types area (Figure 6). For each characters, it will require to have custom codes in order to function. The Space Ship Behaviours (Figure 7) has code to make the ship move left or right on the screen so at this stage it is in a dynamic position. The Level 1 Behaviours (Figure 8) is were it calculates whether is win or lose then display the message. The Enemy Behaviours (Figure 9) have code to record the numbers of hits before disappear from the screen so at this stage it is in a static position. The Bullet Behaviours (Figure 10) shows what action to take if it hits enemy’s ship and it should match up the ship’s position in order to create an illusion as if it fired from the ship itself. The Level Design (Figure 11) is were I start placing characters on stage and export it as an swf file and test run the game. At this stage (Figure 12), the ship can fire and kill the enemies to win the game. The tutorial and a serious of tasks has taught me how to use the library to connect all the elements together to form a playable game.

design-panel
Design Panel (Figure 1)
clown-behaviours
Clown Behaiours (Figure 2)
noni-behaviours
Noni Behaviours (Figure 3)
level-design
Level Design (Figure 4)
gameplay
Gameplay (Figure 5)
characters
Characters (Figure 6)
space-ship-behaviours
Space Ship Behaviours (Figure 7)
level-1-behaviours
Level 1 Behaviours (Figure 8)
enemy-behaviours
Enemy Behaviours (Figure 9)
bullet-behaviours
Bullet Behaviours (Figure 10)
level-design
Level Design (Figure 11)
level-1-gameplay
Gameplay (Figure 12)
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