- making basic scripts and turning them into events.
If you don't know how to do these things, I would consult the manual.
There are 8 steps total.
There are MANY ways to make a jumping engine. This particular exercise
outlines just ONE of the methods for making a platform game. It's the method
I used in SD PARADISE. If you do not like this method then there are other
routes you can take. In other words, this is NOT the ONLY way to make a
platform game.
With that said, let's begin. This first 3 steps are illustrated. you'll need
to refer to the illustrations in later steps of the exercise.
The exercise is a small room in which you you must jump up to a few places
to get a statue.
STEPS 1-3
STEP 4:
Register all three things to the World Organization tool. Call it “Room 1
wo”. Now the room is created with objects and events. It’s time to make some
scripts.
STEP 5:
Let’s make all the scripts for the jumps. We’re going to make 10 scripts
total. Make the scripts exactly like you see here. If it seems like a lot to
script then you need to learn how to cut and paste scripts. It’ll cut your
time in half.
A: “R 1 JUMP 1”
000-party :vertical move (leader) change heights 40
001-party :vertical move (leader) change heights -40
002-sound effect
B: “R 1 JUMP 2”
000-party : bypass objects=yes
001-party : vertical move (leader) change height 30
002-party : direction move E 1 step(s) facing=mo…
003-party : bypass objects=no
C: “R 1 JUMP 3”
000-party: bypass objects=yes
001-party: direction move W 2 step(s) facing=mo…
002-party: vertical move (leader) change height -30
003-party: bypass objects=no
D: “R 1 JUMP 4”
000-party: bypass objects=yes
001-party: direction move E 2 step(s) facing=mo…
002-party: bypass objects=no
E: “R 1 JUMP 5”
000-party: bypass objects=yes
001-party: direction move W 2 step(s) facing=mo…
002-party: bypass objects=no
F: “R 1 JUMP 6”
000-party: bypass objects=yes
001-party: vertical move (leader) change height 90
002-party: direction move W 2 step(s) facing=mo…
003-party: bypass objects=no
G: “R 1 JUMP 7”
000-party: bypass objects=yes
001-party: direction move W 2 step(s) facing=mo…
002-party: vertical move (leader) change height -90
003-party: bypass objects=no
H: “R 1 JUMP 8”
000-party: bypass objects=yes
001-party: vertical move (leader) change height 20
002-party: direction move W 1 step(s) facing=mo…
003-party: bypass objects=no
I: “R 1 JUMP 9”
000-party: bypass objects=yes
001-party: direction move E 1 step(s) facing=mo…
003-party: bypass objects=no
J: “ R 1 IDOL”
000- screen: text- “Congrats! You found the idol.
This sample exercise has come to a close.”
STEP 6:
Now that we’ve made the 10 jump scripts, you need to make 10 “events”. Give
each event the same name as the script you’re applying to it. But most
importantly set the Event to “examine”. We’re telling the event to use
the jump script applied to it by checking the event. Thus giving the
illusion that you’re pressing a “jump” button to jump!
You’ll then need to place each lettered event accordingly. Use the
illustration in “step 3” to see where to place each event.
STEP 7:
Remember in step one when you had to put those transparent blocks on the
map? Well let's program a way for the player to fall to the ground and die if
they step off a platform and onto air. Let’s make the script for it:
NAME: “PITFALL”
000-party: bypass objects=yes
001-sound effect: (insert falling sound effect)
002-party: vertical move (leader) change height -80 *give or take
10. experiment*
003-sound effect: (landing boom)
004:-screen: text- “Game Over. Please challenge again.”
005:-party: bypass objects=no
Make an event named “PITFALL” and apply this script to it. Most importantly,
you want to activate it by “equal”. This is telling us that we’ll start the
falling script when the player is on top of the block this event is placed on.
You’ll want to place the “PITFALL” events in the places indicated on the
illustration on “step 1”.
STEP 8:
Now set the party start position to “room 1 wo” and set the exact party
start position to the first ledge in the room.