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Friday, 19 December 2014

ACSS InfoTech 2014-15 Day: 57


Today I was able to somewhat create a flash effect for the text. I haven't found a script that actually works with my game but I was able to do a simpler method of creating a sprite and sub-images inside of it. I created multiple subimages containing the text and then other subimages where it is left empty. I then added a small script so that the images will change and loop from there:
image_speed = 1;
At this point, I am experiencing a little difficulties with resizing the objects as they are always too large or too small. I'm not sure why it is happening as resizing was easy to do when I first started with Game Maker. For now, the flash text I created is what I wanted.




Thursday, 18 December 2014

ACSS InfoTech 2014-15 Day: 56

Something I want to try and do now, is look for different types of text effects I can use. So far, I was able to discover the typography text effect where the letters appear individually and fade in. Now what I plan to do is look for a text effect that looks similar to this one:

I want this text effect to appear on the menu screen as a "Press Spacebar to Continue" type of thing (since I set the room change to when spacebar is pressed). This will lead the player on to the next room. At this point, any text effect will be considered but finding a flashing type effect would be great because the flashing will attract the attention to where it's needed

Wednesday, 17 December 2014

ACSS InfoTech 2014-15 Day: 55

Since the default colour of the drawn text is black, I decided to change it so it is easier to see on the intro screen. I remembered by using the draw_set_color(colour); script on the draw event, the colour can be changeable. In this case, I used the colour white "draw_set_color(c_white);":

Now upon starting, it will appear like this (which I find looks better):

For now, this menu screen looks really plain so I plan to add a few more things including a logo for the game or the title of the game itself, so I will be looking forward to adding those in.











Tuesday, 16 December 2014

ACSS InfoTech 2014-15 Day: 54

I was finally successful in completing animated text and an intro screen that transitions well. Now I want to adjust it slightly so that the colour of the text is changable and the scripts I used are more compressed. But for right now, I'm pretty satisfied with what I have. Basically the scripts that are implemented into the game for the intro screen creates the text and the fading in/out effect (this is where the "alpha" action comes into place). The draw event is somewhat complex which I plan to adjust.




Monday, 15 December 2014

ACSS InfoTech 2014-15 Day: 53

Currently, I am looking for a method that allows me to place animated text to individual rooms in my game. To start, I am looking at a few videos showing ways to draw text. I am looking at these videos because drawing text is created through the use of scripts, which I am the most comfortable about using right now. I also came across a page created by Game Maker that explains all the draw actions which I feel will be useful later on:
http://docs.yoyogames.com/source/dadiospice/000_using%20gamemaker/actions/006_draw%20actions.html


Friday, 12 December 2014

ACSS InfoTech 2014-15 Day: 52

Today, I was finding a way to create a fade in effect for the text in my intro screen. Currently, I am working around this script for right now to see if it will work with my game:

draw_self();
image_speed = 0.15
 
if (showtext ==1)
{
    draw_rectangle_color(81,51,295,89,c_black, c_black, c_black, c_black, false);
    draw_rectangle_color(82,52,294,88,c_gray, c_gray, c_dkgray, c_dkgray, false);
    draw_set_color(c_black);
    draw_set_halign(fa_center);
    draw_set_font(fnt_default);
    draw_text(x+1,y-95+1,"Title Of Game")
        
    draw_set_color(c_white);
    draw_set_halign(fa_center);
    draw_set_font(fnt_default);
    draw_text(x,y-95,"Title Of Game")
}

Most of the script is setting/centering the text in the game and the other bit is drawing the text and having a speed set on when the text appears. I'll be working around this script next class so it will be compatible in the games I'm creating. 

Thursday, 11 December 2014

ACSS InfoTech 2014-15 Day: 51

Today I finally was able to create a somewhat working intro screen for the game.What I did was connect the script of the intro screen with the background used for the intro. For the transitioning event, I made it so when the space bar is pressed, the next room appears (which in this case, is the main room of my game).


For right now, I'm pretty satisfied with what I have at this point. Now, I'm looking to create some text for the title screen and maybe have it so that the background itself is moving instead of having a still image.

Wednesday, 10 December 2014

ACSS InfoTech 2014-15 Day: 50


Today I got started on the fade in/fade out transition for the intro screen. I adjusted the script I shared on last day's blog. I created a create event, and two alarm events for the fading effect. Currently, the transition is smooth but shortly after it changes rooms, an error shows up that basically tells me that the script isn't functioning properly. This is what I'm trying to fix as of right now.



Tuesday, 9 December 2014

ACSS InfoTech 2014-15 Day: 49

Today I got started on the introduction screen by watching some Youtube videos. I figured to start, I needed to look into creating a smooth transition going into the intro screen as well as going out of the screen. What I plan to do is create a fade in/fade out transition. Fortunately, there are a few videos on youtube that will help me with it:


The script I am currently working around is:

create event:
image_alpha=1
fade=false

alarm event:
fade=true


step_event:
if (fade)
{
image_alpha-=0.01
if image_alpha<0
instance_destroy()
}

I also found a background off Google images that I feel will look good as a Intro Screen 
(especially for a game):


Monday, 8 December 2014

ACSS InfoTech 2014-15 Day: 48

What I have planned for right now is creating an intro screen for our Game Maker project and maybe use some of the techniques I learn from it towards the loading screen. Currently, I have no solution for the loading screen and how to import an animated working screen into Game Maker. As whenever I update the splash screen, the default Game Maker one still shows up. I did a bit of research and have found out that the free version doesn't allow you to change the splash screen.



















Thursday, 4 December 2014

ACSS InfoTech 2014-15 Day: 47

Similar to what I did with the pause button I created a while back, I created 3 sub images into one sprite with the three loading screen pictures I made from Photoshop. I'm not too sure if this is something that will work out to be a loading screen but I think it is a good starting point for right now. Basically, instead of an animated .gif file (since Game Maker does not accept these), I imported the pictures as a .png sequence. What I also need to figure out is when the loading screen will be used (ie: Start of the game, when changing rooms, etc.)



Wednesday, 3 December 2014

ACSS InfoTech 2014-15 Day: 46

Today, I made a loading screen similar to the previous one. I improved it a bit by making it a simple but smoother animation. Right now I'm trying to figure out how to import the file into Game Maker since it is set to a .gif file. Since Game Maker only takes .png files for splash screen, I will try and set it as an object or background. 


Tuesday, 2 December 2014

ACSS InfoTech 2014-15 Day: 45

So today I was able to transfer the loading screen pictures onto Game Maker. Though, right now I am coming across an issue in the program. 
What I'm unsure of doing right now is placing the images into Game Maker so that it will appear when the game loads. I've tried placing the loading screen image on to the splash screen but it still won't show up, so that is the main issue I am having currently. Upon researching, I found out that a few other Game Maker users have came across identical issues regarding a loading screen. I will still continue to look for a solution/method as of right now.




Monday, 1 December 2014

ACSS InfoTech 2014-15 Day: 44

Today I got starting on making the loading screen by creating the images that will be used through the use of Photoshop. What I did was create multiple loading screen images with the loading bar in different positions so it creates a moving effect. What I haven't tried doing yet is moving all the loading screen images into Game Maker so that it will create an animated look to it, what I assume will work right now is placing them all into one sprite but with multiple sub images.








Friday, 28 November 2014

ACSS InfoTech 2014-15 Day: 43

The next thing I plan to do, is create a custom loading screen for our RPG project. As a group we have decided to create one and so I looked further into making a loading screen by finding a couple youtube videos which show how to make one. I found that both videos have their own different way of making a loading screen, so I will try to experiment with both methods.



Thursday, 27 November 2014

ACSS InfoTech 2014-15 Day: 42

Today, I was able to send Ty my mute button file using the same method I have used previously but by sending just the sprites, objects and .png files needed. The two .png files were the On and Off buttons used for the mute button. The object script sent needed to be slightly adjusted so that it will work with the final game. What also was adjusted is that the mute button only works when the pause menu appears so that it doesn't interrupt with the actual game. The game itself is coming along really well as of right now which is great to see.




Wednesday, 26 November 2014

ACSS InfoTech 2014-15 Day: 41

Today I was able to find out how to send compressed Game Maker files and import them into games.
The method I used was exporting the project by going to File > Export Project. This creates a compressed game maker file which holds all the objects, sprites and rooms. This makes it a lot more easier if you are sending it through places like email or Skype compared to sending a whole folder.

To add the compressed Game Maker file into my project, I went to File > Import

I was able to send my pause button file to the RPG game Ty, Justin and I are making. With a few adjustments to the script, the pause button seems to be working fine. Another option in sending Game Maker files is downloading a program called "Winraw" which allows you to extract compressed folders.



Tuesday, 25 November 2014

ACSS InfoTech 2014-15 Day: 40

Today, before I got started on creating sound effects for the pause button, I changed the script a bit so that it will work with the project Ty, Justin and I will create. By changing the script from
"pause" to "free" it will be able to work in the file Ty has. Fortunately, the pause button still works with the "pause" variable turned into "free"

\



Monday, 24 November 2014

ACSS InfoTech 2014-15 Day: 39

Today, I moved the main pause button file that will be used for the RPG game into its own separate folder along with the mute button. For the pause button, I wasn't too sure if there was a faster way to move all the scripts used for just the pause button itself into another file, but what I decided to do was copy and paste the scripts which gets the job done as well.

Now what I have gotten started on is implementing a sound effect for when the pause button pops up. I decided use a sound effect that was provided by the school (in the hand out folder under #sounds). Using the "when ESC is pressed" action, I connected it with the sound effect I am using. The problem I'm coming across is that the sound doesn't pop up even when I use the "when ESC is pressed" action key.




Friday, 21 November 2014

ACSS InfoTech 2014-15 Day: 38

Today, I was finally able to center the text of the pause button. The script I used was this:
draw_text(view_xview[0]+view_wview[0]/2,view_yview[0]+view_hview[0]/2,"Game Paused")
in replacement of this script:
draw_text(room_width/2,room_height/2,"Game Paused");
draw_set_halign(fa_center)

The new script is basically a compressed version of the older one and fortunately this one actually works.

Thursday, 20 November 2014

ACSS InfoTech 2014-15 Day: 37

So I am still having problems with centering the text of the pause button at the moment. I did a bit of research over at the Game Maker forums where others were having the same problem. The script that was suggested was:
draw_set_halign(fa_center) or draw_set_halign(fa_middle)
I tried both scripts but had no luck and resulted in this:




Wednesday, 19 November 2014

ACSS InfoTech 2014-15 Day: 36

I have decided to make a few changes to the pause option I have made. What I did was scratch the idea of adding a "resume" button for now as I felt something in those scripts were causing the game itself to scratch. With that being said, I made an individual object for the pause controller with no sprites included. I added similar events (create, draw, escape key) but changed the scripts.

For the create script:












For the draw script:













For the press <Escape> script:












Everything seems to work fine right now the only thing I need to work on is centering the text of the screen:



Tuesday, 18 November 2014

ACSS InfoTech 2014-15 Day: 35

Everything seems to be working fine in terms of creating the pause button. Although, I was able to find one issue in which the game crashes when the "Esc" button is pressed TWICE. Fortunately, the game itself is able to resume/pause with no issues at all. I'm not too sure at all if it has to deal with the scripting inside the game or the actually program itself. Whatever the problem is, I plan on maybe looking more into it as of right now and hopefully fix it in the near future.


Monday, 17 November 2014

ACSS InfoTech 2014-15 Day: 34

I was able to finish up the rest of the scripting of the pause button today. What I did was add a create, draw and press <Escape> button where I added individual scripts for them.



































With those scripts added in, this is the finished product as of right now when the "Esc" button on the keyboard is pressed

Saturday, 15 November 2014

ACSS InfoTech 2014-15 Day: 33

Today, I was able to add a neat feature to improve on the presentation of the pause screen. By creating two sub images of the resume button I made (one white and the other yellow) it highlights the text when the mouse hovers around it which changes the colour from white to yellow.


I also finished off the scripting that I started from the previous day which basically controls when the menu screen pops up and when it disappears when any button (in this case the resume button) is clicked. When the resume button IS clicked, the pause menu screen disappears and the game...resumes. 



Friday, 14 November 2014

ACSS InfoTech 2014-15 Day: 32

Today I began working on the scripting of the pause button. For now, I decided to do just a "Resume" option on the pause screen just to get things started. What I had to do was create two objects. One representing the "Resume" button and the other representing the pause menu placeholder.

  For the pause menu screen, I used this script which basically allows the pause screen to appear when   (in this case) the escape button is pressed:

The next script I added works when I press the "Resume" button that I have placed. When this button is pressed, the entire pause menu screen disappears which returns back to the game:

For reference, I used this video below which kind of went through most of the stuff I needed to do. 
I also recommend checking out another game developer who teaches you everything you needed to know about Game Maker including making things like a pause button, menu screen, etc. For people who are working with Game Maker, his channel will probably sound familiar.

Thursday, 13 November 2014

ACSS InfoTech 2014-15 Day: 31

Today, I got started on creating the pause button. Though before that, I did some back-pedaling and created a separate game file for the mute button. I did this so it would be easier to transfer over for our RPG game. Now for the pause button, I decided to create two sprites. One for the "Resume" button and one for the "Controls" button. 

What I'm focusing now on doing is adding actions and scripts (similar process for the Mute Button). What I plan to do is control it so that when the "Esc" button is pressed, the pause button appears.

Wednesday, 12 November 2014

ACSS InfoTech 2014-15 Day: 30

My next objective in our major project is creating a pause button. To start off, I've been watching a few tutorials on Youtube that kind of goes over everything that needs to be done (step by step):

What I found interesting is that both videos have different ways of making a pause button. With that being said, there's probably many options/ways in getting this pause button done which I feel is an advantage for me. What I plan to do with this pause button is add a "Resume" option and stops all movement in the game when the pause button is used.

Thursday, 6 November 2014

ACSS InfoTech 2014-15 Day: 29 (November Plan)

My plan for this month is working on an RPG  with Ty and Justin. Since I have little experience with the program, I thought I should also learn the basics along the way by making a small workable game as well. Our objectives are still the same with them being:
                                                   At least 15 story missions
At least 30 side quests
Character animation
Functional combat
Functional enemy AI
At least 17 bosses
A relatively open world
Volume Control
Save/load functionality
Different weapons/spells
An inventory screen

I was able to get a working mute button and am currently working on the sound effects. At this point I feel like I know most of the basics in this program and have decided to look into more advanced features. 

Wednesday, 5 November 2014

ACSS InfoTech 2014-15 Day: 28

I was able to add a decent amount of new features to my "test" game that I can use to the final project such as:
- Sound effects
- Proper jumping 
- Restart room when you die

I used these two sprites as objects for the main sprite to touch. When the main sprite comes in contact with these two sprites, the room restarts. The process was pretty simple as all I needed to do was add a "Restart Current Room" action.

I found a bunch of sound effects in the "Hand Out" folder that the school provided. There were many sounds to choose from that could be used for the game. I also found more through the internet. Adding sound effects is pretty similar to adding background music. Basically the only changes is to the looping, in this case it is set to "False".

I also fixed the jumping as it felt really sloppy. I played around with the settings a bit and was able to fix the jumping by adding the vertical speed (of the collision between the blocks and sprite) to 0 instead of 1 which prevents it from bouncing repetitively.