10/14

Start off the day with the warm-up


Talk about your Carny Project. What was your idea? How did you come up with your idea? How is it working with your partner? What is the best thing about your game? What part is meaningful to you? If there is nothing meaningful, why not? What has been easy? What has been challenging? Are you having trouble with something? 

Talk about it

Half Page as always


What are you learning?

GDevelop - Start and End the game

Why is it important? What is the assignment?

Create a start and end to the pumpkin game

How will you show you understand? What is the assignment?


We are about to start our Showcase Projects, this is the last GDEV project before then so it's time to show us what you can do


You are to create a game called "Night at the Carny"

How you interpret this is totally up to your imagination and talent.

Your game must have a playable character, enemies, and some sort of working shooting mechanic.

Your game must have a way to complete the game and show an end screen.

This MUST be an original game and NOT just swapping out the characters of your old game. It's time to do something new!


Due 10/18/24

Teams of two


Scoring

All original character art and animation - 2 Points

Ability to fire projectiles - 2 Points

Life System - 1 Point

Respawn - 1 Point

Damage to enemies - 1 Point

Parallax - 1 Point

Playable for at least two minutes for the novice player - 1 Point

End Screen/game restart - 1 Point

Functional Game - 1 Point

Carny Theme - 1 Point


TOTAL 10 Points with two points possible extra credit

This is due 10/18/24 END OF CLASS!

You will turn it in by creating a video of you playing the game while you explain how you earned all of your points in the projects.

Melee Attack

Create a platform and give it the platform behavior

 Add a new Object

Sprite

Name it Hero

Give it Platform Character Behavior

Name the first Hero Animation "Idle"

Create a second animation with your Hero swinging a sword

Name the animation Attack

Open your Attack Animation

Add a second colission mask for the sword.


DON'T GET ALL WILD WITH THE MASK! SIMPLE SQUARES!!!

Create an Enemy

Go to your events

Condition

Variable Value

 Create out scene variable

Copy the condition into a new event and change the variable to 1

For your action if condition variable is 0, you want to set your Idle Animation to 0

Change the animation on variable 1 to attack

We want to start the game off with the attack variable set to 0

In the event At the beginning of the scene, delete the action and add change variable value

Attack

Set to

0

Set the Hero to flip

Now set the opposite for the right key

This part feels kind of tricky but whatever

Create a new event 

What you want to happen is that after the melee attack animation plays once, it stops and changes the scene variable to 0

This is kind of like the blade we did earlier

 The action will be to change the scene variable of attack to 0

Time to add ther attack

Create a new event

We want two conditions

First condition: Key Pressed Z

Second Condition: The current animation of the Hero is not set to the attack (we will be using inverse)

The reason is that if the animation is already set to the attack, you don't need to change the animation

The action you want is to change the scene variable to 1 (from Idle to Attack)

Add a condition Hero in collision with bad guy and trigger once

Now you need to create a sub event so that it's only going to delete when you are in the attacking animation

If you don't, it will always delete them whenever you are in collision

Now add the action selete bag guy in the sub event