10/18
YOU GAME IS DUE AT THE END OF THE SECOND HOUR!!!
Start off the day with the warm-up
Days like today are what I enjoy the most about my job, you have all put in hard work and it shows. You ran into roadblocks and persisted, maybe something didn't work the way you wanted so you figured out a way to complete your game. The creativity and talent in this class is off the charts and I am proud to have you all in IGD. When I say that this is where the magic happens, what I really mean is that you are the ones making the magic and I get a front row seat so THANK YOU!
No warm-up, your game is due at the end of class.
Publish your game and turn in the link.
Once you have finished your game, have people play it.
AM
https://gd.games/qbutcart/night-carny
https://gd.games/podunk/clowningaround-cu
https://gd.games/maludion/perpetual-clown
https://gd.games/instant-builds/374896e9-1872-405b-8586-4a6876647d0f
https://gd.games/games/b3fe0635-1c4b-4ddc-8547-6efc1687cc84
https://gd.games/jettcart/night-at-the-carny
https://gd.games/lefishe69/night-at-the-carny
https://gd.games/jackfranks24/feast-at-the-carny
https://gd.games/devinl/night-at-the-carny
https://gd.games/games/150ff626-181a-44d1-a219-1569f5ffa726
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