9/24
Start off the day with the warm-up
https://gamerant.com/original-double-dragon-devs-criticize-double-dragon-revive/
Read the article and write a brief summery about what their issue is with this game. Also include your thoughts on these types of reboots. Is there artistic merit or are they just a cash grab?
half page
3 points
What are you learning?
GDevelop
Why is it important?
We are now getting started with your novel for the Final Project so we need to understand how to use the tools
How do you show that you understand? What is the assignment?
Today we are going to:
Create an event that scales after collision
Adding rectangular behavior to a sprite
Create a ladder system
Jump through platforms
Z Order
Points
Collision Masks
Event Groups
Sub-events
Let's shrink our Badguy
First thing let's duplicate our potion bottle
Click the three dots to the right of your potion bottle and duplicate
Open it in piskel and make the liquid black
It doesn't have to be super nice, this is all just for practice
We want the badguy to shrink when we collide with potion 2
Create a new event
Our sentence is If the Hero is in collision with the Budguy then scale the bad guy down 50%
Start with the condition
Hero Collision Potion
The action will be Scale Badguy .5 then delete the potion2
Time to make that little ghost move!
Open up Edit Badguy
Click on the behaviors panel
click add behavior
Select Rectangle
Add the behavior
test
play with the settings and get it how you like
Go back to your scene
Click add a new object
Select Sprite
Name the object Vine
Click Add Animation
Click Create in Piskel
Change the height to 64
Draw a vine
Click Save
Select Behaviors
Click Add Behavior
Choose Platform
Change the type from Platform to Ladder
Test the game and notice you can now climb the vine but you can't jump through the top platform
We need to create a new platform and give it the ability to jump through
Find your platform in your objects
Click on the Three dots to the right of your platform and select duplicate
Create Platform2
Double Click on your platform2 and select behaviors
Change the Type to Jumpthru platform
Replace the old platform at the top of your vine with Platform2
Save and test
When you test the game, yoyu will notice the vice is in front of the Hero To fix this, we need to change the Z order
Select the fine and look for Z order in your properties
You can see the Z Order of my vine is 12 and the Z Order of my Hero is 1
This is like layers in piskel or photoshop
Change the vine Z layer to -1
Change the Z order of the vine to -1 and test
You pumpkin should be in front now
Now let's make an animated wall
Add new object
Sprite
Name Sprite Wall
Add animation
Make a simple 32x32 wall looking square
Save it an name the Animation Wallsmall
Add another animation to your wall and call it Walltall
We are going to copy the wall small and paste it in the wall tall (like we did with the coin)
Open up Walltall in piskel
Paste the wall
Click Resize
Click on the anchor so that you are increasing the height from the bottom middle
Change your height to 256 and hit enter
Duplicate the frame
add a new layer
Copy your first layer and paste it in your second layer then move it directly on top of the first layer
Repeat these steps until you wall is to the top
You should now name three frames with the wall getting taller
Do not click loop this time
You only want this to happen once
Add your wall to the game
Time to add an event
What we want to happen is have the wall grow when the hero collides with it by switching the animation
So the If then statement would be
If the hero is in collision with the wall then charge the animation of wall to #1 or Walltall
Test it out
So it worked... kinda
We want the wall to get taller though
In order to fix this, we need to modify the Points
Open up Edit Wall
Click on Edit Points
When we look at the points in Animation #0 and Animation 1, we see that they don't have the same Origin and Center so the animation is not starting where we want. In order to fice this, we need to have the origin start at the bottom
Add the platform behavior to the wall
Test
It doesn't work because we need to fix the collision mask (the area where the objectis actuall in collision)
Click Edit Collision mask and check out Animation @ Frame 0
Our collision is way up at the top and not actually covering the object
Fix this by clicking Use custom collision mask
The colission masks for the animations are not going to be the same on this one because they are diffrent sizes
They masks are going to be different in each frame as well so you do not want to share the same collision for all sprites
Go through each Animation and Frames
Make sure the collision mask is covering the wall
Test
Our events are getting pretty big so it's time to organize a little bit before we continue adding more
Add three event groups
Name the groups Player, Camera and Collision and place the events in the appropriate group
Open up your Hero sprite
Edit in Piskel
Copy your first frame
Save
Add new Animation
Name it HeroRight
Edit in piskel
paste the hero
Modify the frame so that your pumpkin is facing right
We are now going to create sub events
Add new event
Now let's create a jumping animation for the Hero
Open up and add animation
Name it Herojump
Copy your original Hero and paste it in the first frame of Herojump
Create an animation that will play when the Hero jumps
Go back to events
Create a subevent in your Hero Is Moving Event
Condition will be Hero is Jumping
Action will be Change the animation of Hero set to Hero Jump
Test and Save