work flow for 2d game

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IG Task 2 – Analysis – Anthony Bowes First of all we made a sprite and used a very simple creator to design our own unique sprite. Through this menu we could choose to modify the mask as well as the point of origin. Here you can see the size of the canvas and the number of sub images. You can modify the mask here and change the origin here. This is the sprite editing menu where we could create our sprites we need for our game using a variety of pixel based tools. This is the editor menu and has a range of tools to help create your sprite. There is also an advanced colour pallet to bring colour to your sprite This is the object menu, this allows us to make sprites in to physical objects within the game and code them to work on their own or via an action triggered by the player themselves. This menu helps create an event which you then can code and make something happen in the game

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Page 1: Work Flow for 2D Game

IG Task 2 – Analysis – Anthony Bowes

First of all we made a sprite and used a very simple creator to design our own unique sprite. Through this menu we could choose to modify the mask as well as the point of origin.

Here you can see the size of the canvas and the number of sub images.

You can modify the mask here and change the origin here.

This is the sprite editing menu where we could create our sprites we need for our game using a variety of pixel based tools.

This is the editor menu and has a range of tools to help create your sprite.

There is also an advanced colour pallet to bring colour to your sprite

This is the object menu, this allows us to make sprites in to physical objects within the game and code them to work on their own or via an action triggered by the player themselves.

This menu helps create an event which you then can code and make something

happen in the game

This is the room creator and allows creating the actual level for the game and adding an object into the player from this menu adding enemies and aesthetics.

This menu helps add backgrounds, add sounds, settings and more in your level and is the main hum to controlling the level

Page 2: Work Flow for 2D Game

IG Task 2 – Analysis – Anthony Bowes

This is the preview of your level, you can place objects within your game from this.

This is the base code for movement and allows the player to move around freely within the boundaries set by the code. This code also controls the players speed and other variables.

This is the free hand code system and allows me to create my own code and allows me to choose what keys control the player

This is the background creator and allows you to create different styled backgrounds for each level you create.

This menu allows you apply the background to the level and overlap it as well as make the background move.

It also allows you to preview your background.

This is a base code to create a basic particle system that comes out the back of my player. Some of the aspects include gravity speed and direction.

This is the particle system attached to the player.

This is an animation set for my 1st enemy; an enemy spawns in the world at a random area in a row of three at a time. When the enemy spawns it goes the opposite direction of the player and meets it head on in the game view.

The enemy shoots a lazer at the player and can damage the players health, this is the same for the for the player.

Page 3: Work Flow for 2D Game

IG Task 2 – Analysis – Anthony Bowes

When an enemy or player is shot then it explodes and disappears from the game. If the player is shot restarts the game.

This is the players shield and score this was created in a draw event within an object. The code was simple and the variables consisted of colour, text and size. This is shown here

Adjustments

My first adjustment was to create a more realistic background; I achieved this using adobe illustrator I used this to create a mountain range and tree setting. As you can see here I used the in game tools to make it even on both sides for a repeating background.

I then started to create other levels. My second level was focused on moving through the small gaps, to achieve this I created a collision mask and when the player collides with it the player destroys its self. My 3rd level was a turret based room where I placed the enemies on a tiled structure.

Another adjustment was adding a final boss level this ads intensity as well as an ending to my game. I first created the sprite and enlarged it in the level editor. I also created special bullets and a firing system to this boss. Once you kill the boss it takes you to the win screen.

Page 4: Work Flow for 2D Game

IG Task 2 – Analysis – Anthony Bowes

I created a death screen next this activated when the player was killed and allowed you to restart the whole game. I also created a win screen for when you completed the game this also had an option to restart the game.

I then created a start screen which had the games name and an option to start the game it was made using the background used in my game. Next I made a tutorial screen which game a brief tutorial on how to play the game as well as randomized tips.

Finally I added music to my game there was a new piece of music for different components of the game so the title screen had music different to the main music. I used the creation code menu to code the certain stop and start codes into the game