Friday, June 16, 2017

conclution

In these past weeks I have worked hard to learn some new features of the click team program. I learned a series of different click team applications and have created a improved platform game.

Here are the things I did in the past two weeks.

Car physics. In this I essentially created a box on wheels that moves when pushed by an invisible force. This taut me how to create wheels and how to use the physics force.


Melee attack. I created A punching feature for my character.


Improve character animation.

Thursday, June 15, 2017

Game improvements

Today I am going to improve my platform game.

First I am going to make the attack range on the player larger because at the moment it is to hard to hit the enemy objects. I am going to do this by extending the the fist a few more pixels.

Before.

After.
I have also decided to remove the ability to hurt the character because it is way to annoying. They are more like pinatas now.

Next I am going to make it so that when the balls touch the pinata both are destroyed and the character still gets points.


Now I am going to add a feature that makes the character able to hit the balls without removing the death feature.

Next I am going to edit the characters appearance but in order to get more details I need to first enlarge it so that the pixel brush will be more fine.

Final character product.

Today I learned how to make a more detailed character using the character editing menu. Tomorrow I am going to find a new tutorial to follow.


Wednesday, June 14, 2017

click team 3rd tutorial day 6

Today I am going to set up my platform game with enemies and fix any bugs that may arise from it.

Yesterday I shrunk the player and enemy down to fit inside the platform game map. So first thing is I am going to do is copy the enemy and spread them about.


Now that the enemies are spread out I am going to test the game and as you can see there are quite a few bugs.


 The enemy fly one way right away happens because I set an initial speed what I needed to do was add a condition on to the bounce box that set the speed.

The other problem is that the fist appears too far away. this happens because the position condition is set for when the character was giant. To fix this I just need to adjust these settings.


Now that the bugs are fixed the final game looks like this.


Today I learned how to keep the enemies from flying away and keep their bounce feature after removing the initial speed. Tomorrow I am going to make some minor improvements to the game.

Tuesday, June 13, 2017

click team 3rd tutorial day 6

 Today I am going to show you how to make the enemy bounce away when hit, and then I am going to make the character die when touched by the enemy.

To make the enemy bounce when hit was quit a struggle to figure out. I had to test various methods to both keep It up right and get it to bounce: continuing from last time you need to set its initial direction to 0 and in crease its initial speed to how ever powerful you want it to bounce. Then add the condition show below.

Making the Character "die" is simple I am just going to make him reappear back at the start which is the same thing I did with the balls previously.

Now I am going to shrink the characters and put them back in the map.


Today I learned how to make the enemy bounce when hit. Tomorrow I am going to spread them around my game map and find a new tutorial.




Monday, June 12, 2017

Click team 3rd tutorial day 5

Today I am going to make the enemy loose health with each hit then I am going to add them in to my platform game.

To make the enemy loose lives then disappear add a less than or equal to zero condition and select destroy for the enemy.


If you want to add points for killing an enemy simply add another alterable value this one for points insert a counter for this value then add a "add to" in the player box in the same condition as the destroy function.


If you also also want a knock back feature you will need to follow a few steps.

First you need to make the enemy a bouncing physics object. This will now make your enemy fall through the floor.


Next you need to add the condition that will keep him on the platforms.


today I learned how to make the enemy disappear when its life is empty and how to make the enemy roll away.Tomorrow I will go over how to make the enemy knocked back when hit and damage the player.




click team 3rd tutorial day 4

Today I am going to fix the fist placement problem and continue on with the tutorial.

To fix the fist problem I had to return to the condition I used to set the position and increase the Y on one side and decrease the x on the other.


Here is what the fists look like now.



I also noticed that when the character is near to the enemy his fist appears above while the body appears below to fix this I moved the body forward in the frame editor.

Continuing with the tutorial we are going to fix the way the character glitches when running and hitting. this is done by placing a negate function for if the launching animation is playing under the "when right arrow is pressed" and "when left arrow is pressed.

The next step is to allow the enemy to be damaged when hit. To do this I needed to add four new conditions: the first allows contact to be made only when the fist is over lapping, visible and the buffer is at zero (the buffer keeps the player from repeatedly striking the enemy), the second condition plays a crying animation for when the enemy is hit, the third changes the animation back to standing.


Here is the enemy being hit.


Today I learned how to negate conditions to allow for better animation transitions. Tomorrow I am going to make the enemy loose health with each hit.


Friday, June 9, 2017

click team 3rd tutorial day 2

Today I am going to continue the melee attack tutorial from yesterday.

The next step in the tutorial was to create an always condition to make sure the fist is facing the wright direction then to make the fist invisible at the start.


Now before moving on I needed to wright a few conditions to allow the launching animation to start. Here is what I added: the condition at the bottom is the activation of the launch animation the top is to allow the animation to play.


Upon clicking x  this happened. The reason was because I selected loop and only animated one side.


Now that it is fixed this is what it looks like. note no fist yet.


Next I added the condition to allow the fist to appear.



After I played it however I noticed the fist is slightly off. 

Today I learned how to assign a keyboard button to make an object reappear and how to make a object position relative to another. Tomorrow I am going to fix the floating fist problem and then continue farther into the tutorial.