I’m still having problems capturing videos of gameplay, so until I work out how to sort this out/find an alternative to Hypercam, I’ve strung together some screenshot highlights of my game so far.

This week’s aim was to create a level which was playable from start to finish and included some of the functions that would be seen in the final game. The result is a playable place-holder graphic level with a basic placeholder HUD (“Heads Up Display”) containing level progression info. Below is a list of all the current features…

Incorporation of the EasyLighting system

So far I mainly have lights inside the first building, some of the lights can be seen in the image above. When the player moves into a light source, the light affects the brightness of the sprite’s colours. A comparison can be seen below, when the character moves into an unlit area.

Ladders

When the character comes into contact with a column of red lines such as this one, the custom variable “canc” is enabled which I’ve set up to allow for vertical movement. I’ve used some of the Grandma Engine’s custom variables such as “vspd” (vertical speed) and “S_JUMP_SPEED” (jump speed). The current climbing speed is half the value of the jump speed, which I’ve currently set to -5.25. This has actually resulted in climbing speed which is faster than the walking pace, but I’m keeping in for now for faster level testing!

if (place_meeting(x,y,obj_ladder)) {

vspd = 0;
canc = true;

if (keyboard_check( key_up ))
vspd = S_JUMP_SPEED /2;
if (keyboard_check( key_down ))
vspd = (-S_JUMP_SPEED) /2;
}

Press up to warp function

Previously, warping from room to room occurred on contact with the “warp” object (invisible in this screenshot!) In this instance, the warp object is placed in front of the door, so that when the character came into contact with the door, the character would be automatically transported outside the building. The X and Y coordinates for the door are the same in both rooms, so the character arrives in the new room in the same location.

Since incorporating this feature, I’ve adjusted the mechanism to only warp when the “up” key is pressed. This was quite simply achieved by adding the line:

if keyboard_check ( vk_up )

to the code!

Item Collection/Level Progression

I’ve dotted some of my sakura objects around the level for player collection. On collision with the character, the blossoms disappear as they did before to avoid the player picking up the same flower twice.

I’ve created a very basic HUD which tells the player how many flowers they’ve collected. Each time a blossom is collided with, the figure (starting at 0) goes up by one. This affects the global variable “gamescore”, controlled by a HUD object which always appears in the player’s view rather than on a fixed point in the level. The object contains draw commands which tell Game Maker to draw the figure “0” followed by a string of text saying “/30”. This is currently just a random figure as there aren’t even 30 collectable items in this level…

Player Hit Points

Underneath the level progression information is a figure representing player health. This needs the most work so far! I’ve currently set this figure to start at 5, and decrease by one every time a black blossom is collided with. These blossoms also disappear on contact, so you can only be hit by something once. The “enemy” objects probably won’t disappear in the final game, for now I have simply set it so that health cannot reach 0. I don’t currently know what will happen when this figure reaches 0! But it will probably re-locate the player to a designated re-spawn point.

As for the rest of the level, I’ haven’t really made any changes but I’m hoping to work on some new tiles soon. Tracing the level design by hand has given me some really good ideas for environmental tiles and objects. Hopefully I’ll get a video up and running very soon!

EDIT: My Devlog Video 1 is now online! And nearly works.

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