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Transcript

Working with Stencyl

Part 1

At this point you should be able

to control your main character

so that he runs back and forth

and jumps without anything completely

unexpected happening.

Although the background isn't shown here, my level has one. Select and apply a background from either your computer or StencyForge.

Hide/Show Background Button

Create a New Game

-Name it rpg_your_name

-640x384 Screen Size

Create a new Scene

-Name: Level1

-300wx12h

-Download a tileset

from StencylForge

-Select it.

-Use anything you

like!

Create a platform

that runs all the way

across the level.

Lay the first tile then

scroll to the other end

of the level and shift-click

the last tile to make straight lines.

Add what you like!

Download an

Actor from

StencylForge.

Assign and configure

the Jump and

Run Movement

Controls.

Select your character and apply the 'Camera Follow' behavior. Once you do this, you should be able to run

all the way across the map. The camera will follow.

Be sure to configure gravity for your

scene!

Let's create a new actor. In this case, it will be a key. We'll search for a door later. You can use either StencyForge or Google Images to add an image.

Google Image Search Tips:

Search Term

It can be any size, and does

not have to be animated. Your

choice!

It's important we choose an

appropriate license.

You should have a key added and

ready to go at this point

The logic found here can be

found under 'Scene.'

This happens when the scene

is created.

Let's add the key to the scene at a

random location each time. We'll start by selecting

the scene and adding the logic seen above.

We are going to add the key at a random 'X' location using the logic found under 'Numbers and Text'

We want to add the key at a random location between zero (The left side of the scene) and

the width of the scene. Run your game and you'll see

that key will appear somewhere different each time.

We are about to use a game attribute to

determine whether our character has run into this key and collected it.

We are going to create a new

game attribute. Call it HasKey1.

It should be a Boolean (true/false)

and its initial value is set to 'No.'

Sometimes we need to use text to check whether the game is working the way we think is should be working. Add a 'Drawing' event and set it up so that it always draws the value of 'HasKey1' at 200,200.

In this way, we can see when it changes.

Eventually, we'll either change this text

or get rid of it.

Select the Key and choose

properties. Click edit groups.

Add a group called key1:

-Make it collide with players,

tiles at least.

-Add the key to the key1 group.

Here is the collision info for the player.

Make sure it collides with key1 and tiles

and is assigned to the players group.

We want the key to disappear when we run into it. With the key selected, create a collision event 'Group&Group.' When you test the game with this logic, the key should vanish when you run into it.

Be sure the events are set up

in the right order on this list.

Now, with the level selected, we're going to modify the value of the 'HasKey1' attribute.

Create a 'Group&Group' collision event and

set the value of 'HasKey1' to true when this

event is triggered as seen above.

At this point, you should be able

to test the game. When you run into the

key, the debug text should change from

'false' to 'true.'

Now we are going to create a doorway

to level 2. However, we must first create a

second level. Go ahead and set up a Level 2

with some basic elements as seen above.

Now we going to add a door. Create an actor

and drop it at the end of level 1. --Simple

Now, we need to create a door region.

After double clicking

the region, you can rename

it here

Select the draw

region tool and

draw a box around

your door

The trick here is to make it so

that your player only moves

to level 2 in the event he has

obtained the key.

With Level1 selected, create a

Specific Actor enters region event

and configure it with the logic

seen to the left.

(If HasKey1= true, switch level.)

Required Challenge:

On Level 1

-Create a second key that is a different color.

-Create a second door

-Create a 'Treasure Room' Level

-The second door will then lead to the treasure

room.

-The treasure room should contain a doorway

that leads back to level 1.

-The treasure room should contain a series

of gold coins, diamonds, or something similar

that we will collect for points. However, the point

collection does not have to work right now.

We'll set that up in part 2.

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