![]() ![]() Additive: adds the color value of each pixel of the image to the color value of the image behind it.Opaque mode is the cheapest blending mode, so using it may improve the performance of your game, especially for large background images. Opaque: copies the actor’s pixels exactly, replacing the background and ignoring transparency.Normal: overlays the actor over the background.Blending mode: determines how the actor’s graphics will be drawn with respect to its background.Unchecking this attribute will improve the performance of your game if the actor never needs to be seen. This attribute cannot change during gameplay. Visible: determines if an actor will be seen by the player.Tags: tags given to the actor, which are labels you can use in your game logic to apply actions groups of actors.This is not manually editable, but you can modify this by dragging an image from your artwork/sprites on to the actor instance within the stage. Image: the image displayed for the actor (if any).You can edit any of these individual values, or you can select a color from a color picker. Color: the background color of the actor, represented by red, green, blue, and alpha integer values from 0 to 1.For example, if the value is 90, then the actor appears 90 degrees rotated counter-clockwise. Rotation: specifies the angle or rotation at which the actor appears initially in the scene.Size: the pixel dimensions (width and height) of the current actor.This property is relevant for actor instances within a scene, not actor prototypes. Position: the x and y position of the actor in the current scene.This attribute can be read and incorporated into your rules/behaviors, but not changed. Time: the number of seconds an actor has been active or “alive” in the scene. ![]() Name: a descriptive way for you to refer to an actor within your game.Any changes you now make to this specific actor within the scene will only affect that actor instance, not the prototype itself. To create an actor instance, simply drag an actor prototype into a scene. If you make a change to the ghost prototype, all ghosts within the game would also be changed.Īctors instances are the building blocks of a scene. Each ghost that actually appears in each scene/level of the game is a specific instance based on this ghost prototype (and would therefore inherit all the attributes and behaviors of the prototype). For example, in Pacman, you would create a ‘ghost’ prototype, specifying some visual attributes of the ghosts, and how the ghosts would behave in the game. These are known as “prototypes” (or models) of the actual actors/characters instances that your players will interact with within your scenes. Game designers often begin their process in Creator by creating the set of actors that they will need in their game across different scenes. Actors can represent the character that the player is controlling or they can be the surrounding objects/characters that your player talks to, collides with, jumps over, or generally interacts with during gameplay. Proper naming and syntax.Actors represent the visible objects within your game.Use of tags for hazards and non hazards.Others that help set difficulty levels?.Music behavior (played during the game).Random objects falling in random places.Change themes (sounds, characters, etc).For example, good Bart Simpson versus bad Bart Simpson Win, lose, pause, instructions and intro scenes.Be sure to change the name of it to your name and share it with Mr. The bad guy should have artificial intelligence and chase the good guy Getting StartedĪfter looking at the requirements below, fill in this empty check sheet for each section. Good Blank Bad Blank Independent Game and Assessment OverviewĬreate a game where a good guy and a bad guy fight each other. Using bar to check lives left instead of number.If any conditions are valid as there are more than one condition.Destroy bullet if it hits wall or good tank.Create “real” attribute for game (not player). ![]()
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