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Lesson Nine: Miscellaneous Items. Shooting in Both Directions Used when you want your character to shoot things in multiple directions. You need to have.

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Presentation on theme: "Lesson Nine: Miscellaneous Items. Shooting in Both Directions Used when you want your character to shoot things in multiple directions. You need to have."— Presentation transcript:

1 Lesson Nine: Miscellaneous Items

2 Shooting in Both Directions Used when you want your character to shoot things in multiple directions. You need to have your character and your projectile. – Go to Event Editor – Create New Condition – Right click on Keyboard icon  The Keyboard  Upon Pressing a Key – Press any key you want to use for shooting the projectile. Hit ok. – Right click on the condition “Upon Pressing …..”  Insert. A new condition box opens. Right click on your character  Direction  Compare Direction of “Player”. – In the new window, you will see a circle made up of squares. Click on the square where the number 0 is. Hit OK. – Right click underneath your character  Launch and Object. A new window will appear. Click on your projectile and hit ok. A new window will appear. Click on Launch in Selected Directions. – In the new window, you will see a circle made up of squares. Uncheck all the arrows, and click the square next to the number 0. Hit OK. Hit OK again.

3 Shooting in Both Directions – Click on the number next to your condition. Copy the condition by using Ctrl C. – Paste the condition using Ctrl V. You will now have two identical conditions. – Right click on the words “The Player is facing direction …..”  Edit. – The window with the circle of squares will appear. Uncheck the arrow facing the number 0, and click on the box facing number 16. Hit OK. – Right click under you player  Edit. A new window appears. Click on the Launch in Selected Directions. – The window with the circle of squares will appear. Uncheck the arrow facing the number 0, and click on the box facing number 16. Hit OK. Hit OK again. – Save your game.

4 Using A Timer You use a timer when you want to repeat something over a period of time. Some examples: a sound effect, bullets that fly at you, etc… This is used in conjunction with an activity. To Set up the timer: – Go to Event Editor – Create a New Condition. Right click on the Timer Icon  Every. A new window will appear. – Input the number of time you want your game to wait for something (i.e. 3 sec, 1 min, etc..). Hit OK.

5 Creating Objects Within the Game You use this when you want something to appear that doesn’t exist at the beginning of the level. Some examples: a bomb, bullets, health pack, enemies, etc… Timers and Collisions are often used with this. You need to have your active object already created. To Create Object Within the Game: – Go to Event Editor – Select an existing condition (such as a collision or a timer condition). Right click on the Cube Icon  Create Object. A new window will appear. – Select the object you wish to create. Hit OK. A new window will appear (the select position view). – Select the position by clicking on the screen and dragging the checkered box to where you want the object to appear. Hit OK.

6 Sound Effects You use this on any condition you wish to have sound. Some examples: a collision with a bomb, shooting an object, killing an enemy, going through a portal, etc… Please note that MMF2 does not support a wide variety of music formats. For sound effects, it works best with.wav files. To Use Sound Effects: – Go to Event Editor – Select an existing condition. Right click on the Speaker Icon  Samples  Play Sample. A new window will appear. – Select Browse From a File. Warning: DO NOT SELECT BROWSE FROM ANOTHER APPLICATION. Select the appropriate sound effect for your condition. Hit Open. – Save your game.

7 Background Music You use this to give your game some mood and emotion. Please note that MMF2 does not support a wide variety of music formats. For music, it works best with.midi files. To Use Background Music: – Go to Event Editor – Create a New Condition. Right click on the Chess Icon  Start of Frame. – Right Click on the Speaker Icon  Music  Play Music. A new window will appears. – Select Browse From a File. Warning: DO NOT SELECT BROWSE FROM ANOTHER APPLICATION. Select the appropriate music for your level. Hit Open. – Save your game.

8 Making an Executable of Your Game You make executables of your game, so that others can play it without having Multimedia Fusion 2. To create your executable of your game: – SAVE YOUR GAME! – From the Top Menu, go to File  Build  All. A new window will appear. – Choose the location where you want to save your game to. Type in a name, and hit Save. – (This may take a few minutes to save.) Once the executable has been created, you will notice that your game icon over in your workspace toolbar will be replaced by a red circle with a lightning bolt inside. CONGRATULATIONS! YOU HAVE COMPLETED YOUR FIRST GAME!

9 Exercise Open Your Application. Select Your Level. Create a Timer Condition. Create Sound Effects. Put Background Music to Your Level. Create a Condition to Create New Objects. Save Your Game. Build Your Game.


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