- Create
the graphics.
Almost everything in GameDev is directly or
indirectly dependent on graphics. These graphics
are called Tilesets. GameDev stores images of all
the tiles in memory (or in files) and loads them
into display memory when the map editor or game
player is invoked. Tilesets are used for map
tiles and sprite graphics alike.
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- Define
tile matching properties. Using tile matching, the creation
of a professional looking map can proceed very
quickly. Tile matching, when properly defined,
will automatically match a 2-by-2 square of tiles
to the surrounding map. This allows you to draw
cohesive structures without constantly having to
change the tile currently being drawn.
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- Create a
map. Maps can
have multiple layers in the Scrolling Game
Development Kit. Layers can scroll at different
rates. Maps are central to the game. They contain
all the paths and sprites and special functions.
The map editor has the ability to generate random
mazes built into it, which will help to generate
an interesting map very quickly.
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- Define
tile categories and solidity. Tiles can be grouped into
categories. These categories are useful for
determining which tiles are solid and what their
shapes are like. This allows the player and other
sprites to interact with the shape of the map. A
solidity definition can consist of slanted and
square tiles. These solidity definitions are then
associated with sprites which use it to interact
with the map in a way appropriate to the
particular sprite.
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- Define
some paths and sprites. Paths are defined in the map
editor. They can then be linked to sprite
definitions. There are various ways that sprites
can move and interact with other sprites and the
map. Even though every sprite is associated with
a path, not every sprite needs to follow the path
associated with it. Even the main player sprite
has a path, just to determine the starting
position.
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- Set up
player information and inventory. The player is a special sprite
designated by the game developer to exhibit some
extra features. The player detemines where the
map scrolls. The player is also the only sprite
for which GameDev handles inventory and complex
map interaction. Complex interactions include
information about which tiles grant and use
inventory items.
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- Add
special functions.
Special functions are created in the map editor
and the effect defined in the Edit
Maps Dialog.
Special functions allow the developer to define
some very specific events that can occur while
playing the game. These functions include
teleporting the player, creating sprites,
displaying messages or images, altering the map,
and deleting sprites to mention a few.
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- Add
multimedia content. Each map can define its own
background music which can be changed by special
functions. Special functions can also play their
own media file in response to an event. Video
clips are also supported. As of version 1.2,
media clips can be associated with sprite
collisions and tile interactions too. The Media
Manager in GameDev smoothly fades between
changing media, automatically fading out audio
when appropriate.
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- Add
script. Script
can be used to control aspects of the game that
can't be controlled through existing means.
Scripts have full access to the object hierarchy
of the project, and other aspects of the gaming
engine. Events raised by objects can also be
trapped and responded to by script code.
Scripting can be used for very specific control
of various aspects of a game.
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