Platform movement is where your characters move along platforms and fall down
if they don't jump over gaps.
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| It is important to
follow these instructions carefully to get successful platform
movement. If it doesn't work the first time, delete your
objects and follow the instructions again from the beginning. |
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Create
some quick backdrop objects to act as platforms and ladders. Right click on the platform object you have just made. Choose Obstacle
> Platform
Right click on your ladder and choose Obstacle >
Ladder
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Add in an active object to be your character.
Place it just above the bottom platform. Right
click on your character and choose Movement > Select Movement
Choose Platform Movement
Set the Jump Control to be Up+Left/Right Arrow.
Choose Try Movement and then adjust Gravity and Jump Strength to get
a balance between having enough difficulty to make jumping across
platforms challenging but not impossible.
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Go to the Step Through Editor and collect the following
events:
| Player collides with the background |
Stop |
| Player leaves play area |
Stop |
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Add in a door for the player to get to the next level.
The only doors in the libraries are background objects, but you need to make your door active
to use it to get to the next level.
To make the background door into an active
object
- Put in a background door
- Right click on it and select New Level Object > Active.
- A second active door will appear. Place it where you want
your door to be
- Delete the background door.
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Now add in an event for when the player collides with
the door
- Goto the Event Editor
- Choose Add a New Condition
- Add in Player Collides with the Door
- In the Game Controls choose Go to Next Frame
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Some other things you might like to do with a platform game
Collect objects before the door opens
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Add in some active objects (eg keys) for the player to
collect. Go to the Event Editor.
Add in an Event to destroy the key when the player collides
with it.
Now right click on your event number for when the player
collides with the door.
Add a new condition to it.
Choose the Key to test
Select Pick or Count > Have All Keys been Destroyed?
Now the player will not get to the next level when it
collides with the door unless all keys have been destroyed
first.
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Put in some danger
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We are going to put in a 'baddy' who shoots an object every 2 seconds that
the player has to avoid.
Place an active object on one side of the play area.Go to the
Event Editor and add a new condition
Choose a Timer event and every 2 seconds
Click on your 'baddy' and choose 'Shoot an Object'
Choose your bullet and the direction it will shoot out
Finally add in an event to restart the level for when the
bullet hits the player.
When you go to the Step Through Editor, after 2 seconds a
bullet will shoot. It will first of all collide with the
baddy, then it will leave the play area and then it will be
destroyed. You can ignore all these events.
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If your baddy is facing the wrong
direction, you can reverse its animation. Watch the video
to see how to do it. |
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You could also add in objects such as fires to jump over to
collect keys, or creatures that are buzzing around on a fixed
path to add in more danger. |
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Elevator Movement
Here is a sample game designed by Odys (Grade 8) that will
show you how to add elevator movement to your platform game
Download Elevator.zip (13
Kb) then study the Event Editor to see how it is done. |
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