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 Shooter Maker Functions, Explains the basic functions of SM95 as well as what each event does.
 
 Elemental Crisis
post Jan 9 2008, 12:50 AM
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I do not know who the original author is, if someone does please provide proof so the original author can get credit.

To Set up player:
Player Information:
Animation Tab, fairly self explanatory, just click the graphics on the right hand side, and add to the frames.
Weapon Tab.
To get player to fire a weapon, you must select a bullet event in the norm equipment drop down.
What I’ve found so far is that event 64 is a normal bullet, 65 & 66 are bullets but they fire 3 or 5
bullets at the same time (in formation).
The top row of the tick box grid grid (att1) specifies what key fires this weapon (the first tick on the left hand side is the space bar)
The next row of the tick box grid (att 2) fires the event selected in the second drop down box under norm equipment.
It’s possible to have the same key fire both norm equipment weapons at the same time.

Similarly, the spe weapon (special weapon?) is specified in the drop down box, and the slider represents how many of this weapon can be fired. The key to launch this weapon is specified in the third row of the tick box grid.

On the very bottom row of the tick box grid, if A is ticked, then autofire is enabled.

Attack direction specifies the bullet movement direction. If forward is selected, then the bullet will fire in the direction the player is moving in. If Stay is selected, the bullet will move in the direction specified by the spinner box next to the stay option.

Input Device is pretty obvious!

Ammo is the number of bullets the player can fire.

It is also possible to set up multiples that follow the player (see the dream game)
If the power up option is set to you choose, the select ship screen is automatically shown at the start of the game.

Settings tab (this is the same as loads of other events)
View type, specifies which layers the object appears between.

Build Time.
If this number is under 29, there is a trail of graphics under the object, no Idea what this is for!
If the number is 29 or above, the graphic specified in the anim tab of event 101 is drawn flashing under the object to represent a shadow (see the Angel game). The number then represents the angle under the object the graphic is drawn. (38 is down and to the right, ideal for vertical shooters)
In the Fortress game, the missiles in event 181 use a build time of 20, to create a trail behind the missiles – so that’s what the effect is for – lookds pretty cool! The event used for the trail is 103.

Event 104 is the explode animation for the player.

To enable the player to register a collision between other objects, set the P,H,V,B option to B, and the dead option to dead.

To enable collision with the background, blocks must be set up as collision blocks (by clicking on the “chipset/map thing” button on the tool bar. If a block is set to destroyable, when the block has been destroyed, it is left with the next tile along in the tile list. Also when the block is destroyed, event 105 is played (an explosion animation would go in here!)

Settings Tab

This is common to many objects.
The view type options selects between which layers of the stage the object appears in.
For 2 objects to register a collision, they must have the same view types.
Shoot type, not 100% sure on this, but it’s to do with how an object registers collisions. I always set it to 4.
You can click the rectangle to decrease or increase the collision zone of an object.
Background type, this again is to do with collision, but as to how the object reacts to background tiles.
Speed slider is obvious (note, on all sliders in shooter maker, if you need to get the value accurate, click on the slider, then use the left/right arrow keys)
Attack refers to the strength of the object, Energy refers to the hits to kill. So for example if an enemy has an energy of 100, and is hit by a bullet of attack level 50, the enemy can be killed by 2 shots, if the bullets attack level is just 1, then the enemy will take 100 hits before it dies.
Score is the score the player gets when the object is killed.
Event Name, can be changed to something meaningfull.
Kill reward, can select an event to be created when the enemy is killed, or can select a coin (not sure which event a coin is yet!)
Shooting animation – this should be labeled as death animation, as this is the event that is played when the object is killed.

Attack Tab

This also is common to many objects
The section labeled attack 1 seems to be where you can make an object fire automatically.
The Event drop down is the event of the object to be fired.
The top vertical slider is the delay between firing (0 = rapid fire, 10 = big delay between firing).
The bottom vertical slider (underneath a # symbol) is how many objects to fire at the same time.
The direction options are as follows:
Inside: the bullet is fired at the player object
Turr: possibly short for turret gun? This fires the bullet at increasing angles starting at 0.
Forward: fires in the direction the object is moving in.
Stop: I think this is labeled wrong, as this just fires the object in the direction specified by
The number / wheel thing next to the stop option.

The section labeled Attack 2 does not fire automatically, this has to be called from the enemy movements list (using the ATK command).
The same is true of attack 3.

For some reason, ticking the enable tick box means the bullet moves with the enemy!
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Lo-Fi Version Time is now: 14th February 2008 - 12:37 PM