Game Design Creating a game called PING Phase 3: Steps for building basic game.
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Transcript of Game Design Creating a game called PING Phase 3: Steps for building basic game.
![Page 1: Game Design Creating a game called PING Phase 3: Steps for building basic game.](https://reader036.fdocuments.us/reader036/viewer/2022062408/56649e0a5503460f94af2218/html5/thumbnails/1.jpg)
Game DesignCreating a game called PING
Phase 3:Steps for building basic game
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Creating the Ping Game: At the end of this Unit students will have
created a: Two player game called Ping Inserted active objects and modified those
active objects Added movement to objects and conditions
for those movements Added scoring objects Provided a winner for the game
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Step One: At the end of this section students will
have learned: How to create a new game in MMF How to rename applications and frames How to change background colors
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Step One: Creating the New Game
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Setting up the new game file:
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Formatting the game frame
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CHECK POINTS You will see these check points at
varying times in lesson. These will confirm what the frames
should look like and what should be completed at this point in the lesson.
If your game looks different go back in the lesson to complete.
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CHECK POINT #1
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Step Two: At the end of this section students will
have learned: How to create active objects for games How to open the animation editor to
modify objects Changed dimensions, colors and
placements of objects on game frame.
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Step Two: Creating active objects
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Creating Active Objects:
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Modifying active objects
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Creating the Center Line:
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Change objects color:
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Finalizing Center Line
1. Right click to select object
2. Choose Align in Frame
3. Choose Horz Center
4. Choose Vert. Center
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Creating Ball object
1. Create another active object
2. Double click to modify object and open animation editor
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Change dimensions of ball
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Change the color:
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Finalizing the ball object
1. Right click to select object
2. Choose Align in Frame
3. Choose Horz Center
4. Choose Vert. Center
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Creating the paddle 1 object
1. Create another active object
2. Double click to modify object and open animation editor
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Change dimensions for paddle 1
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Change the color of paddle 1:
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Creating the paddle 2 object
1. Create another active object
2. Double click to modify object and open animation editor
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Change dimensions for paddle 2
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Change the color of paddle 2 (This should be different than #1:
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Finalizing the paddle objects
1. Right click to select each paddle 2. Move to the edge of each player’s side3. Choose Vert. Center
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CHECK POINT #2 Check the next frame and be sure that
your game looks the same. If your game looks different go back to
the steps of this lesson and make the needed changes.
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CHECK POINT #2:
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Step Three: Giving Movement to Objects
This lesson will show how to add movement to the objects you have created
Follow the steps as directed to give movement to the: Ball object Two paddles
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Giving Movement To Objects
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Give movement to the ball
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Give ball movement direction
1. Be sure to click on initial direction
2. Clear all arrows3. Click on boxes to select
the direction for the ball to move
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Giving Movement To Paddle objects
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Giving Movement To Paddles
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Setting up Player 2 to the Paddle 2 object
1. In the movement properties for paddle two
2. Click on the number 1 and choose player 2
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Setting up keyboard controls
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Choose the keys you want to use to control each paddle
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Keys to control paddles
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CHECK POINT 3 Movement has been given to the ball
and both paddles Paddle 1 is set to move with W and S
keys Paddle 2 is set to move with up and
down arrow keys Paddle 1 is set up for Player 1 Paddle 2 is set up for Player 2
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Step Four: At the end of this section students will
have learned: What the event editor is used for How to set up conditions and events for
objects How to test their game
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Setting up Conditions and Events
Click on this button to open up the Event Editor
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Setting up Conditions and Events
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Setting up Conditions and Events
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Collision event with ball and paddles:
1. Right click on the ball object and choose a collision with another object.
2. Select the paddle 1 object3. Find the event space under the ball object and
right click under the space4. Choose a movement event and select a bounce
event 5. You will see a check mark if set up correctly.
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Using the Event List Editor
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Using Event List editor to confirm collision events
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Keeping objects in game frame
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Keeping paddle 1 in game frame.
1. Right click to create a new condition2. Right click on paddle 13. Choose the option Position4. Then choose test position5. Select the up and down arrow keys 6. Find the empty space under paddle 1
and right click7. Select the movement and have the
paddle bounce
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Keeping paddle 2 in game frame.
1. Right click to create a new condition2. Right click on paddle 23. Choose the option Position4. Then choose test position5. Select the up and down arrow keys 6. Find the empty space under paddle 2
and right click7. Select the movement and have the
paddle bounce
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Using the Event List Editor
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Use the Event List Editor to confirm paddle conditions
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Keeping the ball in the game frame Create a new condition by right clicking Right click on the ball object Choose test position Select the top and bottom arrow keys Right click under ball object and select
a bounce movement
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Confirm event and condition
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Testing position of ball when it leaves frame to right or left
You need to set up conditions for testing the ball when a player misses the ball to the right or left.
It should leave the playing field and reappear
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Testing position of ball when it leaves frame to right or left
1. Right click to create a new condition2. Right click on ball3. Choose position and then test position4. Choose the right arrow to test when it
leaves to the right5. Create a second condition to test when
the ball leaves to the left
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Testing position of ball when it leaves frame to right or left
1. Under the ball object right click and choose position from this menu
2. Then choose select position3. Choose at actual X, Y coordinates4. Click OK5. You will see the position of the ball with
a dotted flashing X at the center line6. This will make the ball reappear at this
coordinate
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Repositioning ball on frame
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Moving ball when it is repositioned on game frame.
1. Under the ball object right click to add a second event to this condition
2. Choose the option Direction3. Then choose select direction4. For balls that exit to the right. Move
the ball to the left (see next slides)5. For balls that exit to the left. Move ball
to the right (see next slides)
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Selecting Direction for ball to move
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Setting direction for ball to move
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Check Point #4Several conditions and actions were created to provide the steps for a functioning game they include:
• Bouncing ball condition (off paddles, and game frame)• Test position conditions (to test of the paddles and ball are
on the frame)• Reset ball condition (to re-position the ball onto the game
frame when it leaves from either side)• Be sure to review the Event List Editor to confirm your
events and conditions were set up correctly (see next slide).
• Go back to the Event and Conditions steps to make any corrections.
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Check Point #4- Event List Editor
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Step Five:
At the end of this section students will have learned: Create score objects for player 1 and
player 2 Add to the score for players Create a winning player text and display
that text.
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Creating a Score Object
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Creating a Score Object
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Creating a Score Object
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Creating a Score Object
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Creating a Score Objects
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Adding to the Score Objects
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Ending the game
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Creating string text
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Creating string text
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Setting up Conditions for displaying string text
Click on this button to open up the Event Editor
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Step 6: Creating Conditions for ending the game
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Step 6: Creating Conditions for comparing a player’s score
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Creating events to end the game
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Creating events to end the game
1. Follow same steps to set up another compare to PLAYER 2’s score.
2. Set up same events but display PLAYER 2 wins!
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Check Point #5Several conditions and actions were created to provide the steps for a functioning game they include:
• Creating score objects for player 1 and player 2• Adding points to either player 1 or player 2’s score• Having the ball reappear on opposite player’s side that it
left the playing field• Comparing a player’s score to the value of 13• Displaying hidden text to declare a winner for the first
player to reach 13
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Check Point #5