Chapter 11. Setting Up the Game


What You Will Learn

In this lesson you will:

  • Learn to use Lingo for programmatic animation

  • Use the random function to vary the animation

  • Learn about time-based animation techniques

  • Use imaging Lingo to seamlessly loop a scrolling image

Approximate Time

This lesson should take you about 1.5 hours to complete.

Lesson Files

Media Files:

alien_ship1.png

alien_ship2.png

asteroid1.png

asteroid2.png

ground.png

mountains.png

ship1.png

ship2.png

ship3.png

Starting Files:

None

Completed Files:

2d_game.dir

This is the first lesson in the third project, an old-style 2D Space Shooter. The inspiration for this project came from a game we used to play on the Texas Instruments TI-99/4A personal computer. The 99/4A was one of the first home computers (I still have two of them), and its programming language, TI Extended Basic, even used sprites for animation. The game we played was called Parsec, and we spent many hours in front of the TV, shooting at aliens and asteroids. I thought it fitting to base a project on it.

A look at the completed game

In this project, you'll create a fun little 2D shooter game while learning about programmatic animation, time-based animation principles, collision detection, and more. And although you're building what might look like an old-school game, you can apply the principles and techniques to other game ideas you might dream up.



Macromedia Director MX 2004. Training from the Source
Macromedia Director MX 2004: Training from the Source
ISBN: 0321223659
EAN: 2147483647
Year: 2003
Pages: 166
Authors: Dave Mennenoh

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