Now with yesterday’s blog we finished adding in the sprites for goldurs attack now we need to make sure this missiles will home in on our Mech and actually deal damage to it.
With this code we will now have a place for our sprite to go and a way for it to be cloned. now we need it to have a destination to go to once it is cloned as well as a way to make it stop cloning itself
This code will allow the missiles to target the mech and glide over to it and it will also make it so that the missiles will be deleted even if they do not touch the Mech.
Also we need to add this code that will make it so that the missiles will be deleted on contact with the mechs bullets and the same goes for the mechs bullets as soon as they have contact with the missiles they will be deleted.
And last but not least we need the position of the missles.
In this blog we will begin to add important code to our 2nd boss Goldur. This code will include the following : Movement code, Health variable code, and the beginning of his attack code.
First lets start with Goldurs movement code
With this movement code Goldur will glide around the map in a sort of figure 8 pattern. This will hopefully make it harder for the player to kill Goldur.
Next we will have to add our health variable code for Goldur that will actually make it so that he can take damage.
This will be our code that makes it so that the golem takes damage and we also need one piece of code to set his health
This code should look familiar if you read my last post as this is just the top part of the Goldur appearance and the reason goldurs health is set to 10 and not 600 is because I am currently bug testing the game and other features.
And now with those 2 codes in conjunction Goldur can take damage.
Finally we will need to begin Goldurs attack mechanic/function and as such we will need sprites forhis weapons
I decided to give our friend Goldur 2 surface to air heat seeking missiles that will track down the Mech and deal 5 damage each to it. We will go over all of the code for these 2 missles in my next blog post tomorrow.
As you know this is an Epic Boss Fighter game and ass such we need more than 1 boss so for our 2nd boss I am adding a large golem made out of metal. And as this is the boss I wanted this is the sprite I chose.
Now that we have our sprite we also need a backdrop to put him in so I chose this one.
Now that we have our sprites as always lets get started with the code for our new boss Goldur
Now this code will prevent Goldur from showing up on anyother backdrop so it wont interupt any of other stages.
And for our final piece of code for this blog we will be adding his appearance code which basically tells him to come out of hiding.
This is our 4th and final part in adding a shop to our game. With this we will be done with our shop and then we can move on to our second boss goldur but for now we have to add our final pieces of code to complete this section of our game.
Lets get started. As you should know by now once we enter our shop there is no way of leaving and as such we will be adding a continue button for our final part of adding a shop.
As always lets start bye getting our sprite ready.
This is the sprite I chose to for my continue button and of course you can choose any sprite you like. But now that we have our sprite lets start our code.
Just as with the shop option button we need to ensure that the continue button does not appear on any other stages so we need to in\corporate the above code.
Next we have this code that will allow our continue button to be seen on our shop screen that way it will actually be useable otherwise obviously no one would be able to use it. Now of course last but not least we need the code that will actually activate our button when we click it.
With this final piece of code we will be able to use our shop button to go to the backdrop for our next boss Goldur so stay tuned because that blog post will be coming soon!
This is the third part of this step I know it has been a long one but you need to be thorough as if you don´t it will likely mess up the shops functions/mechanics. Now in this step we will be adding another item to our shop called a basic health kit.
And as always we have to start off with a good design for our sprite.
This is the sprite that I chose but obviously you can create any sprite you want and now that we have our sprite ready let´s get started on our code.
This is the same set of command we used for our advanced mech bullets to ensure that neither of these sprites appear on any other backdrops aside from actual shop to buy stuff.
Now that we have these commands we can start adding our commands to allow us to purchase the health kit.
These 2 pieces of code will allow use to start changing how the health kit looks when actual shop to buy stuff shows up and when we hover over the health kit.
Next we will add commands to allow us to purchase the actual item by clicking on it and this function will also be pretty similar to our advanced mech bullets.
And finally with these 2 pieces of code we will now be able to purchase this item and it will instantly heal the mech by 20 health.
This is our second part of step 5 so if you have not read the part 1 blog I would strongly suggest you do that as it will cover all the things you need to do before this step.
Now lets get started.First of all now that we have our backdrop chosen we can add some items to our shop.
Our first item will be the advanced mech bullet.
This advanced mech bullet will replace your old mech bullets and they will deal 20 dmg to bosses as opposed to the 10 the old bullets do. Now this bullet wont need very complicated code but it does have quite a few pieces of code. Without anymore delays lets get started.
With these first pieces of code we will make sure that our Bullets dont show up on any places where we dont want them to for example thev runzol backdrop as well as the goldur backdrop for our 2nd boss.
Now that we have that code its time for the code that actually allows the player to purchase the bullets
With this code once our backdrop becomes actual shop to buy stuff the advanced mech bullet will show itself and it will be able to be purchased for 50 coins which is the exact amount of coins you get for killing Vrunzol
And with these final commands our bullet will be ready to be bought but not quite ready to be used and these commands are very important as they ensure that the player only spends 50 coins and if they do not have 50 coins they will not be allowed to buy it.
pou may have noticed from the title that this is the first part in a 2 or 3 part set of steps for the epic boss fighter game. This is because the shop mechanic is quite complicated and it requires lots of additional code but now lets just get right into it.
The first thing we need to do is add a button that will allow the player to go to the actual shop and it is a good transition in general.
This is the sprite I chose for the shop button but of course as always feel free to change the sprite if you would like. Now that we have our sprite we can begin to add code to this button.
This code ensures that the shop button does not appear when the Vrunzol backdrop as it would cause obvious problems. Now that we made it so that the backdrop does not show up on the Vrunzol backdrop the next step is to make a plain backdrop that is called shop Option.
Once you do that then we can add our next piece of code and just a fair warning it is a long one.
Now this si all fancy code to make it so that when the mouse hovers over the shop button it will get bigger and slightly darker and when the mouse is taken off the button the effects will go back to normal. We are onto our last step for this part of adding the shop.
With this final piece of code when the mouse clicks on the shop button it will switch backdrops to the actual shop to buy stuff. Then this backdrop should pop up.
Now that we have our basic attacks and movement code done we need to add some more detail and so we will be adding a backdrop and a death animation for vrunzol.
So to start we will add a backdrop.
I chose this backdrop as I thought it looked like a sorcerers study but you can choose whatever you want for this backdrop and I also suggest you name it Vrunzol Backdrop as there will be many others and it could get confusing.
Now that we have our backdrop lets get to Vrunzols death animation. This death animation will be similar to that of the Evil Warlock in my previous game 2 player battle simulator but it is a little bit different.
I know that this code looks pretty complicated and long but that is just because Vrunzol has to cycle through A Lot of costumes so it is a little long but it just repeating itslef.
And in the end it should look pretty cool and hopefully pretty clean and not spastic.
To start this blog we will be adding a new sprite to our game or actually 3 of them. These sprites will be orbs that Vrunzol shoots and they will go in random directions so lets start by getting the right sprite.
This sprite was very easy to make as I just drew a purple oval and then I put a smaller black oval inside of it. Once we have coded the orb to damage the Mech and mpove properly we will just duplicate it twice.
But now lets get to the code.
This piece of code is our first and its function is to set the orbs to the correct size and to move them to the correct spot and each orb will have a different position but it really does not matter as the actual sprite will not move at all.
Now with this piece of code the orbs will create clone of themselves every 1.5 seconds and they will not move or show themselves so we have to add code to make them do so.
With this piece of code the cloned sprite will move to a random position on the map and then after 1/4 of a second it will delete itself. Now for the final pieces of code for the orbs.
These 2 pieces of code will determine what happens if an orb was to come into contact with either of these sprites. And of course we have to add one final piece of code that will allow the orbs to actually damage the Mech.
And with this final piece of code the attack function for Vrunzol and his orbs is complete. And since their are 3 orbs we had to duplicate the code 3 times once for each orb.
To start this blog post I will be showing you how to create the Mechs attack. This will allow the mech to damage Vrunzol.
The first step will be to create thefiring animation and honestly this step is the most difficult as it will require a couple of complicated pieces of code. So here is thefirst piece we need.
This is the basic piece of code we will need for the mechs bullets and this piece of code will go into the bullet sprite not the Mech. This will make it so that when I press down my mouse pad it will create a clone of itself although this clone will not move as we have not told it to so it will just stay exactly where it was created which was right on top of the sprite.
Now that we have this we need to add our second piece of code which is pretty long but it does allow our sprite to have pretty clean movements.
I am sorry that the code is this long but it is to ensure the smooth movement of our bullet as other wise it would slowly be moving and then abruptly stopping until it reaches its destination.
Now that we have these 2 pieces of code we just need 1 more piece for a fully function bullet and then we also have to add 1 or 2 pieces of code to Vrunzol along with his movement code that will allow the bullets to actually damage him.
This final piece of code is simple and so is it´s purpose as it is used to hide the bullet and make it rest on our Mechs arm where his gun is.
now with this our mechs attack is fully functioning and the last thing we have to do is make the attack damage Vrunzol and get his movement code.
First lets start with his movement code.
This will allow Vrunzol to smoothly move across the screen and last we have the damage code.
With the help of our special variable block we will be able to give Vrunzol health that the Mech bullets will be able to deplete and once that health bar gets to 0 Vrunzol will be dead and we will of course give hima nd all of the other bosses a death animation.