IGM Tutorial: Adding a Boss HP Display

Want to check out a PDF of this tutorial? Right click save as HERE.

Last time we created a boss and gave it three hit points. Now we’re going to cover how to display those hit points on the screen with numbers. Open up your file from the last tutorial and we’ll get started! Also take this transparent resource real quick for use later.

The first thing we need to do is to create a switch. Head to the “Materials” tab and the “Switches” sub-tab and hit “Create”. This switch is going to be used to turn on and off the health display so name it “Boss HP” and leave its initial value off.

Next head to the “Menus” tab and the “Items” sub-tab. Hit “Create” and we’ll make a new item called “Boss HP Display”. Just like with animations you’ll need to set a graphic for this, even though at the moment we’re only displaying text. So use the transparent graphic included with this tutorial (you’ll have to set it as a graphic under the “Material” tab and allow it to be used as an item first, but you should know how to do that already). Continue reading

IGM Tutorial: Adding Health

Want to check out a PDF of this tutorial? Right click save as HERE.

If you’ve been following along with the tutorials this far you can load up the platforming game we’ve been working on and we’ll get started.

Let’s start by creating a boss penguin from our regular penguins. That way we can have a boss’s health displayed on the screen while we fight him. Head over to the “Animations” sub-tab and create a copy of our Penguin animations. Rename the copy Boss Penguin so it’s a little easier to keep track. Under the “Per Frame Settings” sub-sub-tab change both of the Scale options to 2. This will double the size of our penguin. Now adjust your hit detection accordingly. Continue reading

IGM Tutorial: Adding Features

Want to check out a PDF of this tutorial? Right click save as HERE.

Let’s take the jumping action game we’ve made in the last two tutorials and add a couple of features to it. The first we’ll add is the ability to double jump. Load up your project and head to the Gadgets sub-tab.

Start by copying the Jumping(2) “Action Program” and paste it to create Jumping(3). On Jumping(3), go ahead and check the box to make this a jump. Under “The Next Action Program” Standby and Running should both already be red so select Jumping(2), scroll down, and check the box for “The Gadget Played All Animations”. Now select the Jumping “Action Program” and select Jumping(2) as “The Next Action Program”. Scroll down and uncheck the box for “The Gadget Played All Animations”. Continue reading

IGM Tutorial: Basic Platformer

Want to check out a PDF of this tutorial? Right click save as HERE.

In this tutorial, we’re going to cover the very basics of creating a jumping/platformer style game which will include creating a hero gadget, creating tiles with and without walls, and creating an enemy gadget for our hero to defeat. At the bottom of this guide you’ll find a link that will lead you to a flash example of what the finished project should look like. You can also click an of the Screenshots to see a full-sized version for clarity. You will also need the resources in the following archive to do this tutorial (right click => save as to save them to your computer)

ResourcesOpen up IG Maker and on the left menu under the “Top Page” tab select New Game. This opens up a guide to creating new projects. Read it if you like, then hit next. For this game’s genre we’re going to select Jumping Action (New Game). Hit next again and we get to pick the starting screen resolution (this can be changed later by selecting the “Flow” tab and then the “Overall Settings” sub-tab). Select 640×480 under the VGA 4:3 option. This option seems to be the best for flash, and it works fine for PC games as well (though I find that Wide 16:9 1280×720 works best for the Xbox 360). Hitting next again allows you to name your game. This can be changed later so just use the default for now and hit finish. Continue reading