Mapping: Engage your brain

by: Lunarea

There are two equally important parts to mapping: the “art” that gives visual appeal and the “science” that makes the map work. As a result, it’s difficult to give a specific list of things to do or avoid. What’s a good rule of thumb for one game can be completely wrong for another. So, how does one get better at mapping?

My advice: Start thinking! Continue reading

IGM Tutorial: Ghosts

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

The mechanic for making “Ghosts” in IG Maker is kind of obscure and hard to find, but once found it can be a blast to play with. If you haven’t been following in our Shooting game or you just want to start on the same page as everyone else you can grab the GPD. If you’re already set, you just need the resource below.

So what is a ghost? Basically it’s a simplified gadget that is going to follow our Player Gadget’s every move. Including firing the Player’s projectiles. This could be useful in Platformers (Anyone else remember this mechanic from Ninja Gaiden?), or in Action RPGs, but today we’re going to put it to use in a Shooter. Continue reading

IGM Tutorial: Flow

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

We’ve worked with the “Flow” tab previously, but now we’re going to look at it with a bit more depth. Load up your shooting game, or grab this GPD real quick and let’s get started!

Basically what we’re going to do is create two memories, then tell the game that when those memories go up by one it should switch stages. Pretty simple stuff, but it’s just a small taste of what the “Flow” system is capable of doing. So first stop on our adventure is to the “Materials” tab and the “Memories” sub-tab. Create two memories named “Stage 1″ and “Stage 2″. Leave both of their initial values at zero. Continue reading

IGM Tutorial: Changing Tiles

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

This is gonna be a short one, but very cool. Load up the shooting game we’ve been working on, or just download the GPD and open it up.

This time we’re gonna make tiles change when our ship crashes into them. It’s a very simple process, but it’s aesthetically awesome. Head to your “Materials” tab first and “Update” your Land tiles, or “Create” a new one using the following resource:

If you choose to “Update” the old Land graphic don’t forget to add 2 to the “Split Graphic (Horizontal)” field making Horizontal 8, and Vertical 1. It still only needs to be used for Tiles so don’t bother changing that. Continue reading

IGM Tutorial: Saving

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

Today we’re going to make incredibly basic save and load gadgets. These can be expanded upon with menus and graphics among other things, but this tutorial is only going to cover the basic mechanics of how to save to a file and load from it.

We’ll be making these using the Action RPG plugin. You can download the GPD with everything you need to start this tutorial already set up, or you can start from scratch with these resources. Continue reading

IGM Tutorial: Lives Left

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

Thus far in our shooting game we’ve made enemies, we have hit points, and we can die endlessly. Let’s go over how to put a cap on dying, show the number of lives left on the screen, and rock a game over screen.

So the first thing we need to do is figure out how many lives we want. I say two (just to keep it a different number from our max health). Open up our shooting game and head to the “Materials” tab and the “Memories” sub-tab. Here you’ll find a bunch of preset memories in red. One of them is “Player Lives Left”. There is also one for “Player Max Lives” but you don’t need to worry about it for now. On “Player Lives Left” just increase the number to two and you’re done here.

Continue reading

IGM Tutorial: Health Bar

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

We’ve already went over how to show enemy and player health with numbers.
Let’s take that knowledge and use it to apply a health bar instead. We’ll be
using the shooting game we were working on. Here is the GPD if you need it.
Health bar resource!

So import your health bar under the “Materials” tab, and then head to the
“Memories” sub-tab. You already have your “Player Health” memory set at 3, but
in order for a health bar to work properly you need to set your Max Health as
well. So go ahead and change that memory to 3 for now. Then head to the
“Menus” tab and the “Menu Parts” sub-tab. Continue reading

VX Ace: Make Your Own Game Tutorial VII: Creating Encounters Part 2

In this tutorial we will finish up creating our encounters, and create the sample games final boss: Morris the Fanatic cultist!

If you would like to read the full version, right click save as the pdf version HERE. But now, let’s get on to the preview! Continue reading

IGM Tutorial: The Basics Of Menus

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

So far we’ve made a very basic platformer, and a very basic shooter. What we’re going to do now is go over how to create Menus. Menus can be very complex. They can be altered with switches and memories as well as alter everything about your game if you want. You can use them to create an RPG styled menu, a new game/load/continue screen, or they can be an integral part in your game play. You could even make a text-based RPG just using a series of menus.

We’re going to need options for our menu so load up our shooting game and take a little bit of time to create another canvas similar to our first. Once you have that done create a third canvas and name it Menu if you like, then head to the “Materials” tab and the “Text” sub-tab. Continue reading

IGM Tutorial: Projectiles

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

Finally we shall cover projectiles! Let’s make our ship from the last tutorial shoot at some stuff. Resources!

So first you need something for it to shoot. Grab the dark ship and the dark bullets and we’ll make ourselves an enemy that shoots back. The first part of this is easy stuff. Just import the new graphics via the “Materials” tab then head to the “Animations” sub-tab to copy and paste the Player Ship we made last time. After that just replace its graphics with the new Enemy Ship and rename it if you like. Because this is an enemy and not our player gadget we’ll need to change the way its hit detection works a little bit. Use these to make the ship hurt our ship when they collide, and to take damage from our player gadget’s bullets. Continue reading