Building Your First Simple Game / No Coding required (Flow001) | Gareth While | Skillshare
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Building Your First Simple Game / No Coding required (Flow001)

teacher avatar Gareth While, Digital Creator

Watch this class and thousands more

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Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

    • 1.

      Introduction

      0:47

    • 2.

      What is Flowlab / Class overview / Getting started

      5:15

    • 3.

      Setting Up Targets

      13:19

    • 4.

      Adding a Timer

      5:01

    • 5.

      Stopping Timer

      5:46

    • 6.

      Counting Targets / Fixing a Bug

      5:45

    • 7.

      Adding a Replay Button

      10:01

    • 8.

      Expanding the Game

      7:50

    • 9.

      Your Project

      3:04

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18

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1

Projects

About This Class

In this class, you'll learn to create a simple clicker game using Flowlab using only your browser, without writing lines of code.

>>> You can play the game by going to "Projects" and finding the project named "Play: Building Your First Simple Game" by Gareth While <<<

Who is this Class for:

This class is perfect for students who are new to coding or find it a bit overwhelming, or for those who consider themselves visual learners. It's great for beginners and for those who want to explore more with the game engine we'll be using, called Flowlab.

Account details:

To learn more about purchasing a student account or creating a free one, click the link for additional details. https://www.gcreate.co.uk/teaching

Here's what we'll cover in each video:

Video 1: Introduction to class.

Video 2: Introduction to Flowlab in your gaming journey, a visual overview of what we'll do, and information about the type of account you'll need.

Video 3: Setting up sprite targets and getting familiar with the node-based functions to make our game work.

Video 4: Adding a timer to challenge the player.

Video 5: Stopping the timer and learning how different objects can interact with each other.

Video 6: Counting the created targets and adding a condition that needs to be met, along with fixing a simple bug.

Video 7: Adding a way for the player to replay the game once the level is completed.

Video 8: Experimenting with ways to expand and modify our game, now that the main functionality is created.

Video 9: Working on your own project with suggestions on what to improve and add to your game.

Meet Your Teacher

Teacher Profile Image

Gareth While

Digital Creator

Teacher

Welcome to my Skillshare page! My name is Gareth, and I've been a freelance Graphic Designer for over a 10 years under my freelance name Gcreate.

I think it's best to make potential students aware that I do have Dyslexia and Dyspraxia. These are types of learning disabilities that I have faced all my life. In my case, it's reading and difficulty pronouncing words (even though I can read them in my head and understand their meaning). This means that in some parts of my videos, I may say a word that is hard to understand. However, I have done my very best through editing to ensure that all the main key points are clearly understood and can be followed along easily. I normally conduct these workshops in person, and I have found it's very different doing them online. So, I thank you... See full profile

Level: Beginner

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Transcripts

1. Introduction: Interested in creating your own video game that feel intimidated by the idea of coding? Well, don't worry. With flow lab, you can bring your game ideas to life without writing a single line of code all from the comfort of your browser. In this class, we'll dive into the world of flow lab and explore why it's a perfect game engine for beginners like you? Instead of coding, we'll use visual elements called nodes to build and customize our game. Throughout the class, each video will break down the game making process in a way that's easy to understand? By the end, you'll have all the knowledge you'll need to create your very own simple clicker game. You will also be encouraged to get creative and expand on your game using the skills you've learned in class. If you're ready to embark on your game making journey without the hassle of coding, jump in and start building your first simple game with flow lab. 2. What is Flowlab / Class overview / Getting started: Welcome to your first flow lab class, and this is building your first simple game. Why choose flow lab compared to maybe other game engines out there. But before I answer that, maybe let's see the process of where you are. Let's imagine this is your journey of gaming. You probably have a game interest. You enjoy playing games or you want to learn more about video games in general. You then go to an online class or you might go to college or university. You might gain a qualifications. It's entirely up to you. Then once you've done that, you'll probably want to continue your hobby or maybe actually get a career in video gaming. It's entirely up to you how you want to go on this. You might I don't know what point you are, you're probably at this point here, I imagine. But some of you might already be having this hobby and you want to know a little bit about flow labs. What I suggest that flow lab does is it does a little bit of an introduction before education because it's very visual. For myself, I'm a very visual person, I'm a graphic designer. While I would love to learn how to do code, and I'm sure I will at some point, flow lab is a really good introduction because it uses nodes, blocks to connect the code and the functionality together. Important to note that other game engines like unity, unreal and condo also have those. They're also able to add these blocks together. But compared to flow lab, simple, it's very simple compared to the other ones. Also, it can be a little bit daunting. What I suggest is that people who actually want to get into the gaming world and actually make games to use flow lab first because well, if you're not too sure where to start as a great step. Let's go through the class overview of what you're going to be learning because I think it's very important that when you take a class that you know what the steps are going to be for your end goal. This is a simple click again. What we want to do is once we click these targets. It's going to start a timer. Then once it all goes down to zero, we want to play again. First, we're going to create the targets. Once you click them, they're going to get destroyed. We're going to have some instructions for the player. Here it says instructions to play that turns into a timer This counts the amount of target. We're going to have to make sure that it accounts automatically. So if you want to do other levels, it'll do it for you, so you don't have to do it manually. This little thing out here is the brain or the functions of the game. This little box here little blue box is the game being window, and then everything outside where it's gray is still in the game, but the player can't see it. Then here, play again, we want this to appear and have the option for the person to play again afterwards so they can keep on playing the games if they can beat their time. We're going to be adding some features to the game once we've done all of this. We might want to add some lost conditions or we want to maybe add a different level or anything like that, quite happy for you to start experimenting at this stage. Then once we've done that, I definitely want you to experiment. After we've done the features on this bit, I want you to definitely start to expand and add some own features and then share it for the rest of other people to see what you've done. Let's get started. I recommend that you use the free account on flow lab. You can, if you want get a student account, there will be a link in the class description, and that will take you to a website and it'll just have a bit more of a rundown on how that works. But if you're completely honest, you could just create a free account on flow lab. Again, just click on the link to see how to actually do that. Um, we're going to be creating four objects. You get a maximum of 50, if you get a free account, we're going to be creating three levels, you get a maximum of five on the free account. Because it's a single game, the first game, it's going to be one. For a free account, you already get a maximum of free. You can delete them, and then obviously that goes down. Levels and objects don't transfer into different games. You can have a maximum of 50 for each game. Again, for levels, you can have a maximum of five for each game. But the game is the only one where obviously if you create free games, that's it, you can't create them more. You have to delete one. So with that being said, let's get started. 3. Setting Up Targets: I. So when you log into flow lab, you will see your profile and stuff. Just click on my games. It's not going to look exactly like this, especially if you don't have the student account. Click on my games, and you come to something like this. We have new game green button there, and you'll see our sample clicker game. We're going to have a quick look at that and see how that functions and then we're going to go and start making it. Let's click on it. There you go. You click the targets. This is going to change to a timer, and that's the amount of targets that we've got there, which is nine. Then we're going to play and see how it repeats. Click on it. The sound plays. Tim goes down. There you go. And then play again. Click on that. Play again. Was it one 60 I got, let's try to see if I could beat one 60. The got 80 for really simple game. It's always better to start off slow and then obviously we build up and then we can add more complexity. Let's go to my games. Click on new game. You'll come up to a screen like this. You want to click on empty projects. Sometimes you'll get another screen that comes up here, that tells you the flow lab updates and everything. But you all that for now, if it comes up to the press. Empty project, go. This is your window. This is your window of what you're the player is going to see. Every cpside the player is not going to see because we're going to be putting some brains or the functions into the actual game, and then some stuff in the actual window itself. So if we go to game levels here, you'll see it's level one. You also maybe if you've got a free counter is like four out of five or some number here because you're only limited to how many levels. But we're only going to only be making say two or three levels in this game, so we don't have to worry about that. Click on the white square. What I want you to do is select a color. Select any color on the outside first and then the inside. This is your color previously and what it's currently at. The moment it's white. We're going to click on, say, let's do a purple one or pinky one, click on there. See how it's current and then what it's going to change to. Click. There you go. We've got that thing there. And if you click on play here, this is actually how you would play the game. There's a little test feature with inflow lab, which I'm going to show you in a moment. But if you actually want to play the game as other people will play it, and you can click on that. You've got details fb and cover. We're not going to be worried about that. This time, we'll probably be focused on the other lessons. But for now, let's go back into editor. And let's go to settings. We can change the game title to whatever you want. We're just going to call it clicker and call it whatever you want. You've got your gravity and you drag and everything else, age, let's ignore that. You also got the width and height. Again, like I said, this is your window of what the player is going to see. We can actually drag that or decrease it depending on the type of game you want. Again, just put it back to 16 12. It's obviously just useful to know when you start making experimenting. Click. Let's actually add some elements. We're going to be adding some boxes or some targets. Left click, you'll see create or cancel. Let's click create. You come up to this little box here. Now, this box is very important. You've got some parents display order, that's going to be important for potentially other classes. For this one, we don't have to worry about that. Multiplayer obviously, we don't have to worry about it. Physics. We don't need to worry about, and this is just restart on level, so the objects won't persist throughout the different levels. These are the two most important figures that we're going to be focused on at the moment now. Object one is how many times this object is in the world. We can clone objects, and it will have the same type, but this will change, so it will be object one, two, and three and four, and so on every time you clone it. It's really important to always name your type. So we're going to call this target, Um, there's no need to chase the dame of the object, but you can for more complex games. But for now, we're just going to worry about type. You must change the type because honestly, you'll just get really confused. Even on a simple game like this, you go like, why is my game not working? It's because it's selecting something else or whatnot. Okay. So anyway, once you've done that, you want to click on Edit sprite. Come to a box like this. This is where you can actually start designing your sprite and stuff. If I click a color up here or whatever, let's do a red, I could do a little smiley phase if I want to. That will be the actual sprite itself. You can see on the top left hand corner here, that's what the sprites going to look like. Again, we're not going to focus too much on this, but you can upload, you can download the images, undo, whatever. I encourage you to experiment after this class. For now, we're going to click on Browse these are all the different sprites that are in your current game. We're going to click on menu. Again, because I've got the teacher account, I'm going to have a lot more options. But we're going to go with everything that accounts will have, which is the flow of b sprites. We're going to click on objects. Then we're going to click on topic here. It's entirely you, what you want to click on. I'm going to go for a box. Click on box, it will come up there. Once you've done that, click Okay. Click again. There you've got your box and you can click and drag that around. If I click on play. You'll see doesn't really do anything, especially for click on because I haven't add any cold or any behaviors to it. It's also very nice with the purple and pinky purple with the box. I'm going to change that make it a little bit better. Let's go back into that. Go to say a nice blue. If that stands out there that stands out a bit better. Well, let's put some functionality into this game. We're going to click on your box. You're going to click on edit. Go to behaviors. Then this is where all our functionality is. We've got triggers, we've got logic and math, components, properties, Text lists, GY, game flow, mobile data, multiplayer and behavior bundles. Behavior bundles is really useful for very simple code that the developers or the people who've made this website have done, so you don't have to red stuff. It's always best, especially when you started out to do your own and you don't really know what's in here. But for now, we're going to be doing everything from scratch. What do we want to do? Let's think about it. We want to click the box and we want it to disappear. The first thing is going to be a trigger. Mouse click. Click on there. You'll see these you go down up over and out and the little nodes, the little dots connecting to it. What you can do is once you connect two different dots together, you can just click and drag. You can't connect it to yourself. Sometimes you can and there'll be times when we do that, but for this instance you can't you can't accidentally do that. What? Mouse click down. That's when it activates. Mouse click up as in when you release the click on over the object. The mouse is over the object and the mouse goes outside of the object. Each one of these will activate the lines when we connect them. What did I say? When mouse click down, we want to delete this object. We want to delete the box. Let's go to components, go to destroyer because we want it to be destroyed. Okay. Like I said, node to node, dot to dot. Down, goes to destroy, goes green, there you go. You'll see it there. If you make a mistake, accidentally, you can hover over the line, and click on it, goes red, blue goes green, there you go. We can actually see this work, which is really nice. Instead of going out of the game into that play area, we can actually do it right here. If you go down here to the left hand corner, click on play, see how it all becomes a little bit brightest not graded out. Click on the box and you'll see this activate The mouse was down, destroy and it destroyed it. Press stop, there go. You've got the first element of our game sorted. Let's press okay. Let's make it a little bit exciting because we've only got one object there. We want to clone this. We don't have to then make the code for each object because we're going to be clothing. Click on it, click on clone. We're going to do eight objects altogether. We want two sets of four, one, two, three, four, and now we do 12p4. Again. Done clothing. Remember, if you accidentally click twice, I'm going to click on twice here for you. Just an example, it doesn't really show. You have to be careful if you do that. You're going to actually just click out, click the object, and click Delete. Just make sure you don't overlap because you'll go, why is my box not disappearing? It has disappeared. It's just that it's layered so the bottom boxes show it. We can actually play our game now, click on play. There you go. We've got our boxes that delete, because we've done the code, and we've coned it. What else do we need to do? We needed to put some sound to it. Let's do that. Glo onto the object, go to edit, go back to behaviors. We need to go to put some sound. Let's go to components. Click the sound option. A little node appears. Then let's put that under there. Go down to play, so it goes green, and then that's connected. Now, it's important. If I click on this box and I drag it, I'll drag everything. If I click on this one, it'll already drag this p here. It already drags everything that's connected to it from the left hand side. If I want to click on this and I want to just move it myself, I hold down shift, and then I can drag this independently. I hold it down shift currently. Release shift, and then I can drag it if I want to drag everything. Make sure you do this neat. Again, because it's all node base, as well it's nice, it can get a little bit messy, just like normal code. Just try to position things that go like, it's not going to confuse me further down the line. Anyway, sound effects. We've connected that up so it hits play down to play. We can also have down to stop but we want it to stop certain music volume is obviously speaks for itself, if you want it to be lighter and lower. Also, you've got outputs as well. Once this plays, stuff will come out here. Again, we don't have to worry about this for this session. Let's click on the actual box itself. We can upload our own music, but we're going to be choosing sounds, so we're going to choose sounds. We're going to go to effects. Again, depending on the account that you have, you might not have these many options, you definitely won't be able to go into a premium. But I think a simple click one is really simple. It's entirely up to you, which one you want. All I would say is don't pick something that's too long. Let's have something that's going to be potentially annoying just so I can show you. That one. I can imagine even though it's, you click on that a few times, that's potentially going to be a line. Especially if you do something too long like music, there's little music here. What's it fantasy. Yeah. You don't want that every time when you click a box. Short and simple. Let's go back into click and I'm going to click on that. Actually, that sounds pretty good. That sounds like a box collapse in. Click on, and there you go. You've got that there. Now, just drag this across. I'm just clicking anywhere that space and then I can just drag and move it around. I could also use the scroll reel to go in and out. I'm just doing that there. Hang going to click on play. Now, bit annoying, but again, it's up to you. For me, that's fine. 4. Adding a Timer: I. We've got the boxes or set up. Let's actually set up a timer. Like I said before, anything within this box here is going to be the player's view and everything outside isn't. We're going to start doing some functionality to make the game work the way that we want. We're going to be putting the brain in the game so to speak. We're going to click somewhere here. We're going to click on create we're going to call this control. Now, you don't need to do the spsens because no one's ever going to see it. But I always think it's quite nice just because well, Okay. It would you want to go back into the game? I always f is quite nice. If you want to go back into the game and do some changes or edits, you go, well, what's this square here? But if you make it something a bit more obvious, then you'll roughly know what it is. Let's go back into sprites. You can go into objects and then you can choose it here like a lock, I think it's quite nice. But if you do have a paid account, if you click on this one here, you can click on what it maps, see what's there. You've got a little question marks and stuff like that. Explanation mark, some symbols, which is quite nice. Let's use a symbol. Again, it doesn't really really matter. You can choose whatever item you want, you can upload your round. Let's click. We call this one control. Again, this is going to be controlling elements of our game. Let's go into behaviors. Let's start putting some stuff in. Let's start doing a timer because that's really important. Let's go to GUY, and let's put label. Let's click on that label. There you go. Let's have that label there. Then let's call this. What's this? Click box to start. You can choose whatever font you want. Again, it really depends on the color that you've chosen and stuff like that. But I always recommend, especially for this game, click on center, so it's center lines. When it starts to change, you can offer you change the font sign, the font, and the color. Let's I'm going to make my one black here. I'm going to click, click. Now anytime when you click on the label when you create to do label, it's going to put the text in this corner here. In order to change that, go back out into your main area. Click on the box to see highlights. I want you to Move the box over here. Move the text over here, I mean, you've got that bit there. Let's go back to your control. Let's start putting some things together. We want when the player clicks on a block or a box or whatever you've got, we want it to start the timer. We want mouse click down. Then we want a tier to start ticket over, don't we? Let's do that. Mouse down to start, I'll do manual start then, and then it's just going to add to value. Let's see what happens here. We also want it to capture clicks anywhere because if we don't, it's going to only activate when we click on control because it's outside of the window, player is never going to be do we need to capture clicks anywhere. Also, if you click on this little ton node here, we want to make sure that this repeats forever. We don't want it to stop, we want it to continue play. Also the time is a little bit too long. Let's make that 0.1. Lesli and then out goes to value because we want to change the value. Now we could play. It only does one, it's only outputting one because it's only activating once. We need to change that. We want that to keep on counting up. We need to put something else in between there. Let's delete this line, and then let's put tican maps. Let's put a number in. This time, we want to add that one each time into itself continuously. We do that by putting a plus sign. O goes to plus. Now it's going to be adding that one each time, and it's going to be adding one to value. Now if we do it, click on play. See how the time goes on. But there's no way to stop it and that's what we're going to be doing next. 5. Stopping Timer: Okay. Once all the boxes are clicked, we want it to stop the timer. We need to weigh for the boxes to communicate to control. Let's do that. Let's go back into your main area here and click on the box. A box will do because it's remember they're clones of each other, so they're all the same. Click on box, click on edit, click on behaviors, where it destroys, we want it to send something to control. We want to send it a message and we're going to scroll in so it's a little bit easier to see. Then it's going to count it in control. Let's go to components. We want it to send a message. Let's click on message. Click on that, it says, Hello. I'm just going to go out to send, so it's already. I'm going to drag like that. I'm going to click on this. Now, you can have any message you want. It is case sensitive, so it's important that if you put a capital at the front or anything, it duplicates at the over end. But this one, I'm just going to target die. You could have anything you want. It really doesn't matter, to make it easy, maybe just have die, it just dies because it's destroyed. Or you can put destroy. It's entirely up to you. Now you have a bunch of options here. You can set it to yourself, send it to last contacted objects and stuff like that. We're going to ignore all of those apart from this one here. Choose objects to send it to. Click on that, you can probably see where we're going from here. Select the type. Remember, it's important to name things because if you click on this, we've only got two, but if you can imagine if you're making a more complex game, you're going to have a long list here. You want to make sure you name it correctly. We want to send it to control. Then any object, obviously, we already got one of the objects here, it's object 11. We don't have to do that, so we just do any object, and then that's it there. If I click on now, if I click on play actually, I can show you. Do you see activated? I clicked on down, destroyed itself and also sent the message die to control. Let's actually have a way to receive it. Let's go back into your main area here and go into edit for your controller behaviors. Then we want a in triggers, we want mailbox. It's got hello. What do we put put die or I put die. You can put whatever you want, lower case D, I've got that there. That comes in. Basically, we want to do a set of things where we've got the number of boxes, we've got eight. Once we want it to get rid of that number to zero. Let's do that. Let's do two numbers one, two. Let's put them in sequence of each other. This one is going to be a number of boxes. We're going to have it detect the number of boxes so that you can dynamically change it for extra levels that you want to do, but for now, we're just going to do it manually. So there's eight, so let's click on eight. For this one, we want a minus one. Because remember, we want to get rid of this number until it's zero for it to stop. O because we want to get minus one. We don't want to add to it. If we do plus, it's going to add to this number, so we don't want to do that. We want to do minus one. And then out gets two plus. It's minus one to this number here, and then that's going to output. I can show you how that works. If I just move this up here. Now I have a click on play, you should see eight disappear, or go down. Seven, six, five. Okay. There we go. We've got a way for it to go down to zero, but there's no way for it to reset yet. We need to have some if statement, a filter as it were. When this goes to zero, we want it to stop the timer. Because we're on logic at bash already, there's a filter thing here. Let's put this in. Value will be the number here and then just goes into the actual box. We don't have to worry about value, we just have to worry about in. Eight goes to in, this out goes to in here. I'm going to move this down here just so it's a little bit easier. Then I'm going to click on the filter. Then it's already got zero there, so we'd have to change that. Then we're going to have equal to zero equal to zero. When this is zero, it's going to pass this little test, and then it's going to pass it and then I'm going to go reset. I'll just stop the timer. Start reset as it resets it back to nothing and then delay is if you want to stop the timer for whatever reason, and then it'll start up again. But we're going to just do that. Hopefully, you can see the path there. Again, if I moved to the side here, we can see it working. Goes in seven. It hasn't passed yet to zero. Now the minute it goes to zero, this should activate and it will stop. There you go. See how activated and everything stopped, which is really good. There you go. We've got a way to stop our little timer and if you clip on the main thing, there you can see it play, you can see it started to take shape. 6. Counting Targets / Fixing a Bug: Okay. So we've got the basics of our game, but we want to add some extra little things here. Now, I did say at the start that we're going to be able to count these boxes, but we just put this manually, didn't we? We put that in there as eight. Let's have a way for it to count itself. Let's go back into the behaviors of control, we're going to do this backwards this time. We're going to go to mailbox. And we're going to have a bell box. We're going to count that to the number here that says plus. But this time, we're going to have this as zero, going to have it like that. You could have a number in between and then have it to set, but just for making things easier, we're going to do it like this. For the bell box, we're going to have this as count, counter K C, and then that's what's going to happen. We're going to put the triggers or those besages for these boxes, and each one of those is going to send a number, which is one to this mailbox, and then it will come out and that will be eight. We're also going to have a way to count this as well. Let's do that. Let's go to GUY. Let's do another label. I'm going to put that over here. Out goes to value, so we can actually track it. That can go to zero because it doesn't really matter because it's going to count it automatically. Let's do center. Let's make this, I don't know, a red I go, let's position it nicely here, then moved up a little bit like that. Then let's do the triggers for the boxes. Again, any box it doesn't matter. Remember, it's going to happen for each one of these boxes. We don't have to do it for each one, it's going to be it's going to happen eight times because they're cones. They still exists in the game in world. Inter triggers, we're going to click on the thing that says once, once do Once each time that this sprite object is created in the game when the game load that level. There's obviously other things like always, this is always activated in every frame, if you have over it activates once. What we want it to do? On the game loads, we want to count itself and send that count to control. Let's do that. Let's go to messages to send call out to send like that. Call this count, that's what we did before. Objects send it to click control. An object is fine. Then if I move this over here, click on play, see it says eight because this sent to count to control and it counted eight. I actually show you in control here, work a little bit better. It happens instantly. This is still going to have a one, but just keep in mind that it does happen eight times. Click on play that activates counts it each time to one and then we can actually play because we still got this equal to zero. We can do that. There you go. We've got that bit there. Now we've got a bit of an issue because if we click again starts a Tra again, we don't really want that. We want that to be able to stop. We want this to break its line after we've clicked it once. Let's do that. Mouse click to T. We want to get rid of this line for now. Move this back a little bit, and we're going to have a switch. Just like a switch in your house, Okay. Electricity is always come into your switch for your room or whatever. But the light only turns on when we actually turn it on. Let's do that. Out goes to in, down goes to in. Down goes to in and then out goes to start, like what we had before, the switch is currently turned off because it's on the little light is not on. Let's make sure it's on because we want it to be on at the start. Then what we want it to do is we want it to turn itself off. O goes right round to off and you'll see it there. What happens? Lin comes in, clicks down, goes out, but then it's also going to turn itself off at the same time. If I just show you play, see eight activates that way. Click on it, and you'll see this turnoff turns itself off. Okay. Click on each one of these, you'll see it's trying to go in to start the time each time, but it won't let you. Then click on that. This is going to activate stop the timer. Stop the timer. As much as I click it can't turn itself back on because there's nothing on the node little dot here that says on, we can't do that. Again, depending on the type of game that you make or whatnot, you might want to have that feature for your game. For this one, we don't want that. So we're going to leave that one there. Then we can actually play the game disappear. Hey. Co. And I can't stop the time now. 7. Adding a Replay Button: So we've got all the elements of our clicking game there. What we can do is we can move these about a bit. We can add more blocks if we want to make it a little bit more difficult for the player. Move that like that. Let's add a few more there. Remember, because we've done coning, we've done all the coding. It's going to add that number there, so we don't have to keep on doing each bit. Let's move these like that. So I've got 12 this time. We just want to have a little thing where that makes it a little bit neater. Let's have a little thing where once you've done, we're going to have a thing where it can play again. The bottom down here, we've in the box. We need to click Create, I just want you to call this type play again. Okay. Again, it doesn't matter what sprites you do. You can upload your own, you can create your own. But for argument's sake, there's a really nice feature on the students one and the teacher one because they're exactly the same. I'm going to click on arrows. I'm going to click on where is it? Little replay button. But I can change whatever want. If I want to, I can go back into the sprites here, I can click on objects and I can have a key or what. It really doesn't matter. I'm going to click on that. I'm going to put that I want that to appear maybe in the corner here like that. So be quite nice. And then have edit behaviors. Go to GY, label, and have play to P play. Again, going to have that centered. I'm going to make this make it black. We make it maybe a blue dark blue. See how that looks like. Again, I have to go out. It's probably going to be a little bit too big. Let's make that little bit smaller. Let's go back into behaviors. Let's change the font size to I don't know, seven quite nice. Position it correctly. Go into the actual play to see if you're happy. Yeah, with that, that's fine. We don't want this to be activated all the time. We want it to only appear when it goes down to zero. Let's do some of the elements first. First, we want to be able to click on the arrow and it restarts the game. Let's do that first. Click on it. Play again, behaviors. We've just got the label here. We just want mouse down and restart this game, restart this level. Game flow. You've got pause game, load game, restart game, or what? We're going to go load level. Click on down to go. I'm just going to go restart current. The reason I do restart current instead of level one is because if I want to make new levels on this and I want to make it a little bit difficult. Again, this will be dynamic enough. D will only reset that current level. Let's do that restart current. Click Now if I click somewhere and I go, I made a mistake, I can click on this and restart the current. But again, we don't want this to appear. We only want this to appear when this goes to zero, once we've got When that goes to zero, and it starts a timer. What do we want to do here? Go back into its behaviors. We want to have a once note. A few things here. Put that up here. We also want to go to properties. Now, Alpha is how transparent something is. 100 visible and zero it's not. Let's go to logic and mass, and gets a number. What are we going to do? Once the game is created, it's going to get zero is going to put the Alpha for the text and also Alpha for this percentage here. I could play, see how it disappears. It's still there, but players don't know that. That's a little bug and maybe you can try to work out a way how to solve that. But for now, let's just leave it there because we'll have to spawn things in and whatnot. We've got that there. We also want to have a message Where this is now 100 and then out goes to Alpha and out goes to percent. But we don't have anything coming in. Again, we just need a mailbox, do it back to front. Let's go to get. Let's call this visible or show. Maybe it's a little bit easier. It shows the text. Click on. You can probably guess how we're going to be doing this because we've repeated it a few times now. We're going to go back into edit behaviors. We've already got a filter that does the calculation for us. We don't really need to make another one. All we have to do is go to components message. Pass goes to send. We're going to move that over there. What do we call it? Show? We're going to send the object to play again. We'll take hit zero. It's going to stop the timer, and it's also going to send the message show to the play again. We click on this bit here just to show you how it works. Play deactivates, gets number one, put Alpha for the text and Alpha for the actual object to sprite. If I didn't have this bit connected, the objects would disappear, but the text would appear here. That would disappear. This would still be appear. Let's make this zero now and then you'll see deactivate to show it. Okay. And, you've got play again. And then the final thing we want to do, Let's some sound. Let's some music. Again, how we did it. Filter, we've already got it activated. Let's go to components and sound. Put that over here. Pass goes to play. Choose the sound. Go to effects. Go to should we have? That's good. Success. That's good. That's fine. Let's have that one. Click Okay. Once it passes, it's going to do success. Let's try that. Actually. Let's do it in the main thing because we've got the main basics of our game here. You go 155 and zero. Now, you don't have to have that zero there. You don't have to have that number there, you can have that outside, but it's just a good indication to show you how many boxes you have to click. Click on play again. You can do that. You can start to think how to add these elements together to make it a little bit more interesting. Maybe when the game, you want it to play a sound. We can do that. You can put that into control. Once the game starts once this is created here, we can go to components. We can have it play. Let's have it play some music, for example. Let's go to loops. Again, depending on the type of account you have, you might not have some of these. You should have, but again, I've just had the teacher one for a while, so you should be fine. You can upload your own. Okay. Let's have that. It's a bit loud, so I'm going to reduce the volume down to say, I don't know. Here. Maybe two. Okay, let's do that. Now when I hit play, play the sound. Okay. And then they'll restart because it's restarting that current game. 8. Expanding the Game: Okay. Questions that I get ask is, how do I make multiple levels? Okay? So let's do that. So we've got here play again. But let's change this. Let's change this to next level. So s play again, we got next level. Then restart current, we haven't actually made yet, so we need to go back out. Go to game levels, click on new level. It's going to have a new level here. I'm just going to call this level two. Again, we can choose the color for this. We can make this one red, for example, if we want to. To load the actual level, we need to click on load. But before we do that, we're just going to make sure that next level, is chosen here in this low level. We've got restart current. We can have go to next one, previous one. Use input value, level one, level two. That's the one that we want level two. Click. Also, the sprice isn't probably that suitable. Let's change that as well. Let's go to menu. Again, you can change this to whatever which one you want. Let's do that one there like that. Next level. Move that like that. When it goes to zero, it's going to go to the next level, which is this one here. There's nothing here at the moment, but we've got a little library here. We haven't actually gone through this one, click on Library, and all the elements, all the objects that you have for that game will appear here. For a free account, you will have you have I think up to 50, but for this one, it'd be absolutely fine. Unlimited for students and teachers, and also if you get an d one. What we want the target. Click on Target. Click on Add to level, and it will already do the clothing. Make sure you don't double click. Let's do free objects here. Once you've done, you've done clothing. Click on Library again, click on Control. Click on Add level. Let's put it outside the box here. You'll see the box to start and stuff like that. Click box to start. The box and the color isn't very good, so maybe we'll change this color to something else. Let's try yellow, see what that's like. That's okay. Click Okay. I click play and you'll see the sound play, see how it's already done. We don't have to do anything because we've already done the code for it, which is really good. Again, we can play again for next level. Click on that, put that there, for example. Instead of choosing level two, we can just do next level, for example, and it will just continuously go to the next level and be dynamic enough to go to the next level. Click on play. Okay. Won't click because there's nothing to go around, because there's no more next level after this. If I do this one, you'll see how it's next level. It will go to level two. Next level. Then that one next level, but obviously we haven't created it. So you just have to think of each stage. Remember to have some sort of plan when you create more complex games. Let's make a ol level now, but we're going to have this one called. So we got new level, and we're going to call this ones or died. We're definitely going to make this one red. Let's make that one red there. Click on. Load level. Again, create a sprite. We're going to call this one because we used to have a play again, but we're just going to have this one restart, start. This is going to be the restart game. Restart game. Go to edit sprites. Again, it doesn't matter which one you choose. I'm going to click on these arrows because it's there, why not? And then we're going to put some behaviors in this. Click on down, and then we want this one game flow to now restart the game. It's going to restart the entire game if you lose. It's not going to just restart the current one, it's going to restart the whole thing. We don't want the players or the player doesn't want to get to this level, so down goes to go. Click on that. Of restart the whole game. We could put a bit of text Well, what we want to do is we want the timer to get to a certain point, if it's too high, the player will lose because there's no loss condition, we're going to have some too slow. Let's go to GUI labels then you are slow like that. Let's make that white. Again, Center's entirely up to you how you do it. How fell like that. Here are too slow. Click on that, will change it. Let's actually set that up. If we actually play this game, What number do I get? I get 177. Let's say if I do 200 or more, I've gone too slow and I need to change it. I need to go to that loss level. Let's go here. Go to edit, go to behaviors. As we've got a filter here, we're going to have a filter down here. I'll go down here and then activate. Logic and to filter. Put that down here. Out is going to go to in move that a cross over here, hold down shift. Move individual ones, if I want to or if I want to do the whole thing, I don't hold down shift. What did I say? 200? Let's make this 200 for start, 200. There we could have greater than 200 equal to 200, I would say greater than 200 or greater or equal to 400. If it's 200 or more, this will activate. This will pass the test and it will go to this level. Go to game flow load level. Quick on goal. That, just like we did before pick level and this one, we definitely want to do loss. Click. Now if I go back to the game, click on the box, and I'm too slow clicking on these boxes, the minute it goes to 200, too slow. I have to restart the game. That means I have to be click quicker to go to the next level. 9. Your Project: Yes. Well done, you've done all the videos and you've completed the class. This bit here is just a very quick video on what you can do beyond and for your project. The first thing I want you to do is if you remember, when we did the replay button, even though we made it invisible, so it would only appear when all the boxes are clicked and the timer stops, You can still click the button in that corner. Even though it's invisible, it's still clickable. What I want you to do without me actually telling you by step by step, I want you to try and fix that problem for yourself. I've given you a little hint here. It uses one of these nodes. It either uses a number node, a switch node or a ter node. Each one of those nodes you've used throughout this class, but I want you to work out which node you need to use in order so that the button is not clickable even though it's invisible and is only clickable when it is visible. Invisible can't be clicked, visible, can be clicked. I want you to fix that. The next thing I'd like you to do for your project and for you to expound in the game is I want you to add some functionality that hasn't been covered in this lesson. Given you two examples here, but by all means, come up with something yourself. The example that I've come here is clicking the wrong box. Maybe one of the box is like a red herring. What happens maybe when you click that box, maybe it restarts the game or it goes to a loss level or goes to something else. That's one example. Then the other example is next box appears. Maybe you can only click the next box in a sequence when the previous block is clicked. It appears and then it needs to be clicked. Those two functionalities that I've given an example, but by all means, come up with your own if you'd like to do that. All right. The last thing is I'd really like to see your projects and your own game being quite nice and I'd like you to be creative. We all need to cover this for not very long. I tend to do these workshops just over an hour in person because I'm going back and forth with the individual students sometimes every single time, they want to make their game look nice. This is the chance where I want you to be able to spend some time and do that. If you need some restriction for this request, only use sprites available to you or edit them. If you don't want to, don't upload loose sprites because we haven't really covered that this lesson yet, but I would like you to do different boxes, maybe for each different level, put some background stuff in and see if you could add some functionality in as well. Well done for completing this class, for the next one, hopefully you will enjoy as well. See you soon.