Aventuras en la plataforma de píxeles/no se requiere codificación (Flow003) | Gareth While | Skillshare
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Pixel Platform Adventures / No Coding required (Flow003)

teacher avatar Gareth While, Digital Creator

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

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.

      Trailer

      0:57

    • 2.

      Using Assets

      3:37

    • 3.

      Flowlab Tutorial

      9:50

    • 4.

      Character animation

      7:25

    • 5.

      Level design / Camera

      9:21

    • 6.

      Health / Damage

      9:03

    • 7.

      Collecting / Sound

      12:38

    • 8.

      Adding Levels

      10:53

    • 9.

      Adding Enemies

      11:27

    • 10.

      Shooting

      10:06

    • 11.

      Start / Game Over

      6:06

    • 12.

      Boss Level

      11:24

    • 13.

      Your Project

      2:03

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About This Class

In this class, you'll learn how to create a platform adventure and uploading your own sprites with 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: Crafting Pixel Platform Adventures" by Gareth While <<<

Who is this Class for:

Ideal for those wanting to continue on their Flowlab journey. In this class, you will learn the skills to make a pixel platformer game, just like Sonic and Mario! You will learn how to upload assets and how to edit them if you have downloaded them from somewhere else. Learn how to have different states of animation for the player and create a fully functioning level design, with traps, enemies, and even a boss. Most importantly, you will develop a full game loop that will allow players to play your game forever. By the end of the course, you’ll have the confidence and skills to bring your own unique game ideas to life and share them with others. Whether you’re aiming to make games for fun or considering a future in game development, this class will set you on the right path.

>>For Class Resources click on the Project & Resources tab<<

Flowlab Account recommendation: FREE flowlab account.

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

Remember: if you've exceeded your 3-game limit on the free account, you can upgrade to a student or indie account to create as many games as you want. Afterwards, you can switch back to the free account without losing your previous games, though you won't be able to make any new ones.

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

Video 1: Introduction to class.

Video 2: Showing the asset folders, along with introducing Itch.io and Exgif for simple sprite Splitting

Video 3: Going through the Flowlab Tutorial and understanding how the nodes work together. 

Video 4: Animating the player character and how to upload assets

Video 5: Crafting the level layout and adding a camera.

Video 6: Adding health and traps to your game.

Video 7: Adding logic for collecting and starting to add sound to the game. 

Video 8: Making a new level and how to progress between them.

Video 9: Including enemies to your game.

Video 10: Making the player shoot and how it will interact with the fruit and enemies.

Video 11: Providing a full game loop for your game with a start and end screen. 

Video 12: Adding a boss enemy to your game.

Video 13: Going through what you need to complete for your project. 

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. Trailer: Welcome to the Pixel Platform Adventures class. We'll explore game mechanics and creative design as you dive into your first platform project, just like popular platforms like Sonic and Mario. This class is created entirely through your browser without using code. We'll be going through sprite assets and uploading them so you can master character animations. We get to craft a simple or complex level with a dynamic camera. Learn to add health mechanics, create challenging obstacles and implement a challenging level progression. You'll learn how to enhance gameplay with collectibles and use them effectively to overcome foes. Challenge players with epic boss encounters and complete your game with a full game loop. Still wondering what you'd be making? or why do you head over to the product section and play an example of what you'd be making right here on your browser. Once you've done, you can make your own version with this easy to follow class. 2. Using Assets: All right. All right. Welcome to the third lesson where you get to make a platform game. So the first video, I just want to show you a little bit about assets. If you know about assets already, then you can skip this video, but if you don't know about sprites and assets and things that you need to upload into games, then you may find this video useful. So you'll find the link in the description where you can download all the assets for the game that I'm going to be making. So the assets are just simple background character, enemy, fruit and traps, and they obviously all correspond to each of the elements here. If you want at the end of the lesson, I'm going to ask you for your project to expand upon your game. Okay? And I've downloaded all these assets from this website here. It's I. It is a great website where you can get some free assets, you can donate to some creators that you really like, or you can actually play some games that you might get inspiration from or upload your own. At the end, like I said, you can expand upon your game. There are a lot more assets in this pack, by clicking this download button here, you'll get a lot more than what I've provided, okay? So in the mega up load that I've provided, I've really reduced it down and I've resized subdom just so it's easier for you. You don't have to worry about it. If you decide at the end, that you want to download another pack from it, download the same pack that I provided link in the description, or just have a really nice website where you can know how to edit sprites. Maybe you find a different website that you might want to use. But just to reiterate, for the actual lesson, you don't need to do anything because it's all done in the mega upload that I've provided for you. So there's a really good website, again, this is all in the description, which is easy gift. So all you do is you would go to this website. Again, I've done the correct URL, but if you just do easy gift.com and then navigate to Sprites Sheet Cutter, it will do it for you. If I just upload an image now to this website, so I can show you the process. I'll only do it for one, and then if you do want to use other assets from that website, you can know how to do it. So you choose a file, you navigate it, and then you click on load. Okay. And so you'll get this one. I've just chosen like a different character here. So what you need to do is you just do very simple, you need to do by number of columns and rows. Okay? And the row will always be one for at least the assets that I've seen and played around with, and you'll need to count, this varies the amount of columns that you need to split it out. For this one, it'll be one, two, three, four, five, six, seven, eight, nine, ten, 11. So you put 11 down there, you do cuts Then as you see here, it splits it into its own individual bits. And then you just download as frames as zips. That's all you've got to do. Okay? And then when you upload them, you also may find that you need to resize them. You can do them in any editing program like Photoshop or Photop. You can also edit it in flow lab, which we'll be doing in this class. It's entirely up to you. I've kind of varied between doing it in this class and also do it in photoshop. And with that being said, let's get started with the class. 3. Flowlab Tutorial: C. So just like the other classes, we're going to show what the actual final product is, and we're going to be making this platform. It's going to have a full game loop. So similar to what the other classes were like, this one has actual proper four game loop, I would say. So it has like a title screen and an n screen, and then obviously, the middle bit is the play area, okay? So this is my very crude sitting screen. You press S to start. You got a bit of music, you get your guy to move around, collect things, we can jump. I see a little enemy there and Mo and Sonic sk. I I shoot that, for a space bar, if I shoot space bar again, it hits me back, and I can go along. Collect fix. So that's what we're going to be making today. So let's go to my games, and we're going to click on New game. Now, just important to note, if you can use a free account for this class, there's no problem because we're going to be uploading assets. If you've done the other classes, you'll see here that you'll probably be free or free, for example. If you have an India account or a student account, they will be unlimited. You can pay for an India account on the website and you can pay for a student account again through M Frida Link Indi description. Important to note quickly that if you have an Indie or Shooting account, you can make as many games as you want. Okay? It will not It would not limit you. And then if you want, you can then revert back to a free account and you will keep all your games. The only issue is that you won't be able to make any new games because obviously if you make ten when you have a paid account, you've obviously gone over the limit of free. So that being said, let's started. We're going to hit new game. And then normally I get you to hit empty project. But it's important that maybe we click on Flow lab tutorial because well, it's there, and also it sets up what we need to be doing. So we're going to be click on on that. Most of you will know what you're doing here. If you've just started on class three, then it's obviously very useful. So we're going to click on He on Global settings. We're going to change this gravity to set it to 48. Obviously, gravity is what pulls you down. Then we're going to be opening the level. Going to be changing in the background here. Again, I've showed you just many times before. You click on the circle on the outside and then on the inside, so we're going to click a nice blue like that. Click Okay. Then we're going to choose Create. Again, we just create a sprite like we normally do, just left click, then click on Create. Change the Sprite, go to browse. I'm doing this very quickly because it actually shows you what you're doing. You it has a massive yellow like square to where to go. It's going to ask you to do a block, so we just click on a block, click, save. Again, like I said, with all the other ones. In the type, make sure you put down the type. As your games get more complicated, you're going to want to know what type you're referring back to where it says name, they're specific to each type of the object. You can have many that says ground. But you might have, I don't know, ground one, ground two, ground three, and they'll be all specific to that item. To that sprite. Clay, click on clay, and now we're going to clone it. Easy. We're going to do a little line, boo boo boo. Okay, I'm done. And then for the final one, click on Create. We're going to change this to movable. So as you can probably imagine, we're going to make the sprite movable. Go back. Click on here. Click on the Sprite, and we're just going to be making our character. Going to be changing a lot of Ds. We're going to be uploading our new sprites like I said, but you have to do this in order to do the Tutorial. So again, I just think it's just useful just for us to quickly go through it. It won't take very long. So go to behaviors, bundle behaviors, run and jump. And then we've got our run and jump bundle here. We can go into that, which we will in a minute. Click on play, and then left and right, and then jump. Then we can hit stop. And then we can go back into the play button here. There you go. We've done the Tutorial. We've done the flow lab tutorial. Obviously, we're going to expand upon that. As we've got this Tutoria done, I think it's important because we just put the bundle in, we should probably explain about that. We should probably go through that and see what happens here because all the other classes I've done and I've explained and you see the process working, just given you a bundle here. Let's open this bundle, let's see what's happening. So, again, if you've done your previous flow lab to Turas, I've done the different classes, you'll know what's happening here. But again, I'll just go through it. These are triggers. These are numbers, which kind of get a number to act different nodes. So when the left keyboard trigger is pressed down, it gets minus six, and it then goes down to this one and it makes velocity. As you can imagine, velocity is speed. So x is left and right. Y is up and down. So left goes to minus six x and right goes to plus six or just normal six, positive six to x. And you can see that working here. Can you see if I moved out across a little bit like that? You can see these activated as you play if you pit the play button down here. So I'm hit in left, you'll see that six goes to x, nine or six, and then positive six goes to x. You'll also see here. Now this flips the sprite. So flips it, default for flow lab is to its right. Everything looks to its right. Flip, obviously, as you can imagine, flips it like that. It flips it back. It flips it the other way. And then if you want it to go back to the original thing, original direction, you have back. B is just back to its original fi. You could do toggle if you want. But the reason why we don't do toggle on this one is if you want to answer different mechanics and if you accidentally press left twice or whatever, you might start to introduce bugs. Are many, many different ways, just like with most game engines and programs and codes to do something. And with every single thing that you can do multiple ways of, there are bugs involved. Sometimes a program doesn't like it. For this one, it's just easier just to have flip on the left and then just go back on the right. But like I said, I always encourage you to experiment. Take them out if you want and see what it does. You can just delete them by just click on on an arrow one of these lines, and it goes red, and it goes away, and then you can put them back. So that's left and right sorted. And as you notice, the character jump goes down because we've put gravity, up is slightly different. So impulse is like a spring because there's a picture of a spring there. And then what happens if I do up, it makes me go up, right? Because that's the Y axis. So press y, it gets 12. It goes into this switch, and I'll explain why we have a switch in a minute, and then it goes and it pushes it up. If we don't have this switch, if I move this down here and I take this off. So now I bypass this switch. I'll just do that there. It will still work. But again, we've done it this way because we want it to have a certain mechanic. But if you want your character to fly, now I can get my character fly because I'm pressing up constantly, right? And so the reason we want it to be able to turn itself off. So when we hit the ground or when we hit something, then we're able to jump again. So that's why we put in to this switch, which is it's default off, actually, because it needs to have a collision off the ground. Obviously for this when it says collision to anything, but we can turn that to ground and then out goes to y, so that the minute it hits the ground, you see that it turns on and then it turns off when we jump off when it's not because it turns itself off afterwards. We can have that default doctor on if we want. I don't know if you can hear me click in, click as many times as I want on that. So it's important to note for collision, I can do these for top, bottom, left and right, okay? So what that does is that if I hit the top and bottom of the sprite here or any fink because I can choose ground if I want. Yeah, that's when it will trigger. So if for example, you want to have a different mechanic where I don't know I just like Mario or and Sonic, where you hit the character on the top of the head, then obviously, that's the only one that you'd click, and then only when you hit the top of the character, will they be able to be destroyed. Okay? So hopefully, with that, you understand the whole mechanics of what that bundle is. I know we just put it in, but like I said, it's important that you understand the whole process here and why things work. Again, if you've done the previous flow lab classes, you shouldn't have any problem, and you should be able to follow it pretty quickly. 4. Character animation: All right. Let's start uploading some of our assets and putting them into the game. First of all, let's delete this block because we don't really need it, and let's move our character down. Okay. So hopefully, you've already downloaded the ZIP file and unzipped it, and then everything that I said for the first video. So let's go to edit. Let's go to edit. Let's change our thing to player first because we again, make sure that we need to do that. So where it says type, make sure you put player. We're going to go to Edit Sprite and we're going to go to upload, and then browse for Sprite. Go to character, and we want the idle one. We click on this do one first here, click on Open, and you'll see this Sprite here. Now, this box here, you can move around. We want it to be the same square that we've got, so it's 32 by 32 pixels, which is the deft anyway for the sprite that we've just uploaded. But when you upload new sprites or other thing, you can actually Do use this blue circle here, and then you can adjust it. Right? This is why I said that sometimes you can adjust it in flow lab or you can adjust it with an editing program. Personally, I'll probably advise you to use an editing program, but there are also some nodes, which again, we're going to be using in this, which we can adjust to size. So there's a few different ways to do it. So click. Click Okay. And there we go. We've got our little guy there doesn't do anything, but we're going to be adding some animations now, and he obviously moves around. Moves around and he flips and stuff. Let's do a few things first. Let's go to behaviors. Let's go to run and jump. And what we want is we want it to play an animation when we go to left and right, so let's do this. I'm doing this a bit backward, actually, because I probably should have created it first, but at the end of the day, it doesn't really matter as long as it like it's all fine. There's no animations there because we haven't done anything. Actually you want two animations because we're going to have an idle animation as well. Um we want to go down to start. And then down to start on this one because this is going to be our run one, and then we'll have the other one do stop. So stop. Stop. So this is going to be a run animation. When we press left or right, it's going to play the run one. And then when we stop, we want it to play the idle one. So we just go up means when the keyboard is released up. It plays this one here. Let me just move this away, so it's a little bit. Hold down shift. If you want to adjust just a single of these nodes. If you don't, then it moves the whole thing. So to I know it's a bit confusing, but again, as we go through these classes, it's going to get a little bit more confusing. Okay? So we're going to put these animations in, but just to show you, right? And also, we need a once trigger as well, sorry. So let me put this in here. Start and we want to loop this animation, and we want to loop that animation as well. Once when the sprite is created, it's going to get the id or animation. Once we create that, which we're going to do in a minute. The minute we press left or right, it's going to start the run animation. Once we release the left or right button, it's going to stop it because we've got these ones here for stop, and it's also going to start this one. That's how it should work. Again, we might need to do some adjustments again, to do bugs and stuff like that, but we can sort that out. So, let's go back into our Sprites. Let's do that. Let's go to animation editor. Go to pick animation. There's no animation there, so we need to create the new. We're going to call this one idol. Go. As you can see, we've already got a sprite there. Well, what we're going to do is we're going to upload them. We just upload, go browse for Sprite. We've already got sprite. We got one, two, three, four, five. Okay? We've already got the first one. We don't really need to upload it again because we've already done it, because this is the first one because that's the default. It also always duplicates the very first frame of your default sprite. What's that five? Let's do five, one, two, three, four, five, one, two, three, 45. Then all I'm going to do is click on this second square here, and then let's upload these things here. So the free. Number four. Number five. Now I have a hit play here. O character moves. So we've got that. That's our idle animation. Again, if you want to have it slower or faster you can adjust these, but I think five is fine for now, again, we might need to adjust them down line, but let's just leave it for that for now. We've already got idle. Let's do run or walk or whatever you want to call it. I'm going to call it run, run. Again, it's going to duplicate the first one, and then we need to upload the next ones. Let's go navigate to character, go to run, and we've got eight now. Because this first sprite is different because we use the idle one for the first, and we need to upload for this first one. Click on that first one for one. That's the first one. It was eight, wasn't it? One, two, three, four, five, six, seven, eight. This is two, three, 45. 67. And what comes after seven kids. Eight. That's right. Right. And then obviously, you can just see that run. They are really, really nice animations. Like I said, if you want to adjust them, maybe even edit them or create your own or use the assets that really nice artist that we downloaded the asset pack for, there's different characters there. So please by all means at the end of this class when you do your project experiment. We've got one for id. We've got one for run. Let's go back out and go back into our behaviors. We should be able to do this now. It says animations here. Remember, this was our idle one, and this was our run one. Click on pick idol. I remember Loop pit because we want it to loop around, and this one is run. So you've got idle and run. We can see that run here. If for hit play, you see how it's moving. Then as I move up and down, you see It's going back and forth. And then when I stop, does a little idle thing. 5. Level design / Camera: All right. So for the next one, we're going to be creating our level and doing some cameras. Because the level can be comp as complicated as you want, I wouldn't advise you to do it as too complicated for the first one. And also, if you've done the second class, it's up to you how you want to design it. So I'm going to show you two little simple things, and then I'm going to speed up the video, and then I'm going to show the other bit for the camera. Okay So, we've already got the ground. You've already got this ground here. I want you to also make another ground. It doesn't matter where. You can put it inside or outside, or put it outside this for argument's sake, and call it solid ground. Put space to solid ground. I'm just going to use this sprite here. Go to Sprites. Again, if you have the student or Indie one, you'll have access to these sprites here, but if you have the free one, which is what we're going to be using, just use the flow labs rights. It's fine. I want you to use the one without the grass. Okay it's up to you, it's one, whatever, which one, I use that one. It doesn't matter. Okay. So I want to quickly make a level. I don't want to make it too long, what we're going to be doing is just like in the example video, we're going to be putting a door at the front and then a switch at the end. I didn't actually show you the switch, spoilers there, but we're going to be doing a switch in the next few videos. Okay. So all I want to do is just a simple way just to go to left and right. Okay? So I'm going to speed up the video now and just start making your own level. Okay, that's my very simple level, and I want to be able to test it out. So we're going to have to put a camera onto our character. As you can see here, I've done. Again, it just aesthetics, since it's highly up to you. I've put the grass on top and then the solid ground underneath. So it just looks aesthetically pleasing for me, but you can do whatever you want. So I'm going to put on my character here, go to edit, go to behavior. You've got your run and jump bundle here, and in order to make things a little bit easier Nita, we're going to go to behavior bundles, I'm going to go to new bundle. I'm going to call this one, excuse me. We're going to go to just click on it, and then where it's this label just going to cut in camera, open bundle, and then we are going to go to where is it. You'd think that the amount of times I've done this, I would know exactly where things are, but I always always get confused. It's in components, camera. And you've got scroll X, tra scroll y. And in the previous class, we did a number here. We can choose left and right here. But I'm going to do it slightly different today. We're going to click on infinite x and infinite y, which means you all infinitely follow the class. The main character. So let's click. Click or play. I'm just going to see, that's a bit high. If I can get to the end. No problem, and I can. Now, our sprite can jump very high because we changed the sprite size and stuff like that. Well, we uploaded our own and stuff. A, I think it might be the same height as before. So we could adjust that. So let's go back into our character. Go run and jump. So that's 12. Let's say, let's make that. I don't know. Let's make it six. Let's see what happens with six. Six is maybe a little bit to less. Yeah, a little bit to less. Let's do nine. Let's see what happens with nine. Nine looks okay for now. Again, we might adjust this in the future. But all I want to do is make sure that I can get to the end of the level that I've created, which I can. I can make it a little bit difficult if I want, but I'm going to leave it like this. Of course, you can make yours as complicated as you want. Now, you might have noticed because we put infinite x and infinite y, compared to the other class, and With the space one where we put the numbers in. It doesn't have a limit. It doesn't have this limit, see this square box. It doesn't have a limit to where we can put the camera. If we had this here, and I put that on that, for example, and I press play, the camera will not move past that little blue square. Do you see? It moves within the blue square, but it doesn't move outside. So we just need to just basically clean up our world in order to do that. So I'm going to go back to here. I can go back to there because it doesn't really matter. We all I'm going to do is I'm going to paint a the word in order to so it actually looks like it's all part of the world. Again, I'm going to speed up the video here because there's no need for you to watch all of this. It's a little bit boring. Next. Okay, there you go. I did that all individually, but if you want to, you can kind of drag little bits and then you can copy bits and then you can paste it in, so it makes it easier. But even though I spread it up, it really didn't take me that long. What I've also done here is I've done these two little sort of hanging over bits, on either the left or right hand side. Again, I've made them very simple. But that's just so that your character can't go on top off the level. So if you remember that one bit in Mario, I think it's the second level in the dungeon. You can run on the top. Null, that's maybe a feature that the developers wanted. Again, you can add that in if you want, but I don't want that feature, so I'm going to try to block it off so that the player can't actually go up there. Now, you'll see that, I have done all that bit there. But as you can see, hopefully the rest is all covered in. I think I might have to do the right hand side as well. Yeah, I need to do a bit on the top there. It's important for you to test your game. So I still need to do the some on the left, and I still need to do some on the top, which I'm going to fix now. But what we're going to do is we're going to do a little bit of a zoom into the character. Because at the moment it's too far out, I want to zoom in a little bit. Let's do that first before we actually do any more adjustments, and I might need to take things off anyway. So I'm going to go back into my behaviors, go into camera, and where it says Zoom, I want to put something in there. So once I get a number, I want it to be not 100%. I want it to be 150%, 150. Again, you can adjust this if you want. Once gets that, it zooms internet and you'll see, it zooms in. Now, it's fine. I might have done actually too many. I'd probably advise you to do this first. But it doesn't really matter if you've done it like the other way. It's just good practice. So you'll see that the cameras zoomed in 150%, and this is what I'm talking about with doing sizes. I know this is a camera, you wouldn't be able to be able to edit this in a photo editing program, but for other sprites, you can use nodes to make things bigger or larger if you want. Okay? And what I've been said, let's go on to the next video. 6. Health / Damage: Okay, we've got our level, our simple level, but let's make it a little bit more interesting. Let's add some elements in let's add some danger. Okay. Let's go to create a new Sprite, go create. I'm going to call this spike. As you can imagine, it's going to be a spike. And we're going to upload a new sprite, go to assets, go to trap, and it's just one sprite there, click on Sprite. Click on the spike, sorry. We've got that there. Et's do one for now and then we can add some more later. Let's add some mechanics where we get damage with this. Again, if you've done the previous classes, you should know how this would go. Let's go to behaviors. Let's create a new bundle, that's says damage. There. Make it all a little bit neat. Damage. Damage, open up. Let's do this. Let's go to GY first and do label. Again, remember, if you do a GY or any label like that, it puts in a left hand corner there. And let's call this HP, then let's make this O, I don't know. Let's make this black, for example. Again, you can adjust the size and stuff like that. And hit play, and then you'll see it's in the corner there. Maybe you just moved this around. You can click on Layer and go to use interface to adjust this if you want. I want it to be there. Hit on play. That's fine for me. Remember, go back to Game World if you want to go back to it. Go to behaviors. Let's do some stuff, right. We've got P there. We need another one, which is going to be our number. That's going to be Let's do five because what's the start up five or whatever. And we need to get some numbers. So we want some collisions. Let's do this. We want a collision with spike. Collision with spike, and it's going to get minus one because the spike is going to do minus one damage, and it's going to go to our overall HP. Again, you can label these if you want. It's probably advisable you do. I don't do it as much as I shod. But yeah, we, we might be using this for a few other things. Let's just do damage actually. That's damage. Let's call this total H P. You don't see this in the game, it's just again, just for you to understand, and that's total HP, which is going to be five, and then that goes to value here. So let's move up five W's five, five is here. So let's go back into the world. Let's make that. Oh, I don't know. Again, you can make it the same color, you can make it different color. It's entirely to you. So you'll see now. Let's move that up so you can actually see it a bit better. We've got our HP five. If we hit a spike, I've done a mistake. And this is you do little things like this. What I've done, does anyone know what I've done a mistake for? If you actually look at it, I'll give you a few seconds, if you look at this node here. Spike gets minus one, but then it also gets five, and outputs five. What I need is minus one needs to take away from this. We just do that easily by taking that out there and putting that there. This is like a plus of minus sine. Now you'll see it work. They go. But as you can see, it goes down infinitely. We just need a condition where we can reset the game. We go to logic and maths, go to filter, Well, excuse me. This goes in. And this is less than or equal to zero, sorry, less stan or equal to zero. Less down or equal to zero, or less than one, it's up to you or less dan one. I like I said, there's many different ways you can do it, and it depends on this filter like what maps or calculations you want to do, you can choose different ones. But this one it's fine. So less than one, we want it to reset the game. So in goes to less than one, and then game flow, go to load level. It passes this test, it passes this test, and it just restarts current. So it play, four, three, 21. That's the last one, and do it again, should restart, and it restarts the game. There you go. That being said, let's duplicate some of these spikes. Don't put too many down. Put a few down. Again, I would experiment and see if you can actually make it to your end level again, Because that's really important. Because if you can't make it to the end, especially on the first one, it doesn't matter if you lose one HP, just make sure you don't lose all of them. Make it slightly challenging. Oh There you go. I can make it to the end. And obviously, I can make it to the other way. We've got that. One thing we forgot to do on the previous one, but it's fine. We can do that now is we want to have a background. So in order to do that, we just go to background. Click on here. Let's click on create. Let's just do background, background. Edit the sprite. Let's upload one of the sprites that we've got here. Background, let's do background level one. We've got that there. See how we've got that like that. That's one of clones, so it covers all of this here. Don't worry about, I think I've done a mistake there. I have. Go to be careful on that. You just need to make sure that you cover this blue box. That's all you're going to do because we're going to be using something called repeating background and a power x to make it a little bit more interesting. So it doesn't really take very long. Now if I hit play, it's fine, the background will obviously stop. We want to change that in the camera. Go back into your game world, go to edit, go to behaviors, go to camera, open up the bundle. Os camera here. We want repeating background, and we want to change this power x. Now, power, like if I showed you before in other classes, it makes it move at a slightly different pace. If you like this one, I've got square there odd. But if I got If I do a parallax, you'll see it moves at a slightly different pace, Let's do 50 like that. Now, see how it moves slightly makes it move slightly further away. I need to fix that square. Where is that square? We it's up there. There you go. So we find now? Yeah. See? I've done it to what did I do for the Poalx? I think it was 50. You can adjust it to whatever you want. You can make it if that's less, and then that's more. It's 70 or whatever it's tied up to you. Okay. So there you go. So we've changed the background and we've added some HP and some damage to your character. 7. Collecting / Sound: All right. Let's start adding some other elements. Let's start adding some fruit to the game and some things that you can collect. Okay? Let's move my character over here for now. I'm going to create a se right. Call it fruit. We're going to be doing a few things on this. Fruit. Let's upload just a single frame of the first one. Fruit this first one here. Look, okay. We've got that there. Put that close to the character, because we're going to be experimenting and you can move that away afterwards if you want. I'm going to move this over here. You can actually zoom in if you do the scroll will, okay? Let's go let's do some animations first because last time we did we triggered it with all the nose without the animations. T's do the animations first just because like I said, it doesn't really matter which way you want to do it as long as you've kind of got a slight plan. First, let's do a idle animation. Because we uploaded the first id one. This one here, we just need to do the s. It's seven. Let's do that. One, two, three, four, five, six, seven. Again, we're just going to upload each of the sprites. These are all the correct size because like I said, I've changed them before. They really really nice ones, that's three, that's four, five, six. Oh. And seven. And then you can see what the animation is like. There you go. Nice low animation there. And then we just want another one that says collect. This is what we're going to do when the fruit or whatever is collected. We're going to upload go to navigate to collect. There's only five on these and these are different, so we want to upload each single one, so we go first one, and it's five. We've got that one there, so one, two, three, f five. Let's go to two. T 34 and five. I will say this for Flow lab compared to any other ones. I don't think it's great for doing Sprites. I know it's integrated and I know a few other ones integrate as well. F my understanding, I think for Sprite, you can upload like a whole strip, which is what you would get in the assets on it, and then you could just pick them up. You won't have to split them up. But again, each game engine is different, each program is going to be different and that's just what they do for this one. That's the collecting one for for the fruits. Let's start animating that. Let's start doing that. Once get to animation. And we're going to do id, and we're going to loop that animation. So you can see it doing that there. Then if it gets collected, if it gets a collision with a per or the player, it will then do an animation of collected. Then once that's done, I want it to delete itself. I don't want this one to loop, just one I want to loop. We've got loop on that one, but not that one there. Hopefully, when I collect it, see how it goes like that. You might have noticed or you might not notice if you haven't played. I couldn't go past the object, so it was still solid, so I want to change the physics on that. I want to make it solid and I want to enable collisions. I also want to make this display order two, or display order three. It's entirely up to you, but I just find that the sprite would be better if it's in front. So see how it goes like that, and then it just disappears. Now, there's one final thing about this is that I probably would like it to be a little bit bigger. This is where I'm saying that we can actually edit the size with a node in flow lab. We've already got the once node here, I'm going to get a number. Again, I'm going to make this maybe 100 and let's do 150 for arguments and we'll change it, and we're just going to go to properties, and we're going to go to size. We're going to go to the percentage. Now it's slightly bigger. That might be too big, so maybe we'll do 130, and the sprite slightly smaller now. Alternatively, if you want the sprite for whatever reason to be smaller, you can make it 50% smaller. Now it's tiny. But I think 130 is a pretty good size, so 130. We've got that there, which is nice. We also want to now try to do some stuff with the actual character, just like with a HP, but we want to have it collect, so we want to have a finger it collects. Let's do that. Let's go into our behaviors here. Let's make a new bundle, call it fruit. Do that there. See how a lot neater this is now. Always click on it and then it opens up. Always makes a mistake. So fruit. Fruit, go to upper bundle. And we're going to do something very similar to what we did with the HP, but we're just going to do with fruit. We're going to have two labels, let's do label label. One is going to be called fruit. Fruits have seeds. And we're going to have this started at zero because we want to make sure that we have zero seeds at the start. I'm going to make that black, and I'm just going to make, I don't know. I'll make it red just because the other one is red as well. Go back into the game world, go to use interface. Let's move that over there. Fruit zero. Make sure that's okay. Yeah, I'm happy with that. Go back into my behaviors, and let's add this all up. Trigger collision. Go into fruit. This time we're going to go get a number one. Remember before it was minus one for the spikes, it's going to go into the overall total. Let's do collect. Let's go fruit or collect. And this is total fruit. You don't have to do this, but again, it's just easier for when you go back to make notes. You can also make notes by click on on this note thing here and say, this is for collecting fruit points. You can do whatever you want. It's entirely up to you. No one else sees this. It's just again for you to know what you're doing before when you go back to your game. So you collect the fruit, which is going to be one point. This is going to be the total fruits, and then that's going to go to the actual value. So if I make a few more fruits here, I'm going to do like that. That's fine. Now, you should see the fruit go up. Now we did have it so that we can actually shoot the fruit before. Put on spikes. But we'll do that for the other bits. I think it's good that we should have some sounds, it's important to have some sounds because at the moment it's a b, it's a flat, isn't it? Let's go to fruit where we have collisions. Let's move now across there. Let's go to sound. Have that one there, it play. Let's make this say 50%, 40%. Let's choose the sound effects. Let's go to what would be good? Eight bit pickups. I like that. Fx number six is quite nice. Again, you can choose whichever which one you want. It's entirely up to you. Now when you do it. It's quite nice. Also, let's have a bit of background music as well. We're going to have another bundle for that. We're just going to have music. Let's go in there. Music. Let's open the bundle, and we're going to do something very very similar to what we did for the second level second class for the space one. We want once node. We want a sound node. Here, which we go to play. We also want a Where is it? A ease node. Es goes to start, out goes two volume. We go ease out, and then from say, I don't know. What it, let's say, 50%, and then we can leave it as quadric. If we want, again, I advise you to experiment with the different ones if you want, or maybe we choose it to linear. It's entirely up to you. Like I say, just experiment, you can choose which gent one you want. Go to sound effects, go to mic. It's entirely up to you. Like I said, it's That's quite nice. I'd probably like that one. Do that. And then now we hit play. See how it zooms in, like goes in slowly. If we did quadric There's not too much different. They do different things depending on what you've connected them to. Some of them, you might not find that they do anything at all, whereas, I think these will probably be very similar. Yeah. They're all very, very similar. But again, if you connect them to maybe sizes of movement or whatever, you may find that the different things do different elements. Just with all the nodes, I don't think they have it here because there's a description coming soon, but normally you have all the different ones or what it all does here, okay? So I'm just going to leave it as linear or quadrix up to you, and I'm just going to do es out because it's quite nice. And there you go. Characters move around, nice little music, ready for the next video. 8. Adding Levels: Okay, so we've got the first level here. We want to have some other levels. So we want to be able to go to the other levels as well. So let's do that first, and then we'll go back to how we're going to transition to the next level. So here, it his level one. It's due to new level. Now, again, make sure if you are in a free free account, you'll have I think it's five. I think it's something like that. I can't remember if I look at my notes. If you have a Idi one or student one you can make unlimited. Again, you can buy an Indi count or student count for me and you can make as many levels as you want, and you can go back to the free one. You'll be able to still edit your game, but you won't be able to make any new levels, because again, you will go over you would have gone over your limit. So, let's go to level two, and let's just start recreating little bits because we want to be able to transition to this level. So the first thing I want to do is I want to create background to. And I want to upload that other sprite. So level two. Got that there. What I'm going to do is I'm going to speed up the video again just to make the second level, but it's like what we did on the first one. And then I explained what I did or if I did anything different compared to the first. Okay, so what I've done there is I've test as you can see, if you've seen the whole speed up thing, I duplicated some areas, I copied some areas, and then I tested each bit, and then what you were doing like game design is you would move your character so that I wouldn't have to go always to the left to the right of the to the level, k? So I basically moved my character around to make sure there was any gaps or whatever. Okay? So it's a little bit different than my previous level. Okay. So what we want to do is, we're going to go back to level one, Okay, I'm going to move your character over here. I'm going to do create. I'm going to do door. And I'm going to go to browse. I'm going to go to Sprites. I'm going to go to blocks. Yes, I'm going to go to blocks. I'm going to choose this block here. You can choose whatever door, which one, it's up to you. Do door. And then I'm going to do an animation that this says open. And then I obviously going to do the door animation for open. So when it's normal, it's just like that, static, it's normal, normal thing, and then for open, it's just going to have a single frame. So I'm going to have that there. I can put that actually in the game there if I wanted to. It can actually be part of part of the game, and I'm going to make my character display order two. And I'm going to make the fruit display order free. So if you think of it like layers of a cake, free is higher than two and so on, so it will show up more. So I'm going to put the door there, now and also I want to make it not solid, but enable collisions, just like we did with the fruit. So I can go in front of the door, but I can't go beyond it. I don't have a I need to fix that bit there. So I can do that bit by just clo me, just that bit down there. Right. So now we've got that bit sorted. I want to go to the other side level. I want to do a switch. So I'm going to go here. I'm going to create a switch. Go to brows. Go to objects. Yes, I'm going to go to the red one. That's for its default. Click on animation, do on. I don't use a green one. Now, you can use any which ones you want if it's up to you, but just for Es and just for this class, I'm just going to use these switches. What do we want to do? When the player hits the door, we want the player to be transported to the second level. However, we don't want that to happen unless the switch has been triggered. So let's do that in bits. And as you can imagine, we need to use switches and we need to use some mailboxes as well. So collision, W player, makes We'll make you go to the next level. I just going to do next level. But this is wrong. Because when it hits with the player, it's going to go directly to the next level, which we don't want. We want to have something in between here. We want to have a switch. Let's put a switch in here. I to go, and this is default to off. What we want is we want it to have we want it to send a message. We want one sprite to send a message to another sprite. Let's go to animation, we've already got the animation thing on here. And then we want a mailbox because we want to receive it. What we're going to have is we're going to just have this cat open. And we haven't done the message bit yet. We're just done the receiving bit yet. The receiving one, the message is going to be open, and that's going to turn this switch on, which allows us to collide with the player to go to the next level. Also it's going to start this animation, and it's going to stay on the last frame when done. If I just play this now, you'll see that these won't trigger, but see how it goes into the switch, but nothing happens because it needs to be on. The switch needs to be on, and then we'll show that with the door opening. Just like I said at the start, instead of going right to the end to see if it all works, what I can do is I can just bring this switch in here, Mave that over there. I'll delete it for now. We can just test it with this. Let's do the switch. Let's go to the switch, go to behaviors. Let's go to collision with player. We want it to also have a switch, and we want it to turn itself off. This is on be default. The only reason is that is that we don't want it to keep on ting and afterwards. We don't need it to keep sending messages to the door. We just want it to do it once. When it hits the player, the switch, it's going to change its animation to on. Okay. Stay on last frame done, and also it's going to send a message. It's going to send a message, which was open. Keep in mind that when you send messages to other sprites, it is case sensitive. If I do a capital O or do whatever, it needs to be exactly the same as the receiving end. They need to be exactly the same. So pen. I'm going to choose the objects to send it to. We're going to do door, because that's the door, and you'll see it work. So you'll see Nothing happens here. So that goes to the door. I've made it solid, so I've done a mistake there. You see the door and go through, and it'll go to the next level. So let's just fix those little bits. So enable collisions, so solid, enable collisions. Let's go back to level one. We're also going to have a sound like a clicking sound or something like that. Let's do that maybe level at 40 or whatever. Effects. What do we want a switch? That's nice. Okay, let's have that. Again, you can choose which one you want. So now see how he goes there. Might be a little bit too low, so you can increase that to I don't know. Bit higher. Let it go. And then it goes to the next level. Okay? And then what we can do is we can basically move right to the end here so that now the player can actually go need to go to the right right to the end and then go back to be able to do it. 9. Adding Enemies: C. Okay, so we've got our levels that we can progress through. We've got our character, we've got our collecting, and we've got our spike damage. Let's actually add some enemies into this. I'm just going to move some stuff around. Depending. It really depends on how you've done it on yours, so I'm going to delete that here. I'm going to delete that. I'm going to put that spike there. That's because I want to rage some things around. There you go. Yeah, that's fine. Right. Okay. All right, let's create a sprite, and let's call this monster. Me. Sir. This is going to be moving, and it's going to be affected by gravity. That's fine. And then we're just going to upload our sprite for this. We go to assets, we go to Enemy, and we're going to do enemy walk, and then we're just going to have this person here like that. And then that's fine for the size. We've got that one. We just want two. We want to walk one. And so we're just going to do that because it's the first one. We don't need to worry about it. Then how do we need? We've got eight? Let's do eight, me, two, three, four, eight, seven, eight. Again, we're just going to blow these. 34. 5678. He had the moves. Hit play. Character moves like that. And then we're going to have another one that says hurt. Then for that one, we just need four animations and we need four all of them, so just do that one, one, two, three, four, then that's pretty much I think apart from the Boss one, which we're going to be doing later, we don't really need to upload any more. There you go and then that's. So that's when the leve gets hurt. Right. So let's just sort that out. Also, we'll make this direction left, forward direction left. Just because like I said, the flow lab default is right, looking right, but because the sprite that we uploaded looks left, this is for argument's sake, do that. Let's do this. Me. Down, down there. We need an always trigger. Let's get an always trigger. Let's get a number. Let's make that five, so it gets number five. Gets that. Then we're going to go to velocity. Velocity, and we're going to do forward. Which is good. Then we're going to have a flip. Then we're just going to have a collision. Collision with anything. This time we're going to have a toggle. Because we want it to tuckle back and forth, okay? So we can see that working. So if a hit play, goes back and forth. That's right. So it hits the spike and it hits the wall. I don't know why it does a little bounce before, but like I said, odd little things there. But we can fix little bits like that. Let's do the animation so once. And we're going we're going to have this animation loop animation. And that's not. That's going to be walk. So loot this animation there. So now that our animation, our character walks. Now it works a bit better now, doesn't seem to go a bit funny. Go a bit funny there for some reason. It might be because we've got too many spikes there, might not like what we're doing. Like I said, sometimes you have to play around of it. If I do that, I bet it will work. Yeah. That's fine. Like I said, you just have to play around with what you want to do. We can actually do this so that there's an invisible block here, which we're going to be doing in a minute. So just for argument's sake, take off. We also want to do something else. So we're going to do a thing where we haven't actually created yet, but we're going to do it for the next video, but just for argument's sake, we'll just do a little bit now, so it's a bit easier. We're going to have collision with something. We're going to just put it down for do now for argument's sake. And then when it collides with the door, but it's not going to be the door because we're going to change that. I want it to play the her animation, and then after that, it's going to get destroyed. De gets destroyed. Because this door, we're going to change this trigger to bullet. We haven't actually made that yet. But we'll do that for the next video. But I wanted to set some things up just to make it look bit easier. If we put our character over here and we do this, you'll see our character just starts to flow off, and it's not very good and it moves across. We don't really want that. We want to change a few little things. Going to do a thing here, and we're going to create a thing called let's just call it viz block. Okay? Now, what this is going to do is take solid off and enable collisions. This is just going to be triggered by the enemies. First of all, we need to make it to be invisible. So we just go to once, get a number, which is going to be zero, and then we change the Alpha to zero. Okay. So now that block is invisible, okay? There's nothing happening there because we need to do some little bits. Okay? And now, if we do this, Yeah. So I just had to move it across. If I was doing it there, it starts to get confusing. So just put it on the corner there. If I move this over here, and move the enemy over here. I can still go through it, okay? So it's just for the enemies. Okay? And again, if I want to have I don't know, maybe I want the enemy to stop from here, and then just go from here to here for this bit here, you'll see the enemy only goes to that bit there. Do you see? Looks like it's on its path, but really all it's doing is just hitting this block and then going back, and then maybe we can make this a slightly nicer color. So we know what it is. We've got that. We also need to have the enemy hurt us. We go to damage because we've already set it up, we just need to do slightly different, so we just do damage. This was spike damage, wasn't it? Let's just change that to spike damage, and then we'll call this other one here. Monster damage. And let's just say for argument's sake, it takes two me, takes two damage. And then this one is triggers, collisions, that spike. This is monster. If we hit a monster, it's going to take two health for our five, and if we hit a spike here only going to take one. We can see that. We've got five there, now you can see it between a line. So it takes it quite lot down. So we need to make sure that we don't hit the monsters. And with that being said, I'm going to now populate, excuse me, I'm going to populate the two wells are done. So again, I'm going to speed it all up. What I'm also going to do is I'm going to set up the same door and switch on the second level. And because the way we've done it is, if I show you quickly, we've done it to next level, because we're going to be introducing a bus level, it will still all work. So it'll all still flow quite nicely. Okay, so I've done the first level, which is here. And I had to if you can see, I've made some slight adjustments as well. I had to move some ff stuff around. It seems like the character likes it, or the enemy likes it if you're kind of slightly to left, so it doesn't actually go straight into it. So it's not directly in front of it. And then I've done a slightly longer level for level two. Okay. So we've got our enemies. We've got our progression, and we've also set it up so that the enemy can be destroyed, which we're going to change. And also we can set it up so that we can go to our boss level. 10. Shooting: C. We've got pretty much everything set up, but now we just need to have a way to actually destroy these enemies. So let's do that. So I'm just going to go back to level one, just because it's easier. Zoom in a little bit. Let's go over there. And so I'm going to create a new sprite that is movable, but is not affected by gravity and enables collisions, okay? And I'm going to call this seed or shooting seed, shooting seed. And I'm just going to choose this browse. Sorry, upload. Sorry because we want to upload it. Which's just going to be the bullet. So it's in character bullet. So it's the bullet seed. We've got that there. So that's what we're going to emit, but we don't actually want it within our world because we're going to be emitting it each time. So actually I can actually delete it. We're going to go back into our fruit. So what do we want? Every time when we have a fruit, we're going to collect its seed inside, and then we're going to be able to spit it out like, you know, I don't know, like a cartoon, when it spits out the seeds. But every time when it spits it out, we want to deduct it from our total fruit number. So it's not going to be too difficult to do. First, we want to trigger, so we're going to have space bar for our trigger. Click on keyboard. Click on change key, it on Space bar, and then that does that. Then we're going to have a switch because we want it only to turn on certain times, down goes to in. This total fruit. This total fruit is when it's greater or equal to than one, greater down or equal to than one. When it's zero, it won't go on y. But if it's greater than or equal to one, it's going to pass and turn it turn this bit on here. But if it's not, it's going to turn it off. That way we have a way so that when this total fruit is one or more, it's going to turn itself on. But we also need to do some other things. Actually, I'll show you here because it'll be a lot easier. Then we're going to go to emit. And we're going to emit. We're going to do shooting seed. We're going to do rotate object, and we're going to do force as, I don't know, do five, and then like I said, we'll probably have to change this. If I hit spacebar, let me move this up. This. I if I hit spacebar, see nothing goes in, I get a seed. Now the switches on, I can shoot it off. Okay? C. I can shoot as many seeds as I want. If I want the seed to be a bit more bouncy, what I can do is actually can go into the physics. I can make it solid, and I can change to bounce right up, okay? And now, when I do it, See how it bounces. But it disappears a bit too soon. Again, I can go back into my character and then change to I don't know. We can change it to six, and then it goes away after 15, for example. Let's see what that look like. What that look like. They go. And it pushes you back. That's quite nice, I quite like that. That way, we have to make sure that we to be careful what we do. But as you can see, as I turn on the switch, it never goes away. So we need a way to turn that off. So we could easily do that by just adding a number, a minus one here. So every time we hit space bark goes minus one, and it actually adds to this total fruit. If I put this down here to make this a little bit easier to understand. Hopefully, you can see what's going on here. When we collect the fruit, it adds one. When we shoot the fruit, as long as this switch is on, it goes minus one and it will reduce this number up here. We've got two there, so that means we should be able to only shoot twice. 02, it turns off the switch. I can't shoot anymore. We've got that sorted. Then I guess, finally, what we need to do is, let's just do it so that we can actually shoot the Shoot it, so it actually makes a sound. Because again, it just adds to the whole thing. Let's just do that here. Hit play. Let's do that as 30, doesn't matter. Let's do effects. Let's do what would be good? Let's go eight bit. And let's go. The thing is, we don't want an actual gun sound. We just want a weird little sound. What does Tm do? That's not obviously going to work. We a click. Yeah, I mean, it's not designed, but it sounds like I'm just trying to try to find some sort of, I don't know, organic sound. That sounds I like that. Let's see. Maybe that would make that it'll bit higher as well. And let's see if that works. Yeah, I quite like that. It's very subtle. Again, we can make that and a bit louder. Maybe that. Again, it's entirely up to you how you want to do it. Now, if you know, remember, we did a behavior here where we had the door as our collision because we already set it up. Obviously, as you can probably imagine, we're going to set this to shooting seed. Okay. So set that to shooting seed, and now what you'll see is. Actually if I go back up here it will be a lot easier. Get some seeds. And the character disappears, okay? So that's what we want. Miss. Oh, no. Oh, yeah, got. There it go so you just have to be careful. Okay? I'd also probably not put any fruits and stuff where your carrot is. And then what you can do is, if you want is if you want the character to stop moving while it's not going anywhere, all you do is get a number, get that zero, so when you go hit, goes to get sets it velocity to zero, and it will stop moving. And now, The character will stop or the enemy will stop moving. We don't stop moving there. Didn't stop moving there. Why didn't that stop moving? Sometimes you have to refresh flow lab to see if it's just a bug, which it does sometimes happen. That doesn't work for some reason. Why doesn't work? This is what I'm talking about. Sometimes you have to work out why, is this sitting? Oh, I know why. So it's still getting zero, but then it's doing the always thing here. So it does it for a split second. So it does the velocity for a split second, and then it goes here, which is really annoying. So all we can do that is just a simple change to a switch. That goes in, that goes get. And then that's on. And then that can just go off. So that will turn itself off. Okay? And then if I just do this here. Actually, to be honest, we probably won't need this zero here. Let's just try out and see if it works without the zero. Be it's off at the start. Sorry, my mistake. Let's try that one more time, shall we? So character move in. Yeah, stops, and then it just dies, basically, which is nice. Yeah, Okay, so we've got a our enemy to stop. Again, it seems entirely up to you if you wanted to put it on or not. And it's always important to look back at your code. Like, I always still make mistakes. Any game developer is going to make mistakes. And I think it's important that I keep those mistakes in and to show that I'm obviously not perfect. I'm definitely not a master at my craft, but it's good to kind of go for your code and to kind of understand or whatever you're using and to go way. Why did it not work? And sometimes it can be a bug within the program. Sometimes, more cases th not it's a problem that you've done. Sadly, within flow lab, there's no way to check it. I know in our programs like game Maker studio and stuff like that, you can actually run a check, and it will tell you if it's an issue with what you've done. So there you go. We've got a shooting thing. We've got levels, and we've got enemies, we've got spikes, and stuff. We've got our core game thing, right next, we're going to be doing a loop. Like I said, right at the start of the video, we're going to be making making this loop, and that's what we're going to do for the next video. 11. Start / Game Over: Three. Okay, let's make a full game loop. So at the moment, we've got level one, level two. We're going to make a new level now, and see where it says free here. We're just going to put that so it's level one. So it's one, two free, and you can't dragon drop. You have to actually change these numbers around. And we're going to have this called start, and then we're going to do new one, and we're just going to have this one called end. Okay. So what we want, or what I'm going to ask you to do is basically you start at start. You don't progress to level one, you can progress to level two, and then afterwards, after Level two, you've completed the game, you go to end, and then it restarts. Okay, that's called a full game loop, right? Now, I'm not going to make it too neat here because I want you kind of kind of to experiment and try some things on the end, but I'm just going to show you the basics of what we're going to have. So load it up, click on game levels, click on Load. And up here, we're going to just create a sprite, and we're just going to call it start control. Okay? We don't have to worry about what the sprite looks like because the game, but the player is actually never going to see it. Okay? So go to edit. It's really, really simple. We're going to go to GY, we're going to do label, and we're going to go I don't know, call it your game. Little guy platform. Because he's a little guy who shoots seats. Little guy platform, going to make it centers and stuff like that. And then I'm just going to hit space. Return a few times, and then I'm just going to do press S to start. Again, you'll make this a lot easier, and just drag it off across here. So little guy platform, press S to start. It's just a title. And then you can choose the title here as well. So little guy platform. Okay. And then we've got that for the label and then we're just going to have a trigger. So trigger keyboard. Click on that, change the key to S. And then that goes to gain flow, and that goes to level one. Okay? No x level. We want that to be level one because we always want this to start to go to level one. So we've got that for the start. We can obviously change the background if we want. You know, It's entirely up to you. I don't know make it green. Actually, let's not make it green because the text is green. Let's make it I don't know, like a orange kind of color. See how that looks. That looks okay. I could probably change the color to let's change that to maybe a nice white. White's always good. Yeah, will go a platform press S to start, press S, and it goes to this first level. I haven't put any music on there, but you can, if you want, and you can change the music on each of these things. Just keep in mind that when your character is there, it's going to load the background music in because it's in his logic. So if you want a different music for each level, you're going to have to take it out of the guy, and then just like we do the start control, you just do a music control, maybe you have a level control, and you put all the things that are just for that level, and you put it into there. So we're going to do the exact same thing for n. And this one we're going to call this end control. Again, we don't have to worry about what it looks like because it doesn't matter. You can, if you want, entirely up to you, and we're just going to do GY, do label, we're just going to have well done U one, and then press to to play again, restrt, I's up to you. It's up to you. Just do that. Then I'm just going to put that in the center. Well done U one, you've completed the level. So that's a sens up to you L et's change that. Completed again. Complete again. Then press press artery staart. Again, we're just going to do a collision. Trigger is now r because that's what we need, press R, and then gain flow. Now gain flow goes to start. Doesn't go to level one, goes to start. When we go in this level, well, then you've completed the game, we press R. It goes little guy platform, press S to start. Now, if I just move things a little bit closer, it's a little bit easier. I'm going to move the switch here. Excuse me. Move the switch here, and then I'm going to do level two. Move the switch here. You'll see the full loop now. So it's just like a full game. So we've got the menu screen. You can have animations. Like I said, you can experiment at the end, press art to play. Obviously, that switch will be at the end, so I can open it. I'll go to the next level. Obviously, this is level two now, and then I'll go to the end. Because we set it up as go to next level for the only, it will go down that list, and then we just press R and S. So I can replay this game infinitely basically. And the goo. That's what a full game loop is, right? So just means that you're not using a refresh page or have to restart the game each time. And there you go. Make sure that you want to do little bits on that. Next, we're going to be doing the boss level. 12. Boss Level: So we're pretty much near the end of our game. We're just going to be creating a boss level now, and then our full game loop and a full game for our platformer will be finished. Obviously, these are the basics, and I want you to be able to experiment a little bit more. So go to game level, go to new level, call this Boss level. I want you to make this level number four. So it goes start, level one, two, boss level, and then end. I would just go level boss, actually just to make it. L be easier. Go here, load that. Again, I'm just going to do a very quick thing here. I want to speed it up because there's really no need because we're just going to make it very flat. But you can make this as complicated as you would like. I'm just going to do a full flat thing here. I'm not going to bother doing too many of the sides because you know what to do now for when you do it, you can make it as complicated as you want. Okay? So we've got our boss level here. And then I'll not bother doing all the background because again, I can put the background in. I can go to background here, I can use one of these labels here, background level two, just add to level, and I can add this in just like normal. Well done a mistake there. Um So we've got one more sprite to use, which is the mushroom guy, and then we're going to be changing his size because we want something unique to happen. Now, Again, when you're thinking about your project, I want you to think about, Hey, can I add some other mechanics when I'm creating my own level. Can I put that there? And then put that there. Let's move that down like that. They go. Right. Okay, let's create a thing. Let's add a few fruits because we're going to have to try to kill this Boci. So let's do that. Put that down there. And then I want to maybe make a bit of a platform here, so go up like so you are, and then I'm going to create this guy here. Do this. I'm going to call this mushroom boss. I'm going to go sprite. I'm going to upload this enemy disc here, and there's ten levels, ten frames here. The first one, I'll speed this bit up because you've seen me upload this a few times. We just have to make sure that the thing is called walk. 345 6789. There you go, so we've done all the ten there. We'll just see how the animation works. Nice. If I put our character here, I'll put our character here. T doesn't look very bossy like, does he because he's just quite small, so we're going to have to change the ft bits. He's movable. He's big, he's affected by gravity, and we need to make his forward direction left because he's looking left, stuff like that. Let's put, that's fine. So we have that there. Let's make him walk first, just like what we did before, so always get six, five, the ss fine is fine. Always gets five, and we want velocity, forward, collision with anything flips that are obviously around. Just like the other one, flip togal back, and then we want the once node that gets the animation of walk. Ex me. There you go. And we just want to loop that animation. So now you can see our guy, he's moving around quite nice. He's a bit floaty at the moment, we're going to fix that because it's just the way we put our sprites basically. Okay. So he's quite small. He's not really a boss kind of boss character, so we want to change that. So let's go to number, and let's make him, I don't know. Let's make him 300 times the size. So once and then we just do these in bits, size, percentage, Let's see how that looks like. It's a definitely a bit more like a boss now. I like that. Reason run away from us. I don't like any floats, so let's change that. So we probably want to change. So with Flow lab, the default for collisions is circle, just like it was for right, so we want to change that maybe to square and see if that fixes that. Again, you might have to change little bits. Okay, that's a bit better. Okay, a little bit of a ball jump there. Okay, cool. We've got our guy and he's going like that. That's absolutely fine. Let's move him back here because we want to do some stuff. We want to have a collision with the the seeds, o? Shooting sets. Yeah. But every time when we get it, we want it to get a number. Okay? So we're going to do minus excuse me, we're going to do -75. Again, you can change this to whatever you want, okay? Put that over there. Every time when we shoot the mushroom, it's going to get smaller and smaller and to eventually once it's zero, once it's one or less, we're going to have it be destroyed and then we'll go to the next level. That's how we'll progress to the next level. We just have to have a filter, and then we'll just have in, and then less than one, or an one. It will basically destroy the sprite. And it will go to next level. Maybe have a victory. We can have maybe a victory point, as well. We have this like victory, sounds. Let's have a Let's see what's good for a victory Success. Yeah, they go. That's good. So I have that. Because we don't want it to go straight away, what we'll probably do is we'll put maybe a bit of a timer in and then we'll progress to the next level. And then this will go to n level because this is now, we'll just do next level because it'd be fine. So we'll shoot the seed. I don't know, size, like overall size, and this is reduced size. Okay. So we'll get -75 for each one until this is less than one, and then it will destroy and do all of this. So let's see if that works. So loads of seeds there. Obviously, you'll met you'll change that. You might find that the boss is a little bit too small, even. You know, 300 might not be big enough. So they go. They go, Well. And then it should go back to next level. Why is it not going to next level? We have to work out, work that bit out, that's a bit there. That's fine. Oh, I know why because it's if it destroys a sprite, then it will have no nodes to connect. So it will go less than one, and then it'll do it. So let's try that again. You might want to have another control for that. There you go. And then it goes, S? Because we had destroy here, it would go it would play that, do that, and do that at the same time, but it would start the time but be Dena Ta would disappear because the sprite has disappeared and would no longer be able to low the next level. And there you go. You've got a full game loop with a standard level to just like Mario, just like Sonic, just like any other platform or game. Obviously, those have a lot more effort put in, a lot more animations and stuff like that, at mechanics. And then we got a way to shoot. Again, you can have it so that if you want the enoters to be destroyed on top, all you would have is collision. And then you would have the top top and bottom, so it will be able if it hits the top or the bottom of the sprite, it's just fine. Remember, if the Sprite isn't just sitting just right, maybe do a square on chain like try these out, like I said, Always experiment, okay? When I'm doing these things when I do these tutorials, sometimes, I slightly forget little bits, I have to go back and make sure that, you know, they're all good. It's just just learning. It's a constant learning step, okay? Yeah, so that's well done. If you look at the next video now, it will tell you a little bit about the project, a few little tasks for you to do so that you can kind of try to work themself by yourself. So I wanted to see how well you can do it. All right. And just remember, look at the student accounts if you want to have one. Again, that's all in the description. 13. Your Project: C. Well done. You've completed everything. You've done order videos for this class. Now, I'm just going to ask you to fix a bug, do some additions, and be creative just for the final little bits for your project. The first thing I want you to do is fix a bug. The player can actually will jump on the side of the block, so the two blocks that we put on the left and right hand side, I can actually get out about what you don't want the player to do. I want you to fix it. Make it so that the player can grab onto the side of the block, but then can't jump again. A way you can do that is with a little hint here, adjust settings in the run and jump bundle by boda fie in two specific setting located in a single node. Look in that bundle, look all the nodes there, and one of those nodes, you just change two settings and it should be able to fix that problem. That's the first thing I want you to do. The second thing I want you to do is add these elements in with what you've learned. The first thing is add a special item that restores your health when collected. That's the first thing should be pretty simple. Lastly, I want you to be quite creative for your project from this class. I want you to either design your own sprites and upload them or you can download an asset pack from HIO and use easy gift to moder sprites and add new elements. You can change the main character, add new enemies, or use different backgrounds. The start and end screen are quite simple. Maybe you can dress them up a little bit and use some sprites from the actual game and put them into those screens. Just keep in mind that if you're, say, for example, putting an enemy in or putting the main character in, you don't really want the player to be able to control them, or maybe you do, but if you don't, you're going to have to create a new sprite and add logic in, so it's also automated. Just keep that in mind. With that being said, thank you so much for taking this class. Hopefully you've enjoyed them, and I will see you in future classes.