Stencyl Tutorial 4: Mouse-Based Shooting

Stencyl Tutorial 4: Mouse-Based Shooting

by Abigayl
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Stencyl Tutorial 4: Mouse-Based Shooting

평점:
3.9
출시일: December 17, 2011
최종 업데이트: December 17, 2011
개발자: Abigayl

Stencyl Tutorial 4: Mouse-Based Shooting의 태그

설명

This tutorial goes more in-depth into the avoider made in the first three tutorials (see links in Game News), showing how to add mouse-based shooting and HP.

As always, 100% of revenue goes to charity. Thank you.

플레이 방법

Click/Space/Enter to advance forward
Hold Shift + Click/Space/Enter to go back
0/1/2 to skip to the start/middle/end
Arrows/WASD to move in the game
Hold shift to slow down in the game
Hold Ctrl or / to speed up in the game
Hold down the left mouse button to fire in the game
Press P to pause the game

FAQ

Stencyl Tutorial 4: Mouse-Based Shooting이란 무엇인가요?
Stencyl Tutorial 4: Mouse-Based Shooting은 Abigayl이 제작한 튜토리얼 형식의 액션 게임으로, Stencyl 게임 개발 플랫폼을 활용한 마우스 기반 슈팅 메커니즘을 시연합니다.

Stencyl Tutorial 4: Mouse-Based Shooting의 개발자는 누구인가요?
이 게임은 Abigayl이 개발했습니다.

Stencyl Tutorial 4: Mouse-Based Shooting은 어떤 종류의 게임인가요?
Stencyl Tutorial 4: Mouse-Based Shooting은 마우스 조준 및 슈팅 구현 방법을 배우는 데 중점을 둔 액션 슈팅 튜토리얼 게임입니다.

Stencyl Tutorial 4: Mouse-Based Shooting은 어떻게 플레이하나요?
Stencyl Tutorial 4: Mouse-Based Shooting에서는 마우스로 조준하고 클릭하여 사격하며, 게임 창 내에서 마우스 기반 슈팅의 핵심 메커니즘을 체험할 수 있습니다.

Stencyl Tutorial 4: Mouse-Based Shooting의 주요 특징은 무엇인가요?
이 게임의 주요 특징은 마우스로 조작하는 슈팅 메커니즘을 시연하여, 액션 게임 개발에 관심 있는 Stencyl 사용자들에게 교육용 예시를 제공한다는 점입니다.

개발자 업데이트

댓글

0/1000
Abigayl avatar

Abigayl

Dec. 17, 2011

85
5

Please rate this comment up if you would like to see more tutorials about Stencyl (and please comment yourself about what you would like me to cover) so that I know what you are interested in seeing. Thank you.

Abigayl
Abigayl 개발자

Please read the News Posts for information on changes to the current Stencyl version. I will do my best to keep it updated for all of you :).

ItsFunToLose avatar

ItsFunToLose

Jan. 02, 2012

20
1

Hi Abigayl, I want to start off saying I love your tutorials, they're very helpful.

I have a problem with the way you've coded the HP attribute. I have followed your coding exactly, but bullets subtract 1 or 2 health from enemy targets, and very rarely even 3 HP per bullet. ( and I noticed this problem in your demo as well, its just masked by the large number of bullets, and thus hard to notice if one bullet is doing 1 or 2 damage to a 3 HP target.)

Is there any way to code the HP so that this does not occur? any insight into why this is happening at all?

Recap: I set enemy HP to 10. I code so that if HP > 1 to decrement HP by 1. else kill.
I print the HP value rather than a picture bar. about 40% of the time, One bullet takes enemy from 10 HP to 8 HP. Rest of the time, HP from 10 to 9. Halp.

Abigayl
Abigayl 개발자

Aye, you are correct and yes the sheer number makes it so I missed that error. The simplest way to correct it is to add an extra code in the "EnemyMotion" behavior. Just before the "if HP > 1", drag in a kill code (from Actor -> Properties) and change it to say "kill last collided actor". That should work.

netgeneraal avatar

netgeneraal

Dec. 29, 2011

17
1

I would like to know how to make an upgrade system like that you can buy auto shooter.

Abigayl
Abigayl 개발자

The next tutorial goes over how to make a powerup, which you should be able to manipulate to change shooting or other things (I suggest using a game attribute for something permanent like that). If you want me to show you how to change it after the tutorial comes out on Saturday, let me know and I can stream it for you (livestream.com/poweredbyflowers).

Abigayl avatar

Abigayl

Jul. 24, 2012

6
0

Thank you all for your ratings! This is now a "legendary" tutorial (over 4.0 with 500+ votes). :)

lukabalen avatar

lukabalen

Jan. 08, 2012

15
1

I would like to see and learn how to make a realistic gun. How to add recoil, gravity to bullets, knockback and other stuff.

Abigayl
Abigayl 개발자

Will keep that in mind for future tutorials, but it's a lot more complicated than this, so might be much later to see if I can even simplify it to a tutorial.