IG Maker tutorial (gadget pain part 1)
By Nekomura Games - Added On 5/25/2013
Here's a small IG Maker tutorial that explains how to set up a gadget to automatically shake and fume upon destruction.
This is part one, where we set up the special "explosion" gadget that will be used on top of the destructed gadget. To get the idea of the final result, click on the link on the first page of the tutorial - it opens a mini tech demo (also done with IG Maker) where you can destroy the robot to see the special effect.
Update: The second part is up!
http://gamejolt.com/online/games/other/ig-maker-tutorial-gadget-pain-part-2/4157/
This being the first tutorial of this kind (for IG Maker at least) it's still a bit rough ^^;;;
Here is an excerpt from the tutorial (without the pictures):
Welcome to another IG Maker tutorial!
In this entry-level tutorial we will concentrate on a contained and simple task of making an automatic "shaking" effect of a destroyed gadget.
This particular topic was selected since this is the first tutorial using this particular Flash framework - so let's concentrate on a somewhat self explanatory task that can be pulled off by following a string of simple "click here" instructions. Hopefully by the end of this tutorial you'll be more familiar with the IG Maker's interface and internal logic.
To see the final result, head over to the example page and shoot the robot a few times to see the final effect.
Let's assume you already have the basic world, player gadget and other basic things set in place.
After that, the basic procedure is to import the raw materials (graphics), organize them in sequences (define the animations), and finally connect them through various gadget states (Action programs).
We will be using these assets:
An animation of the explosion
A picture that we'll shake during the explosion
You can just screenshot them from here if you don't have them handy:
1: go to the Materials tab.
2: click "Create", this will open a file browser window. Select the file you just downloaded in the previous step and click ok.
3. The file will appear in the list of available graphics.
4, 5. Set the details for the spritesheet. Don't forget to make it available only for "Animations"!
1. Go to the plugins tab (here it's Action RPG, but the process is the same regardless of the plugin).
2. "Create" a new set: after you click on the Create button, select the newly imported spritesheet from the dropdown menu...
3. ... and it will appear in the list of Animation definitions.
4, 5, 6. Set the details.
Now let's define each frame separately.
1. Select the settings for individual frames.
2. Add 3 frames to the animation by clicking the small "+" sign three times.
3. Assign the corresponding spritesheet fields to the animation frames.
(...etc. See the Flash file for the full tutorial.)
You May Also Like
Game Info
| Developer: Nekomura Games |
| Genre: Other |
| Status: Complete |
| Visit Game's Web Site |

