As promised. Here are my Clown Click walkthrough notes. We left off at the Fourth iteration, and I have only posted notes from that point on. Good luck, and feel free to email me if you have problems.
e background
▼ ❑ fourth iteration
adding audio
▼ ❑ add sounds
• ❑ door closed
• ❑ clown clicked
• ❑ door clicked
• ❑ music
▼ ❑ Add to clown
▼ ❑ on left pressed
• ❑ play sound clownclicked
▼ ❑ Add to GameManager
▼ ❑ on create
• ❑ play sound music
▼ ❑ on Room end
• ❑ stop sound music
▼ ❑ Add to TrapDoor
▼ ❑ on collision with clown
• ❑ Play Sound doorClosed
▼ ❑ on left press
• ❑ play sound doorclicked
▼ ❑ fifth iteration
adding complexity: combo system
▼ ❑ Add to Clown
▼ ❑ on Create
• ❑ set variable combo_count to 1
▼ ❑ on Left Press
• ❑ set variable combo count to 1 and click relative
▼ ❑ change set score to this:
• ❑ combo_count*100
▼ ❑ on Alarm 0
• ❑ set Variable combo_count to 1 (don't click relative)
▼ ❑ sixth iteration
adding feed back to the combo system
▼ ❑ add to draw
• ❑ add a check variable Clown.combo_count
• ❑ add start block
▼ ❑ add execute script.
▼ ❑ add the same script as last time, but this time set like this:
• ❑ string(Clown.combo_count)+"x COMBO!!"
• ❑ 400
• ❑ 10
▼ ❑ add set vairable shaker to
• ❑ (shaker*-1)
▼ ❑ seventh iteration
make the combo indicator shake
▼ ❑ add to game
▼ ❑ add to create
• ❑ create a variable called combo_shaker
▼ ❑ add to draw
• ❑ below the variable check add a start block and an end block after the script execution
▼ ❑ set variable combo_shaker to
• ❑ shaker*-1
• ❑ DONE!
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