Video Game Academy

Our Clubhouse is famous for designing video games.
If you are ready to get started now then here are some tutorials…
RPG Maker 2000
How to begin with RPG Maker
How to close and then re-open your game
How to define heroes and start positions with RPG Maker
How to setup areas and random monsters with RPG Maker
How to setup teleport into other maps
How to setup a simple switch – also creating a story line
How to setup a chest with something in it
How to get another hero to join your party
How to setup the player to land where you want them
How to setup invisible switches and visible enemies
How to copy visible enemies
GAMEMAKER
Making an “asteroids” game. Requires a registered version of Gamemaker 6.1 or above.
Starting out and drawing a sprite for the ship
Making a ship object
Drawing a space background, making a room and putting a ship in it
Testing the game
Defining ship movement – rotation and variables
Defining ship movement – thrust
Creating a bullet sprite and a bullet object
Defining bullet behavior and firing the bullet
Limiting the number of bullets
Drawing a rotating asteroid sprite and creating an asteroid object
Making the asteroid move on the screen – randomness
Collision events – Bullet against asteroid – Creating smaller asteroids
Collision events – Finishing the collision
Collision events. Asteroid vs ship. Define ship health. Window caption info.
Collision events. Asteroid vs ship. Finishing up. If health runs out….
Draw some bad guys
Create baddie objects. Generate random asteroids. Probability.
DDefine baddie behavior. Paths and random paths.
Baddie bullets. Teaching the baddie to shoot at the ship.
Collisions – bullets vs baddies – baddie bullets vs ship.
Power-up. A simple timeline.
Power-up. Interacting with to increase health.
Adding sounds
Drawing the score on the screen. Defining fonts.
Drawing a health bar on the screen.
Making another room from which to start.
Readjusting ship orientation. Making the start room the opening room.
Gravity. Interacting with the ground. Going from start room to main room.
Setting number of lives.
Finishing and creating an executable.
FLASH
Mr Potato Head (BASIC) – make sure that your screen resolution is 1024 x 768 or above.
How to begin making a Mr Potato Head game
How to create and code the first potato head part
How to copy and create more Mr. Potato Head parts
How to make a “clear” button for a Mr. Potato Head game
