| VMK 41a1 Switch Weapons Part 1/2 |
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VMK 40
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| The Interpolate3 class is created in this VMK and used to allow the player to switch between the Mace and the Crossbow weapon. You can switch weapons using the keyboard or by using the scroll wheel on the mouse. |
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| VMK 41a2 Switch Weapons Part 2/2 |
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VMK 41a1
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| The Interpolate3 class is created in this VMK and used to allow the player to switch between the Mace and the Crossbow weapon. You can switch weapons using the keyboard or by using the scroll wheel on the mouse. |
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| VMK 41b Weapon Class |
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VMK 41a2
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| The WeaponCrossbow and WeaponMace classes are simplified in this VMK by inheriting from a general Weapon class that I create in this video. |
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| VMK 42 Path1 Class |
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VMK 41b
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| The Path1 class is an extension of the Interpolate1 class created in VMK30. The Interpolate1 class allows you to interpolation a value between two end points. In Path1, you can string together multiple points to form a path, which you can then interpolate across. Each path segment can use either linear or smooth interpolation. |
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| VMK 43 Claw Animation |
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VMK 42
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| Using the Path1 class developed in the previous VMK, the ghosts left and right arms are put into motion. When the player gets close to a ghost, the ghost will react by clawing at the player. |
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| VMK 44 Moving Ghosts |
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VMK 43
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| I show how to make the ghosts damage the player in this VMK. I also give the ghosts the ability to move around in the level so that they don't just stand in one spot. |
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| VMK 45p1 Instruction Screen Part 1/2 |
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VMK 44
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| I go back to working with the GUI system in this two part VMK. A moving ghost image is placed on the main menu screen, and an instruction screen is displayed after you press the Play menu option. The initial position of the player and ghosts are also set to be randomly generated. |
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| VMK 45p2 Instruction Screen Part 2/2 |
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VMK 45p1
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| I go back to working with the GUI system in this two part VMK. A moving ghost image is placed on the main menu screen, and an instruction screen is displayed after you press the Play menu option. The initial position of the player and ghosts are also set to be randomly generated. |
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| VMK 46p1 Game Over Part 1/2 |
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VMK 45p2
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| I add a text message to the instruction screen that was made in VMK45, and the Game Over state is added to the game engine. The ability to dynamically fade font is also added in this VMK. |
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| VMK 46p2 Game Over Part 2/2 |
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VMK 46p1
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| I add a text message to the instruction screen that was made in VMK45, and the Game Over state is added to the game engine. The ability to dynamically fade font is also added in this VMK. |
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| VMK 47p1 High Score Table Part 1/2 |
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VMK 46p2
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| When the player's health reaches 0, the game over screen appears. If the player has enough points to be displayed on the high score table, they are asked to input their name and press enter. Their name and score is then stored in a file and the high score table is updated. |
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| VMK 47p2 High Score Table Part 2/2 |
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VMK 47p1
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| When the player's health reaches 0, the game over screen appears. If the player has enough points to be displayed on the high score table, they are asked to input their name and press enter. Their name and score is then stored in a file and the high score table is updated. |
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