So in the Create event, I will use conditions to check which room I’m in, and then write the story to an array. When one chapter ends, the game will move to the next room, and the next chapter will start. There will be different chapters, and they will be based on the room. As indicated above, sprites are normally either stored as animated gif files or as strips in PNG files, in which all subimages are placed next to. Place the object inside the room, and let’s get to the coding!Īll of the story for the adventure will be put inside the Create event.įirst of all I’ll initialize some variables: //varsĬur_story will store the id of the story the player is on, char will be used for the typewriter effect on the text, text_speed is the speed of the typewriter effect, and choices is the number of choices there will be in the game. To start, all you need is one object and a room. This is what we will achieve at the end of this tutorial: In this tutorial, I’ll show you how to make a simple text adventure game, where you have to make choices to progress in the story.
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