001 Game Creator

001 Game Creator

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Starting out in 001: Beginner's Guide
By Partysofa and 1 collaborators
   
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Creating a new Project
  • Upon opening the program, you will notice the New/Open Game window.
  • Click the button Create New Game to open the New Game window.
  • For this tutorial, select Action-RPG from the list.
  • In this same window, specify a name for your project. In this tutorial, we will name it Beginner's Tutorial. Once this is done, click OK.
Building a Basic Map
Lets start out by creating a new map, for the purpose of this tutorial we will name it Starting Map. First look down at the tab and select . After creation, you may click from the panel at the bottom-left of the screen at any time to load your map preview for editing.

Open the Game Settings window by pressing the icon in the Main Toolbar (Toolbar at the tope of the screen). In the top left of this new window in Game section, set the Starting Map to your newly created map named Starting Map. You can set the location or your character by clicking on the coordinates to the right of Starting Location. Clicking on the coordinates will bring up a preview of your map. Selecting a square in the preview will set where your character starts on your Starting Map. After that window close, press OK in Game Settings to return to your map.



With your Starting Map selected/active, select the Draw button from the toolbar at the top of the screen.

On the left side of the screen, select the Floor tab and place the cursor over the third set of tiles named Tiled Floor in the white rectangle below the tile category bar. Click to select the Tiled Floor category.

With the Wooden floorboard tile clicked and highlighted, click the Filled Rectangle option.

Now with the mouse, left-click and hold on the top-left tile of the map and drag it down to the bottom-right tile of the map. Release the mouse, and your floorboard tiles will be placed down onto the map.


Now select the Walls tab and choose the brick wall .

With the left mouse, click and drag from the left to the right of the third row of tiles from the top, to produce a wall.


Select the Lower Objects tab and run the cursor over the tiles in the white rectangle below the tile category bar until you find Furniture 1. Select the Furniture 1 category.

Click and highlight all of the dining table you see and select the Pencil button

On the map, position where you would like to place all these tiles and left-click to insert them.
Testing Your Map
1. From the top toolbar, select the button
2. Click on a tile on the map where you would like your playable character to be positioned for the testing of the map to bring up the Test Script window.
3. In this window, click OK from the bottom-right to bring up the Testing Options window.
4. In this window, click OK to load your map.
5. This now allows you to move your character around and test anything you have placed within the map. At the moment we have nothing to test, but we will later.
Creating an NPC That Can Talk
1. From the toolbar on the top screen, select the button.
2. With your cursor positioned on any tile in the map, left-click to bring up the Pick Actor Template window, and double-click on the Character template to bring up the Actor: Character window.
3. At the top-right of this window under Triggers, double-click the trigger Talked to/Activated to bring up the Actor Script window.
4. From the right-hand panel, double-click the event to bring up the Message Box window.
5. Under the Message section, input a message the character will say when you talk to them, for example “Hello, world” Once this is done, click OK.
6. At the bottom-right of the Actor Script window, click OK.
7. Finally, click OK in the Actor: Character window to save all changes you have made to your character and its triggers.
8. Now, when you test your map and talk to this character by pressing the Action key (default Enter), a message box will display with your message in it.
Enhancing the NPC to Ask a Question
1. With the button selected, hover the mouse over the character you just made and left-click to edit it.
2. Under Triggers, highlight Talked to/Activated and click Edit Script to bring up the script you had previously worked on.
3. Once again, double-click the event in the right-hand panel to bring up the Message Box window.
4. Under the Message section, input the message “How can I help you?
5. Next to Choice 1, input “I would like to shop”.
6. Next to Choice 2, input “I would like to stay the night”. Once this is done, click OK.
(Note: These two choices will become clearer in the next two sections of this tutorial.)
7. Now, when you test your map and talk to this character again, your new message box will appear after the previous one, and will allow you to select either one of the choices (however we have not yet specified an event that follows for either choice).
Creating a Shop
1. Reselect the same character and edit the Talked to/Activated script yet again.
2. From the right-hand panel, double-click the event to bring up the Show Shop window.
3. Input the following into each textbox:

Greeting Text:
What would you like to do?
Anything Else Text:
Was there anything else?
Buy Button Label:
Buy
Sell Button Label:
Sell
Finish Button Label:
Finish
Choose Item Text (Buy):
What would you like to buy?
Choose Quantity Text (Buy):
How many?
Transaction Complete Text (Buy):
Transaction complete.
Choose Item Text (Sell):
What would you like to sell?
Choose Quantity Text (Sell):
How many?
Transaction Complete Text (Sell):
Transaction complete.
Buy Cost Factor:
1
Sell Value Factor:
0.5
Player Selling Items:
Enable
Items Available:
(Select at least the Wand item)

Once you have completed all inputs, click OK.

Now when you select this option while talking to the NPC, it will bring up the shop event, which allows you to buy and sell items which you include in your game. You can use the movement keys/mouse cursor to navigate through the menus and use the Escape (Esc) key to back out/cancel an action
Creating an Inn
1. Reselect the same character and edit the Talked to/Activated script yet again.
2. Making sure the previous Message Box event is highlighted, from the right-hand panel, double-click the event to bring up the Show Inn window.
3. Input the following into each textbox:

Greeting Text:
So you wanted to stay the night?
Price:
(Select a price)
Yes Button Label:
Yes
No Button Label:
No
Good Night Message:
Sleep well!
Cannot Afford Message:
I'm sorry, but you don't have enough money.
Sleeping Music:
(Select a file)
Once you have completed all inputs, click OK.

Now when you select this option while talking to the NPC, it will bring up the inn event, which allows the player to regain their health.
Creating a New Map with Enemies in It
1. Select the tab from the bottom-left panel and click to bring up the Map Properties window.
2. Next to Display Name, specify the name of your new map. For this tutorial, we will name it Second Map.
3. Under General, set the Width / Height / Depth attribute to 9, 9 and 8 respectively.
4. Leave all other properties as they are and click OK.
5. Select again, and design a map similar to the one below, making sure you leave a gap in the center of the wall (this will be used for a later purpose).

6. Select the button once again, click anywhere on the map and select the Enemy actor from the list.
7. Click the box next to Body under the Sprite section and select Spider from the Pick Sprite window.
8. Select the Weapon button under the Equipment section, and select Generic Attack in the Pick Item/Magic window.
9. Ensure that Bad is selected from the Team drop-down box at the mid center of the Actor: Character window, and the checkbox Enable Generic Artificial Intelligence is checked, in order to make the NPC attack you when it sees you. Once this is done, click OK.
10. We want three of these spiders, so highlight the spider you just created, right-click and select Copy. Or you can hover it with the mouse and press Ctrl+C to copy it.
11. In two other random spots on the map, right-click and select Paste or press Ctrl+V to create two more spider NPCs. You should now have three spider NPCs.


Test this map, and you will find that the spiders attack you when you walk past them. In a later section, we will give the player a reason to fight these spiders.
Connecting Two Maps Together
1. From the toolbar on the top screen, select the button .
2. Click and drag across the top of the gap in the wall as shown below, and release to open the Zone window.

3. Beside Map, select Starting Map from the drop-down box.
4. Beside Location, click on the button to open up a preview of the map. Click on a tile in the map, preferably in the center of the room, where your character will be positioned to after they trigger the zone. Once this is done, click OK.
5. You have now set up a connection from one map to the other, now we need to connect the other map to this map.
6. Go to the map Starting Map and select the button again.
7. Click and drag a zone across a desired spot for our character to exit this map, releasing it when you have done so.
8. Beside Map, select Second Map from the drop-down box.
9. Beside location, open the preview of the map and select a tile on the map that does not intersect with the other zone you made (so you don’t trigger it when you are positioned on this map), preferably somewhere below the zone. Once this is done, click OK.
10. Test your map, and walk your character through both zones to test if they position you on either map.
Changing the Looks of the Player
1. From the toolbar, select the button Player and Party
2. You will notice there is already one party member named Hero inputted in this section. Making sure this party member is highlighted, click the Edit Actor button, which will open the Actor: Character [Playable] window.
3. Beside all the Sprite appearance options in the middle of the window, select your own options from the menus, changing the colours if you want. Once this is done, click OK. This will now alter the main player to how you edited it.
Making a Quest to Defeat 3 Monsters
1. Select Variables/Switches from the toolbar.
2. Click the button Edit Global Variables.
3. Create a new Global Variable. Beneath the already specified variable names, input a new variable named Monsters_Defeated in the new empty variable (this will be used to determine how many monsters the player has defeated). Keep the Default Value set to 0.
4. Return to the map Second Map where the three spiders you created are.
5. Select any one of the three spiders you created to open the editor window. Access the Defeated / Destroyed trigger by selecting the Add button underneath the blank trigger window, and selecting Defeated / Destroyed from the menu that appears.
6. From the right-hand panel of the Actor Script window that has opened, double-click the event to open the Variable Operation window.
7. Beside Variable, select the variable Monsters_Defeated.
8. Beside Value, select Add from the drop-down box and specify 1 for the value. Once this is done, click OK.
9. Repeat Step 5-8 for the other two spiders, or simply right-click and Copy the event in one script and right-click and Paste it in the other two. All three spiders should now add the value of 1 to the Monsters_Defeated variable when they are defeated/destroyed.
10. Go to the map Starting Map and create a new character using the button in the toolbar. Double click on Character to bring up the Actor: Character window. This actor will act as the quest-giver.
11. Access the Talked to/Activated trigger to open a new Character Script window.
12. Insert the event from the right-hand panel.
13. Insert the event from the right-hand panel, making sure it is connected to the left-hand node of the Once Branch.
14. Beside Message, input a message like "If you get rid of the three spiders outside, I will give you a reward." Once this is done, click OK.
15. Highlight the Once Branch event you just created by clicking on it and then insert the event from the right-hand panel of the Actor Script window. By highlighting the Once Branch, the new Comparison Branch will automatically attach to the right-hand node of the Once Branch.
16. In the Comparison Branch window beside Expression, click on the button (also known as Use Value).
17. Under the Global Variables tree, double-click the variable Monsters_Defeated to select it.
18. Beside Operator, make sure = (Equal) is selected from the drop-down box.
19. Beside Value, input the value 3. Once this is done, click OK.
20. Insert the event from the right-hand panel, making sure it is connected to the left-hand node of the Comparison Branch.
21. Insert another on the left-hand node of the Once Branch with a message that says something like "Thanks for that, here is your reward." Once this is done, click OK.
22. Insert the event by searching for "Change Money", placing it below the previously made Message Box.
23. Beside Amount of Money, select Add from the drop-down box and specify 100 for the value. Once this is done, click OK.
24. Insert a after the Change Money event, and enter a message saying something like "You received 100 gold pieces!"
25. Insert another on the right-hand node of the previously made Once Branch with a message that says something like "Thanks again for getting rid of those spiders!" Once this is done, click OK.
26. Insert another , but on the right-hand node of the Comparison Branch with a message that says something like "You haven’t gotten ridden all of the spiders yet." Once this is done, click OK to close the Message Box. Then at the bottom-right of the Actor Script window, click OK.
Testing the Game
(Note: This is different to the section: Testing the Map, as it involves specifications as to how your game begins each time.)

1. Select Game Settings from the toolbar. This will display a variety of different settings for your game.
2. Beside Starting Map at the top of the screen, make sure that Starting Map is selected from the drop-down box.
3. Beside Starting Location, click the button to open a preview of the map Starting Map.
4. Specify a tile where the player will be positioned when the game starts (make sure it does not intersect with any zones you have placed down). Once this is done, click OK.
5. At the top of the screen, select Game>Test Game in order to test the game from the very beginning.
6. Test your game by talking to the quest-giver once, then a second time to see if the Comparison Branch detects that not all of the spiders have been defeated/destroyed yet.

Next, obtain a weapon from the shop. This weapon can be equipped by using the next/previous item keys (default X and Z) to scroll through any items you have. Then travel to the Second Map and defeat all three spiders using the attack key (default Ctrl).

Return to the quest-giver and he should reward you.
Creating Tile-Sets
1. Select Tilesets from the toolbar.
2. With the tab selected, click on the button to create a new Lower Object tile-set.
3. Beside Display Name, name your Lower Object tile-set Custom Floor.
4. Beside Layer, select Lower Object.
5. Click on an open space in the top left of the blue box.

6. Double click this tile and select Edit. This will bring up the Graphic Editor window.
7. We are going to make a Lower Object tile with the crate texture, so either create your own or copy the below image (by right-clicking and selecting "Copy") then pasting it onto the canvas. Once this is done, exit the window.

8. This tile will now appear in the top-left corner of the larger blue box.

9. On the left hand side of the blue box, beside Tile Shape, select Flat (above shadows) from the drop-down box. This will change the shape of the tile, determining how shadows and characters interact with it.
10. Below this, next to the Collision field, select Cube (32x32x32), which will allow the player to jump up and stand on top of the crate. Alternatively, you may press the Edit button to create a custom collision, but for a simple square tile, the preset will do.
You have now created a Lower Object tile that the player is able to walk around and jump on. This same process can be used to create any tile needed for Floors, Walls, and Upper Objects. If you would like to create a floor tile, feel free to copy and paste the tile below into a Floor tile-set.
Creating Character Sprites
1. We will now make a custom character to go with our newly created tile-sets, so start by selecting from the toolbar, then select contained in the "Actors" folder.
2. Click to add a new character sprite. In the Pick window that appears, click on None, then click OK.
3. Beside Display Name, name your character sprite "Custom Character".
4. Under Pose, make sure that Walking is highlighted, so that we may add a walking animation.
5. Beside Direction, make sure the dial is pointing downwards, so that we can create a downward walking animation.
6. Click Add Animation under Graphics to insert a new animation allocated to walking, which will appear in the list below.
7. Making sure this animation is highlighted, click Add Frames to bring up a drop-down menu.
8. From this menu, select Blank Images to bring up the Add Blank Frames window.
9. Beside Number, Width and Height, input the numbers 4, 32 and 32 respectively. Once this is done, click OK.
10. Four blue-checkered boxes should appear under your created animation in the list. Right-click and drag to highlight all of these boxes and bring up a drop-down menu.
11. From this menu, select Edit to open the Graphic Editor window.
12. Here we will insert the frames for the Down animation, which are provided for you below by right-clicking the image, selecting copy and then pasting onto the canvas.

13. Once this is done, save the image and exit the window.
14. You will now have an animation where the character appears to be facing down. As you will notice, a majority of the image is a magenta tone . This significant colour is used to fill in excess areas of your resources in order to make transparency. This colour does not show up in your game, so be careful what tone of magenta you use. The HEX code is FF00FF.
15. For a right and up animation, follow the same steps provided and insert the following images respectively using the dial to change the direction of the animation you want.




(Note: Right and Left animations only require one or the other, as the image will mirror automatically for you. If you want a different looking animation to the other, then you may insert both animations.)

You have now successfully created an animated character sprite, which has a up, down and right animation. You can use this sprite in your own games by simply following the steps provided under Changing the Looks of the Player.
Adding Custom Music
1. Select Sounds and Music from the toolbar.
2. Click to add a new sound file.
3. Beside Display Name, name the sound file something relevant.
4. Check the button under Auditory to switch the type from a sound file to a music file.
5. Left-click the empty, grey box labelled Sound to bring up the Replace Sound/Music window.
6. Select a music file from your computer to add in to the program and click Open.
7. This will now import your selected music file into the program, which can be used for background music in maps and some other purposes.

(Note: Another simple way of importing music is to select Import Resources from the toolbar and drag and drop your music file into the window.)

To have music play in the background of one of your maps:

1. Select the map, and from the top menu bar, select Map>Environment or click the Environment Button.
2. Beside Change Music, select your music file from the drop-down box and click OK. Now the music will play in the background if the player enters that map.

To play music when triggered by a script:

1. Go to the desired script you want to trigger the music file and double-click from the right-hand toolbar.
2. In the Play Music window, select your music file from the list and click OK, ignoring all the other options. Now when the script is triggered, it will play your music file.