Guest Post: Kiwi Quest

My name is Natasha and I’m a 19 year old student. On the 28th of October 2015 I went into the Gamefroot HQ to create a game called Kiwi Quest, with the aim to finish it in 48 hours. For the task I was paired with Ben who would help me script the game.

I already had a few sprites, and a rough description of the game, from a previous Gamefroot session. Ben and I’s first task together was to refine the game into a clear plan, which took us about an hour. We identified all the goals and obstacles that were needed, and then we made a list of all the graphics and scripts required. We abandoned the style of graphics in the original concept sprites, in favour of a pure bird’s eye view top-down game.

KiwiQuest

Working with Ben made game production run much faster than I expected, and by the end of the first day we had a movement system and the main character completed. The experience was interactive and we shared ideas every few minutes or updated each other on progress. Throughout the day I was able to bounce ideas off of Ben and Dan (and vice versa) so my time there was very collaborative.

kiwiquest-debrief

By the end of the second day we had items, backgrounds, obstacles and enemies. It was a fully functional game by this point, so we decided to spend a third day polishing it up. On the third day we worked on level screens, a death animation, and level borders. Overall the end result looked really good! The game was challenging and it took me a few tries to complete but it was also enjoyable.

With more time we would have created more variety in scenery and added in fancier GUI to bring it up to an app-store quality game. I’m looking forward to my next session with Gamefroot to create another game in the same amount of time!

How to Play
This game is currently only optimised for a computer or laptop with a keyboard. To play the game use your arrow keys.

Try it out

Play Kiwi Quest

Dunedin Code Red Workshop

Game-Coding-Workshops-PublicLibraries-final

Code Red “Learn to Code” Workshops are a collaboration between Gamefroot, The Public Libraries Association of New Zealand and various city councils including Hutt, Nelson, Dunedin, Porirua, Gisborne and Timaru City Councils.

Participants are taken through making a game from start to finish. During that process are being taught computer programming principles that prepare them for the 21st century job market.

Last week Dave from team Gamefroot ran Code Red Workshop #1 at the Dunedin Public Library. Feedback from students and parents at the workshops and the community event was very positive. The event was also covered by the Otago Daily Times.

Here’s the low down:

Numbers
29/9/2015 – Teachers Workshop
7 teachers attended, 1 returned as a mentor on the Wednesday. Her son was attending the workshop

30/9/2015 – Workshop (10-14 year olds)
23 attended (12 had laptops)

1/10/2015 – Workshop (10-14 year olds)
21 attended (13 had laptops)

2/10 Workshop (15-18 year olds)
14 attended (11 had laptops)

2/10/2015 Community Event
32 attended

Location & Computers
The teachers workshop took place in the Dunningham Suite on the 4th floor of the Dunedin city library using teachers laptops and APNK wifi.

The students workshops took place in the computer room on the 1st floor of the city library using students laptops, Library APNK PCs and APNK wifi. The community event took place in the Dunningham Room on the 4th floor of the city library.

Quick Script Tip: Make a character move with the keyboard

Note: a more up-to-date version of this tutorial can be found here: http://gamefroot.com/knowledgebase/scripting-a-top-down-player-rpg-style/

 

Hey guys, here’s a quick rundown of how to make something move around with the keyboard.

Here’s a little game I’ve started building. I drew some terrain down, and then placed a snowman (on a regular layer).

1I want to be able to move this snowman around by pressing the arrow keys, so I need to create a script. To do this, right-click on the game object, then select Add Script.

2

First I need to be able to tell when keys on the keyboard are being pressed. We can get the Event block for this under Input, Keyboard. Click on the block “When the player presses key” and drag it out into the empty workspace.

3

This block comes with backspace selected as the default key, but I want to use the arrow keys. To change the key, click on the arrow next to backspace and select right arrow from the drop down menu.

4

I want the snowman to move around, so I need to get a block specifically for movement. Blocks for movement and physics are under Game Mechanics, ArcadePhysics. Grab the “set velocity x” block and drag it into the block we placed down before. Make sure they snap together.

5

A velocity of 0 won’t move at all, so change the velocity x number to 200. 

6

Then Save the script!

7

Hit Play (in the top-right corner) to see if your scripted snowman works.

8

Wheee! When you press the right arrow key, the snowman flies off to the right. Perfect. Let’s get the other arrow key working. Click Edit (in the top-right corner) to go back to edit mode.

9

To keep working on the script we started, right-click on the snowman and select Edit script.

10

I want the snowman to stop moving when I release the arrow key, so I need to duplicate these blocks. Right-click on the yellow event block, and select Duplicate.

11

Now we have two sets of these blocks.

12

Change one of the “presses” to “releases” by clicking on it to reveal the drop down menu.

13

When the key is released, I want the movement (velocity) to go back to being still. That means I need to set velocity to 0.

14

Now we can repeat this process to make the left arrow key make the snowman move left. Duplicate the existing blocks, and change right arrow to left arrow. Also make sure you set the velocity to -200 instead of 200. A negative velocity like -200 will move the snowman to the left instead of to the right.

15

Now save this, and Play the game. Awesome! Now your snowman can move left and right. What else would you add to this script? What other things should happen to the snowman?

If you have any cool ideas, let us know in the comments below.

– Gamefroot_Dave.

Gamefroot 2.3: Best Update Ever!

Good news everyone! Building on top of our previous updates (which were slightly more under the radar, where we moved to an HTML5 game engine, integrated google blockly, implemented many user interface improvements, editor and game previewing performance, and speed boosts) we’re pleased to more overtly announce a major update.

classic-template-screenshot

Gamefroot 2.3 is the version of Gamefroot we’ve been holding out for, and now almost feature rich enough to fully replace ye old Gamefroot V1.0.

This new version introduces template games and prefabs (which we’ll explain shortly). Earlier this year we decided to move away from locking our community into creating platform games in favour of making Gamefroot both easy and powerful enough for you to make ANY type of 2D game.

In doing so we temporarily had to disable the classic drag-and-drop functionality that we’d all come to love and cherish. Well, we’re pleased to let you know that the new Classic Gamefroot Template is bringing back the easy drag-and-drop functionality that Gamefroot 1.0 had. You can choose from a variety of interactive items and characters, and place them into your game – then hit Play – and boom you got a game. It’s as easy as that.

We’ll be adding more and more functionality to this template and prefabs, with the goal of making it a complete replacement of the old Gamefroot over the coming weeks.

  • Templates: Pre-built games that you can open up and build upon – useful for learning how Gamefroot works! Template games are available from the New Game window.
  • Prefabs: Scripted game objects that are ready to use with no further scripting required – for example, a character that you can drop into your game that already has a script attached.

 

The recent changes we’ve made to Gamefroot enable you to push your game making skills further than ever. Try it out, and see what kind of awesome games you can make. Over coming weeks we’ll be posting examples showcasing what has become possible, and showing you how it’s done. Go make games!

Questions or comments? Check out 2.3.3 changelog, you can hit us up on TwitterFacebook, and the support page. Your ideas could make it into the next version of the Gamefroot Game Creator!

 

Gamefroot 2.3 Changelog

Version 2.3 is a major Gamefroot feature release. Here are the major 2.3 Changelog items:

Misc changes

  • IE11 fixes, so IE11 users can login and do thing’s everyone else can.
  • Old games built in the old flash engine are now visible in the list of games.
  • A tweak to the css so firefox will actually render images properly.
  • User Icons wont weirdly change back to random images.
  • Previewing a lot of terrain will be a lot faster in most cases.
  • Saving and loading speeds have vastly increased.
  • Script icon will display on assets that sometimes wouldn’t have them.
  • The level won’t duplicate it self after saving the game.
  • Some overall bug fixes and tweaks to make Gamefroot that much better.
  • We have a new template game that people can use to build upon.
  • Components on GameObjects that are on a level will now ‘wait’ until all other GameObjects were created before booting. Meaning the getting instances inside the ‘onCreate’ block should work as wanted.
  • Arcade Physics collision stability updates.
  • X/Y coordinates under the minimap are now correct.
  • Terrain grid is nice and crispy now.
  • Various styling updates.

Script / Instance Updates

  • Instance Properties Panel looks more sexy. Numerous Styling updates
  • New Coordinates data type added to the Script Editor.
  • New the Coordinates variables can have the Instance Values set via a new ‘Select coordinates’ tool.
  • You can now set Color Variable values in the Instance Properties panel.
  • New script variables are now private by default. They use to be public by default.
  • Renaming variables should no longer “reset” their default value, in most use cases.

New Script Blocks:

  • Created new Blocks for interacting with Coordinates data types.
  • A section blocks for Plugins has been created.
  • You can now create text, and style the text, via the script editor.
  • Various shapes can be created.
  • Rectangle.
  • Circle
  • Line
  • Star
  • New event for executing code when a level ‘starts’ or ‘switches’.
  • Pre Constantly and Post Constantly event blocks added.
  • Messaging all instances in an array should now work as intended.
  • New ‘lerp’ block added to the ‘Math’ section.
  • Added a additional ‘keys’ section, which allows generic key/value pairs on instances.

 

Placing objects in a Terrain Layer

You may have noticed that your character or other game object was squished when you placed it into your level. This is because you’ve placed it in a Terrain Layer.

game-object-terrain-1

Don’t worry – just make sure you place game objects on a regular Layer (this applies to characters, or anything else interactive).

game-object-terrain-2

Terrain layers are a bit different to regular layers. Anything that is placed in a terrain layer will be resized to fit the terrain tilemap grid, and anything in that grid becomes solid and won’t move – this makes calculating collisions in your game far easier, and your game will run smoother.

Note: if the game object is animated, it will appear in terrain with the last frame from the last animation sequence (for characters this usually makes them appear as lying down).

 If you want your game objects to become terrain, then place them in a terrain layer. Otherwise, place them in a regular layer.

New Gamefroot Replacing Old Gamefroot

We’re really excited by how well the new version of Gamefroot has been received. Over the coming weeks, we’ll be ensuring all your games from the old Gamefroot are accessible in the new Gamefroot editor at make.gamefroot.com. Once this process is complete, we’ll be taking down the old Gamefroot so that we can focus on maintaining a single game making environment. With that focus, we can continue to make Gamefroot more powerful and easy to use.

The old Gamefroot was designed to create Flash games, but the new Gamefroot creates HTML5 / Javascript games, which means your games will run not just in your web browser, but also on modern devices such as your Android or iPhone. Old technologies become obsolete – such is the way of Flash, and the Flash games era has been rapidly drawing to a close. We realised HTML5 was going to be the future of the web, and now that future has become a reality (even Youtube has stopped displaying videos in Flash, and now uses HTML5 video).

We hope you continue to enjoy using Gamefroot. We’d love to hear your feedback, so please send us a message here with your questions or comments.

Regards,
The Gamefroot Team

Making a Moving Tile

Note: this tutorial is out of date. You can use the concepts from this tutorial, combined with this tutorial http://gamefroot.com/knowledgebase/move-it-physics-movement-and-the-constantly-loop/ to recreate this.

 

moving

An easy thing you can do to make your games more tricky to navigate is to add moving tiles. Static platforms can become boring and predictable, so why not keep the player on their toes? Here’s how we can make a moving tile.

Continue reading “Making a Moving Tile”

Make a slingshot game like Angry Birds

Note: this tutorial is out of date. You can combine the concepts here with this tutorial: http://gamefroot.com/knowledgebase/pow-shooting-projectiles-missiles-bullets-lasers/

Angry Birds is one of the most popular mobile games ever made. It’s easy to see why – with it’s simple interface, bright cartoon visuals, fun physics simulations, and endless replayability, it keeps the player wanting to get just one more piggy knocked out. But you don’t need to be a big game studio to create your own game just like it.

preview-angry

Here’s what we’re going to create.

Continue reading “Make a slingshot game like Angry Birds”