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All events in this project are commented, so you can open any event and read the
comments to understand what it does, and how it works.
# CHARACTERS
obj_player_end_level appears when the player reaches the end gate. It fades away
and then the level ends.
# ENEMY SYSTEM
# MANAGERS
The "Managers" group contains objects that manage things in the background. So they
are not visible or interactive, but listen silently in the background
and perform their actions.
# ENVIRONMENT
obj_collision: This is the parent of all objects that can collide with
characters (e.g. blocks). If you want to make a platform or any other object that
characters can stand on, use this as a parent.
The check_collision function (in scr_collisions) checks
for collisions with this object (along with tiles).
Blocks: This folder contains blocks that the player can hit with its head.
Editor: This contains placeable objects that aren't visible in-game but still
interact with the player in some way.
Interactive: This contains environment objects that are interactive but don't
fall into any other category.
Items: This contains collectible items, like coins.
# HUD
This group contains objects that are used in the HUD sequence (seq_game_hud). They
appear on the GUI layer (using the Draw GUI event) and show the player's stats.
# UI
This contains objects that are purely visual, like the dust VFX. They play their
animation once and then get destroyed.
# SEQUENCES
seq_game_hud: This is created when a level starts and initialises the objects
that display HUD information.
Using this Sequence you can organise your HUD and set
where certain elements appear.
seq_game_over: This is placed in the rm_end room and appears when the game is
over.
seq_main_menu: This is placed in rm_menu and appears when the game begins.
seq_pause_menu: This appears when the game is paused using the Escape key.
# SCRIPTS
Collisions
This script contains one function called check_collision, which checks for a
collision at the given delta coordinates.
It checks against the Tile Layer "CollisionTiles" and the parent object
obj_collision.
# ROOMS