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An Introduction to

Multimedia Fusion 2

Lessons to Create 2D Games

Karen Hult, Multimedia Technology Teacher


Terry Byfield, Curriculum Resource Specialist

Table of Contents
An Introduction to Multimedia Fusion 2..................................................................... 1
Playing Games in Multimedia Fusion 2..................................................................... 2
Chapter One:

Getting Started with a Space Shooter Game ................................ 3

Chapter Two:

Star Fighter Game ...................................................................... 25

Chapter Three:

Adding Side Shooters and Sound to Your Game........................ 33

Chapter Four:

Changing to a Moving Background


and Adding Scores and Lives ..................................................... 41

Chapter Five:

Creating Power-Ups Using Alterable Values .............................. 55

Chapter Six:

The Ship Respawns (Recreating Star Fighter) ........................... 67

Chapter Seven: Designing the Title Screen


and Instruction Screen of Your Game......................................... 75
Chapter Eight:

Creating Waves of Enemies ...................................................... 87

Chapter Nine:

Creating a Boss Enemy, Adding Transition


Screens and Adding Finishing Touches to Your Game .............. 93

Chapter Ten:

A New Type of Game -- The Maze Game................................. 105

Chapter Eleven: A New Game The Platform/Side-Scroller Game.................... 121


Chapter Twelve: Breakout ................................................................................... 133
Additional Resources ............................................................................................ 143

The exercises included in these chapters are to be used with Multimedia Fusion 2, Build R243. When the
software is first installed, allow the program to check through the internet for updates. There may be minor
differences depending upon the MMF2 Build Version that is currently installed on your computer.
Copyright 2007
Shawnee Mission, Kansas

An Introduction to Multimedia Fusion 2

Lessons to Create 2D Games

An Introduction to Multimedia Fusion 2


Have you ever wanted to create a computer game where you can let your creativity run wild and
make a game that others want to play? Maybe you have a unique idea for your game?
Welcome to the world of Multimedia Fusion 2 and two-dimensional game creation. Multimedia
Fusion 2 is an easy-to-use game authoring environment that will allow you to make wonderfully,
creative games. It is an authoring tool that allows you to create many types of computer games,
screensavers, educational programs, utilities or other applications, all quite easily.
The chapters in this book are specifically designed for students in a classroom situation using
Multimedia Fusion 2. The first nine chapters of instructions are designed to teach the basics of the
Multimedia Fusion 2 program as you create your first game. The remaining chapters continue
through different types of games with instruction in additional Multimedia Fusion 2 features.
Because Multimedia Fusion 2 is an object-oriented program, you do not need to learn a computer
programming language. You work in a completely visual environment. You are bound only by your
creativity!
These chapters will assist you in learning important features of MMF2, and if you are interested in
making other types of applications in MMF, you will find this guide invaluable for getting to know the
program and how it works. Many of the principles explored are common to all types of applications.
After completing the exercises in the book, you can combine the features in endless ways to create
new and exciting games for others to enjoy.
Do not skip chapters or sections in a chapter. These units build upon one another. Once you have
completed a chapter, the next chapter assumes you know the information. You can refer back to
specific chapters if you forget how to apply a specific feature in Multimedia Fusion 2.
Have fun creating your games!

Karen Hult
Multimedia Technology Teacher

Terry Byfield
Career and Tech Ed Resource Specialist

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An Introduction to Multimedia Fusion 2

Lessons to Create 2D Games

Playing Games in Multimedia Fusion 2


The best way to introduce you to Multimedia Fusion 2 is to have you play some games that were
created in Multimedia Fusion 2. The location of the games on your computer may differ slightly
depending on how the software was installed.
1.

Locate the Multimedia Fusion 2 icon on your desktop and double click on it.

2.

Select File > Open. Look in: Local Disk (C:) > MMFusion > Examples > GAMES. (The
MMFusion folder may be found under Program Files.) You should now see a number of
different folders. These folders represent the games that are provided with Multimedia
Fusion 2.

!
3.

Double click on the Solitaire folder. Select the file Solitaire.mfa and click on Open. This
action opens the application. The different panels and windows that you see will be
discussed later. For now, just play the Solitaire game! (The extension for a Multimedia
Fusion Application is .mfa).

4.

To run the game, select Run > Application from the Menu Bar or press F8. The title screen
appears, but once you click, the game automatically goes to another screen.
Click on the instructions icon
located in the top right corner. Once you have finished
reading the instructions on how to play the Solitaire game, play the game to discover how
well you can do!

5.

When you have finished, select File > Close to close this game and select another to play. To
open a second game, select File > Open and locate another game that comes with
Multimedia Fusion 2. Some games are easier than others. Romeo is a platform game. Math
is a math game for younger students.

When you have free time, play all the games to find out what types of games have been created with
Multimedia Fusion 2. Have fun! Remember to read the instructions, because it truly helps to know
how to play the game!

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An Introduction to Multimedia Fusion 2

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Chapter One: Getting Started with a Space Shooter Game


Objectives:
In Chapter One, you will:
y Start a new application in Multimedia Fusion 2;
y Learn about features of the Workspace Toolbar and Editor Screens,
including the Storyboard Editor, Event Editor, Frame Editor, Animation Editor
and Picture Editor;
y Learn features of the Holding Area and Object Window;
y Insert objects from the Library to the Playfield;
y Use the Toolbars;
y Change Preferences;
y Insert Comments in the Event Editor;
y Establish New Conditions in the Event Editor; and
y Test your Game.

Begin by opening Multimedia Fusion 2.


1.

Locate the Multimedia Fusion 2 icon on your desktop. Double click on the icon to open the
program. (If there is not an icon on your desktop, locate the Multimedia Fusion 2 program by
going to Start > All Programs > Multimedia Fusion 2 > Multimedia Fusion 2).

2.

When you first open the program, your screen should look similar to the one shown below:

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An Introduction to Multimedia Fusion 2

Lessons to Create 2D Games

3.

You can change various viewing options through Preferences. From the Menu Bar, locate
Tools > Preferences. The Preferences dialogue box appears. You can change preferences
for each screen mode to fit your needs. At this time, however, we will not make any changes
through Preferences. Click on Cancel at the bottom of the dialogue box or the Red X in the
upper corner of the dialogue box to close the panel.

4.

Your toolbars can also be placed according to your preference. The toolbars are dockable
and can be moved by clicking on the vertical bar to the left of a toolbar. Try to move the Run
toolbar. Locate the light-colored vertical bar to the left of the Run Toolbar. Click on it and
drag the toolbar to move it to the row above toward the right of the existing toolbar.

Run
Toolbar

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An Introduction to Multimedia Fusion 2

Lessons to Create 2D Games

Now the Run Toolbar has been docked in a new location.

5.

Run
Toolbar

If you close a toolbar, you can locate it again from the Menu Bar by selecting View >
Toolbars. Use this method to learn the names of your toolbars. Select View > Toolbars >
Standard. See which toolbar disappears. Select View > Toolbar > Standard again. Watch a
Standard Toolbar reappear. The toolbars include: Standard, Workspace, Properties,
Navigate, Run and Editor.

Multimedia Fusion 2: Screen Layout


The Workspace Toolbar
One of the most important panels you will use when working on a game is the Workspace Toolbar.
The Workspace Toolbar allows you to select the frames with which to work. The frames appear in
the order that you entered them. From the Workspace Toolbar, you can rename frames, resize
frames, change the order of your frames, insert new frames, copy frames and delete frames. Some
prefer to use the Storyboard Editor panel as an option to the Workspace Toolbar panel.
In the Workspace Toolbar, you will define the levels that exist in your game and manage the levels by
copying, deleting, inserting and setting up default properties for each level. Multimedia Fusion 2
levels are also referred to as frames. A frame is one section of the game you are creating. It might
be a title screen, an instruction screen, a game level, a transition level, a bonus screen, a high score
screen, a game over screen, a winner screen or any other screen you need in your game. You can
create and use frames for any purpose.
Up to this point, you have opened the Multimedia Fusion 2 program, but you have not started a new
application. The information mentioned above will become clearer during the next few steps.
Remember do not skip sections of the chapters.

It is time to start!

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An Introduction to Multimedia Fusion 2

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Lessons to Create 2D Games

Select File > New. Your Workspace Toolbar panel appears on the left side of the window
and your Storyboard Editor appears on the right side. Another panel, the Properties Toolbar,
appears below the Workspace Toolbar.

Workspace
Toolbar
Storyboard
Editor

Properties
Toolbar

You can resize the windows to your preference. To resize a window, click on the edge of the
window until arrows appear, and then click to drag inward or outward to resize as desired.
Try it now.
7.

You can also rename an application. In the Workspace Toolbar, locate the default name
Application1. Right click on the name and select Rename. Rename it Star Fighter. This
will be the name of first game also!

Renaming your application will help you keep organized if you have more than one
application at a time.

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The Multimedia Fusion 2 Editor Screens


When creating games in Multimedia Fusion 2, you will work in four main editor screens. In these
editors, you will create and edit various components of your game. An editor is a self-contained
working area that allows you to work on a specific element in your application. The four main editors
are:

The Storyboard Editor


The Frame Editor
The Event Editor
The Animation/Picture Editor

The Storyboard Editor


The Storyboard Editor is the central location in which all frames can be organized and accessed.
This editor can be useful for looking at the frames in your game and viewing common settings for
each frame.
After you become familiar enough with creating games in Multimedia Fusion 2, you will notice that the
Workspace Toolbar and the Storyboard Editor provide similar information. Eventually it will become a
personal preference as to which window you want to use to accomplish the necessary tasks.
For these games, you will be using both the Storyboard Editor and the Workspace Toolbar, so you
become familiar with both. After you are comfortable with the features, you can select Tools >
Preferences to uncheck the Show Storyboard option on the Storyboard Editor tab.
The Storyboard Editor shows one frame with a thumbnail, the current title of the frame
(Frame 1), and the size of the frame. You can also set transitions to fade in or fade out.

8.

Name the first frame in your Storyboard Editor. Click on words Frame 1. Highlight the
words and press delete. Type in Level 1. This is the frame on which you will be creating
your first level of your Star Fighter game.

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Notice how both the Storyboard Editor and the Workspace Toolbar reflect the title change for
this level or frame. As you become more comfortable with Multimedia Fusion 2, you may find
more than one way to add or change parts of your game. You can also change the name of
a frame in the Workspace Toolbar by right clicking on the frame and selecting Rename.

The Frame Editor


In the Frame Editor, you will place your game backgrounds and objects (background images and
character images, sprites, artwork, animations, buttons, and other types). You can build entire game
levels, place all your treasures to collect and position all the monsters that wait to get you! Also in the
Frame Editor you can change the properties of each object to define how it will behave. Everything is
done with a click of the mouse. You can insert pre-made objects supplied with the program or you
can create new objects.

It is time to create your game.


9.

In the Storyboard Editor, click on the number 1.

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Lessons to Create 2D Games

A new window appears. This is your Frame Editor. Your Layer Toolbar may also appear
when you select Frame Editor. You may close it for now and resize all of your windows to fit
in the screen as shown below.
Maximize the Frame Editor and then locate the Frame Editor Toolbar to make further
adjustments to the size (change to 50% or 100%).
Depending on the size of your monitors, you may have to adjust the Zoom level to 50% to
work comfortably with your Frame Editor.

Frame
Editor
Toolbar

11.

Layer
Toolbar

Before moving on, save the game. Select File > Save As > type in Star Fighter 1.
The extension Multimedia Fusion 2 uses is .mfa. You do not need to type the extension.
The application will automatically save your file as Star Fighter 1.mfa.
As you progress through the chapters, you will be saving the files as a different name in each
chapter. For instance, in Chapter 2, you will save your game as Star Fighter 2; in Chapter 3,
you will save your game as Star Fighter 3, etc.
By saving each revision of the game as a new name (changing the number at the end), you
will always be able to go back to a previous chapter version if necessary. You are currently
working on Chapter 1, so you saved the application as Star Fighter 1.

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Lessons to Create 2D Games

Playfield
One of the most important parts of the Frame Editor is the Playfield. This is the white box that
occupies the majority of the window.
Any objects placed in the Playfield area, such as characters, scores, lives or counters will be visible
on screen when running the game. It is possible to change the properties of the objects so they are
not visible when your game is playing. It is also possible to create scrolling games that have many
objects not visible until the player scrolls to that point. The scrolling game will be covered in a later
chapter.
Again, it is helpful to size the Playfield to 50%, especially when adding a Backdrop. From your Frame
Editor Toolbar, change from 100% to 50%.
Now for the fun!

The Multimedia Fusion 2 Library -- Adding a Backdrop


The Library for Multimedia Fusion 2 contains many options for backdrops, object sprites for
characters or props, tiles for landscaping and platforms, and much more.
12.

From the Library Toolbar (located at the bottom of your screen), you can add objects to your
game from Library. Click on the [+] plus sign to the left of Local Library to expand the
Library options. If necessary, resize your Library Toolbar so you can see the expanded
options.

13.

In the Library, you can access many objects to use in your games. Click on the [+] plus sign
to the left of Games to expand the category. You can resize the dialogue box to make it
easier to see your options.

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14.

Under the Games category, click on Backgrounds to access the available background
options in the Library.

15.

Double click on Games > Space Backdrops. Locate Backdrop Object 7 and drag it to
the Playfield in the Frame Editor.

16.

Position the space backdrop over the Playfield area (white canvas) so it fits nicely. If you
have not already done so, you might change the viewing size of the Playfield to 50%, so you
can be sure you are covering the entire Playfield area. Note: when you double click on an
object in the Library, it will display a larger view of the object.

17.

Save your file again (File > Save).


Notice now that you see the backdrop to the left of the Playfield. Any object you include in
your game will appear in this area. This area is referred to as your Object Window. You
have easy access to all objects on each level from the Object Window. That topic will be
covered more soon. Notice also in the Workspace Toolbar under Level 1 that your backdrop
appears.

Adding an Object: A Spaceship


Now you are going to add a spaceship to your game a ship that you will be able to control.
18.

In the Library, double click on Spacecraft and then double click on Space crafts.

19.

Locate the space craft named Star Fighter All Direc (stands for Star Fighter All Directions)
and drag it to the upper-left part of the Playfield.

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Holding Area
The gray around surrounding the Playfield is called the Holding Area. When creating your game, it
becomes as important as the Playfield. When you play your game, you will never be able to see the
objects that are in the Holding Area unless they move into the Playfield. The Holding Area is used for
just that holding objects that you use in your game but that are not always viewable.

Inserting an Object: A Weapon


20.

Your ship will need an object to shoot. Look in the Library to find a weapon find a comet.
In the Local Library, double click on Games, double click on Miscellaneous, select Space
Asteroids & Comets and select Comet 2 by dragging it to the Holding Area (the gray area
around the Playfield).
Now, do a screen check to see if you have everything that you should have. Compare your
frame editor to the one below:

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Object Window
All objects that are added to the frame will be listed in the Object Window. Duplicates will not
appear. For example, if you have ten identical Comet2 objects in your frame, it will only show one
Comet2 object in the Object Window.

The
Object
Window

The Holding
Area

If you cannot find an object on the Playfield or in the Holding Area, you should be able to locate it in
the Object Window.
You can add a duplicate of an object to the Playfield, by dragging it from the Object Window and
dropping it in position.
To make the Object Window easier to view, you can click on the divider line between it and the
Holding Area and drag the divider line to make the Object Window larger.
You can also right click in the Object Window to change the size of the object icons from small to
large and to specify the arrangement of objects on the Object Window. This will be helpful as you
add more objects to your game.
21.

Save your file again. Remember, it is always best to save often.


Before moving on, there are several navigational items to mention.

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Toolbar Options
Located under the Menu Bar are some Toolbars that contain icons that you may be able to use
frequently.
Main Toolbar

Navigate Toolbar

Frame Editor Toolbar

Run Toolbar

When you hold your mouse over an icon, the name will pop up to remind you of the function.
The Main Toolbar contains basic Windows-based functions: New, Open, Save, Cut, Copy, Paste,
Undo, Redo, and Content Help.
The Navigate Toolbar contains shortcuts to go back and forward between frames, shortcuts to the
Storyboard Editor, Frame Editor, Event Editor, Event List Editor, and Data Elements. Some of the
icons are only available when you are editing in the Frame Editor.
The Frame Editor Toolbar contains Zoom, Grid Information, Font and attribute options (Bold, Italics,
Underline, Color) as well as Alignment options (left, center, right).
The Run Toolbar contains shortcuts to Run Project, Run Application, Run Frame, and a Stop control
for playing your game.
You can customize the toolbars to access the features used most. It is best to do this later when you
feel more comfortable with the program. As you hold your mouse over an icon, the keyboard shortcut
will be noted to the right of the icon name. Sometimes it is much quicker to create your game if you
remember the keyboard shortcuts that are available.
Become very familiar with the Navigate Toolbar! You will use it a lot.

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The Event Editor


Objects are an element that you add to your game. Each object can have any number of events,
conditions, actions, and functions associated with it. In the Event Editor you can define what should
happen when a particular condition is present. A condition is a test within your game that triggers
actions. When the condition is true, an action will execute. When a condition is false, the action will
not execute.
All events depend upon detecting a specific condition and executing an action. Collisions, movement,
and visibility are all examples of conditions. If something is true, then something else happens. For
example, if two objects collide, then one object might begin to bounce.
There are several ways to get to the Event Editor:
y

To move to the Event Editor from the Menu Bar, you select View > Event Editor.

You can right click on a frame name in the Workspace Toolbar and select
Event Editor.

You can use the keyboard shortcut CTRL+E.

Click the Event Editor icon on the Navigation Bar.

You will find it beneficial to learn the keyboard shortcuts to help you work faster. Use CTRL+E on
the keyboard to go to the Event Editor and CTRL+M to go back to the Frame Editor. Additional
keyboard shortcuts appear in the Resource Section at the end of the booklet.

OKAY It is time to get back to working on the game!


22.

The Event Editor is where you make everything happen. This is the heart of your game.
This is where you create all your actions. Let us say that you want your Star Fighter ship to
shoot the comet. Go to the Event Editor by clicking on the icon located on the Navigate
Toolbar.

Across the top of the Event Editor are a number of boxes which contain different icons. The
rows that appear in the Event Editor are the comments or conditions that you will specify as
you create your game. Clicking on New Condition will open up a dialogue box containing
objects that you will use to input conditions without needing to know a programming
language.

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Inserting Comments in Your Event Editor


One of the most important tasks you can do as you enter information in your Event Editor is to include
comments. Comments will assist you and others in finding information more quickly about what is
occurring in your game and where it is happening. This will speed up the problem-solving process
later as well.
23.

In the Event Editor, right click on the 1 to the left of the words New Condition.

24.

Select Insert > A comment.

25.

A new dialogue box appears.

26.

Set the back color to dark green and set the font color to white. Leave the default alignment
of left and change your font size to a 12-point Arial. Type the following text in the box:

Star Fighter to Shoot Comet.


27.

Select OK. The comment now appears on Line 1. Line 2 is ready to accept a new comment
or a new condition.

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Establishing a Condition in Your Event Editor: Upon Pressing a Key


28.

On Line 2 in the Event Editor, click on the dot next to the words New Condition.

29.

The New Condition dialogue box pops up and indicates that you need to right click on the
object to test. Right click on the mouse and keyboard symbol to start your condition.

30.

Select Keyboard > Upon pressing a key.

31.

When prompted to press a key, press the Spacebar. You are setting up a condition for an
action to happen when you press the Spacebar. This is your key in the game that will make
the Star Fighter fire the comet.

32.

You will now see a new condition on Line 2 that reads: Upon pressing Space bar. This
condition is followed by several boxes to the right. A condition such as Upon pressing
Space bar must be present before an action will take place.

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Lessons to Create 2D Games

Now that you have told the game that you want something to happen (Upon Pressing Space
Bar), you must define the action that will occur.
On Line 2, place your cursor in the square under the space ship and right click.

The following dialogue box appears:

34.

Select Shoot an Object.

35.

In the Shoot an Object dialogue box, make sure Level 1 is highlighted and in the box to the
right of Level 1, select Comet2 and click on OK.

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36.

Another dialogue box appears asking for the desired speed of the object and the direction
desired. For now, leave the speed set at 100, choose Shoot in selected directions and click
OK.

37.

Another new dialogue box appears. Since you specified to Shoot in selected directions, you
need to specify those directions now. The default direction is up.

38.

Locate the button that erases all directions and click on it to erase current directions.

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39.

To set a new direction, click on the black square located in the direction you want the comet
to be shot (as shown below). Click OK twice.

40.

You now have a checkmark showing in your Event Editor in the box underneath the ship.
Move your mouse over the checkmark and you should see the following:

Testing Your Game


41.

To test your game, locate the Run Frame on the Run Toolbar or from the Menu Bar, select
Run > Frame. You could use F7 to Run Frame as well. Press the spacebar and watch your
ship fire comets. Cool, huh? The comets may appear to be coming from the middle of your
ship, but that will be fixed soon.

42.

Save your game again. You are almost done with the first chapter of your Star Fighter shoot
em game. There are a few additional items that need to be addressed.

Adding an Object to Take the Comet Hits


It is great to have a Star Fighter shooting a comet, but now your game needs a target at which to
shoot.
43.

To switch to your Frame Editor, locate the Frame Editor icon on your Menu Bar or press
CTRL-M.

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44.

Lessons to Create 2D Games

From your Library, locate the Games > Characters > Games 3D Beast Enemies >
Mother Bee. Drag the Mother Bee character to your Playfield so it is directly across from
your ship.

Properties Toolbar
Each object has pre-assigned properties. Several of the assigned properties can be changed by the
game creator. For instance, if Mother Bee was too small or too large, you can use the Properties
Toolbar to resize the character. For much of your game, the Properties Toolbar has been empty.
When you have an object selected, however, the properties for that object appear in your Properties
Toolbar.

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A little closer look at the Properties Toolbar will show additional tabs with more property
information about an object.

45.

Click one time on Mother Bee. (You should get a solid blue box with a little number at the top
left of the box.) Look at your Properties Panel. It should be similar to the panel information
shown above.
Now click on the second tab (the Size/Position tab). From this panel, you can set a specific
position for your object, a specific width and height, and even angle your object. It is good to
know that you can do this, but recall that you can do most things in more than one way.

46.

Sometimes you do not know the exact size that you want your object. You want to be able to
size it by eyeing it.
Click one more time on Mother Bee. This time you get
nodes placed around the box.
You can click on a single node and drag it to resize your
object. If you select a corner node, your object will resize
proportionately. If you select a node other than a corner
node, your object will skew in proportion.
Resize your Mother Bee to a size you prefer.

47.

Save your file again.

Insert a New Comment


48.

Return to the Event Editor to insert a Comment on Line 3 that reads:


Comet collides with Mother Bee and destroys both.
(Remember, to insert a comment, right click on the line number.) Make the new comment to
match the first comment (same back color, font color and font size).

Establish a Condition for Collision


49.

Add a new condition on Line 4. (Right click on the dot to the left of New Condition.)

50.

Right click on Comet2. Select CollisionAnother object.

51.

Choose the Mother Bee and click OK.

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52.

On this condition line, locate the box under the Mother Bee. Since you want the Mother Bee
to be destroyed when the comet collides with it, right click and select Destroy.

53.

You also want the Comet to be destroyed in this same condition statement. Right click in
the box under the comet and select Destroy.

Your Event Editor should look like the following:

All the objects you add to your game will appear in the Event Editor
across the top.
If there are objects you do not want to see, right click on the object in the
Event Editor and select Hide.
You can change the order that the objects are shown in the Event Editor
at the top of the screen by dragging the icons with the mouse and
dropping them in between any other icon. The events associated with
the object transfer as you transfer an object.

54.

Yeah! You have completed Chapter 1. Save your game again right now!

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Feel free to explore Multimedia Fusion 2 on your own, but please make sure that
you save Chapter 1 as is and do not make any other changes to it until Chapter 2.
It is important to back up your work so that you have copies of your game in case anything should go
wrong. You do not want to learn this lesson the hard way!
You can choose to set an automatic backup option under the Preferences dialogue box (Tools >
Preferences > General Tab). Click on Autobackup and indicate how many backup copies you want
the system to keep. At least one backup copy is good.

Sometimes it is also a good idea to save your own backup file at the end of each chapter. You just
want to be sure you do not lose all your hard work.

Test Your Game


It is time to test your game again to make sure your Star Fighter is shooting comets at the Mother
Bee. You can do this one of three ways.

55.

You can run the entire application from start to finish; however, you only have
one frame at this time, so you will not see the effect of running an entire
application.

You can run the current frame that you are editing, or

You can run the current frame in debug mode directly in the Frame Editor.

Run the current frame. Press F7 or click the Run Frame icon on the Run Toolbar.
The result will be a new window that opens titled the same name as your frame (Star
Fighter). You will see your Star Fighter and the Mother Bee on your space backdrop.
Press the space bar to shoot the comet. When the comet collides with the Mother Bee, both
will be destroyed.

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Chapter Two: Star Fighter Game


Objectives:
In Chapter Two, you will:
y Establish an eight-directional movement for your spaceship;
y Use the Animation Editor to change the direction and action point of an
object;
y Establish a path movement for your enemy;
y Use the Event Editor to establish a collision condition.
In Chapter 1, you set up your ship to shoot a comet at Mother Bee (the enemy) and you destroyed
the enemy and the comet upon collision. Now it is time to take your game one step further to
establish movement for your spaceship as well as movement for the enemy Mother Bee.
1.

Open Star Fighter 1.

2.

Save it right now as Star Fighter 2. This step will make it so that you will be working in a
new file called Star Fighter 2, and your Star Fighter 1 will remain in its original saved version.
If you need to go back to it for any reason, you will be able to do so.

Movement for Your Spaceship: Eight Directions


These next steps make it so you will be able to move your spaceship around using the cursor keys.
3.

Click on Star Fighter to select it. In the Properties Toolbar, locate and click on the Movement
icon.

4.

You are going to change the Movement Type to Eight Directions. Click on the Stop sign
(Static Movement).

5.

Select Eight Directions. The new Movement has different properties associated with it.
Find and click on the Directions information (*0,4,8,12,16,etc.).

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Lessons to Create 2D Games

6.

The Eight Directions box appears. If you want the Star Fighter movement to go all eight
directions, then it will remain the same as the image above. If you only want up and down or
just left and right movement, you would take away the directions by click on the black square
associated with the direction in which you do not want your object to move. Since you want
your ship to move all eight directions, just click in the gray area to go back to move on.

7.

You are doing great. Now, click Try Movement.


Another new window pops up. Stretch this new window as wide as necessary to see the ship
on your background. Use your cursor keys to move your ship, up, down, left and right. Take
notice that when you press left, your ship flips and faces a new direction. You will change
this direction soon.
After you have tested the movement for all four arrow keys, close this window by locating the
STOP window (in the upper left-hand corner of your screen) and pressing on the STOP
button.

8.

To view the additional information in the Properties Toolbar, you may have to resize the
toolbar. Stretch it so you can view all the information about Movement of the object. You can
change the movement speed, the deceleration and acceleration speed, and whether your
object is moving at the start. For now, leave the defaults as they are shown.

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Working in the Animation Editor: Ship Direction and Action Point


When you tested the left arrow key, the ship flipped itself to the left. You want to make sure the ship
does not turn its back on the enemy creature when the left arrow key is pressed, so you have to make
changes.
9.

Go back to the Frame Editor and select your ship.

10.

Once the ship is selected, right click on it and select Edit. This will take you to the Animation
Editor. (A quick double click on the object also brings you to this point.)
Animation Editor

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An Introduction to Multimedia Fusion 2

11.

Lessons to Create 2D Games

In the Animation Editor window, notice that there is a dot to the left of Stopped under
Animations. The animation consists of two directions, right and left (noted by the dark
squares to the left and right in the directions box). Click on left direction dark square. The
direction of the ship in the Frames area now changes.
To delete this direction, select all the Frames from Frame 1 to Frame 12 (click on the first
Frame then scroll down to Frame 12, hold down Shift and click on Frame 12). This action
selects all the frames. Press the Delete key and click OK to confirm this action. You should
have one blank frame remaining.

12.

Click back on the right direction dark square.

The Action Point


Remember when you ran your frame and pressed the space bar? The comet appeared to be coming
from the middle of your ship. The Action Point determines where the comet exits from the ship.
13.

You need to change the Action Point of the ship. By changing this, you can better control
your game. Single click on the picture named Frame 1.

In your Animation Editor, locate the View Action Point icon.

Click on the View Action Point. (Pressing the letter Q also makes the Action Point appear.)
14.

Now click at the far right tip of the ship to move the Action Point. (To zoom in closer on the
ship, use the scroller on the mouse or press F2. F3 will zoom out).

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15.

Now you need to change the Action Point for each individual frame of this Star Fighter. You
can do so by selecting each Frame from the images or clicking on the right arrow to move
through each Frame.

16.

Click on the right arrow. Change the Action Point on the second frame.

17.

Click on the right arrow again and change the Action Point.

18.

Continue to click through all the images to change the Action Point. There are 12 Frames
total for this space ship animation.

19.

Click OK when you have finished. This closes the animation editor, saves the changes, and
takes you back to the Frame Editor.

20.

Save your game.

21.

To test your movement and to shoot your comet, press F7 to Run the Frame. Now your ship
will always face the right direction with any cursor movement and your comets will be shot
from the front of your ship.

Movement for the Enemy (Mother Bee): Path Movement


It is easy to shoot the comet at the enemy Mother Bee right now, because the Mother Bee does not
move. It is time to make the Mother Bee move around, so your game will be more difficult.
22.

Drag the Mother Bee to the bottom right of your screen.

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23.

With the Mother Bee selected, look at the Properties Toolbar. Click on the Movement icon.

24.

Select the Path Movement option. You are going to put your enemy on a particular path that
it will move along.

25.

Select Edit. The Path Movement Setup dialogue box appears.

26.

You first need to change the color of the path line before you draw a path line, because of the
dark space backdrop. Click on the line color icon to select the yellow so that you can see the
path on the dark background.

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27.

Lessons to Create 2D Games

Click the New Line button.


Draw a line straight up until you almost reach the top of the stage.

28.

This will automatically reverse the movement of the


Click the Reverse at End Button.
Mother Bee when it reaches the end of the path.

29.

Click the Loop the Movement Button.


This action will continuously loop the movement
so when the Mother Bee reaches the beginning of the path, it will run the path again.

30.

Set a Speed of 80 and click Try Movement. You may have to adjust your screen to see the
movement of your enemy. Your enemy should be moving up and down on the right side of
your screen. To exit from the Try Movement Mode, click the STOP in the top left corner of
the screen. Click OK to close the Path Movement Setup window.

31.

Save your game again. Make sure you are saving it as Star Fighter 2.

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Establishing a New Collision Condition


It is time to establish a new condition that will destroy your spaceship if it collides with the enemy.
32.

Click on the Event Editor icon or press CTRL+ E).

33.

On Line 5, insert a comment that reads: Destroy the Spaceship if it Collides with Enemy.
[Remember, right click on the number 5 and select Insert > A Comment. Make the back color
and the font color and size match the previous comments.]

34.

Establish a New Condition. [Right click on dot to left of New Condition.]


Star Fighter ship and select Collisions > Another object.

35.

Click on the enemy Mother Bee and click OK.

36.

On this condition line, right click in the box under the spaceship and select Destroy. Now,
when your spaceship collides with your enemy, the spaceship will be destroyed!

37.

Your comment and condition should resemble the image above. Line 6 indicates that when
there is a collision between the Star Fighter and the enemy, the spaceship will be destroyed.
If you hold your mouse over the checkmark under the Star Fighter on Line 6, you will see the
word Destroy. Return to your Frame Editor by clicking on the Frame Editor icon or
pressing CTRL+M.

38.

Save your game and Run the Application (F8) to test your new collision. When you Run
Application (F8) to start the game over, press F2. When you use F7 to Run the Frame, the
F2 option is not available. However, you may use the bar in the top left-hand corner of the
screen to Rewind (or Restart) the frame.

Right click on the

Super job! You have a wonderful start to your game. When you are ready to continue, move
on to Chapter 3.

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An Introduction to Multimedia Fusion 2

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Chapter Three: Adding Side Shooters and Sound to Your Game


Objectives:
In Chapter 3, you will learn:
y The Purpose of a Side Shooter
y To Create a Side Shooter and Add Movement to It
y To Add Background Music and Sound Effects to Your Game
In the previous chapter, you created movement for your spaceship and the enemy. However, once
you shoot the enemy, it is destroyed and disappears from your game. In this chapter, you will learn to
create a side shooter that will shoot enemies at the ship. You will also add background music and
sound effects to your game. This should make things a bit more interesting.

To Begin:

Open Star Fighter 2.


Save the file as Star Fighter 3 before you begin this chapter.

What is a Side Shooter?


A Side Shooter is an object located off the Playfield that shoots a different object onto the Playfield.
The side shooter can be an object of any shape. A colored square or diamond works great. You will
use an Active Object to create the Side Shooter. An Active Object will allow the assignment of
movement and other properties.

Creating a Side Shooter


1.

To create a Side Shooter, from the Menu Bar, select Insert > New Object.

2.

The Create New Object dialogue box appears. Click on All Objects and select Active object
from the box and click OK.

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3.

When the crosshair appears, click down in the gray Holding Area.

4.

Double click on the Active Object (the green diamond). The Animation Editor appears.

Selection Tool

Rectangle Tool

5.

Locate the selection tool. Use the selection tool to select the entire Active Object. Once
selected, press Delete. (You can also use CTRL+A to select an image.)

6.

Locate the Rectangle Tool (right below the selection tool) in the drawing tools to and click on
it. Three black rectangles appear below the tools to use as additional options. The first
rectangle when used will draw an outline of a rectangle. The second will draw only the filled
area of a rectangle and the third will draw both. Select the second rectangle (fill only).

The Size option allows you to specify the width of your border. Leave the
width size of 1.
Notice the color palette to the right of your screen. The two squares below
the color palette indicate the fill color and the outline color. The fill color is
on the left and the outline color option is located on the right.
7.

Select a bright yellow for the fill color and draw a yellow rectangle that fills the canvas.

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8.

Click on the View Action Point icon and move the Action Point to the center of the object.

9.

Click OK to close the object. Your Active Object green diamond is now an Active Object
yellow square. You can use many different Active Objects throughout your game.

10.

Save your game. [You should be saving as Star Fighter 3.]

Using the Side Shooter


11.

Move the yellow Active Object Side Shooter that you just created to the top-right of the
Playfield in the Holding Area as shown below. From this point on, we will refer to the yellow
Active Object as the Side Shooter. In the Object Window, right click on the yellow Active
Object and rename it Side Shooter.

Establishing Movement for the Side Shooter


12.

Click on the Side Shooter. Locate the Movement icon on the Properties Toolbar.

13.

In the Type option, select Path Movement.

14.

In Edit Movement option, select Edit. Change the color of the Path Movement Line to yellow.

15.

Select New Line and draw a line straight down from the Side Shooter making the line even
with the bottom of the Playfield. Note: It is important to keep the Side Shooter and the line
OFF of the Playfield. Recall that anything on the Playfield will show in your game. You do
not want your Side Shooter to show while playing the game.

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16.

Click the Loop Movement and Reverse at End icons. Click OK to exit Path Movement Edit.
If you opt to Try Movement, you will not see the path movement, since the side shooter is not
on the Playfield.

17.

Save your game again.

Removing the Enemy from the Playfield


18.

Click the enemy Mother Bee. On the Properties Toolbar, select the Movement icon.

19.

Click on Movement Type and select Static Movement (STOP Sign). You have just removed
any movement you had assigned to the enemy Mother Bee. There is no longer a path
movement on the Mother Bee.

20.

Move the enemy Mother Bee off the Playfield onto the holding area. Place the enemy near
the yellow Side Shooter, making sure you stay out of the path of the Side Shooter.

Using a Timer to Control the Side Shooter to Shoot Out the Enemy
Now you will create a condition that will have a timer controlling the output of the Side Shooter. Every
50/100ths of a second, the Side Shooter will shoot Mother Bee onto the Playfield. It is time to try it.
21.

Go to the Event Editor to insert a new comment that reads: Timer Controls the Side
Shooter to Shoot Out the Enemy.

22.

Create a New Condition [right click on the dot]. Right click the Timer

23.

Move the Seconds slide bar down to 0 and type 50 in the 1/100 (hundredths) box. Click OK.

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and select Every.

An Introduction to Multimedia Fusion 2

Lessons to Create 2D Games

24.

On this condition line, find the intersecting box under the Side Shooter. Right click in the box
and select Shoot an Object.

25.

Double click the Enemy (Mother Bee) and choose Shoot in selected directions.

26.

Remove the arrow pointing upwards by clicking on the erase all directions box.

27.

Select the directions shown below by clicking on the corresponding black box. When you
have three directions selected, click OK.

28.

Set a speed of 50 to 75, depending on your skill level. The lower the skill level, the lower you
should set the speed. Click OK.

29.

Your Event Editor should have the following lines added:

30.

Mouse over the checkmark under the side shooter. The pop-up action should resemble the
one below:

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31.

Test your game by pressing F8 (or from the Menu Bar, select Run > Application).

32.

Save the game.


Reminder

When you press F8 and you want to restart your game, you
can then simply press F2.

Background Music and Sound Effects


As you know, a big part of any game is the background music and the sound effects that play during
the game. The selection you make of music and sounds can have a huge impact on your game. In
this section, you will add background music to play during your game as well as sound effects for
collisions.
The background music will begin at the start of your game and the sound effects will play as
appropriate events come about.

Background Music
33.

Open the Event Editor. Insert a new comment that reads: Background Music at Start of
Game.

34.

On the next line, create a new condition [right click on the dot].

35.

Right click on the Storyboard Controls

36.

The condition should look like No. 10 below:

and select Start of Frame.

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37.

On this new condition line, right click under the Sound button
and Loop Music File.

38.

Click Browse From a File and locate the MIDI folder. (On a full installation, it can be found in
the MMFusion folder on the C: drive. This may vary depending on installation.)

39.

Open the MIDI folder to browse the available music files. When selecting background music
files for the Music option, you need to select MIDIs. Locate the file: SPCEDOUT.MID and
click Open.

40.

The Expression dialogue box appears. Input the number 0 for continuous looping of the
background music midi file during the game. Click OK.

41.

Save your game.

42.

Run the Frame (F7) to test it. The enemy Mother Bees should be coming out in full force and
your background music should start playing at the beginning of the game.

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and select Music > Play

An Introduction to Multimedia Fusion 2

Lessons to Create 2D Games

Sound Effects
In Multimedia Fusion 2, sound effects use .wav files, also known as sample files.
43.

Look through the comments in the Event Editor to find the condition where the Star Fighter
fires the comet [Condition -- Upon pressing Space bar]. Right click in the square under the
Sound icon.

44.

Select Samples > Play Sample.

45.

The Play Sample dialogue box appears.

46.

Click on Browse from a file. Locate the Sound Effects folder in your MMFusion folder.
(Depending upon your software installation, you may find the Sound Effects folder in a
different location or the folder may be named Samples.)

47.

Open the Weapons folder. Select Biglas1.wav and click OK.

48.

Save your game.

49.

Test your game to hear if you have a sound effect playing when you shoot your weapon.
How does it sound?

50.

You have completed this chapter. Great work! Are you saving a backup?

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Chapter Four: Changing to a Moving Background


and Adding Scores and Lives
Objectives:
In Chapter 4, you will:
y Create a Moving Background Using the Bouncing Ball Movement
y Setup a Score Object and Add to and Subtract from the Score
y Set the Starting Number of Lives, Set a Condition to Subtract from Lives and
Set a Condition for When Lives Reaches Zero
You are going to delete your existing background in this chapter and create a new background with
moving stars. To do this, you will be using a new type of movement, the Bouncing Ball Movement.
You will create boundaries for the stars to stay within. At the end of the chapter, you will set up
scoring and lives rules for your game.

Deleting the Current Background and Inserting a New One


1.

Open the file named Star Fighter 3. Save it now as Star Fighter 4.

2.

Click and drag your Star Fighter off the Playfield. You will put this back in the Playfield later.

3.

Select the current background and press Delete. Your space backdrop will disappear.
Notice that it has also been removed from the Object Window.

4.

From the Menu Bar, select Insert > New Object. In the dialogue box, select Background on
the left, Quick Backdrop in the middle, and click OK. One use for a Quick Backdrop is solidcolored backdrops. Click the crosshairs onto the Playfield.

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An Introduction to Multimedia Fusion 2

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5.

On your Playfield, you will have a Quick Backdrop that looks like the one in the image below.

6.

Click on the Quick Backdrop to select it.

7.

Go to your Properties Toolbar to change the color. On the Properties Toolbar, click the
Settings tab and change the Fill color to solid black. Make sure the Border Width is set to 0
or the Border Color is black.

8.

The black box on the Playfield should be selected. If it does not have nodes showing, click
on it to select it.

9.

Click and drag the corner and side nodes until the black box covers the entire Playfield. This
is your new black space backdrop. Next you will be adding the moving stars.

Creating Stars with Active Objects


In this section, you will be creating stars. You will use these new objects as moving stars for your
background. This will simulate flying through space. When you want to create an object that will
move, you will use an Active Object. You will be creating three different sizes of stars, each one
with a different shade. Then, you will duplicate the three stars to create many shooting stars.
10.

From the Menu Bar, select Insert > New Object > Active and click above the Playfield in the
gray Holding Area. Remember that the default picture for an Active Object is the green
diamond. It now appears in your Holding Area.

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11.

Double click the green diamond to enter the Animation Editor. Select All (CTRL-A) and press
the Delete key to delete the green diamond.

12.

Look at your color palette to the right of the screen. Change the fill color to white. Change
the border color to black.
Notice to the right of the fill and border color swatches under the color palette that you have a
third swatch. It shows the checkered pattern. This is your transparent option. If you create a
character for which you need to use a transparent background fill, select this swatch. To
select a fill, you left click on the color or transparent swatch. For border, you right click on the
transparent swatch or a color.

13.

Once you have your color swatches selected, carefully zoom in on your canvas until you can
plainly see each square.

14.

Using the Rectangle Tool with the Outlined Filled box selected, draw a square approximately
6 pixels by 6 pixels as shown below. Note: One square = One pixel.

Rectangle
Tool

Outlined
Filled

15.

Click on View Action Point and click in the center of your 6x6 square to reposition the Action
Point in the center of your square. Click OK to exit the Animation Editor.

16.

In the Object Window, locate your new active object. Right click on it and select Rename.
Key in Star 1-White and click OK.

17.

Save your game.

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18.

Keep your new Star 1-White object in the Holding Area for now. It will be duplicated and
moved later.

19.

Create two additional active objects for Stars 2 and 3 following steps 10 through 18 above.
2nd Star Object: Create a 5 x 5 pixel star with a medium gray outline and medium-to-dark
gray fill. Rename it Star 2-Gray.
3rd Star Object: Create a 3 x 3 pixel star with a dark gray outline and a darker gray fill.
Rename it Star 3-Dark Gray.

20.

The stars should look similar to the images below.

Moving and Duplicating the Stars to Create a Moving Starry Background


21.

Leave the Stars in the Holding Area still.

22.

Right click on Star 1-White and select Duplicate. The Duplicate Object dialogue box appears.
Leave the default options and click OK. Carefully select and move the duplicate star to a
location on the Playfield.
We will try to duplicate the stars a little more
quickly now. Right click on Star 1-White
and select Duplicate. In the Duplicate
Object dialogue box, input 5 for the rows
and 3 for the columns and click OK.
You should now have 15 Star 1-Whites in a
format like the image below. Carefully
select each star individually and move to a
new location on the Playfield.

[NOTE: Be careful not to select the background as you are duplicating stars. If you do,
delete the duplicate backgrounds.]

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23.

Duplicate Star 2-Gray about 15 times and place randomly around your Playfield.

24.

Duplicate Star 3-Dark Gray about 20 times and place them randomly around your Playfield.
Your starry background will look similar to the one below.

Notice the various sizes and colors of the stars make them appear at different depths some
look far away and some closer.

Making the Stars Scroll


Now that you have a lot of different stars on your background, you are going to assign movement to
the star objects, so they will appear as though the Star Fighter is traveling through space.
25.

Select Star 1-White in the Object Window.

26.

Go to the Properties Toolbar and click on the Movement icon tab. Select Bouncing Ball
Movement.

27.

Set the Speed to 100.

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An Introduction to Multimedia Fusion 2

28.

Lessons to Create 2D Games

Establish the same Bouncing Ball Movement for the other two stars with the respective
speeds as noted:
Star 2-Gray = 60 speed
Star 3-Dark Gray = 40 speed

29.

Save your game and test it (F8). At this point, your stars will be flying all over the screen and
they will leave the Playfield. You will change that in the next section.

Disciplining the Stars


These next steps will get your stars to bounce in an orderly fashion and then wrap around the
Playfield to give the appearance of a moving background.
30.

Go to the Event Editor.

31.

Insert a comment that reads: Disciplining Our Stars

32.

Establish a new condition. Right click on the new condition dot, then right click on object
Star 1-White and select Position > Test Position.

33.

The Test Position dialogue box appears. Click on all four arrows INSIDE the white frame
area. Do not select the middle arrow. Click OK.

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34.

This will test your star position to see if it has left the Playfield. Your condition will appear as
shown below:

35.

On this new condition, right click in the Star 1-White intersecting box and select Movement >
Wrap Around the Play Area.

36.

Hover over (or hold your mouse over) the checkmark. You should see the word Wrap
which indicates that when the Star 1-White leaves the Playfield it will wrap around and fly
across again.

37.

To discipline Star 2-Gray, follow steps 32-36 again using Star 2-Gray.

38.

To discipline Star 3-Dark Gray, follow steps 32-36 again using Star 3-Dark Gray.

39.

Your Star conditions should look like the following:

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Start of Frame Condition for Stars


Pay close attention to the condition you are on as well as the intersecting box for the next few steps.
Know where you are before you start setting conditions and actions.
40.

Locate the Start of Frame condition that you created in an earlier chapter when you added
sound. It should be located at approximately Line 10.

41.

Edit the comment above it to read:


Background Music at Start of Game and Stars Moving to Left

Special

42.

A quick way to edit a comment is to double click on the


corresponding number to the left of the comment. It opens
your Edit Text box and you are ready to input the next text.

At the Start of Frame condition, find the intersecting box for Star 1-White. Right click in the
intersecting box and select Direction > Select Direction. Delete the right direction and click
on the box to the left to set the left direction. Click OK.

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43.

Rather than going through the same procedure for Star 2 and Star 3, you can simply click on
the checkmark under Star 1 and drag it to the box for Star 2. This copies the action to the
new box. Do the same for Star 3. Your Event Editor should look similar to the picture below.

44.

Test your game [F8] to see if the stars are moving to the left and wrapping the Playfield.

45.

Save your game.

Adding a Score Object to Your Playfield


46.

In your Frame Editor, select Insert > New Object, locate the Score icon and click OK. Click in
the Holding Area. The score object appears. It may be small, but you can click on it two
times to get the nodes to enlarge it. Do not make it too large though!

47.

You need to change the color of the numbers of the score. The default is black and since the
game has a black background, the score would not show up. Change it to yellow. Double
click on the score object to open the Picture Editor.

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48.

Select yellow from the color palette and then click on the Paint Can. Fill each number in with
yellow and click OK.

49.

Move the score object to the upper right corner of the Playfield.

50.

Soon you will add a condition to your Event Editor which will provide the opportunity to add to
your score as you play the game.

Adding Lives to Your Playfield


To make your game more interesting, you will have five lives. Every time your ship collides with the
enemy, you will lose a life.
51.

From the Menu Bar, select Insert > New Object > Lives. Click the crosshairs onto the gray
Holding Area. The Lives object appears as an image of three red hearts.

You can also double click on the image to create your own Lives object image.
52.

Back in the Frame Editor move your Lives object to the upper left corner of the Playfield.

53.

The default value for your lives is 3. To increase your initial lives value to 5, go to your
Workspace Toolbar. Click on Star Fighter. Look in the Properties Toolbar now and Select
the Runtime Options button.

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54.

Scroll down to the Players section to locate Initial # of Lives. Type in 5.

55.

In the Workspace Toolbar, click on Level 1 to return to the Frame Editor for that level. Check
the Playfield to verify that you have 5 lives (5 red hearts) showing.

56.

Save your game.

Modifying Scores and Lives


Adding to Your Score
57.

Go to the Event Editor to find the condition where the comet collides with Mother Bee and
destroys both. Edit the comment to read: Comet Colliding with Mother Bee Adds 200 to
Score.

58.

and select
On the collision condition, right click under the intersecting Player 1 icon
Score > Add to Score. Enter 200 as the value in the pop up box. Click OK.

59.

On this same condition line, add a sound effect for when the Comet collides with the Mother
Bee. In the sound effects folder, locate the sample: DISTZAP.WAV to use.

Subtracting From Lives


60.

Locate the condition where the spaceship collides with the enemy and edit the comment to
read: When Spaceship and Enemy Collide, Subtract a Life.

61.

Delete the checkmark under the Star Fighter ship (which says Destroy) by right clicking and
selecting Delete from the menu or simply click in the box and hit delete.

62.

Right click under the Player 1 icon


Lives.

and select Lives > Subtract From the Number of

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An Introduction to Multimedia Fusion 2

63.

Lessons to Create 2D Games

Enter 1 in the Subtract from Number of Lives dialogue box and click OK.

When Number of Lives Reaches O


64.

Insert a new comment in the Event Editor which reads: When Number of Lives Reaches 0.

65.

Create a new condition. Right click on the Player 1 icon and choose When Number of Lives
Reaches 0.

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66.

Your new condition appears on the line. On this condition, right click under the spaceship
and select Destroy.

67.

Save your game.

68.

Your Event Editor should look similar to the one below:

69.

Go back to your Frame Editor and place your Star Fighter ship back on the Playfield.

70.

Save your game. Test your game [F8].

71.

You are almost done with this chapter, but we will add one more item.
In order to tell there was a collision between Star Fighter and Mother Bee, we will make it so
the Mother Bee is destroyed when the two collide.

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In your Event Editor, locate the condition where the Star Fighter and the Mother Bee collide.
In the intersecting box of this condition and the Mother Bee, right click and select Destroy.
Now when the two collide, you lose a life and the colliding Bee is destroyed.

At this point, you lose a life each time Star Fighter collides with Mother Bee. When you shoot
a comet and hit an enemy bee, 200 points is added to your score. Also, your ship does not
destroy until all five lives have been lost.
72.

Save your game again.

REMINDER

Save a backup copy under a different name if you do not


have the automatic backup preference set.

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Chapter Five: Creating Power-Ups Using Alterable Values


Objectives:
In Chapter 5, you will:
y Understand the Purpose of a Power-Up and an Alterable Value
y Create a Power-Up Using Alterable Values
y Use a Counter to Keep Track of Power-Ups Collected

Understanding the Purpose of a Power-Up Object


Your game might get a little boring if the only challenge was to shoot the enemy, so to make it more
challenging, a Power-Up Object can be added. A Power-Up Object is an object that your spaceship
will collide with, or collect, to gain more energy. Once a specific number of collisions have occurred,
the spaceship will have enough energy to shoot a bigger and better weapon at the enemy.
The Power-Up uses an alterable value, which is a value that changes in response to certain events
that occur in the game. It is like a counter that is attached to an object in the game. In this instance,
you will set up an Alterable Value on your Star Fighter ship. If your ship collides with or collects a
Lemon (the Power-up), the action in the Event Editor will add +1 to the alterable value of your ship.
When the alterable value of your ship reaches 5, then you will obtain a bigger and better weapon.

To Begin: Open Star Fighter 4 and re-save now as Star Fighter 5.


Creating a Power-Up
1.

Go to the Frame Editor.

2.

In the Library, locate a Lemon (Miscellaneous > General Fruit > Lemon). You will use the
Lemon for your Power-Up Object. Drag it to the gray Holding Area to the left side. Once you
have the object on your Holding Area, you may need to resize it. There are many items you
could use for Power-Up Objects, but for this Chapter exercise, please select the Lemon.
Later, you might find other objects to use -- a gas can or health item. Fruit is always fun.

3.

In the Object Window, right click on your Fruit and rename it: Fruit Power-Up.

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4.

Lessons to Create 2D Games

Look through the Library to find a second type of weapon and place it in the Holding Area
above the Playfield. (A good one is: Games > Miscellaneous > Shoot em Up Bullets >
Shoot 13). You may have to resize it to fit your game.
In the Object Window, rename it New Weapon.
These objects will now be referred to as Fruit Power-Up or New Weapon.

5.

Create a second Side Shooter. Make sure it is a different color than the first yellow side
shooter that you created. Locate the new Side Shooter in the Object Window and rename it
to Power-Up Side Shooter. Note: If you have forgotten how to create a Side Shooter, you
need to return to Chapter 3 for instructions.
Place the Side Shooter just above the playfield on the left-hand side.

6.

Select Power-Up Side Shooter. Look in the Properties Toolbar. Click on the Movement icon
and change the Movement type to Path. Edit the path so Power-Up Side Shooter moves
back and forth in the Holding Area ABOVE the Playfield (similar to the image below).
The speed can be set for 50. You must Reverse and Loop Movement and press OK.

7.

Click on the Event Editor to create a new comment and new condition. For the comment,
input: Power-Up Side Shooter Shoots Power-Ups downward on to Playfield.

8.

For the new condition, you want your Power-Up Side Shooter to shoot out the Fruit Power-Up
every 5 seconds. Right click on the dot to the left of New Condition, right click the Timer,
select Every and set the Timer for 5 seconds.

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Your Event Editor should look like the following:

9.

In this new condition, make the Power-Up Side Shooter (the green square) shoot the Powerup (the Lemon) at a speed of 50 to 100 onto the Playfield in the selected directions shown.
Remember, the lower the skill level, the lower the speed. To do this, on the Every 05
condition line, locate the intersecting box under the Power-Up Side Shooter (the green
square). Right click in the box, select Shoot an Object.

10.

In the Shoot an Object dialogue box on the left side, select Level 1. You only have one level
in your game at this point, but if you had many levels, it would be very important to make sure
you select the correct level before selecting an object on the right of the box.

11.

Once Level 1 has been selected, scroll the find the Lemon (your Power-Up). Select it and
click OK.

12.

Select Shoot in Selected Directions and set the speed somewhere between 50 and 100.
Remember, the higher the skill level, the higher the speed.

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13.

Delete the up arrow that appears in the directions box and add three arrows in the positions
as indicated in the image below. Click OK.

14.

Save your game. You should be saving as Star Fighter 5.

15.

Run your game to test it. Your Power-Up Side Shooter should be shooting out a Power-up
every 5 seconds downward on to the Playfield.

Setting the Alterable Value of the Star Fighter to Count the Number of PowerUps Collected
An alterable value is a counter assigned to a specific object. Many objects in Multimedia Fusion 2
have alterable values associated with them. You can assign up to 26 alterable values to each of
these objects. The values are named Alterable Value A through Alterable Value Z.
You are going to use the Alterable Value A to count the number of power-ups the Star Fighter
collides with (or collects) as they drop from space. If the Star Fighter can get 5 power-ups, it will gain
new weapon to shoot at the enemy Mother Bees.
16.

In the Event Editor, insert a new comment that reads: Collect 5 Power-Ups to Receive
New Weapon (Use Alterable Value A of Ship).

17.

Create a new condition for the collision of the Star Fighter and your Fruit Power-Up.

18.

Destroy the Fruit Power-Up when the two collide.

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19.

Using the same condition right click in the box underneath the Spaceship and choose
Alterable Values > Add to.

20.

In the pop-up box, you will see that Alterable Value A is the default. Keep the Alterable
Value A and enter the number 1 in the Enter expression box. Click OK.

21.

So far, you have told the game that when Star Fighter collides with the Power-Up (the
Lemon), destroy the Power-Up and Add +1 to the Alterable Value A of the Star Fighter. Each
time your spaceship collides with (or collects) a Lemon, you will get a point added to the
internal alterable value counter of the Star Fighter. You want to collect at least 5 lemon
power-ups to get a new weapon.

Now, find the condition where the Star Fighter shoots the comet (Upon Pressing Spacebar).
Edit the comment to read: Star Fighter to Shoot Comet. After Collecting 5 Power-Ups,
Shoots New Weapon.
22.

You are going to add another condition on Line 2 with the Upon Pressing Spacebar condition.
When two or more conditions are included on the same line number, all conditions must be
true for the action(s) to occur.
Right click on the black dot to the right of Line 2 and select Insert.

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23.

Right click on Star Fighter and select Alterable Values > Compare to one of the alterable
values.

24.

In the dialogue box, select Alterable Value A in the Choose value box, Greater or equal in
the Comparison method box and 0 in the Enter expression box. Click OK.

Your Event Editor should contain the following:

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25.

Next, right click on the black dot again on the same condition line and select Insert.

26.

Right click on the Star Fighter and select Alterable Values > Compare to one of the Alterable
Values.

27.

In the dialogue box, select Alterable Value A in the Choose comparison method, select
Lower, and input 5 in the Enter expression box. Click OK.

28.

You have instructed the game to:

Shoot the old weapon (the comet) when the Alterable Value of A
for the Star Fighter is Greater than 0 and Less than 5. This
means that the space ship will shoot the comet as long as it has
NOT collected five lemons.

Now, it is time to have Star Fighter shoot the new weapon after it collects 5 Power-ups in succession.
29.

Go to the bottom line of your Event Editor to insert a new comment that says:
Five Power-Ups Collected, New Weapon Shoots; Use Alterable Value A of Star Fighter.

30.

Under this comment, create a new Upon pressing spacebar condition.


[HINT: Start by right clicking on the keyboard icon.]
You should now have two Upon Pressing Spacebar conditionsone to shoot the comet
before you collect all your Power-ups and one to shoot the new weapon after you collect 5
Power-ups.

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31.

Right click on this new condition and select Insert. Right click on the Star Fighter again and
compare the Alterable Value of A to be Greater or Equal to 5.

32.

Next, create an action on this condition line to make the spaceship shoot an object (the New
Weapon) in the selected direction of right at a speed of 80 to 100. Add a sound for the new
weapon.

33.

Insert a new comment: When New Weapon and Bee Collide, Add 400 Points and
Destroy Both. Create a new condition for when the New Weapon collides with the Bee.
Destroy the bee and the weapon. Add 400 points to your score.

34.

Save your game.

35.

Locate the condition where the Star Fighter and the Mother Bee collide (approximately Line
No. 6). On this line, right click under the Star Fighter and select Alterable Value > Set > and
in the pop-up box, the value is Alterable Value A and the expression is 0. Click OK. This will
reset the Alterable Value A of the Star Fighter to 0 when it is destroyed.
NOTE: By resetting the Alterable Value of the Star Fighter to 0 when it is hit by the enemy
Mother Bee, the count of any power-ups you collected is reset to 0. Each time the ship is
destroyed, the power-up count starts back at 0, making the game more difficult.

36.

Save your game.

37.

Test your game to see if you get the new weapon after collecting 5 Power-ups.
NOTE: If you are having trouble collecting the five power-ups, go back to the Event Editor.
Right click on the Every 5.00 condition and choose Edit. When the dialogue box pops up,
change the 5 seconds to 2 seconds. This will make the Power-up Shooter shoot the Lemon
out more frequently, giving you more opportunities to collect it.

Check your Event Editor. It should resemble the image below.

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Creating a Counter to Keep Track of Power-Ups Collected


Each time Star Fighter collides with an enemy, it loses a life and the power-up collection resets to 0.
After a while, it is difficult to keep track of how many power-ups have been collected. Adding a
separate visual Counter Object for the power-up will assist in keeping track.
38.

The first item on the agenda is to copy the picture of the Power-Up from the Picture Editor.
Click on the Frame Editor. Double click on the Fruit Power-Up (Lemon) in the Object
Window. This opens the Picture Editor.

39.

To copy the image, press Ctrl-A (Select All) and in the Drawing Tools, locate the copy icon.

Click on the copy command. Close the Picture Editor. (You may save changes if you wish,
but it is not necessary since you made no changes.) You should be back to the Frame
Editor.
40.

Now from the Menu Bar, select Insert > New Object.

In the Create new object dialogue box, scroll down and locate the Counter, Select it and click
OK.

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41.

Click the crosshairs onto the Playfield in the top center between the Lives and the Score.

42.

In the Object Window, double click on the Counter Object. The Picture Editor opens for the
Counter. Magnify the object with the Zoom control, so you can more easily see the numbers.

43.

We will leave the Frame that contains the 0 as is. Click on the frame that contains the
Number 1. Use CTRL +A to select the 1 and hit the Delete key. Use CTRL-V to paste the
Power-up Lemon onto the canvas. [You could also use the Eraser to remove the number 1
and then paste in the Lemon].

44.

Respond Yes when asked if you want to enlarge the canvas. Your canvas needs to be
enlarged to accommodate the larger picture of the fruit.

45.

With the Lemon still selected, click Copy again.

46.

For your counter to show lemons as you collect the lemon fruit power-ups, you need:

0 lemons in place of the number 0


1 lemon in place of the number 1
2 lemons in place of the number 2
3 lemons in place of the number 3
4 lemons in place of the number 4
5 lemons in place of the number 5

You have left the black 0 in the first frame, because black would not appear on the black
space sky.
47.

You need to copy two lemons in the frame that had the number 2 in it. To do so, click on
Frame 3. Delete or erase the black number 2. Press Ctrl-V to paste the lemon image on the
canvas. Click Yes to enlarge the canvas.

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48.

Lessons to Create 2D Games

You need to enlarge the canvas in order to fit another lemon. Locate the Size icon on the
drawing tools.

Size Icon

Sizing Options

49.

Click on the Size icon. Notice that the Sizing Options now appear. The width of the canvas
for your lemon is 27; the height is 22. [Note that your size could vary from these numbers].
If the Proportional, Stretch, or Resample options are checked, click in the boxes to uncheck
them. The width of the canvas is the only item that needs to be changed. Enter 54 (27 x 2 =
54) into the width box and click Apply. This will double the original width on the canvas and
make room for another Lemon object.

50.

This action doubled the width of your canvas size, leaving enough room to add another
lemon. Press Ctrl-V to paste another lemon on the canvas. The lemon is automatically
pasted OVER the existing lemon. Hold your mouse over the lemon and bi-directional
movement arrows should appear. Click and drag the top lemon to the right.

51.

Repeat the process for the numbers 3, 4 and 5. You do not need to make any changes to
the numbers or symbols above 5. Remember that one lemon needed a canvas width of 27.
Two lemons needed double the width (54). Three will need triple the width, etc. This will
require some simple math.

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52.

When you have successfully put five lemons in to replace the number 5, click OK.

53.

Save your game.

54.

Go to the Event Editor. Locate the condition where the Star Fighter collides with the Powerup. Under the Counter Object, right click, select Add to Counter, input 1, and click Okay.
Also add a sound (some type of blip), so you know you have collected the power-Up. Laser
6.wav is a good one.
You have just set up actions so that when your ship collects a lemon fruit power-up, the
counter will add the collection and show it through the new counter on the Playfield. It also
makes a fun sound.

55.

Locate the condition where the Star Fighter and the Mother Bee collide. Under the Counter
Object, right click and Set Counter to 0.
You just set up the game so that when Star Fighter is hit by Mother Bee, the fruit power-up
counter is reset to 0, so you have to start collecting again.

56.

Lastly, the power-up side shooter needs to stop shooting out power-ups after five (5) have
been collected. Add a new condition to the existing timer condition that controls the PowerUp Side Shooter. When two conditions are on the same condition line, both must be true for
the resulting action to occur.
Locate the condition where the Power-Up Side Shooter Shoots Power-Ups onto Playfield.

On this line, right click the dot to the left of Every 05-00. Insert a new condition by right
clicking the Star Fighter, select Alterable Values > Compare to one of the alterable values.
The value should be Alterable Value A, select comparison method of Lower, and change
the expression to 5. Click OK.

This new condition means that the Alterable Value A of the Star Fighter MUST be lower than
5 for the Timer to instruct the Power-up Shooter to shoot out fruit.
57.

Save your game. Test your game.

Make sure you can collect five Power-Ups to get a new weapon.
Make sure your Power-Up Side Shooter stops shooting Power-Ups after you have
collected all five.

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Chapter Six: The Ship Respawns (Recreating Star Fighter)


Objectives:
In Chapter 6, you will:
y Set Boundaries for Your Playfield Using Test Position
y Create an Explosion that Occurs When Your Ship is Destroyed Using the
Create Object Feature
y Recreate Your Ship When It Is Destroyed Using a Countdown Clock for Timing

Setting Boundaries on the Playfield for Your Spaceship


Currently, you have a game where the enemy is destroyed when colliding with a weapon, and the
Star Fighter ship disappears after you lose five (5) lives. Now you are going to add conditions to the
game to destroy the Star Fighter after each collision. You will then insert conditions to make Star
Fighter respawn. You will create explosions that occur when the Star Fighter is destroyed and then
the Star Fighter will be recreated.
1.

Up to this point, you have been able to fly outside the boundaries of the Playfield. It is time to
add Playfield boundaries, so the Star Fighter must stay on the Playfield at all times. Your
ship will be stopped if it tries to leave the Playfield. [The conditions are similar to the
conditions set for the stars earlier.]

2.

Open Star Fighter 5 and resave as Star Fighter 6.


In the Event Editor, insert a new comment that states: Ship Cannot Navigate Off Playfield.
Create a new condition to test the position of Star Fighter. Right click on Star Fighter and
select Position > Test Position of Star Fighter. Click on all four inside arrows and press OK.
Your condition should look like the following:

3.

On this new condition line, right click in the box under Star Fighter and select Movement >
Stop.

4.

Now test your game to make sure the Star Fighter stays on the Playfield.

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Setting Boundaries for the Ammunition


5.

The weapons (new and old) need to be destroyed when exiting the Playfield, so they do not
interfere with other objects in the Holding Area.
Insert a new comment: Boundaries for Weapon Objects.

6.

Create a new condition to test whether the comet has exited the right side of the Playfield.
[Right click on the comet, select Position > Test Position, and click the inside right arrow]. On
the condition line, right click under the comet and select Destroy.

7.

Repeat this same process for the New Weapon.

Your Event Editor should look similar to the image below:

8.

Save your game.

Destroying Your Ship and Creating an Explosion


Since there is not an attached explosion animation with the Star Fighter, the next set of instructions
will create an event that makes an explosion when the Star Fighter and the enemy Mother Bee
collide.
9.

Click on the Frame Editor. In the Library, locate an explosion to be used. (Navigate to
Games > Miscellaneous > Games Explosions and select Explosion 3. BE CAREFUL!
There are two Explosions library. Go to the Games-Explosions. Drag the Explosion 3 to the
Holding Area so it is placed above your Playfield. It should look like the explosion shown
below. Make sure it is a good distance from the Playfield so that when it animates, you
cannot see any of the explosion on your Playfield.

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10.

In the Event Editor, find the condition where the Mother Bee and the Star Fighter collide.
Right click under the Star Fighter and select Destroy.

11.

On the same condition, right click under Create New Objects


object. Click on the explosion.

12.

A new Create Object dialogue box appears. Click the Relative to radio button and select the
Star Fighter. Click OK.

13.

Input the X coordinate of 0 and the Y Coordinate of 0. Click on Options before you click
OK.

14.

Click the radio buttons in the Create Object dialogue box as shown below and click OK and
click OK again.

15.

Place your mouse over the checkmark to see if your event appears similar to the following:

16.

On the same condition line, add a sound effect of an explosion that will play at the same time
the explosion occurs. (Cannon 1 is a good sound!)

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An Introduction to Multimedia Fusion 2

Lessons to Create 2D Games

17.

Save your game.

18.

Test your game. The Star Fighter will explode when it collides with the Mother Bee; however,
a part of the explosion remains on your Playfield. We will correct this.

19.

Go to the Frame Editor and double click on the Explosion. There are 13 frames that create
this explosion. (If you have an explosion with more frames, simply follow the directions to
add a new transparent frame.) You need to create a frame that is transparent. Select Frame
13. Right click on it and select Clone Frame. A new frame is created.

20.

Click on the new frame (the last frame that appears). Select the picture in the frame using
CTRL-A and press Delete (or you can use the eraser to erase the picture). This leaves your
frame transparent. Click OK.
Now when the animation plays, the transparent frame will play last and the explosion will not
remain on your Playfield.

Re-creating the Star Fighter Ship and Using the Countdown Clock
When Star Fighter is destroyed, a new ship needs to be created as long as there are lives remaining.
It is best to create a pause from the time the Star Fighter is destroyed until another returns for more
action. To create a slight pause, a countdown clock will be used. The countdown clock will be set at
the beginning of the game and when the Star Fighter is destroyed, the countdown clock will
countdown 1.5 seconds before a new ship appears.
21.

In the Frame Editor, select Insert > New Object > Date/Time. Click the crosshairs in the
Holding Area below the Playfield.

22.

When the dialogue box comes up, click Create a Clock Object.

23.

A clock symbol appears in your Holding Area.

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24.

Look in the Properties Toolbar to change some settings of the clock. Change the Clock Type
to Digital.

25.

Change the Clock Mode to Countdown.

26.

You may need to resize your clock. Make sure it is a fair distance from your Playfield. Now,
locate your clock in the Object Window. Right click on it and rename it to Ship Countdown.

27.

Return to the Event Editor. Find the Start of Frame condition that you created early in the
game. On this condition, right click under the Clock and select Count down > Set Count
down. Enter the numbers as shown below and click OK. This sets the Countdown clock to
2.5 seconds at the beginning of our game.

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28.

Your condition should look similar to the following:

29.

Double click on the Start of Frame comment and edit the text by adding, and Spaceship
Countdown Clock is Set.
Your comment should read the same as the image below:

30.

Find the condition where the Star Fighter and the Mother Bee collide. On this condition, right
click under the Clock and select Count down > Start countdown. Now, when the ship and
the enemy collide, the count down clock will start.

31.

At the bottom of the Event Editor, insert a new comment. Count down clock ends, ship
respawns, clock is reset.

32.

Next, create a new condition. Right click on the Count Down Clock and select Compare to
Countdown. Input 1 in the second(s) box and select Less. Click OK.

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33.

On this condition line, right click under the Create Object icon. Choose create object. Click
on the Star Fighter and press OK. When the create icon dialogue box appears, click and
drag the blinking X up to the top-left corner of the Playfield under your Lives Object. Click OK
on the dialogue box.

34.

On this same condition line, right click under the Clock and select Count down > Set Count
down. Enter 2 in the Seconds box and 50 in the 100ths box.

This resets the Clock back to what it was at the start of the game so the process can repeat
when the next Star Fighter is destroyed again.
35.

Find the condition where the Number of Lives Reaches 0. Right click under the Clock and
select Destroy.
Now, when all the lives are gone, the clock will be destroyed and will no longer countdown.
Without a count down, the ship will not respawn.

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36.

Save your game as Star Fighter 6 again.

37.

Test your game. The Star Fighter will destroy after each collision with the Mother Bee, and
respawn after a pause. When all lives are gone, the Playfield will have no spaceship and no
fruit. Test it to make sure everything works.

38.

Save a backup file.

Congratulations!
You have made it through one of the hardest parts of creating your game.

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An Introduction to Multimedia Fusion 2

Chapter Seven:

Lessons to Create 2D Games

Designing the Title Screen and


Instruction Screen of Your Game

Objectives:
In Chapter 7, you will:
y Insert New Frames
y Create a Title Screen using Formatted Text
y Create an Instructions Screen Using Text Strings
y Copy Objects from One Level to Another
y Reorganize Levels in the Workspace Toolbar
y Add a Pause Option to the Game
Most games today have a flashy introductory screen in order to entice you to play the game. Games
also include instructional pages to provide game information, such as the rules of the game, the goal
of the game, the characters and additional objects used in the game, how to gain lives or score
points, and the keys used to play the game. Many games provide a background story, so you know
what is happening while you are playing.
This chapter will take you through the creation of both the main title screen and the instructions
screen. You will copy levels, copy objects from level to level, and reorganize levels.
To Begin:

Open Star Fighter 6. Save the file as Star Fighter 7 before you begin the
instructions for this section of the game.

Title Screen Creation


1.

Locate the Storyboard Editor icon and click on it.

2.

Click on the No. 2 Frame. This automatically adds a blank frame to the game.

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3.

Click on the No. 2 next to the new blank frame. You should now be in the Frame Editor.

4.

Insert the space backdrop that you originally used at the beginning of the game. [Find it in
the Library under Games > Backgrounds > Space Backdrops > Backdrop Object 7.]

5.

Now it is time to input a title for your game on the frame. From the Menu Bar select Insert >
New Object and click on Formatted Text. Click the crosshairs on to the canvas.

6.

A blue-outlined box appears. Double click on the box to Edit. Select an outside node to
stretch the size of the box.
If you accidentally click on the background and you lose the Formatted Text box, simply
locate the Formatted Text box in the Object Window and click on it to select it.

7.

Next, double click inside the text box area. A white screen appears ready to accept the title
of the game. Type the title: Star Fighters Revenge.

8.

Highlight the text you just input. From the Menu Bar, choose Text > Typeface. Select the
following from the Font dialogue box: Impact, Bold, Italicize, Size 28, Color Yellow. Click
OK. (If your computer system does not have the font of Impact, select an outerspacelooking font.) If the nodes are showing on your format box, you can also right click to edit.

9.

With the text still highlighted, choose Text > Align > Center Horizontally. After the selections
have been made, click outside of the text box. To change the characteristics of the text,
double click inside the text box, highlight the text, and make changes.

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10.

Resize the Text Box and experiment with the text so it looks similar to the image below. The
box should not be larger than the words in it, because it could cover other items on the
Playfield.

11.

Position this textbox in the upper-left side of the Playfield.

12.

Now it is time to add the Star Fighter image to the title screen. The comet will also need to
be added to the Holding Area.
Rather than looking for the objects in the Library again, the Workspace Toolbar can be used
to copy the items.
In the Workspace Toolbar, click the plus sign to the left of the Level 1 to open the level.

Level Closed

Level Open

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An Introduction to Multimedia Fusion 2

13.

Lessons to Create 2D Games

Important: Make sure the Title Screen is still showing in the Frame Editor.
In the Holding Area of the Title Screen, you should only have the Backdrop object and the
Formatted Text object.

Locate the Star Fighter object and drag it to the Holding Area outside of the Playfield. This
action copies the object from Level 1 to the Title Screen Holding Area.
14.

Drag a copy of the Comet1 to the Holding Area. Both objects are now on Level 1 and the
Title Screen page. The objects copied to the Holding Area are automatically placed in the
Object Window.

15.

Click on the Frame Editor of the Title Screen. Drag the Star Fighter from the Holding Area to
the lower left-hand corner of the Playfield.

16.

Click on the Star Fighter. Go to the Properties Toolbar and click on the Movement icon.

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17.

Change the Movement to a Path Movement, so the Star Fighter moves up and down the
screen underneath the title. Remember to use the Reverse and Loop Movements in your
Path Movement.

18.

Test your Movement. Click OK when ready.

19.

Click on the Event Editor. Insert a new comment: Star Fighter Flying.

20.

Create a new Timer condition (Every) with a value of 2 seconds. On this condition line, make
the Star Fighter shoot the comet to the right at a speed of 100. NOTE: When you select
Shoot an Object under the Star Fighter, be careful to select the object from Frame 2 objects
rather than Level 1 objects, since you are setting the action to take place on Frame 2.

21.

Test the Frame [press F7, not F8]. Save your file.

Reorganizing Levels
When looking at the Workspace Toolbar or the Storyboard Editor, the Title Screen (currently Frame
2) is located below Level 1. The Title Screen needs to be moved to the first spot, so it will play first as
the game is started.
22.

Level 1 was renamed in the first chapter. At this time, rename Frame 2 to Title Screen.

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23.

Lessons to Create 2D Games

Next click on the words Title Screen and drag the layer up above Level 1. This reorders the
frames, thereby adjusting the order in which they will play in the game.

Creating the Instructions Screen


Your instructions screen will consist of two parts:

An original story explaining why the Star Fighter is out in space flying
around shooting enemy Mother Bees (use your imagination for this one),
and

An explanation and display of your game objects, how they move, what
they do, and how you score points, the number of lives the game starts
with, how you lose lives, etc.

~~~~~~~~~~
Always assume the player of the game
has no prior experience with your game.
~~~~~~~~~~
24.

Insert a new frame for instructions. There are several ways to insert a new frame.

In the Storyboard Editor, you can click on the next frame number.
In the Workspace Toolbar, click on Star Fighter and then from the Menu Bar, select
Insert > New Frame.
In the Workspace Toolbar, right click on Star Fighter and select New Frame.

25.

Rename the new frame Instructions.

26.

Go to the Instructions Frame Editor. On this blank frame, bring in the same Space Backdrop
that was used on the title screen. To do so, go to the Workspace Toolbar; click the plus sign
to the left of Title Screen to expand it. Locate the Backdrop object 7 and drag it to the
Playfield of the new Instructions frame.

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27.

For the text on this screen, you will use String Text. Select Insert > New Object and select
the String icon. Click the crosshairs in the Holding Area. You may want to click on 100%
View so you can more easily read your string text.

28.

Double click on the box to edit it. You may need to select a node to stretch the box. Delete
the word text and add your background story. See the example below.

29.

When editing text, you can use the Properties Toolbar. Locate the Text tab on the Properties
Toolbar to change the color of the text to white, the font style to Arial, Bold, and Size 12.

30.

Move the text to the upper left-hand corner of the screen.

31.

Save your game. Press F7 to see if you can read the background story.

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Lessons to Create 2D Games

Now, you will add the following additional String text objects:
Select Insert > New Object > String. Click the crosshairs on the Playfield. Look in the
Properties Toolbar. Select Text to add the statement below.

Click on the elipses ( ) to begin typing.


Type in:

Control Star Fighter with the Arrow Keys

33.

Locate the Font Key on the Properties Toolbar and change the Font color to White,
change the Font style to Arial, and a size of 12 point.

34.

Drag a copy of Star Fighter from Level 1 and place it next to this text string.

35.

Click on Star Fighter to select it. In the properties window, change the Movement of
the ship back to Static.
This will disable Star Fighter so it cannot be
moved with the arrow keys. Also, you may want to resize your ship so it is a bit
smaller.

36.

Add additional string texts of the following: [Save the game after inserting each string
set]

Press Spacebar to Fire Weapons


o [Drag a copy of Comet2 and place it next to this text string.]

This is Your Enemy


o [Drag a copy of Mother Bee and place it next to this text string.]

Collect Five Fruits to Get a More Powerful Weapon


o [Drag a copy of your Power-up and place it next to this text string.]

You Have 5 Lives


o [Drag a copy of the lives and place it next to this text string.]

Press Q at Anytime During the Game to Quit

Press the CTRL +P to Pause Your Game at Any Time

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37.

Lessons to Create 2D Games

Create one more string text object and place it in the bottom middle of the page. It should
read: Press Enter to Begin Play.
Your completed Instructions screen should resemble something similar to the image below:

38.

Save your game.

39.

In the Workspace Toolbar, reorder the levels. Drag the Instructions below the Title Screen.

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40.

Double click on the Instructions page. Go to Event Editor and insert a new comment that
reads: Press Enter to Play.

41.

Create a new condition on the next line for Upon Pressing a Key and select the Enter key.
Your condition should appear as:

42.

On this condition, right click underneath the Storyboard Controls


Frame, and select Level 1 of the game. Click OK.

43.

Insert a new comment that reads: Press Q to Quit.

44.

Create a new condition for Upon Pressing the Q key. On this condition, under the
Storyboard Controls, select End the Application.

, select Jump to

There is no need to create a condition to pause the game. This function is already built into
the game.
45.

Save the game.

Back to the Playing Level 1


46.

Use the Workspace Toolbar to return to Level 1. (Double click on Level 1).

47.

Go to the Event Editor. At the end of the existing conditions, insert a new comment that
reads: Press Q to Quit.

48.

Create a new condition for Upon Pressing the Q key. In the Storyboard Controls, select End
the Application.

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Back to the Title Screen


49.

Double click on the Title Screen in the Workspace Toolbar. Add two String text objects to the
Playfield in the Frame Editor. Keep the String Text out the path of the Star Fighter.

Press I to View Instructions


Press Enter to Begin Playing the Game

Your completed Title Screen should resemble something similar to the image below:

50.

Go to the Event Editor and input a new comment that reads: Press I for Instructions. Set
up a new condition for Upon Pressing I. Under the Storyboard Controls select Jump to
Frame and select the Instructions Page.

51.

Insert another new comment that reads: Press Enter to Play. Set up a new condition for
Upon Pressing Enter and set the Storyboard Controls to Jump to Level 1 (the first play
level).

52.

Insert a new comment that reads: Press Q to Quit. Create a new condition for Upon
Pressing the Q key. Under the Storyboard Controls, select End the Application.

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Lessons to Create 2D Games

Save your Game. Test your game.


Since the game has more than one frame, use F8 to run the entire application from Title
Screen to Level 1. Double check again that the Upon pressing keys work from each level.
For instance:

54.

the Q should work from any screen in the game

the Enter key should start the game from the Title Screen or the Instructions Screen

try pressing CTRL +P on Level 1

Make sure you have a backup of the game. It is too easy to skip this step, but do not skip it.
The game is getting longer and if a glitch occurs at some point, a backup is nice to have!

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An Introduction to Multimedia Fusion 2

Chapter Eight:

Lessons to Create 2D Games

Creating Waves of Enemies

Objectives:
In Chapter 8, you will:
y Learn How to Duplicate a Level
y Create a Tape Mouse Path
y Edit a Current Path
y Create Additional Counters to Control Waves of Enemies
y Create Timers
To Begin:

Open Star Fighter 7. Save the file as Star Fighter 8 before you begin the
instructions for this section of the game.

In this Chapter, additional challenges will be added to the game. You will be creating a wave of
enemies, rather than having just one enemy fly out at a time. To create the wave of enemies, you will
create two timers. The first, Timer 1, will be to control the delay time between waves of enemies, and
the second, Timer 2, will control the number of enemies that you want to enter the playing area within
the wave.

Duplicating a Level
1.

Double click on Level 1. You should see the Playfield for the main portion of your game in
the Frame Editor. Resize your enemy to make it a little smaller. You can click two times on
the Mother Bee or you can use the Properties Toolbar to change the size. We will use the
Properties Toolbar. Click on the Mother Bee.

2.

Change the Width to 40 and the Height to 25 to get a newly sized Bee.

3.

Save your game and test it to see the bee and the size it is now. If the size of the bee does
not fit your skill level, return to the Properties Window and resize it.

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4.

Lessons to Create 2D Games

THIS IS A MUST DO RIGHT NOW OR YOU WILL HAVE TO BEGIN AGAIN.


In the Workspace Toolbar, right click on Level 1 and select Copy. Right click on Star Fighter
and paste the frame. This copies Level 1 identically.

5.

Right click on the second Level 1 and rename it to Level 2.

At this point, make sure that you are on Level 2


for the remaining sections of this chapter.
6.

Double click on Level 2 so that you know you will be working on Level 2. In the Level 2
Frame Editor, move the enemy Mother Bee to the position shown. Be sure to keep it out of
the path of the Side Shooter.

7.

Select the Mother Bee. Go to the Properties Toolbar and change the movement to Path
movement. Make the path line color white or another bright color that you can see against
the dark space background.

8.

, create a path similar to the one pictured below that starts to the
Using the Tape Mouse
right of your Playfield in the Holding Area and ends to the left of your Playfield in the Holding
Area. Select Loop the Movement, but do NOT reverse it.

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9.

Lessons to Create 2D Games

Adjust the position of the Side Shooter by dragging it down to the position shown below.
Using the Properties Toolbar, edit the Path Movement so that the line is shorter. You can do
this by clicking on the bottom node and dragging it upward.

Creating the Two Counters


10.

You will be inserting two counters in your game in this chapter. You are still working on Level
2. You should be in the Frame Editor. From the Menu Bar, select Insert > New Object and
select the Counter.

11.

Click the crosshairs in the Holding Area at the bottom right. The Counter shows up as a
black 0 in the Holding Area and as a Counter icon in the Object Window. Use the Settings
Icon on the Properties Toolbar to edit the Counter to change the color of the numbers to Red.
[use only the color specified for this counter].

12.

Right click on the counter in the Object Window and rename it to Counter Delay.

13.

Select Counter Delay and use the Properties Toolbar to change the values. Set the Counter
to:

Initial Value = 1
Minimum Value = 10
Maximum Value = 10

14.

Drag your counter object to the bottom right of the Playfield.

15.

Create a second Counter. Place it in the Holding area like the last counter. Change the color
of the numbers in the new counter to light green. Rename the Counter to Counter Enemies.
Assign the following values:

Initial Value = 4
Minimum = 0
Maximum = 10

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16.

Lessons to Create 2D Games

Drag the Counter Enemies object onto the Playfield beside the Counter Delay object as
shown.

Delete the Side Shooter Event


17.

In the Event Editor for Level Two, find the condition where the Side Shooter shoots the
enemy onto the Playfield (Every 00-50).

18.

Delete this event by right clicking on the condition number and selecting Delete. Delete the
comment above it.
Make sure you get the Side Shooter condition which shoots the Enemy Bees and NOT
the Power-Up Fruit Shooter that shoots your Power-Ups.

Creation of Timer Conditions


Timer 1
19.

Scroll to the bottom of the Event Editor for Level 2. Insert a new comment in the next
available spot that reads: Wave of Enemy Bees Using Timers.

20.

Create a new condition using the Timer. Choose Every and enter 50/100 seconds. [Be sure
to clear out the 1 from the Seconds box].

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Lessons to Create 2D Games

21.

Right click in this same condition line on the black dot and select Insert. Right click on
Counter Delay. Choose Compare the Counter to a Value. Select Greater or Equal and
keep the number as 0.

22.

In this new condition, right click in the box under the Counter Delay and select Subtract from
Counter and enter 1.

Timer 2
23.

Create a new timer condition for Every 40/100 seconds. [Again, make sure you clear out the
1 in the Seconds box].

24.

Right click on dot in this condition and select Insert. Right click the Counter Delay and select
Compare the Counter to a Value > select Lower or Equal and enter 1.

25.

Right click the condition and select Insert again. Right click the Counter Enemies and select
Compare the Counter to a Value > select Greater and leave 0 as the value.

26.

On this condition line, right click under the Create New Objects Icon
. Make sure you
select items from Level 2 when creating objects. Create the Mother Bee Relative to the
yellow Side Shooter with coordinates set at 0, 0.

27.

On this condition line, right click the box under the Counter Enemies and select Subtract from
Counter and enter 1.

28.

Right click in the box under the Side Shooter. Set Movement to Stop.

29.

Save your game.

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Conditions to Compare Counter Values


30.

Right click to create a new condition and select Counter Enemies. Compare the counter to a
value Lower or Equal to 0.

31.

On this condition line, right click in the box under the Counter Enemies. Select Set Counter
and enter 5.

32.

Right click the box under the Counter Delay. Select Set Counter and enter 3.

33.

Right click the box under the Side Shooter and set Movement to Start.

34.

Save your game.

35.

Test your level (F7) to see if the enemy bees come out in waves. They should start coming
out five at a time, break for a second and then five more will buzz out.
If the bees come out in the waves, save a backup of your file. If the bees do not come out in
waves, go back over the directions to see where you may have to make corrections to your
events.

Your Event Editor should appear similar to the image below when you are finished with this chapter.
Depending on your computer settings, the counters may be represented by -1 and 4 OR they may
both display as zeros.

Well Done!

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An Introduction to Multimedia Fusion 2

Chapter Nine:

Lessons to Create 2D Games

Creating a Boss Enemy, Adding Transition Screens


and Adding Finishing Touches to Your Game

Objectives:
In Chapter 9, you will:
y Insert New Frames for Winner and Loser Screens
y Use the Storyboard Control to Jump to Different Frames
y Create a Boss Enemy on a Path
y Set Up a Multiple-Hit Condition for the Boss Enemy
y Insert a New Condition for Resetting the Score When Game Play Begins Again
y Add New Conditions on Your Own
To Begin:

Open Star Fighter 8. Save the file as Star Fighter 9 before you begin the
instructions for this section of the game.

This is your last set of instructions for the Star Fighter game! In this Chapter, you will give the player
some cheers of confidence when doing well and then you will create transitions screens for the player
to move to before the next level of play. You will also need to let the player know (in a nice way)
when the levels were not quite mastered . . . in other words, the player lost!
These tasks will be accomplished by inserting new frames, inserting text on the frames, and directing
the game to go to specific frames when certain conditions are met.
Since there are several different levels and a number of frames (screens) in the game now, it is of
great importance that you know which level you are working on at all times. Double click on a level to
get to that level. A single click is not enough.

Making the Winner Transition Screen


1.

In the Workspace Toolbar insert a new frame by right clicking on the word Star Fighter and
then selecting New Frame. A Frame 5 will appear. Rename it Winner Screen.

2.

Double click on the Winner Screen to open the Frame Editor to see the blank Playfield.

3.

Insert the same space backdrop that shows on the Title Screen.

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4.

Lessons to Create 2D Games

Create a String text Object that says Great Job! Prepare for the Next Challenge! Press
Enter When Ready. Select a color other than black in a good-sized font that will fit on your
page. Once you have your text object input, click OK.

If your words do not entirely show, stretch the text box on the Playfield until you can read the
entire string of text. Place the text box in such a way that you can read all of the words.

Making the Game Over Screen


5.

Return to the Workspace Toolbar. Insert a new frame and name it Game Over Screen.

6.

Double click on the Game Over Screen frame to go to the Playfield in the Frame Editor.
Insert the Space Backdrop again and add a String text object. This text should say Sorry!
Game Over. Hit Enter to Replay the Game or Q to Quit. Again, place the text on your
Playfield so it can be easily read.

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Getting More Organized


7.

It is time to check to make sure that the two new frames (Winner and Game Over) are
located at the bottom of your Workspace Toolbar. If they are, skip to the next section
(Navigating to the Game Over Frame). If they are not, drag them down below Level 2, so
they are arranged as the image below indicates.

Navigating to the Game Over Frame


8.

Double click on Level 1. Click on the Event Editor icon.

9.

Locate the condition where the Number of Lives of Player I reaches 0.

Edit the comment above the condition to read: When Number of Lives Reaches 0, Jump
to Game Over Screen and Ship Destroys.

and

10.

Next, on the Number of Lives condition, right click under the Storyboard Controls
select Jump to Frame. When the box comes up, click the Game Over Screen.

11.

Test your game (F8) to see if you jump to the Game Over screen when you run out of lives.

Events on the Game Over Frame


12.

Double click on the Game Over Screen frame.

13.

Go to the Event Editor. Insert a new comment that reads: Hit Enter Key to Play Again.

14.

Create a new condition for Upon Pressing the Enter key. On this condition line, under the
Storyboard Control, instruct it to Jump back to Level 1.

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15.

Insert a new comment that reads: Press Q to Quit.

16.

Create a new condition for Upon Pressing Q. Under this condition, instruct the Storyboard
controls to End the Application.

Navigating to the Different Frames


17.

Go back to Level 1. [Remember to double click on the Level name.]

18.

Go to the Event Editor. Insert a new comment at the bottom that reads: When Score
Reaches 5,000 Jump to Winner Screen.

19.

Create a new condition on the next line. Right click on the Joystick icon image and select
Compare to Players Score > Greater or Equal and input the number 5,000.

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20.

On this same condition line, right click under the Storyboard Controls and select Jump to
Frame, click on the Winner Screen frame and select OK.

21.

In the Workspace Toolbar, double click to go back to the Winner Screen frame. In the Event
Editor, Insert a new comment that reads: Hit Enter to Go to Next Level.

22.

Under this comment, create a new condition for Upon Pressing Enter to Jump to Level 2.

23.

Save your game.

Creating the Boss Enemy


A boss enemy is a new character who enters the game and who is hard to defeat. It may take a
number of hits to destroy the boss enemy and the boss enemy may also be able to shoot objects at
Star Fighter to destroy it.
24.

Go to your second level of play (Level 2 with the waves of enemies).

25.

Select an object from your library to use as an additional enemy (the instructions will use the
Mummy). This will be your Boss Enemy.

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26.

Resize the Boss to be bigger than your Star Fighter. Place the Boss ABOVE the Playfield on
the right-hand side of your screen close to your enemy side shooter. Make sure it is not in
the path of the side shooter. (See below.) Do not place the Boss Enemy to the right side of
the Playfield, because even though it is off the Playfield, weapons could still kill it if they
collide off screen.

27.

Double click on the new Boss Enemy to open your animation editor. The Mummy has a left
and right direction, but there is only a need for a left direction. The right direction needs to be
deleted. You can determine the directions of your selected character by looking at the dark
squares on your direction indicator.

In the image above, both the right and left squares in the direction indicator are filled in. This
means this character image has both a left and right direction. Since you want the Boss
Enemy to come in looking toward you (to the left), you will want to delete the Right direction.

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28.

Right click on the right filled square and select delete. Click OK to close the Animation Editor.

29.

Click on the Boss Enemy and go to the Properties Toolbar to the Movement tab. Create a
Path Movement with a path that is similar to the path shown below. Loop and Reverse the
Movement. Click OK.

30.

Go to the Event Editor. Insert a new comment that reads: When Score is Greater or Equal
to 10,000, Bee Enemy Stops and Boss Comes Out to Get You.

31.

Create a new condition for when the Score is Greater or Equal to 10000.

32.

On this condition, right click under the yellow side shooter and select destroy. This will stop
the Mother Bee Enemy from coming out when the score is greater or equal to 10,000.

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33.

Right click under the Boss Enemy and select Movement > Start. This action will cause the
Boss Enemy to start moving on the Playfield when the score is 10,000 or greater.

34.

Save your game again.

35.

Find the Start of Frame condition. Right click under the Boss Enemy and select Movement
> Stop. This prevents your Boss from moving onto the Playfield until it meets the condition
you input earlier (that the score must reach 10,000 before movement starts).

Note: You have just setup the game so that when the score reaches 10,000, the Mother Bees will
stop coming out and the Boss Enemy will come in ready for battle.

Setting up Multiple Hits (10) for the Boss Enemy


36.

In the Event Editor, insert a comment that reads: Collision of Boss and Ammunition. If
Alterable Value A of Boss is equal to 10, Boss is Destroyed.

37.

Create a new condition for the collision of Comet2 and the Boss. On this condition line, add 1
to the Alterable Value A of the Boss. Destroy the comet on this condition.

38.

Create another new condition for the collision of your second ammunition and the Boss. On
this condition line, add 1 to the Alterable Value A of the Boss. Also destroy the
ammunition.

39.

Now a condition is needed that will compare the current number of the Alterable Value A of
the Boss to see if it is equal to 10, [the number needed to destroy the Boss]. Create a new
condition by right clicking on the Boss, select Alterable Values, Compare to one of the
Alterable Value (A) of the Boss, method is equal, and expression is 10. On this condition,
destroy the Boss.

40.

Save your game. Your conditions to set multiple hits for the Boss Enemy should look similar
to the image below.

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Adding a Counter for the Number of Boss Hits


41.

In the Frame Editor of Level 2, insert a new Counter object. Place it in the Holding Area
under the Playfield. Edit all the numbers to a light blue color. Close the counter object, save
and exit.

42.

Rename the counter to Boss Hits Counter. Resize the Counter to 24 x 36 in your Properties
Toolbar.

43.

Insert a new String text object. Click the crosshairs down close to the Boss Hits Counter.
Key Boss Hits in the text box. Choose a light color and a font size of 16. Rename this
string text Boss Hits Text.

44.

Go to the Level 2 Event Editor and find the condition where the Score of Player 1 >= 10,000.

45.

On this condition line, right click under Boss Hits Counter and select Position > Select
Position. Move the flashing white square to the bottom left of the Playfield.

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46.

On the same condition line, right click under the Boss Hits String Text and select Display
Text. Place the box as shown, slightly to the left of where you placed the white box for the
Boss Hits Counter. You only have one paragraph of text for this string, so when asked which
text to display, select the one that is showing.

47.

Click OK.

Adding up the Number of Boss Hits


48.

Locate the condition where the Boss and the Comet collide. On this condition, right click
under the Boss Hit Counter and Add 1 to the Counter.

49.

Locate the condition where the Boss and the new weapon collide. On this condition, right
click under the Boss Hit Counter and Add 1 to the Counter.

50.

Find the condition where the Alterable Value of the Mummy (or the Boss Enemy in your
game) is equal to 10. On this condition, Destroy the Boss Hit Counter and also Destroy the
Boss Hits String text.

51.

Locate the Start of Frame condition (approximately condition line no. 8). On this condition,
right click under the Boss Hit Counter and set the Boss Hit Counter to 0.

Boss Shoots at Star Fighter


52.

To make the game more challenging, add an Every condition using the Timer so that the
Boss Enemy shoots a weapon at Star Fighter every 2 seconds. (Hint: Go to the Library and
select a weapon for the Boss Enemy to shoot before you set the Every condition.) You can
shoot the object in the direction of the Star Fighter and set it relative to the Star Fighter at 1 x
1 to use it as a homing device.

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53.

Add a condition so when Star Fighter collides with the Boss Enemys weapon, Star Fighter is
destroyed and the game jumps to the Game Over Screen.

54.

Add a condition so if the Boss Enemy and Star Fighter collide, the game jumps to the Game
Over Screen.

Star Fighter Prevails


55.

Insert a new frame and rename it Congrats Screen. Make sure the new frame is at the
bottom of the list in the Workspace Toolbar.

56.

Use objects in the Library and some text to make a fun and festive Ultimate Winner Screen
on the new frame.

57.

Return to the Level 2 Event Editor. Locate the condition where the Alterable Value of the
Boss is equal to 10. Right click under the Storyboard Controls and jump to the Congrats
Screen.

Restarting the Game


58.

Almost done. Double click on the Congrats Screen. Input a condition for Upon Pressing F2,
the Application will Restart. Input another condition for Upon Press Q, the Application will
End. [Do not forget the comments].
SPECIAL
NOTE:

The F2 key is the default for restarting any game from the beginning.

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59.

Next, double click on Level 1. Go to the Event Editor. Locate the Start of Frame condition
(approximately Line No. 10). Right click under the Player Icon (joystick) and select Score >
Set Score and enter in 0. This will reset the score to 0 whenever the game is restarted.

60.

Right click on the joystick again and select Number of Lives > Set Number of Lives and enter
in 5. This will reset the number of lives to 5 when the game is restarted.

Changing Your Counter Visibility


61.

The counter for Counter Enemies that you put in Level 2 to create the wave of enemies and
the counter called Delay Counter for the enemies can now be placed off the Playfield. Pull
both counters down below the Playfield so that they cannot be seen on the Playfield.

62.

Save your game.

Challenge: Adding an Extra Life


63.

Go to Level 1 in the game. Insert a comment and events so that Star Fighter earns an extra
life after 30 Bees are destroyed.
HINT: This challenge can be accomplished through the use of a counter or an alterable
value. If you use an alterable value to complete the challenge, do not use the bee as the
object on which you place an alterable value. It is suggested you use the Star Fighter with an
Alterable Value of L (for Life). Also, remember that once you have gained an extra life, the
counter or alterable value needs to be reset.

64.

Once you have completed the challenge, save your game! This game will be a valuable
reference tool as you create additional games.

Building Your Game as an Executable File


To create an executable file, you will Build your game. You will first go to the Build Settings.

Click on the Star Fighter application name. Look in the Properties Toolbar.

The Build Type is: Stand-Alone Application.

Build File Name: Input the name of your game.

The automatic setting is on for Filters, so you dont need to change the Sound or Image
filters.

Check mark Include External Files.

Click on Initial Settings and respond yes to building your game now.

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Chapter Ten: A New Type of Game -- The Maze Game


Objectives:
In this Chapter, you will:
y Change the Display Window Size
y Draw a Maze Backdrop
y Identify a Backdrop as an Obstacle
y Import Graphic Images to Create a Character with Several Animations
y Identify and Insert Objects that Match the Storyline of this Maze Game
y Resize the Objects to Fit in and Maneuver through the Maze
y Add a Countdown Clock to Set a Time Limit

Background Storyline:
Little Baseball Boy wants to go to the stadium to watch a baseball game today. The
Boy only has one minute until game time, so he must hurry. As he runs through the
neighborhood, he sees a number of his friends, including his skateboard friend, his
runner friend, and his motorcycle friend. He asks them for money to buy a ticket to
the ball game by yelling, Show Me the Money! They all throw dollar bills his way for
him to catch.
If Little Baseball Boy catches ten of the dollar bills ($10), he will have enough cash to
get through the stadium door. If Little Baseball Boy does not pay attention, however,
he can get hit by homerun balls that are flying out of the stadium. When he gets hit
by something other than the dollar bills, he loses all the cash he has collected, and
he must go back through the neighborhood to collect more cash.
Little Baseball Boy also wants to eat concessions at the game, so along the way, he
needs to find a baseball-related object in the neighborhood that will earn him a
concession coupon.
~~~~~~~~~~~
Your game must follow the story information presented above and it must include the
additional details listed below.
You will not always receive step-by-step instructions in this chapter. It is assumed that you have
learned how to do many of the tasks. If you need reminders on how to complete a task, use the
previous chapters as reference.
The Title Screen/Instructions: You create a name for the game. It should be baseball-related.
The Title Screen should contain background information about the game for the player to read
(use information from the storyline); instructions that the player will need to play the game; and an
explanation as to how to win the game. If you choose to create a separate instructions screen to
convey the information to the player, that would be more than acceptable.
The Maze Level: A maze design will be provided to you for use in the chapter. You will import
the maze in the picture editor or you are free to try to draw your own maze in the Picture Editor
following the instructions.

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The Winner Screen: The design of the winner screen should be baseball-related.
The Game Over Screen: The design of the winner screen should be baseball-related.
The Main Character (Little Baseball Boy). The main character will be created using ten image
files. The image files will be provided to you by your teacher. The instructions will guide you as
to how to import the image files into MMF2 to create the little baseball boy character as well as
how to add a new direction for the character, so the character can move both left and right.
Three Additional Character Objects: The game will include specific characters that can be
found in the Library. They include the skateboarder, the runner and the motorcycle character.
Cash Object. Each additional character will shoot a cash object for the Baseball Boy to catch.
Once the Little Baseball Boy collides with at least ten cash objects, he can gain entrance to the
ballpark stadium door.
Cash Object Counter: Level 1 must include a cash object counter on the Playfield so the player
will know how many dollar bills have been collected by Little Baseball Boy.
Concession Object: A baseball-related object should be created or located in the Library.
When the Little Baseball Boy finds this object in the maze, he will earn a ticket for concessions.
Concession Object Counter: Level 1 must include a concession object counter on the Playfield
so the player will know when the concession object has been picked up by the Little Baseball
Boy. It could be a picture of a ticket that says Concession Ticket on it or something similar.
Baseballs Flying Out of the Stadium: Every ten seconds or so a homerun is hit over the
stadium wall. When a homerun baseball hits the boy, he loses all his cash and must start again.
Game Time Clock: Little Baseball Boy must be able to maneuver through the maze within a time
limit of one minute. He has to beat the clock from his house to the stadium, collecting his money
and, if possible, the concession ticket in time for the game. The clock must appear on the
Playfield in Level I, so the Little Baseball Boy knows how much time he has to make it to the
stadium door by game time. If he does not make it to the stadium door by game time, he loses.
If he does, he gets to go into the stadium to watch the game and get a hotdog!

Changing the Display Size of a Game


For some games, it is better to have a display window that fills more space on the monitor allowing for
larger backdrops in your game. The maze game would be one such game, allowing for a larger maze
to be placed in the game backdrop. Larger characters and objects can be used throughout the game.
1.

Open Multimedia Fusion 2.

2.

Select File > New to open a new application.

3.

In the Workspace Toolbar, click on Application. Change the name to Baseball.

4.

Look in the Properties Toolbar. Click on the Window icon.

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Change the window size to 800x600. When asked if you want to change the Frame size to
match, answer Yes. Leave the other checkmarks in the default.

The Maze Level 1


The following instructions are provided for the game activity on Level 1. The additional screens
required (Title Screen, Winner Screen, etc.) can be done after the maze level.

Creating the Maze Backdrop


In this game, on Level 1, there will be two backdrops. One will be a solid color (light gray) and the
second will be the maze (green).
6.

In the Workspace Toolbar, rename Frame 1 to Maze Level 1. Double click on the Maze
Level I to open the Frame Editor. Change the view to 50%.

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7.

To create the solid gray color backdrop, insert a Backdrop Object (Insert > New Object >
Quick Backdrop). Click the crosshairs onto the Playfield. In the Properties Toolbar, change
the Fill color to light gray.

8.

With the light gray backdrop still selected, click on the size icon on the Properties Toolbar.
Change the size to 800 x 600 to match the canvas size. You could also click two times on
the light gray backdrop and resize using the nodes. Move the backdrop into place if needed.

9.

Insert a Backdrop (not Quick Backdrop) object. Click the crosshairs on the canvas.
A Backdrop object is a little different from a Quick Backdrop. The Quick Backdrop is used for
solid colors. The Backdrop can be other than solid colors. This time, you will draw a maze
on the canvas using a green color.

At this point, the first set of instruction will be for using a maze that has already been
prepared for use in the game. The second set of instructions will be for drawing your own
maze.

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Inserting a Prepared Maze


10.

One of the files provided for use in this chapter is a maze that has already been drawn in a
paint program and saved as a portable network graphic.

11.

Double click on Backdrop. Erase or delete the image that is present.

12.

In the Picture Editor, click on the Open File icon.

Locate the maze walls.png file provided by your teacher. Click on it and select Open.
13.

When the Import dialogue box appears, click on the Pick button and then click on the white
area of the maze. Click OK. Click OK to close the Picture Editor.

14.

Slowly click two times to select the maze in the Frame Editor and use the nodes to stretch the
maze to fit the canvas.

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Drawing an Original Maze


(Use these instructions if you are not using the prepared maze.)
If you are adventurous and you want to try your drawing hand at your own maze, there are a
few items that would be of assistance before you begin. When you draw the maze backdrop,
there needs to be at least three (3) pixels of transparent color between the green lines. This
transparent color will be the pathway of the maze and the green lines are the actual lines of
the maze. At least three pixels of transparent color will be leaving enough room for your
object to maneuver through the maze. Use your rectangle tool without a border to draw the
lines. Use the transparent color to erase any mistakes made while drawing the maze. Good
luck!

Use the large maze image on the next page for guidance in drawing your own.

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15.

Save your game. Name it your-last-name Baseball Maze.

16.

Rename the Backdrop to Maze Backdrop.

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Identifying the Maze as an Obstacle


17.

With the Maze Backdrop selected, look at your Properties Toolbar. Click on the Run Time
Options icon.

18.

Change the Obstacle type to Obstacle. This will prevent your Little Baseball Boy from
moving past the walls of the maze.

19.

Save your game.

Creating a Character from Image Files


20.

With your maze complete, it is time to create Little Baseball Boy. Up to this point, your
characters have been selected from the Library. You can actually create your own sprites
(characters) to use in your games.

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Your teacher will provide you with 10 images that you will use to create the Little Baseball
Boy. These files have been specially prepared for you to create this character. The walking
baseball boys background has been completely painted in pure blue (with the RGB value as
R=0, G=0, B=255). This single color will enable the naming of the color to be identified as the
color to recognize as transparent. When the image is imported, the specific blue will be
changed to transparency.
21.

Insert a new Active Object. Click the crosshairs in the Holding Area.

22.

Double click on the active object to modify it. Erase the green diamond.

23.

Select Walking from the options available under Animations.

24.

Locate the Open folder in the Picture Editor. Click on it and locate the first image of Little
Baseball Boy.

25.

Select baseball-boy-01.png for the first frame of the character.

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The Import images dialogue box opens.

At this point, the color that should be picked to be transparent when the image is imported
needs to be identified. Click on the Pick Button.
27.

Next, click on the blue background surrounding the baseball boy. The same color blue will
appear in the box to the right of the Transparent Color identifier. The RGB value changes to
0,0,255.

28.

If there was only one image to import, it would be time to click OK. There are 10 images,
however, so there is one more step. Click Import As Animation. Click OK.

29.

All 10 images are selected in order, because they were originally named in order. The
canvas, however, is too large for the character. It needs to be cropped.
The canvas resizes so it is directly around the
From the Drawing Tools, select Crop.
Little Baseball Boy. This is important so when the character is walking through the maze, it
can fit through the pathway.

30.

Crop all 10 images. Click Play to see the character walk.

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31.

Click the View Action Point icon. Locate the Quick Move option to place the Action Point.
Click on Frame 1 and click on the center of the Quick Move boxes. This places the Action
Point in the Center of the canvas quickly. Do the same for all remaining 9 frames.

32.

Now your walker can walk to the right! He also needs a left direction. Click on Walking.
Click on the black square by the left direction. Import the 10 baseball boy files again
following the same steps. Make sure to pick the transparent color and then import as an
animation. The pictures will still be facing the right, but we will fix that shortly.

33.

Click on the first frame. Locate the Flip Horizontally icon. Click on Frame 1 and click on the
Flip icon. This will change the direction of the character to the left. Change all the directions
for each frame for the left direction.

34.

Crop the canvas of each character and do a Quick Move to change the Action Point for each
frame.

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35.

Before closing the Picture Editor, each direction needs to be looped. Locate the Direction
Options tab. Select Loop. Do this for both the Right and Left directions. Click the Play
button and watch the baseball boy continuously walk.

36.

Now the Baseball Boy walks left and right under the Walking animation category, but he still
needs an image in the Stopped animation for both the left and right direction.

The image of our ten Little Baseball Boys that looks like he is stopped is the 4th image, so it is
time to import that image into this animation.
Click on the square to the right of the direction right arrow. Import baseball-boy-04.png.
Select the transparent color but do NOT check import as animation (we are only importing
one image this time). Crop the image and set the Action Point with the Quick Move.

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Do the same for the left direction using baseball-boy-04.png, but remember to flip it.

Notice to the left of both Stopped and Walking that you have a black dot. This indicates there
are images that represent both of these animations.
38.

If any image did not come in with a transparent background, you may have missed the Pick
when specifying a transparent color. To change the images to transparent backgrounds,
double click on the character again. Double click on each frame of each direction, use the
paint can to fill the blue background with the transparent fill and then crop each picture.

39.

Once the images all have a transparent background, your character is ready to use in your
game.

40.

Rename this active object to BOY and save your game again.

Resizing and Adding Movement to Your New Character


41.

Little Baseball Boy cannot move at this time. You have to assignment an eight-directional
movement to it. Click on him and go to the Properties Toolbar. Click on the Movement icon
and select Eight Directions for the Movement.

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42.

He is a little large for the maze game, so once your movement is assigned, size him to fit in
the pathways of the maze.

43.

Place the character at the beginning of the maze (bottom left corner to the right).

44.

Save your game.

Setting a Condition so the Character Collides with the Maze Backdrop


45.

Press F7 to test your character to see if he can walk and stop in the left and right direction.

46.

You probably noticed that not only could your character walk and stop, he could walk right
through the walls of the maze! It is time to stop that from happening, so your game will work.

47.

Go to the Event Editor. Insert a new comment that indicates the Character will Collide with
the Backdrop and Stop Movement.

48.

Insert a condition for the character to collide with the backdrop. Right click on the character,
select Collisions, select Backdrop. On this condition line, under the character, right click and
select Movement > Stop.

49.

Press F7 to test the character again. He should not be able to go through the walls of the
maze. Check to make sure he can fit through all the pathways to successfully complete the
maze. If not, edit your maze walls so the boy fits through all areas. Take him on a stroll
before continuing.

50.

Save the game.

Game Time Count Down Clock


The game time count down clock will time the player from the start of the game. The player has 60
seconds to make it through the maze, collect the necessary cash for his ticket and concession prize
to get in to the stadium to see the ballgame.
51.

On Level I, on the Frame Editor, select Insert > New Object and select Date/Time. Click the
crosshairs on the bottom of the Playfield.

52.

Select the Clock Object. On the Properties Toolbar, change the clock type to Digital, check
mark Clock Border, and select Count down.

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53.

For the Face of the Clock, select the 01:27:18 for hours:minutes:seconds. Rename this clock
object to Time Limit.

54.

Size the clock so it fits in the bottom right of the Playfield, below the maze.

55.

Go to the Event Editor. Insert a comment that reads: Count Down Clock Starts at Start of
Frame.

56.

Insert a new condition for Start of Frame (right click on the Storyboard Control and select
Start of Frame). Right click under the Count Down Clock and select Count Down > Start
Count Down.

57.

Insert a new comment. Count Down Clock Time Comparison (Less than 1/100th).

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58.

Insert a new condition. Right click on the Count Down Clock, select Compare to Count
Down, input 0 seconds and 1 in the 1/100th box, and select Less. Click OK.

59.

After you add your Game Over Screen, you need to add on this condition the action of
Jumping to the Game Over Screen. When the Count Down Clock goes less than 1/100th of a
second, the game is over and will jump to the Game Over Screen.

Adding Additional Screens, Characters and Events


60.

Add a new frame for the Game Over Screen. Make it baseball-related. Go back to No. 57
once you have added this frame.

61.

Now, it is your turn! You should have the information you need to continue the game on your
own. Read the storyline again (several times). Review the requirements. Select the
characters requested, add required objects, and create the new screens, etc. Take one step
at a time and you can do it!

62.

Even though there are specific requirements, your creativity can still shine through!

63.

Build the game to make it an executable file.

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Chapter Eleven:

Lessons to Create 2D Games

A New Game The Platform/Side-Scroller


Game

Objectives:
In this Chapter, you will:
y Understand Attributes of a Platform Game
y Understand Attributes of a Side-Scroller Game
y Explain the Difference Between the Application Window Size in the
Workspace Toolbar and Properties Toolbar and the Frame Size on
Individual Levels
y Change the Application Window Size and the Frame Size to Create
the Layout for a Side-Scroller Game
y Insert a Quick Backdrop
y Insert Tile Objects, Building Bricks, or Other Platform Objects
y Insert a Character with a Jump or Duck Animation
y Add the New Movement of Platform
y Set Collisions with Character and Platform Objects
y Assign the Scrolling Feature to your Platform Game

Object of the Game:


For this project, you will create a version of a side-scroller/platform game. The following
steps will guide you in setting up the basics of this type of game. You will add unique
characters and obstacles which will make your game different from other student games.
Side-Scroller: A side-scroller will allow you to create a large canvas, while the player only sees a
portion of it. As the player moves through the game, additional canvas, backgrounds, objects, etc.,
are displayed. You can set games to scroll horizontally or vertically or both.
Platform: A platform game allows specific tiles to be set as platforms that the characters can walk
on, jump to, jump off, etc., in your game.

Creating the Backdrop Objects


1.

Open Multimedia Fusion 2 to begin a new game. Select File > New.

2.

Creating a scrolling platform game requires the Application Window Size to be changed as
well as the Frame Size on each level.
The Application as a whole has different properties from each Frame (or level). You will set
the size for both the Application Window and the Frame.
The Application Window Size is the VISIBLE AREA of the game that the player
sees.
The Frame Size is the TOTAL AREA of the Frame, including the area that is
not visible to the player.

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To change the Application Window Size, single click on Application in the Workspace
Toolbar. This action selects the Application and the Properties Toolbar displays the
properties of the entire Application. Click on the Window icon in the Properties Toolbar.

3.

Change the window size to 320x200. When asked if you would like to modify the size of the
frames to match the application window, indicate NO. This action creates a smaller
Application Window than frame size.

4.

Also:
Change the Color of the Border to Royal Blue.
Check the No Minimize box and the No Maximize box.
Leave the other checks as they were.

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For the side-scroller, our next step is to change the size of the Frame. Remember, this will
include the portion of the game that is not visible to the player. The Frame Size will be much
larger than the Window Size, so as the character walks to the right during the game, the
background scrolls, the scenery changes, and the objects the character will encounter will
vary.
Rename the Frame 1 to Level 1.

6.

To change the frame size, click on Level 1. Look in the Properties Toolbar.

7.

Enter the size of your frame. Remember not to confuse the size of the frame and the size of
the application window. The size of the frame for this scrolling game will be a width of 3000
and a height of 200. Enter these numbers in the Size category.

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Notice the Virtual Width and Virtual Height automatically changed when you entered the size.
These options can be used for huge scrolling games. They work with Layers in MMF2. We
will not cover this topic in this smaller scrolling game, but be aware that it is something for
you to look into later if you make a bigger scrolling game.
8.

In the Frame Editor, use the scrollbar to find the end of your frame, so you have an idea of
how large it is.

9.

After you have set the size of the frame, you are ready to insert a Quick Backdrop. A Quick
Backdrop can interact with other Active Objects if need be. Select Insert > New Object >
Quick Backdrop and click the crosshairs on the Playfield.

10.

Use the Properties Toolbar to change the Fill color to a light blue for the sky. Change the
Border color to match.

11.

Use the Properties Toolbar to change the size of the Quick Backdrop to 3000 x 200 to match
the canvas size. Move the backdrop into place if needed. Use the scrollbar to check to make
sure this covers your entire canvas.

12.

Save your game as Your-last-names Platform. By using your last name, you can identify
your Platform game from someone elses platform game.

13.

Next, you will be inserting grass tiles, brick walls, hills, trees, clouds, and other objects that
your character can walk across or encounter during the game. Set up grass tiles or brick tiles
for buildings along the bottom of the backdrop.
In the Library, go to Games > Backgrounds. There are many tile sets that you can select.
Browse through the Library to find tiles for Grass.

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Select Tiles - Grass floor tiles. Locate Floor Tile 2. Drag the tile to your Playfield.

You can stretch tiles to cover more area, but you risk losing the real grass look or real brick
look when you stretch.
15.

To quickly duplicate a tile, right click on it in the Playfield, select Duplicate. In the Duplicate
Object dialogue box, change the Rows to 1 and insert the number of tiles you want in the
Columns input box. This will duplicate the tile and place the new tiles directly to the right of
the current tile.

16.

Continue to look through the tiles. Add hills or grass with dirt mixed in or other tile
combinations. Add some army shacks, trees, water, brick walls, health objects, sun,
mountains, etc. Look through all the background tile sets in the Library to complete your
canvas.

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Insert a lot of objects into the holding area in case you want to use them later. If you do not
need them for your game, you can delete them later. Any object or tile can be stretched
horizontally or vertically to increase or decrease the size. You can place objects in the sky
that may shoot objects at the character as the character walks along. You may place health
objects that if the character encounters, the character can gain lives.

17.

Once you have placed most of your tiles and game objects, it is time to insert a character. It
is best to use a character that has an animation of Jump already defined.
For this Chapter, we will use the character Warrior 2 from the Library, select Games >
Characters > Fully Animated Characters 1 > Warrior2.

Find the character and place it at the beginning of your window.

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18.

Click on the Warrior2 character. Go to the Properties Toolbar and click on the Movement
icon to add a movement of Platform. Leave the settings at the default for now.

19.

Save your game.

20.

Press F8 to run your game.


What happens to the Warrior2 character? He drops through the grass floor.

21.

It is time to set a condition so your Warrior2 can walk along the tiles in the game. It is
possible to set a collision with each type of tile, but there is a simpler way to set the condition
for the Warrior2 to walk. It requires that you create a new Active Object.
Insert an Active Object and change the green diamond to a red square. Once you see the
red square on your Playfield, stretch it to extend the length the grass tiles. If you have water
or another danger area for your Warrior2, do not extend it past that point.
Place the Active Object on the Playfield as shown in the image below. Notice one Red Active
Object is placed to the left of the dangerous lava. Another Red Active Object is placed to the
right. The Warrior2 has to maneuver or jump over the lava or he can fall through and will
lose a life.

Red Active Object

22.

Place all your Red Active Objects where they need to be in your game, so the Warrior2 will
be able to walk along the grass/hills, etc. Remember, do not place the Red Active Object in a
challenge spot for the Warrior.
If you need different sizes of Red Active Objects because of your landscape and dangers,
right click on the Red Active Object to Clone it. Once you clone the object, a second one will
appear in your Object Window. Resize the second active object to the width you need for
your game.

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23.

Click on the Red Active Object. Go to the Properties Toolbar, locate Display Options and
uncheck Visible at Start. With this unchecked, the red active object will not be visible during
game play.

24.

Save your game.

25.

Go to the Event Editor. Insert a new comment: Warrior 2 Collides with Ground,
Movement Stops.

26.

Insert a new condition where the Warrior collides with the Red Active Object and set the
Warriors Movement to Stop. (If you have additional Red Active Objects, set additional
conditions.)

Important: If you have a tile that creates a hill for the character to walk up, you will
need to create a separate collision with it and the Warrior2 and set the Warrior2
Movement to Stop. This will create the condition so the character walks up the hill.

27.

Save your game.

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Scrolling Option for Character


28.

Before you get further along in your game, it is time to set the scrolling option so the game
window display follows the character. Go to the Event Editor. Insert a new comment that
reads: Scrolling Settings.

29.

Insert a new condition by right clicking on Special (the computer monitors) and select
Always.

30.

On this condition line, go to the box under the Storyboard Controls, right click and select
Scrollings. Choose Center horizontal position of window in frame

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Select Retrieve Data from an Object. Right click on Warrior 2 and select Position >
X Coordinate. Click OK.

This setting will always check the position of Warrior 2 when scrolling through the game, so
the game will never lose sight of Warrior 2.
Your condition should look like the one below.

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32.

Save your game again. Test it to make sure the background moves with the Warrior.

33.

In the platform game, if you select an object for the game that needs to interact (collide) with
another object, and it does not show on the Event Editor, the object needs to be changed into
an active object.
It is an easy task. Select the object so the nodes appear. Right click on the object and select
Create > Active Object and click the crosshairs on the Holding Area. The duplicate object
appears, but it is an active version of the other object. Delete the original object and replace
it with the new object.
Once the object has been created as an Active Object, it appears in the Event Editor and can
be used for interactions with other objects in the game.

34.

If there are lives and scores in the game and you want them to stay in view the entire time as
you scroll, you must set the properties using the Properties Toolbar. After you have inserted
the Lives or Score, select it on the Playfield. Go to the Properties Toolbar. Make sure that
there are NO checkmarks under Scrolling Options.

35.

Place the Lives and/or Score to the left side of the canvas. Save your game and test it to
make sure the Lives and Score appear in the Window as your Warrior 2 walks along the
ground.

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Finishing the Game On Your Own


36.

Add a condition for the Warrior2 to collide with a health object. When the Warrior has
collected two health objects, give it an additional life. (Use a counter or an alterable value.
Check back in the other chapters if you need help.)

37.

Add a Title Screen and an Instruction Screen to your game. Include a background story for
Warrior2, so the player knows why Warrior2 is walking along. Give Warrior2 a purpose and
tell the player how to win the game, what objects will be encountered, and the dangers of the
game.

38.

Add a Game Over Screen. Add some enemies who will shoot at the Warrior, causing the
Warrior to lose a life. If the Warrior lands in the Water, he should lose a life. Add a condition
for when the Warrior loses all his lives, the game jumps to the loser screen.

39.

Add a Winner Screen. If the Warrior makes it to the end of the Playfield, jump to the Winner
Screen.

40.

Get someone to play your game to get input for improvement. Make any changes necessary.
Once you are satisfied with your game, save it.

41.

Build the game to make it an executable file.

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Lessons to Create 2D Games

Breakout

Objectives:
In this Chapter, you will:
Use Various Brush Tip Styles and Use the Slider Bar to Resize the Brush
Create a Cursor-Controlled Object Paddle/Bat
Create Collision Detection of Objects with a Ball
Set Movement of Bounce to Redirect Paddle and Ball Objects
Test Position of Objects Leaving Playfield
Insert a Count Down Clock to Control Creating a New Ball Object

Game Play:
Breakout (sometimes called Smashout) is a simple game.

The player needs to keep the Ball in play with the paddle until the Ball is able to
bounce off the top of the Playfield area.
The Player can hit the Ball using the keyboard cursor keys which move the
paddle.
When a Brick is hit, it is destroyed and points are added to the Players Score.
When the Ball leaves the bottom of the Playfield, the game is over.
When all the Bricks are destroyed and the Ball leaves the top of the Playfield, the
Player is a Winner of the Game.

Game Design:

One Level for Game, Title Screen, Winner Screen, Game Over Screen
Text String Score Located at the Top of the Playfield with Score to Right
Variety of Bricks Placed at the Top of the Playfield Below the Score
Ball Placed in Center of the Level toward Bottom/Paddle Placed Below Ball
Left-Side and Right-Side of Playfield Should Cause Ball to Bounce
Top-Side of Playfield Opens Only When All Bricks are Gone

Setting Up the Title Screen and Instructions Page


1.

Start a New Application. Change the Application Window Size to 640 x 480 (if needed). In
the Properties Toolbar under Runtime options > Players, change the Initial # of lives to 10.

2.

Rename Frame 1 to Title Screen. Insert a Backdrop (not a Quick Backdrop).

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Lessons to Create 2D Games

3.

In the Properties Toolbar, change the size to 640 x 480. Double click the backdrop to enter
the Picture Editor. Delete the current backdrop picture and create a colorful, unique
Backdrop. Locate and click on the Brush Tool. Three options appear when the Brush Tool
is selected.

4.

Cover the canvas with a solid color. Experiment with the Continuous Brush option.
Change the size in the size option box. Mix your colors to create a nice looking background.
(You can also use the Spray Tool in your experiment. The Spray Tool only works if you are
spraying color over color. In other words, fill the canvas with a solid color first and then spray
over it. The Spray Tool does not spray over transparent.)

5.

Create a unique-looking title screen with the name of the game: Breakout. Look through the
Library for 3-D animated text. (Look in Miscellaneous (outside of Games).
Change the colors of the letters to make them uniquely yours. Also, while in the Picture
Editor of each text character, locate the Loop option and checkmark it. Looping will make
the animation of the text continue until you begin the game; without Loop, the animation plays
only one time.

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6.

Include your name on the Title Screen as the maker of the game.

7.

Insert a new frame and name it Instructions. Write your own instructions using the
information provided in the Game Play section above.

8.

Insert a new frame and name it Level I.

9.

Insert a new frame and name it Winner Screen.

10.

Insert a new frame and name it Game Over Screen. Save your game as Your-LastNames Breakout.

Level One: Creating the Playfield


11.

Double click on Level I. Insert a Quick Backdrop and change the color to a light color. Insert
at least four rows of different Bricks on the Playfield. They can be any shape. Have fun and
be creative. Go to the Library to locate Games > Miscellaneous > Bat and Ball > Brick. Drag
one brick to the canvas in the Frame Editor.
You do not have to draw individual bricks; you can use the Clone feature. To clone bricks
quickly, right click on one and select Clone. Input the number 4 for rows and 14 for columns
(14 will almost cover your Playfield from left to right). This will result in 56 different Bricks on
the Playfield even though they are the same color.

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12.

Place your mouse over the first brick. Now place it over the second, and the third, and so on.
You can see that the bricks are individual objects with different names. Look in the Object
Window there are now 56 brick objects in your game. The fact that the bricks are different
objects will allow you to double click on each individual brick to change the color to make
them different, so your game is more colorful. Do that now.

13.

Save your game.

14.

In the Library, locate a Bat and Ball to insert. Place them in the position as indicated on the
image below. (Games > Miscellaneous > Game Objects 2 has a lot of different ball images.)

15.

Click on the Bat. Make sure there is an Eight-Direction Movement on the Bat.

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16.

Click on the Ball. Assign a Bouncing Ball Movement to the Ball. Remove all Initial Directions
that point downward.

17.

Save your game.

18.

Add a Score and Lives Object to the game.

19.

Use String text to identify the Score and Lives.

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Qualifiers
A qualifier is a small icon and a name that can be applied to several objects. A qualifier can be used
to group several objects together so that they can use the same set of events. For example, each
row of bricks can be assigned to a type of qualifier. After we assign the bricks in the top row to a
qualifier, we can then specify an event that will happen.
20.

We will assign the top row of bricks to the Friends qualifier. In the Properties Toolbar, on
the Events Tab, click on Qualifier. Click on Behavior. Click on Edit.

21.

Click on the Add button.

22.

Select the Friends qualifier. Click OK.

23.

Click on the second brick in the top row. Assign the Friends qualifier. Do this for each brick
in the top row.

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24.

Lessons to Create 2D Games

That took a little while. There is a short cut for row two. Click on the first brick in row two.
Hold down the SHIFT key and click on each brick in row two until all bricks are selected.
Click on the Events icon in the Properties Toolbar.

Click on the Qualifiers, click on Edit, click on Add and assign the Good qualifier (a different
qualifier) to the second row of bricks. Click OK.
25.

Select all the bricks in row three and assign the Neutral qualifier to that row.

26.

Select all the bricks in row four and assign the Bonus qualifier to that row.

27.

Now all the bricks in each row have been assigned to qualifiers. Look in the Event Editor at
the icons displayed. Look to the far right. The four qualifiers you used are now in the event
Editor.

28.

In the Event Editor, create collisions for each Qualifier and the Ball.

Add 5 points for the Bonus qualifier (the bricks in the bottom row)
Add 10 points for the Neutral qualifier (the second row of bricks from the
bottom)
Add 15 points for the Good qualifier (the third row from the bottom)
Add 20 points for the Friends qualifier (each Brick in the top row).

29.

On these same condition lines, make the Ball Movement Bounce and Destroy the Qualifier.

30.

Insert a new comment for the Ball and the Bat colliding and a new condition for when the Ball
and the Bat collide, the Ball Movement bounces.

31.

Insert a new comment for Ball position. Insert a new condition to test the position of the Ball.
When the Ball leaves the Playfield on the top, left and right, make the Ball Movement
Bounce.

32.

Insert a new comment for Bat position. Insert a new condition to test the position of the Bat.
When the Bat leaves the Playfield on the left, right or bottom, make the Bat Movement Stop.
Save your game. Test your game.

33.

Insert a Date/Time clock. On the Properties Toolbar, change the Clock Type to Digital and
select the 01:27:18 setting.

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34.

Change the Clock Mode to Count Down.

35.

Set the initial value to 2 seconds.

36.

Save your game.

Recreating the Ball After It Drops Through Bottom of Playfield


37.

When the ball drops through the bottom of the Playfield, we want to subtract a life, destroy
the ball and start the Count Down Clock. Insert a new condition to Test the Position of the
Ball.

On this condition line, input events to Subtract a Life, Destroy the Ball, and start the Count
Down Clock.
38.

Next, insert a new condition that when the Count Down Clock is less than 1 second, create a
new object (the Ball) relative to the Bat. In the create object box, right click on the box, select
create objects, select the Ball. Click OK.

39.

Click on Relative To and select the Bat. Click OK.

40.

Change the X and Y coordinates to 0. The white blinking box appears. Move the box about
two inches above your bat (as shown in the image below). Click OK.

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41.

On the same condition line, reset the Count Down Clock to 2 seconds.

42.

Insert a new condition so that when the number of lives reach zero, the game jumps to the
Game Over Screen. Destroy the Count Down Clock on this condition line.

Testing for All Qualifiers in a Zone


43.

You can only win the game when all the bricks are gone from the Playfield and the ball goes
to the top. To create this condition, you will test for qualifiers in a specified zone. Insert a
new comment that reads: Test for All Qualifiers in a Zone.

44.

Insert a new condition. Right click on the Friends qualifier. Select Pick or Count and Test for
no Group Friends objects in a zone. Stretch the Zone box to surround all the bricks. Click
OK.

45.

Do the same for the other three qualifiers.

46.

On the same condition line, insert another condition to test position of Ball leaving the Top of
the Playfield. Under the Storyboard on this condition, add Jump to the Winner Screen.
Your Event Editor should resemble the following:

47.

Now, the game is set up so when all the Bricks from all the qualifier groups are gone, the top
boundary of the game will open up and the game will jump to the Winner Screen.

48.

Save your game.

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Lessons to Create 2D Games

49.

Click on the Winner Screen. Create a nice-looking backdrop to match the rest of the game.
Indicate that the Player won. Offer an option to play again or quit. Set the conditions in the
Event Editor.

50.

Click on the Game Over Screen. Create a nice-looking backdrop to match the rest of the
game. Indicate that the Game is Over. Offer an option to play again or quit. Set the
conditions in the Event Editor.

51.

Save your Breakout game. Test it.

52.

If your game is too hard, you can resize the bar so it is a little longer or you can change the
initial number of lives that you have in the game.

Now you have created a number of games using Multimedia Fusion 2. You have experienced some
of the power of the program. There are many, many more features to explore. Read through the
Resource Chapter for more information.

Remember to share your games and ideas with others!

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Lessons to Create 2D Games

Helpful Resources
One of the most helpful resources when creating games will be your fellow students. Share with each
other. Help each other. You can learn a lot by helping and asking for help.
Multimedia Fusion 2 is an authoring game product made by Clickteam. You can access many
resources at: www.clickteam.com. At the Clickteam website, you will find Bonus Packs that you can
download for your game authoring, Updates for the program you are using and other products that
Clickteam offers.
Visit the Resources page at Clickteams site, especially Reiners Tilesets. These are tilesets and
characters that are free to use within your games. They are wonderfully detailed.

Checking out the Forum is a must! Users of Multimedia Fusion 2 share ideas and helpful hints. It is
searchable as well. You can post questions to get help from other users. Locate the Forum by
clicking on Support.

Enjoy and Play Hard!

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