Case studies
Contents
Case studies
This document gives a bit more in-depth description to what the different tutorials handles.
Simple enemies
You want to build a simple enemy then this is where you should start. It covers the basics:
- Sprites
- Changing animations
- Moving the object
- Basic AI system
Doors and switches
In this example, we will be creating a custom door that deactivates whenever a player is touching it's switch. We will be studying two different examples of this object, written by separate coders, and the differences between them.
Another take on enemies
In this tutorial, we'll develop Lady Bugsy, an enemy with advanced behavior. As this is an advanced tutorial, we assume that the reader has already got some familiarity with the basic commands of the scripting engine.
Facing the boss
This tutorial is really advanced, and it deals with the most advanced scripting functions, so beginners make sure to read the other cases before you get on this one.
Heads Up Display
Helps you keep track on time, score, lives and other essential data.
Case study 5: Customizing the HUD
Modularity & Components
Whenever your game gets big, having lots of global variables can make your code difficult to read. The need to remember many of them and what they do may be a big problem. Fortunately, we can decouple the code. If one day you need to change how specific elements of the game work, you don't need to go through all your scripts and modify a lot of code, because you have used the power of decoupling.