Scratch 2.0 Game Development HOTSHOT
Sergio van Pul
Format: PDF / Kindle (mobi) / ePub
10 engaging projects that will teach you how to build exciting games with the easytouse Scratch 2.0 environment
About This Book
- Discover how to make the most of the new Scratch 2.0 interface
- Understand how video games work under the hood
- Make your projects come to life, using practical programming principles
- Learn how to plan and build your own interactive projects
Who This Book Is For
If you are a new, or current Scratch user and would like to improve your understanding of the new Scratch 2.0 interface, and learn how to make video games, this book is ideal for you. Each project is explained in-depth from start to finish, so everyone can follow along, even if you don't have much previous experience with the software. If you want to become a video game designer, this book is an easy- to- use and friendly guide about the world of interactive media. It will teach, challenge, and inspire you to create great interactive projects.
What You Will Learn
- Draw and edit game graphics
- Construct scripts from logic blocks
- Utilize operators and conditions to steer game actions
- Use variables and lists to save and reuse dynamic numbers
- Create both mouse and keyboard controls for various purposes
- Implement natural physics effects such as collisions and gravity
- Invent and build power-ups
- Learn how to use some advanced math, for better looking movement patterns
- Make interesting level designs
- Balance the game for an enjoyable experience
- Reuse elements to speed up the building process
Playing video games is fun, however, it's even more fun to make your own! Scratch 2.0 makes that challenge a lot easier. Instead of diving into abstract and confusing code, you can build games using easy to understand logic blocks. Within minutes you can have your first game up and running.
Readers can look forward to an easily accessible and fun introduction to programming and interactive media design. Within minutes of starting the program, you will be able to see the first results of your hard work. Visual feedback comes early and often, making high-level, abstract concepts a lot easier to understand.
This book offers readers access to completely interactive projects based on well-known video game genres. You will then learn how to use standard programming principles such as operators, variables, and functions.
From a broader perspective, you will also learn how to plan and develop a game from a general idea to the finished product, creating a fun and user-friendly game. Scratch 2.0 includes many new and exciting features, which makes it possible to create more advanced games. The final results will be close to production level games. This book will not only introduce you to the Scratch 2.0 software, but also teach you about interactive media design.
check like we did with the enemies, but this not the case. The enemies will keep moving some distance after they first hit the base, unlike the bullets, which are destroyed on contact. This continued contact would mean that the collision check is activated continuously, quickly going through all base costumes. Instead of a collision check, we will use the broadcast method to make sure each hit is only counted once. In a later project, we will do more with broadcasts and explain how they work. The
aren't facing straight up or down. 4. Double-check to make sure that your collection of separated sprites describe a full circle in approximately equal steps. With the images ready to be loaded, we can start adding them to Scratch by using the following steps: 1. In Scratch, create a new sprite and name it kart1. 2. Click on the New costume link to open the drop-down menu. 3. Select the Import option. 4. Select and import the first sprite costume. 5. Click on the Set Costume Center icon and
thrusters Let's first create the control object. This is a sprite just like any other: 1. Create a new sprite with the Paintbrush icon. 2. Name the sprite player1. 3. Draw a small red circle with the Ellipse tool. Remember to hold Shift for a perfect circle. We'll write a script for the control sprite next: 1. Start with a when
detailed image. This means that we would have to check for many different colors that would produce the same effect. It's hard to determine if similar-looking colors are, in fact, equal. Computers are very precise about this. So what we will do is create a simplified map to check the collision. We will draw all of the important shapes, but leave out the details. Collision checks will be a lot less confusing this way. This collision mask will be hidden from view, but the scripts will work with it.
sprites (sprites that contain incomplete costumes, variables, or scripts) ff Complete sprites (sprites that contain all the necessary parts and can be configured) Engage thrusters Open the starter project and check out the stage, global variables, and the sprites. The costume stage in Space Age is imported from the Scratch media library under Space. It does not have any script and is only used for the background. 99 Space Age Open the starter project and check out the sprites included. The