Tag Archive: pulado

So you’re looking to build your own pirate ship game? Over on Pulado there is a pretty fun way for you to do that using an existing game template. So let’s get started. If you don’t currently have an account you will need to make one and then head to the members area. Once there you should choose the New Game button and then choose the Pirate Ship template. Fill in a name, description, and some tags for your new game then then click Save. You can now start editing this game template and customizing it. The game that you publish will be playable on the web and also on Android devices (not to mention the Wii).

Select your game and you will end up at the Preview screen. You can play your game here and then each time you make a change to your game you can test it again in real time to see how your changes turned out. The first tab we want to take a look at is the Player Tab so go ahead and open that up. On the Player tab you can customize the graphical avatar that is usable for your character in addition to a bunch of player settings like movement speed and the amount of lives that a player has. The player movement type is set to Move 360 Degrees Right which is the right setting for this type of game because the ship sits right to left. There are other settings that affect this as well on the Gameplay Tab and we will get to them later.

If you scroll farther down on the Player Tab you will get to the Weapon #1 and Weapon #2 section for the player. The weapon graphic is setup here and currently set to a cannon ball graphic. You can also customize the sound the weapon will have when it fires, the rate of fire, and the projectile velocity. You can also change the type of the weapon but for now we can leave it on Bullet. Weapon #2 has all of the same options as Weapon #1 except that Weapon #2 is kind of a mega weapon that when you fire it will clear the screen. Let’s move on to the Opponent tab now where we can customize the opponent settings. Make sure that if you made any changes on the Player tab that you click the Save button at the bottom.

On the Opponent Tab you can customize the look of the opponents, their speed, and how many will spawn at the start of the game. The opponent Movement type is also set here and it is set to Hover / Chase / Fire LR which means that the opponent ships will chose the player around and will fire to the left and the right. Now with this opponent we also have an option in the Advanced section checked which is set to Multiple Enemies. The Multiple Enemies option means that the opponent graphic is setup with one enemy movieclip on each keyframe. The Pulado engine (which is what you are using to make your own games) will randomly choose a movieclip from the total amount of keyframes and use that each time a new enemy spawns. You can also limit how many enemies can be on the screen at the same time here using the Max Concurrent Enemies option.

If you scroll farther down in the Opponent tab you can setup the Weapon #1 and Weapon #2 for the opponent as well. These options are the same as you setup for the player on the Player tab. You can change the graphic, sound, rate of fire, projectile velocity, and projectile type. Choose the Missile type if you want smoke particle effects. The Weapon #2 for the Opponent is not a mega weapon however. It just fires to the sides of Weapon #1 depending on the game difficulty. If you made any changes on this tab you should click the Save button at the bottom.

After you save the Opponent tab you should open the Background tab so we can see how the level itself is built. On the Background tab there are four layers. A Top layer above everything else where you could put clouds or fog. A Ground layer where the islands for this game are. A Background Accessories layer which is below everything and a far Background layer which is at the very back. In our case the far Background layer contain some water, the Ground layer contains some islands, and the top layer contains some fog. The graphic in the Ground layer is used for the player and enemies to collide against and in this case it is a set of islands that the player has to navigate around. If you make any changes here make sure to click Save at the bottom.

The next tab we want to look at for this game is the Gameplay tab. There are a lot of features on the Gameplay tab but the important ones for this game are in the Gameplay section. You will want the Projectiles collide with the ground to be checked so that cannon balls can’t shoot through the islands.

In the Player Modifier sections of the Gameplay tab you will want the Mirror Move and the Mirror Fire settings to be turned on. Mirror Move should be set to Flip Left and Right which means that when you move left and right the graphic of the player will flip in that direction so it is always pointed in the direction that you are moving your ship. For Mirror Fire you want Flip Left or Right and Up or Down to be selected so that in any direction that you move it will fire in all four of those directions.

In the Loot & Powerups section of the Gameplay tab you can configure the graphic that will drop as look when opponents are destroyed and you can also configure the graphic that will be used for powerups. The graphic that you choose for the powerup will have a letter overlayed on top of it to show which type of powerup it is.

That is it for the Gameplay tab. There are lots of other options like the amount of hit points that the player and the opponent has and how many opponents must be destroyed before it moved onto the next level here so make sure you explore them. If you make any changes be sure to click Save at the bottom. Lastly we have the Powerup tab which is where you can control which types of powerups will drop when opponents are destroyed. In this case things like MultiFire and Point Bonus powerups are checked.

And that is pretty much all there is to it to create your own game online with pirate ships using this template. There are lots of options for you to tweak and it is up to you to make a fun game out of all of the options that are available. You are the game designer. The final game is shown below.

So that was pretty easy as far as making a game with pirate ships goes right? We’d love to see what changes you could make to this game like giving it different weapons, sounds and more. This template game only has one level but you could add all kinds of new levels with different island configurations too.

Head over to Pulado and start building your pirate ship game today!

R-Type is a classic arcade game where you are a space ship flying in a side view and you blow up all kinds of enemy baddies. R-Type games are in the side scrolling shoot em up genre of games or shmup for short and they are also known as bullet hell games because there are so many projectiles flying around. In this blog post we’re going to show you how to build a similar game using the Pulado make your own games engine. Pulado games can be built and played within the browser and use Adobe Flash as the game client. If you don’t already have an account head over to Pulado.com and create an account and then get to the members area.

Once in the members are you should click New Game and then select “Side Scroller Template” from the template list. Fill in the name, description, and tags for your game in the relevant fields and then click Save. The theme of this template is WWII and not space but it is a side scroller like R-Type. The settings that make it this way are located in the Player Tab and the Opponent Tab mainly.

If you select the Player tab you will see where the player avatar graphic is configured but the main setting here is the Movement setting. You want”Move 360 Degrees Right” which will allow your plane to move and fire to the right. There are a lot of other settings here you can configure like the movement speed of the player and how many lives they should start the game with. You can also scroll farther down and configure the Weapon #1 and Weapon #2 rate of fire, sound, graphic, and projectile velocity. There are other posts here which explain those features in more detail.

On the Opponent tab you want to select “Spawn Right and Move Left” as the movement type. This will make the enemies spawn on the right side of the screen and fly to the left side of the screen (towards the player). They will also fire in that direction. Also on this tab you can change the enemy graphics, the enemy movement speed, and the two weapons that the enemies can have. Additionally, you can choose to have multiple graphics for the enemies (it randomly picks a graphic to use for that enemy each time an enemy spawns). The weapons are is very similar to the player weapons area where you can set the rate of fire and the projectile velocity.

On the Background Tab you can setup the different background layers behind (and above) the player. You can also set the backgrounds to different speedswhich creates a parallax. The scrolling background is a signature feature of R-Type like games. The other relevant tabs which you can also explore to tweak out your game are the Gameplay tab and the Powerup tab. On the Gameplay tab you can configure bosses, hitpoints, and loot among other things. On the Powerup tab you can control which powerups will drop like Rapid Fire and Multi Shot.

And that is all there is to it to start creating your own game like the classic R-Type side scrolling shoot em up. Head over to Pulado and start to make your own game now!

So you’re looking to build a game similar to 1942 right? Well with Pulado it is pretty easy to build a scrolling shoot ’em up (aka shmup) like this. Games like this are also called bullet hell games because there are so many bullets flying everywhere. Pulado comes with a simple template called Epic Dog Fighter which contains all of the ingredients for you to create a similar game and then tweak out to your hearts content.

The first thing you should go is go to the Pulado Members area (if you don’t have an account you can sign up to make your own games first) and click the New Game button. Select the “Plane Shooter” template and then fill in the name, description, and tag fields with those items for your game.

Once you have created your own game using this template you can now select your game from the list and you will be able to preview the existing game.  When you are ready you should click on the Player tab to start tweaking your game. The first options to tweak out are the player character (which in this case is a WWII fighter plane). You can change it to a different avatar or leave it the same. You can also increase or decrease the player movement speed and how many lives they have when they start the game. You can probably ignore the Advanced section for now.

Next up you can configure the weapon #1 and weapon #2 for your fighter plane. Weapon #1 is controlled by the CTRL key and weapon #2 is controlled by the X key. Think of Weapon #1 as your machingun and Weapon #2 as your powerful bomb weapon. In the weapon sections you will have Weapon #1 set to Bullets, the graphic set to some bullet graphics, and you can also configure the rate of fire and projectile velocity. With the Bullets type it will loop the graphic animation over and over until the bullet leaves the play area at which point it will despawn.

For Weapon #2 you will want to have the Bombs type selected, a bomb graphic selected, and you can set the sound for the bomb. Additionally you can also set the projectile velocity and rate of fire of the bombs as well at this point. When you select the Bombs type it will load the graphic that you select (usually a SWF file) and it will play it until the end of it’s animation at which point it will disappear. After you have made any changes make sure to click the Save button at the bottom to lock in the changes.

Next up you will want to edit your opponents for this shmup game. In this case we have a bunch of different opponent planes. With this game type we have the Complex Falling movement type selected. Complex Falling will use all kinds of different movement types combined together. Each time a different opponent spawns they will get a different movement type to give you a very dynamic game and keep the players on their toes. You can also set the opponent movement speed, how many opponents to start the game with, and how many opponents can be alive at the same time. Once the Max Concurrent Enemies is reached no more will spawn until one despawns (dies or flies off the screen).

Also keep in mind with this section that under the Advanced area you can select One Enemy graphic or Multiple Enemy graphics. If you select Multiple Enemies the engine will randomly choose a frame from the animation and use it as the enemy each time a new enemy is spawned. Within that one keyframe you should have a looping MovieClip. If you have One Enemy selected it will just play that single MovieClip animation repeatedly and spawn it for each enemy. The last piece of information about the Multiple Enemies option is that the last frame in the list of keyframes will be used as the Boss graphic if you turn on Bosses in the Gameplay tab.

The Weapon #1 and Weapon #2 section for the Opponents is pretty much the same as for the player. With the exception that Weapon #2 will fire at angles out to the side of the opponent instead of being a screen clearing bomb like the player’s weapon #2. Again you can configure the rate of fire and projectile velocities of the opponent weapons plus their sounds and graphics in this section if you like.

If you made any changes in the section be sure to click the Save button at the bottom to lock in your new settings. And one of the final things we want to show you which is important for this kind of bullet hell game is the Powerups section.

Click on the Powerups tab in the Pulado game creator and from there you will be able to select which types of powerups you would like the player to be able to collect while they play the game. You can choose from things like rapid fire, multifire, extra lives, and more. You want to make sure that Multifire is selected because that will contribute to your bullet hell game. Each time you pick up a multifire powerup you will start firing an extra stream of bullets (up to 6 or 7 streams). If you die or you pick up some other type of powerup like Rapid Fire you will go back to just one stream of bullets again.

You could also check the boxes for Rapid Fire and Homing powerups if you like to give your game more variety. If you make any changes here click save to lock them in.

That’s it! That is all there is to creating a basic game in the same style as 1942 and other similar scrolling shoot ’em up games. There are of coarse other options you can move on and configure as well like the Background tab where you can customize the look of the background graphics in addition to where, when, and how fast those background graphics will scroll. You can very easily create a parallax using the settings. Also don’t forget about the Gameplay tab where you can configure things like how many hitpoints the player and opponents will have in addition to things like opponent Bosses.

You can now preview, publish, and promote your game. Keep in mind that you can come back at any time and tweak your game (even after it has been published). You game is hosted in the cloud for your convenience. If you haven’t created an account on Pulado.com yet head over there and start making your own shmup game like 1942 right now using our make your own games creator.

Click to create your own games today!

Slashdot has a question up titled “Ask Slashdot: Tools For Teaching High School Kids How To Make Games?” which asks what would be a good game engine to use with a high school class to make some games. Here is a rundown of all of the game creators we’ve posted about on this blog so far. I really recommend the first three (Gamestar, Sploder, and Pulado) for getting your game design on and then the second four (Stencyl, Construct 2, GameSalad, and Unity 3d) for getting your game programming on.

http://www.gamestarmechanic.com/ GameStar — web client — publishes to web/flash — free
http://www.sploder.com/ Sploder– web client — publishes to web/flash — free
http://www.pulado.com/ Pulado (make your own games) — web client — publishes to web/flash/cloud — free

http://www.stencyl.com/ Stencyl — desktop client — publishes to web/flash/ios — free
http://www.scirra.com/ Construct 2 — desktop client — publishes to web/HTML5 — free and paid
http://www.gamesalad.com/ GameSalad — desktop mac client — publishes to web/HTML5/android/ios — free and paid
http://www.unity3d.com/ Unity 3D — desktop client — publishes to web/flash/android/ios — free and paid

http://marketsmaster.org/flash_professional_8/ Flash 8 — desktop client — publishes to web/flash/android — free and paid
http://www.adobe.com/cfusion/tdrc/index.cfm?product=flash Flash Pro CS5.5 — desktop client — publishes to web/flash/android/ios — free and paid

http://www.gamegonzo.com/create/ GameGonzo — web client — publishes to web/flash — free
http://www.yoyogames.com/gamemaker/html5 GameMaker — desktop client — publishes to web/HTML5 — free and paid
http://www.sharendipity.com/ Sharendipity– web client — publishes to web/flash — free
http://www.pictogame.com/ PictoGame– web client — publishes to web/flash — free
http://scratch.mit.edu/ Scratch  — desktop client — publishes to web/java — free
http://starwarsgamecreator.cartoonnetwork.com/ Star Wars — web client — publishes to web/flash — free
http://www.nick.com/games/spongebob-game-builder/ SpongeBob — web client — publishes to web/flash — free

I have also includes links to Flash 8 and Adobe Flash Pro CS5.5. Flash 8 is much more suited to artists and simple coding while Flash Pro CS5.5 is the latest version which is more suited to programmers and also publishes games to Android and iOS. There are all kinds of tutorials for building games straight in Flash (without any other frameworks).

I ran across a game design blog called “Connected eXPeriences” by Troy Dunniway which has some pretty good game design information. The posts are very long (as in chapter size if it was a game design book). The three posts that I have read from it so far are very relevant to the Pulado game engine because it covers issues that we have been grappling with. Minimizing Repetitive PlayPlatformer and Character Games Design, and AI for Designers. It’s also funny that we use the same WordPress theme.

Minimizing Repetitive Play covers lots of issues having to do with identifying actions that the player would be doing over and over and limiting those actions. With the Pulado game creator we have an issue where you can setup your character with it’s one weapon and the character can shoot over and over but there is very little change in that mechanic. We’ve noticed games with only this mechanic setup have a lesser playtime than other games. However, a few other options that the Pulado game creator has are the “Comeback King”, “Charge Up Weapon #1”, and “Projectile Gravity”. Each of these options provides a variation that the player can control and I think this variation causes repetitive play to be less.

The “Charge Up Weapon #1” option lets the player hold down the fire button and decide when to release the projectile. Depending on how long they hold the fire button the projectile size will change. This variation minimizes the repetitiveness of firing the weapon. The last variation of this charge up option is that if they charge it up long enough it turns into a projectile that will destroy everything in it’s path (it becomes a mega weapon).

The “Comeback King” option is an option where the more damage a player takes the faster their weapon shoots. This causes variation for obvious reasons because the player is usually at different levels of damage all of the time which means their weapon is constantly firing at a different rate. It also means that each time they play the game they have a different weapon effectively because the fire rate changes based on their damage. It also leads to the player *wanting* to take damage to get back to the level of fire they were use to when they were low on health. It can cause them to *avoid* health power ups even.

Finally we have the “Projectile Gravity” option which gives an arc to projectiles when they are fired. This means every time a projectile is fired it is going to land somewhere different (because the player is probably moving etc). This is especially true if you have to aim or charge up the gravity on the projectile. Supposedly this is one reason that Angry Birds is so popular is because of arc of the birds in the sky. It has also been demonstrated that Flash games with physics engines in them routinely seem to get more and higher paid sponsorships. Distance games like Angry Birds and other “shoot something to see how far it will bounce” games only have very limited player interaction (you fire something and then become a spectator until the projectile stops) but are hugely popular.

The other two posts Platformer and Character Games Design and AI for Designers grapple with other issues we deal with on building the Pulado game designer daily which is adding in more enemy AI so that they aren’t as repetitive, detecting player actions in order for the engine to dynamically adjust difficulty, and building in more platformer game style capabilities.

In any event regardless of what game creator or game engine software you use you should check out those three blog posts for yourself and hopefully it will help you make better games!  Or head to the main page of the Connected eXPeriences blog.

Over at the blog What Games Are there is a posted called “Why Orcs Must Die?” which talks about signifiers. In the blog post he defines signifiers as “symbolic images which convey a wealth of emotional association by virtue of their presence” and then goes on to explain:

“The culture that we live in has literally millions of choices at our fingertips, most of them bad, and so the use of a signifier acts as a helping hand. Your choice might be good or bad, but at least you know what kind of thing it is you’re buying into before you buy it. If you know it’s a game about orcs then you know it’s probably humorous in particular way and that helps you decide if it’s for you. You have a relationship with that signifier.”

What basically boils down to there are public domain brands of our shared culture which you can use in your games which people will instantly identify with. Use them to your advantage. You can make your own games using Pulado and use one of these characters or have the theme be about them. I’ve included a list of fantasy monsters below which you could use in your games:

Winged Horse

What signifiers can you think of?

A classic arcade game that everyone remembers from the 1980s is Space Invaders. With this tutorial we are going to explore how we can make a game similar to the gameplay in Space Invaders with the Pulado Flash Game Engine. If you don’t have an account on Pulado head over there and create one. Once you have an account go into the members area and then click New Game to create a new game. Select Invasion Template as the game you would like to use as your template for this game. We’re going to call our new game “Terra Defence League” of category type Shooting with a description of “Defend Terra from attack!” and tags of “terra,earth,alien,space”. Choose a name for your game but don’t use Space Invaders because that is trademarked. Once you have that information filled out click Save and your game will be created. We’re going to show you what settings make up a game similar to Space Invaders.

Now that you have created your game you are on the game preview screen. From here you can go to the Player tab where you will be able to customize your player character (a space ship) and other things having to do with the player. You can click “select avatar” to change the avatar graphic and you can also customize how fast you want your player to move in addition to how many lives you would like the player to have. There is also an Advanced section where you can customize the scale of the graphic and the player spawn location if you want to but they are not required for this tutorial.

Below this section in the Weapon #1 section is where you can customize what projectile you would like the player to be able to shoot. You can click “select graphic” to change what the projectile looks like, you can choose the type of the projectile to change it’s behavior if you want, and you can also set a sound for the firing of it here. Lastly you can change how fast that the player can shoot (rate of fire) and how fast the projectile will move (projectile velocity) in this section. Farther down there is a Weapon #2 section where you can customize the secondary weapon which is usually a big screen clearing weapon. In the case of this game it is a giant laser beam which will kill a bunch of in the invaders. At the very bottom you can click the Save button if you have made any changes in the Player tab.

The next tab to edit is the Opponent tab. Inside the Opponent tab you can change a lot of this about the Opponent (aliens) including the graphic for the aliens, how fast they move, their movement style, and how many start at the beginning. The most important setting here is the Movement option which is set to Move Down / Back & Forth. This setting is what gives us the Space Invaders style of enemies and movement. The Starting Enemies section here governs how many rows of aliens there will be opposing you. Enemies shoot at you is also checked in the Enemy Fire item because we want the aliens to shoot at the player.

At the top of this section is a Level Difficulty slider which you can increase if you want your game to be harder than it currently is. You will notice that the opponent graphic (which is purple alien ships) is rotating between different ships. This is because on each keyframe in the opponent graphic there is a different alien ship. The Pulado game creator engine will randomly choose a ship to use every time it spawns an opponent. That setting is in the Advanced section of the Opponent area and it is called Avatar Type which is set to “Multiple per clip”.

Below this section you can customize the Weapon #1 and Weapon #2 of the aliens that oppose the player. The settings are the same as what you customized for the player. You can choose “select graphic” to change the projectile that gets fired by the aliens at the player. Additionally, you can setup a sound, the rate of fire, and the projectile velocity of the projectiles that are fired by the aliens at the player. If you have made any changes in the Opponent tab be sure to scroll down and use the Save button at the bottom.

The next section we are going to edit is the Background tab. The Background tab lets you customize the foreground and background look of your game. There are 3 layers (one above the player, one below the player, and the base background which is at the vary far back). Additionally there is a Ground layer here which is used by other game types. We only need to worry about the very far back layer for creating a game like Space Invaders so scroll down to the Background section. In this section you can click “select bottom background” to change the look the far background. You can also make the background scroll in any direction if you like. If you do change the background make sure that you use the Save button at the bottom.

The last tab that we need to look at for building a Space Invaders style flash game is the Gameplay tab. Select the Gameplay tab and open up the Environment section. In this section there is a Blocks setting and a Block Graphic setting. These two settings control the bases or defense structures that are at the bottom of a Space Invaders style game that lets you hide behind them. You can set the Block Graphic to whatever graphic you want these structures to look like and then you want to set the Blocks setting to Bottom row which will automatically build those blocks near the bottom of the screen in a row.

If you want to edit any other settings like how many hit points the player or the aliens have you can also do this in the Gameplay tab under the Player Modifier and Opponent Modifier sections.If you modify any settings in here be sure to scroll down and click Save and then you can preview your game.

That’s it! That is all there is to building a Space Invaders flash game using the Pulado engine. Now you can go back in and start tweaking other settings to make your game unique. Maybe you want the projectiles to have gravity or you want a triple shot or rapid fire powerups? Building a flash game couldn’t be easier with the Pulado flash game engine. There are also all kinds of video tutorials on this blog about the different sections of the Pulado game editor.

If you haven’t already gotten started at the beginning of this tutorial you should head over and start to make your own games with Pulado.

So you want to make a game in Flash that is like the classic arcade game Asteroids? One of the easiest ways to start out to do that is to use the Pulado Flash Game Engine. Pulado takes care of all of the coding for you and leaves you to create the assets in Flash (and then assign them to the game sections). Consider this the first step to creating a game in Flash. After you build a few games with Pulado then you can move on if you like and start coding your own Flash games from scratch (or using the artwork you created for use in Pulado).

First create an account on Pulado and then once you are in the members area click New Game to create a new game. There are different game type templates on the left and you want to select the Rock Blaster template. You will want to create a name for your game, enter a description, and enter some tags that describe your game. The game we created is called Uberroids 9000 and gave it a description of “Shoot rocks for the win!”, and these tags “rocks,asteroids,space”. You will want to name your game something other than Asteroids because that name is trademarked by Atari and you want to be original. Click save and this will create a fully formed game similar to Asteroids. However, we are going to dive in and take a look at the settings that make the gameplay similar to Asteroids.

In a game like Asteroids you have the player as a space ship and the opponents are different shaped asteroids. The player also has a weapon that he or she can shoot at the asteroids to blast them apart. So lets talk about how you change those settings. You can click on the Player tab in the game editor and that will allow you to customize your player. The first option you will see is the Avatar option which will let you change the look of your space ship if you want to. You can also customize the style of movement for the space ship, how fast you want the space ship to move, and how many lives you want it to have.

For a game like Asteroids we are going to use the movement style of “Fire 360 Degrees”. This will allow you to use the left right arrow keys to rotate your ship and the forward button to move forward. If you want change the look of your space ship use the “select avatar” link. Below this section as an Advanced option section where you can change things like the scale of your ship, the spawn location, and other things which we won’t really need to change for a game similar to Asteroids.

If you continue scrolling down you will come to the Weapon #1 section. This is where you can customize the look for the bullets that will fire when you press CTRL or Z in your game. You can also change the type of the bullet, the velocity (speed) of each bullet, and how fast the player can fire each bullet. For this game we want the type to be set to “Bullet”. Use the “select graphic” link to customize the bullet graphic. You can customize the sound of the bullet when it fires from here as well. If you like go ahead and tweak the rate of fire and projectile velocity (lower is faster).

Once you have made the changes you want to make you can continue scrolling down where you will encounter the Weapon #2 section. Weapon #2 is controlled by the X button in your game and it is usually setup to be a screen clearing “kill everything” style weapon. You may not need this weapon in your game but it is currently setup to be an expanding bomb. Skip this section for now and scroll down. There is a Save button at the bottom and if you made any changes on this page you should click the Save button to save your changes at this point. When you Save you will be taken back to the Preview tab where you can then test the changes you just made to your game.

The next section we are going to edit is the Opponent tab where you can setup the asteroids. On the Opponents tab the first thing is the Level Difficulty slider. Lower is easier but if you want your game to be harder you can increase the slider. Next we have the Avatar section where you can customize the asteroid graphic (just like you did the player graphic). You can also select the Movement style at this point. For a game like Asteroids we want the “Random Movement / Face Forward” option. This option will make the asteroids spawn in at the edges of the screen and move directly in a random direction (usually at an angle). If they were a space ship graphic they would be pointing forwards. Customize the movement speed of the asteroids, how many asteroids you want to start the game with, and the maximum number of asteroids you want on the screen at the same time. Lastly you can choose to have the asteroids fire projectiles at your or not and in a game like Asteroids the opponents don’t fire weapons so leave that unchecked. There is also an Advanced section here where you can customize scale etc.

You can script the next two sections which are Weapon #1 and Weapon #2 for the opponent as weapons are disabled. Scroll down to the buttom and click Save if you made any changes on this page. Again you can preview your changes now. The next section which we will quickly cover is the Background tab. From here you can select what you want your background for the game to look like. There are multiple background layers but for this game you want only the very bottom one so scroll to the bottom. If you want to change the graphic for the background do so now and then click Save.

The next section we will be editing to create a game like Asteroids is the Gameplay tab. The first part of the Gameplay tab is the Gameplay section and on this section the two options that concern us for this game are the Projectiles Wrap option and the Shatter option. Projectiles Wrap will make it so that when a bullet reaches the edge of the screen it will teleport to the opposite side of the screen. The Shatter option will make it so that when you shoot one of the rocks it will split around into three smaller rocks.

The next two sections on the Gameplay tab are Player Modifiers and Opponent Modifiers. In these sections the Player Wrap option is selected so that when the player reaches the edge of the screen they teleport to the otherside (like the projectiles). You can also customize how many hits the player can take before losing a life here. Farther down in the Opponent Modifiers section the Opponent Wrap is set so that asteroids teleport around at the edges of the screen as well and then Random Opponent is also set which causes an asteroid to randomly wander the screen (separately from the movement type selected on the Opponent tab).

Farther down in the Opponent Modifiers section you can also customize how many asteroids have to be destroyed before you move on to the next level and how many hit points they have. There are all kinds of other options here but they will be left for a different tutorial. If you have made any changes on this tab scroll down and hit the Save button and then preview your changes.

Good job! This tutorial is now complete and I hope you learned how to make a game in Flash similar to Asteroids using Pulado. Now get there and start tweaking out the other settings as we can’t wait to see your take on an arcade classic.

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Pulado has an option on the Gameplay Tab that when checked causes the player’s rate of fire to increase the lower their hitpoints get. So as the player takes more damage they start shooting faster and faster. This gives the player a sense of urgency and makes them feel more powerful even though they may be losing. The feature was inspired by a post on game design by Sir Lin (found here: http://www.sirlin.net/articles/slippery-slope-and-perpetual-comeback.html ).

SirLin wrote:

Perpetual Comeback

The opposite of slippery slope, I call perpetual comeback. That’s just a more descriptive term for negative feedback. (Also, negative feedback sounds like a bad thing, but it’s usually a good quality in games, so it’s helpful to have a term that doesn’t sound negative.) A thermostat uses negative feedback to keep the temperature of a room from spiraling out of control.

Perpetual comeback, then, is a quality in which being behind actually gives you an advantage. I’d like to draw a distinction between two types of this effect, though. In one, when you are behind, a force pushes on you to help improve your position. An example of this is the Fatboy mutator in Unreal Tournament. In that first-person shooter mod, when you kill an enemy, you become fatter and easier to hit. When you die, you become skinnier and harder to hit. Multiple hits magnify the effect, so if you die over and over you get skinner and skinner. Note that even if you die a lot, you are still losing (your score is not helped), but you do have an advantage (harder to hit).

Make your own games today with Pulado!

Advanced Tutorial #4 – Configure Powerups

Make your own games today with Pulado!