Pixel Game Maker MV

Pixel Game Maker MV

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How to Create a Scene by Kohei Gallery (Shooting Chicken)
由 PixCube 制作
English Version of the Japanese guide available on: https://tkool.jp/act/tsukler/01_01.html
   
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Preparing Materials
Shooting Chicken is largely divided into three types of Resources to work with: the Wall Detection Resource, sound effect detection ID Resources, and terrain mapping Resource. By dividing Resources clearly in this way, it helps to prevent being overwhelmed by data in the process of creating a game.
In Pixel Game Maker MV, you are able to register several tile images per scene, so there's no need to create one large image all at once.


Example of Tileset:













About Tiles
Tile Upload and Settings

In the Resources tab you can enter images as tiles.
In Shooting Chicken, any open spaces not in use are assigned an image of a red grid for easy detection. When creating tile images, you can select whether they will be Basic Tiles, Gimmick Tiles, or auto-tiles.

* If you attempt to reduce images size, arrange the parts to fill in any gaps.


Advanced settings for the tiles can be adjusted in the window on the right.
For basic settings, these can be adjusted with the tiles' basic parameters.
You can also change the variables for objects.
Animation settings can also be set for tiles, but animation patterns should be confined to only one image.
More advanced settings such as changing tiles, switches/variables, and object generation can also be adjusted in Gimmick Settings.



Dividing Tiles by Application

Wall Detection tiles


These tiles are set for Wall Detection.
They are set on a different layer from terrain mapping tiles, and their opacity can be set to invisible when the game is completed. By adjusting the settings for these tiles, you can freely set up complex terrains to navigate.

Sound effect detection ID tiles

In Shooting Chicken, these tiles manage sound effects played separate from the terrain, such as footsteps. They are set on a different layer, so they can be combined with objects to be used for trigger conditions.

Basic tiles



The main tiles for mapping out your scene. They can be set on multiple layers to create more complex terrains.
These tiles have no settings, they are solely used to map out the terrain of the scene. If there are settings assigned to these tiles, it may limit you in their use, or increase the load of the tiles and decrease your game's FPS.


Animation tiles



Animations are set on a single tile, but when implemented in the scene, the animation becomes the basis for a repeating pattern.
In Shooting Chicken the basic tile is at the top left. It's possible to select multiple tiles all at once in the settings.

* These tiles do not have animation set directly to them, they are only set to be a part of the animation pattern.



About Layers







In Shooting Chicken, the layer composition can be changed depending on the scene, but they are basically divided into the following uses.

・Fixed Game Performance Ccreen
 Hiding menus or setting any objects you don't want to be hidden. A fixed image with 0% scrolling.
・Sound Effect Settings
 Sound effect detection ID tiles for footsteps, water surfaces, or other settings.
・Upper layer
 Water surfaces or tiles that you want placed directly before the characters.
・Main layer
 Characters and basic objects in the game. Collision detection is also set on this layer.
・Scaffolding, etc.
 The base composition of the terrain.
・Background
 Adjust the scroll settings to give the scene some depth on this layer.