Creating Video Games With YLC lite
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Attention students, parents looking to connect with your kids, home schoolers, and teachers who want to add some exciting new tools to your classroom: We have the udemy class for you! In a matter of a few hours, you can learn to make your own video game using Gamesalad and post it on Facebook for your friends to see. Using Youth Learning Center's free class, your kids and students will learn to create games and not just play them.
Students will gain the ability to create:
- a four-directional moving actor
- a “spawner” that generates enemies off-screen at a time interval of .08 seconds
- an “enemy” actor moving forward at a direction of 180-degrees
- a “laser” actor spawning from the “space ship” upon pressing the [space bar]
- An animated explosion replacing the destroyed “enemy” actor
- A “game.score” attribute that adds 100 to its value upon an overlap between the “enemy” and “laser” actors
- An actor that displays text “game.score” in the upper left of the scene and counts upward correctly, in increments of 100
- a main menu and game over scene
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Desktop, iOS and Android.
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|Section 1: Creating Video Games Lite By Youth Learning Center|
Welcome to Creating Video Games Lite by Youth Learning Center. In this video we will go over all that will be covered in this class.
1) In this lesson, we will be examining the basics of the Gamesalad interface. We will give an overview of what each tab and toolbar is:
Home Screen: This tab hold a number of different parts of our completed game. It shows us the project info, what platform we will be utilizing (in this case the iPhone Landscape view), allow for a written description and input instructions for the game. It also has separate tabs for the "Actors" and "Scenes" we have created. (1:33-2:30)
Scene Listing: This icon, listed next to the home button, allows us to move from scene to scene. In the second through sixth lecture, we will only have one scene (the initial scene) but we will later add a "Main Menu Scene" and a "Game Over Scene" (2:31-2:34)
Scene Interface: Here we have an interface that has our landscaped iPhone on it where we will drag our first image in and begin programming. (2:35-2:45)
Images Library: Here is where we find all of the images we will place in our game. In this lesson, we will be taking pre-made images from our assets folder and inserting them into the Images Library. (3:01-3:45)
Inspector Toolbar: The Inspector Toolbar is where we create new actors. We can create actors one of two ways: (1) drag in an image from the Images Library to the Inspector or (2) click the plus sign for an actor with no image (which will come in a later lecture). This toolbar is also where we pull up the "Logic Interface" for an actor by double clicking the actor. (3:50-5:20)
Logic Interface: Here is where we will begin our first pieces of programming. If/Then Statements are represented as Rule/Behavior Statements. (5:20-5:43)
a) Behaviors Library: Here is where our "Behaviors" will be taken from to complete our If/Then Statements.
b) "Create Rule" Button: This allows us to create new "If Statements"
2) In the latter portion of this lecture, after the overview of the Gamesalad interface, we will begin our first piece of programming. Programming in Gamesalad (and virtually all other game development software) follows the formula of If/Then Statements. In this first lecture, our If/Then Statement will consist of four directional movement, this example showcases the down movement:
IF: [Actor Receives Event]-Key [Down] is pressed [down]
THEN: [Move Behavior] Direction: 270 - Speed: 300
This process will be repeated 4 times in this lecture for the Up (90 degrees), Down (270 Degrees), Left (180 degrees) and Right (0 degree) Movements. (6:10-8:58)
In this lesson we will be examining how to make our space ship actor shoot a red laser at a 0 degree angle when the space bar is pressed. For better quality please change to 720 HD.
1) We will again import a new image from the desktop assets folder, into the Images Library, then into the Inspector Toolbar to create our "Lesson 1 red laser" actor.
2) Next, we must open the Logic Interface for the "Main Character" actor (double click) and create a new Rule. This rule will consist of the If/Then Statement:
IF: [Actor Receives Event] - Key [Space Bar] is pressed [down]
THEN: [Spawn Actor Behavior] "lesson one red laser"
To select which actor to spawn when the spacebar is pressed, we simply pull down the drop-down menu within the Spawn Actor Behavior and select "lesson 1 red laser"
3) If we preview the game, we will see that the laser does indeed spawn, but it does not move in any direction. In order to remedy this, we must open the Logic Interface for the "lesson 1 red laser" actor (double click in the Inspector Toolbar) and add one single behavior from the Behaviors Library:
THEN: [Move Behavior] Direction 0 - Speed 300
Note there is no Rule (IF) because we want this actor to move all by itself without us having to prompt it with an event.
4) After we have inputted this programming into the "lesson 1 red laser" actor, we must preview and if executed correctly, the laser will be spawned by the Main Character Actor and will move at a 0 degree angle (right).
In this lesson we will introduce enemy mechanics. When the red laser actor overlaps with the enemy, it will be destroyed as well as produce an explosion animation. With these features accomplished our first game mechanic will be complete: destroyable enemies! For better quality please change to 720 hd.
1) First we must import the enemy. To do so, just as with the red laser and ship, we must open the assets downloaded from this lecture and drag it (1) into the images library, (2) up into the inspector toolbar and the (3) into the scene. Once we have done this we can begin programming the enemy to destroy when the laser overlaps with it!
2) Open the enemy programming (double click on the image in the inspector) and begin with a new rule.
IF: [Actor Receives Event] - [overlaps or collides] with actor of type: lesson 1 red laser
THEN: [Destroy Behavior]
3) Now that we have ensured the enemy is destroying when the red laser overlaps with it, it will be deleted off screen, we can now program the explosion animation. Do do this we must download the "boom00 - boom09" assets and drag them into the images library.
4) To create the animation, we must take ONLY the first boom image (boom00) and drag it into the inspector toolbar. This will act as the first page of the animation.
5) Once "boom00" is in the inspector toolbar, we must open the logic interface for it (double click in the inspector toolbar) and begin programming it to animate.
6) when animating the "boom00" actor, we must simply drag the "Animate Behavior" into the logic interface. Once that is accomplished, there will be an animate behavior with a blank white box inside of it. The white box is where the animations will go! From this point, we must drag all 9 "boom" assets into the animate behavior until the al;l show up as individual frames. Also, we must ensure the "Loop" box is unchecked or else it will continually animate over an over again. We do not want it to loop because we only want the animation to run once, then disappear.
7) Once the "Animate" behavior is finished, we must tell the enemy to spawn it when it overlaps or collides with the laser. We must open the enemy programming (double click from the inspector toolbar) and add in a "Spawn Actor Behavior" within the existing rule. Thus, we will have two behaviors within this rule:
IF: [overlaps or collides] with actor of type [lesson one red laser]
THEN: 1) Destroy Behavior
2) Spawn Actor Behavior - "boom00" in the drop-down "Actor" box.
In this lesson, we will examine a fundamental aspect of dgame design known as "spawning". We will utilize this function to create randomly generated enemies from one side of the screen to introduce a challenging aspect to the space shooter game.For better quality please change to 720 hd.
1) First, because we will now be randomly spawning enemies from the right side of the screen, we must delete the first enemy off of the scene. To do this, simply select it (single click within the scene) and press "backspace" on the keyboard.
2) Next, we must create a new actor with no image attached to it. In prior lessons, we dragged images from the Images Library to create actors, but this time we will simply click the plus sign in the lower left portion of the Inspector Toolbar to add a new actor. You will notice that this actor has no mage and is named "Actor 1". We must rename this actor as "spawner" and place it in the grey space on the left side of the scene so it will not be visible while the game is being played.
3) Resize the spawner so it is fairly small and in the grey space and the open the programming for it by double clicking on it within the inspector toolbar.
4) Once the logic interface is open, we must add a timer. The timer is located toward the bottom of the behaviors library and is very similar to a rule. The only difference is that "Timers" have events that ONLY have to do with time, whereas rules have events that deal with overlaps, keyboard inputs, mouse positions, etc. Within the timer, set it to 1 second and ensure that the "every" function next to the time is selected.
5) Once the timer is set, we must drag a "Spawn Actor" Behavior within the timer and select the "Enemy" as the actor being spawned. To select the enemy actor, simply click the drop-down list next to "actor:" and select enemy.
6) In the lower left position of the "Spawn Actor" Behavior, we must now input a position by which to be spawned relative to the scene. Here (in the first "Position:" box) we must input a value larger than the iPhone screen (568) so the enemies are spawning off to the right side of the screen. The value I inputted was 570.
In this lesson we will learn how to produce a score in our game using "integer attributes". These programmable functions will track the amount of enemies destroyed and provide us with a second game mechanic.For better quality please change to 720 hd.
In this lesson, we will manipulate the integer attribute function to allow for the creation of "lives" on our space ship actor.For better Quality Please change to 720 hd.
In this lesson, we will go over how to put in " Game Over " and "Main Menu" screens. For better quality please change to 720 hd.
In this last lesson we are going to learn about polishing our game. This will include how to add in new images, backgrounds and dressing up our "main menu" and "Game Over" screens. For better quality please change to 720 hd.
Thanks for taking our course. If you have any questions we will get back to you a soon as possible. Look out for our next courses.
Culver Stockton College, Canton, Missouri 2004-2008
Bachelor’s of Fine Arts in Studio Art
Bachelor’s of Science in Art Education
Missouri Art Teaching Certification, Grades K-12
Toon Boom Studio Certified Instructor 2012-present
CPR, First Aid, AED 2013-present
Youth Learning Center St. Louis, MO 2009-present
YLC Charter School Committee St. Louis, MO 2013-present
The Turner Center St. Louis, MO 2009
Art DimensionsSt. Louis, MO
Solo ExhibitionsSt. Louis, MO
“Municipalities Occur” at Labeebee’s 2011
“STLPaints?” at the Vino Gallery 2011
“Somewhere Beyond Normal” at All Along Press 2010
“This is Air Only” at Concrete Ocean 2010
“Shiny Means It’s Done” at the Saint Louis Artists Guild 2009
Art Dimensions Member of the Year 2009; Inducted into Culver Stockton Hall of Excellence 2008; Taste of Saint Louis Best in Show 2008; Taste of Saint Louis Art Wars Champion 2007
The Youth Learning Center is a non-profit organization located in St. Louis, Missouri that focuses on STEAM education for students in 1st through 8th grade and beyond. STEAM stands for Science, Technology, Engineering, Art and Mathematics. Through our standards-aligned curriculum and programs, we teach children video game design, computer animation, robotics, science, digital painting, interactive media and much more. The YLC has been offering our programs in the after school and summer school setting for over ten years with proven success.
Johnathan Lloyd Book
St Louis MO – email@example.com
Personal Summary and Objectives
I have a strong academic career combined with exemplary and extensive knowledge of the educational system. I am passionate about the lives of all students and hope to create life long learners within and outside of my classroom. As you will see, my qualifications display extensive experience in urban settings and a strong determination of effect change in students’ lives.
Youth Learning Center-St Louis – St Louis, MO:
Integrated Mathematics Teacher
·Work closely with underprivileged students within communities of need grade levels 4th through 8th
·Extensive experience with curriculum development and integration of state core curricular facets to Video Game Design
·Primary curricular developer
·Member of Youth Learning Center Charter School Committee dealing with behavioral issues and PBIS creation and implementation
·Experience working in areas across St Louis including Charter Schools such as JAMA Charter School in Old North City St Louis
·Became Member of Missouri Accreditation of Programs for Children and Youth
Living Diversity, LLC – St Louis, MO:
·Curricular coordinator for the Transformative Youth Program
·Involved in training and hiring members of TYP workshops
·Involved with development of program and grant proposal applications
·Working closely with members of the advocacy community of organizations within St Louis
The University of Western Ontario, Canada
BA Specialization in Sociology
·Area of focus includes demographic analysis and interactionary theory
·4 year degree obtained in 3 year enrollment period
The University of Missouri-St Louis
Masters of Elementary Education (pending)
·GPA of 4.0
·Taken courses in a variety of subject areas including character education, social justice and advocacy
·Experience with the writing of grant proposals and striving toward becoming published in the realm of literacy and community relevancy
Doctoral Candidate: Character Education and Democratic School Governance, Currently Enrolled
·Currently generating doctoral thesis regarding public school education and granting curricular autonomy to individual schools to increase effectiveness of youth educational tendencies with regard to specific subject areas as well as character education