This file originally resided at Europress's old website before they redesigned
it. Hopefully it'll contain some useful hints for you.
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Take direct control over your objects. Assign your objects to a ball
movement, and set the speed to zero. You can now change their X or
Y coordinates using the "Set X Coordinate" or "Set Y coordinate" actions
from the Event Editor. This lets you do clever things, such as simulating
gravity, or walking a monster across a MOVING platform.
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Use the Static option to create "Intelligent backgrounds" Sometimes,
an active object can do a great job by sitting quietly in the background.
You can use these objects as buttons for your control panels, or slide
a character behind them to give a powerful illusion of 3D.
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Convert your text into graphics and import it into an object. Enter
your text into your favourite Windows wordprocessor, and check the
spelling and the formatting carefully. When you're satisfied, move
to each page, and press the PRINT-SCREEN key to grab it onto Clipboard.
You can then copy the results into Windows Paintbrush using the PASTE
option, and save the graphics as a ".BMP" file. They can now be imported
directly into a Klik & Play Object.
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Manipulate your animations with the Resize Zoom option Click on a
frame in the Animation Editor with the RIGHT mouse button, and select
the "Resize Zoom" option. This changes the dimensions of a single
image over a series of "animation" frames. So you can zoom your aliens
into the distance, or stretch your pictures into weird and wonderful
shapes.
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Use counters to trigger events Supposing you want to create a game
like Space Invaders. The aliens should sweep across the screen, and
move down in unison when they reach one of the edges. You can control
this pattern using a counter.
First check the alien's position, and set a counter to a trigger value
such as one. You can now test for this counter in your game. If it's
equal to the trigger, you can reverse the aliens movement directions,
and increase their "Y Coordinates" by an appropriate amount. Finally,
you can set the counter back to zero to start again.
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Create Guided Missiles with the "Look in Direction" action The "Look
in Direction" action turns your object into a guided missile! Once
you've started the object moving, you can repeatedly change its direction
so that it homes in on the selected target. It doesn't matter how
hard the target tries to dodge away. Your missile will now follow
it relentlessly.
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Generate 3D graphics using a Ray Tracer If you can't draw, you can
still generate some fantastic 3D effects using a "Ray Tracer" program.
There are lots of these utilities on the Public Domain, and although
they DO take a while to master, the results can be really professional.
Look for a program called Point Of View (P.O.V). It's available from
most PD libraries, and it's FREE!
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Use the "Appear" and "Disappear" sequences from the Animation editor.
"Appearing" shows your object being born in the screen when the object
is first created. "Disappearing" is called automatically whenever
you destroy an object in your game.
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Incidentally, you can copy animations between objects using the "Select
All" option from the Edit Menu. Just grab your sequence from the animation
editor with COPY, bring up your destination object, and PASTE the
images into position.
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If your event contains several conditions, choose their order carefully.
Klik & Play tests conditions involving COLLISIONS, TIMERS, or
OBJECT locations first.
So:
• Alien Leaves the playfield
+ Counter 1=0
will be faster than:
• Counter 1=0
+ Alien Leaves the playfield
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Use the TIMER to regulate your actions The Timer starts from zero,
and increases by one every 100th of a second. You can test it to perform
your actions at regular intervals. Every so often, you can change
an objects speed, position, or direction. This adds an extra feeling
of variety to your games. You can also fire up a new attack wave when
the player is least expecting it!