This is advanced tutorial based on this one - Main logic is the same, but a lot of additional stuff added.
HUD system explanation is skipped in this tutorial, in this demo HUD logic is very simple.
Furthermore, I assume that you already prepared sounds and images.
Right now, Thinking Worlds able to use only ".ogg" format for sounds and all art should be in dimension of 2 even if you are creating objects from the images.
Preparation of sounds and images is out of scope of this tutorial, but I'll reference some software for this.
To convert and edit your audio you may use Audacity it's free and very simple and for editing images you may use Paint.Net (Free), Gimp (Free) or Photoshop.
All sounds and images were prepared in Gimp and Audacity, and were taken from different web sites with free resources.
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Deviant-art - A lot of people allow to use their art for free -
Free Sound - Big collection of free sounds -
Sound Jax - Another big collection of free sounds
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Assets and Camera:
Assets:
First, we need to create all objects from the images, for this we will use Image Model Builder, it's included in all Thinking Worlds installations.
As you can see in this game all Targets(Cowboys, Power-Ups), Background(Old Western Town), and Decoration (Tumbleweed) are objects:
When we created all objects, adding them all to the scene.
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Camera:
Now the most painful part after this, we need to place a camera perpendicular to our background image and setup its view:
The distance and small angle is acceptable it depends what view we want to achieve. In this demo as you can see distance of the camera is not so small because when camera is away we have more space between to work within, and the camera itself is not 100% perpendicular.
After some corrections our view from the camera should look like this:
It's very important to remember configured game view, because in Thinking Worlds there is no such button as - "To Camera N view", so all time when we will want to place our market or something within the camera view we will need to setup our view in the application to our camera (Game) view. Maybe later such button would be implemented.
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