Game Builder Garage [Demo] -- (Extra) Alice's Guide: The Game-Screen Nodon's Job

Game Builder Garage [Demo] -- (Extra) Alice's Guide: The Game-Screen Nodon's Job

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Published on ● Video Link: https://www.youtube.com/watch?v=wf-FB-5J_0Q



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Yeah, let the screen to the job. More game time for me!
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I'm not actually numbering these things anymore, because they're not mandatory... and hopefully you don't mind that I'm slipping them in as "bonus" uploads for any given day still... because... I think they're fascinating, and I find I have even more to say about them than I thought... but I can understand if people also just want to skip them.

Hopefully that's not annoying for overpopulating people's subscription feeds... but if anyone at all is curious about these things, that's the real point to having them out there. Not everyone will necessarily want to commit to "playing" a demo of a game that's... eugh... educational!

Especially if they don't really have the disposition or inclination for the subject matter... and how else would you figure that out if you didn't actually want to go through the whole thing yourself?!

I'll try not to get greedy and upload them in droves just because they're "short" on literal content, because there can be a lot to swallow, and I might just kinda want to tap the gas a little eagerly to get it all out there into the open...

It'd somewhat defeat the purpose if the "little extra" style videos were overwhelming the feed all on their own, after all.

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Alice's Guide
The Game-Screen Nodon's Job

I mentioned in an earlier part of the lesson proper that managing a "screen" is no simple task to be dismissed out of hand. Despite not being a literal "Object" as described within the parlance of Game Builder Garage, even intangible concepts like "the stuff you can see" is still itself an object. You can elaborate upon it and assign it certain traits and details to make sure the machine running the program knows exactly what the user is meant to see. The same is actually quite true in this particular low-calorie flavor of programming.

To properly understand the concept of a camera as an "object," you'll need to have something to point it at... there will have to be more concrete objects in play to have any idea what we're doing. Can't help but get lost without some landmarks, right?

To this end, we've got boxes. Two different colored boxes, actually. That way we can also gauge the meaning of the camera's relayed visual information within its meaningful context.

To give you an idea of what I mean, we're initially confronted with the sight of the two boxes... except one of them is partway out of our view. If we examine the programming side of things, we can see that indeed, this is because the screen object itself has the box in question straddling its boundary.

The actual view within the game's execution is exactly what you see in the programming view, just rendered within the game world, rather than on a graph paper workspace. What You See Is What You Get! That's actually a real and proper technical term and consideration for describing this very situation: WYSIWYG! (Whizzy-wig!) I don't think I have to explain to anyone, regardless of technical expertise, the value of things being visually easy to decipher no matter what way you're looking at them.

Anyway, in the spirit of seeing what you're getting, we're of course familiar with the notion of moving objects around to set a scene like our game of tag. If a box is out of frame... move the box so that it's inside the bigger rectangle representing the game screen! But don't just stop your reckoning with movable discrete Objects... what about a movable screen? It's an object, too! Center it to change the vantage point of the game's action. Resize it to change to focus and zoom in or out, altering the very scope of what it allows the viewer to see through it.

Of course, moving the screen around means that anything no longer within its clearly designated boundaries will be offscreen. Out of sight, out of mind, as they say! Properly framing a scene isn't always simple, but it should at least be pretty direct on what you can and can't see through its particular lens.




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