Name: __________________________________________
Copyright
by
The
Goodheart-Willcox
Co.,
Inc.
Lesson 3 Click Ball 29
14. Click the Windows close button (the red X in the top right corner of the window) to close
the Room Properties dialog box.
15. A warning appears asking if you want to save the changes to the room. Click the Yes
button to save the changes.
16. Select File Save As… from the pull-down menu.
17. In the Save As dialog box, navigate to the folder specifi ed by your instructor. Then, save
the fi le as LastName_Click Ball.
Adding and Naming Sprites
This section covers creating and naming sprites. In naming game assets, you should
follow a naming convention, which is a standard way of naming items. A naming convention
makes it easy to identify the proper game asset during game construction. These prefixes will
be used in asset names: SPR_ for sprites, OBJ_ for objects, SND_ for sounds, and BCK_ for
background images. For example, you may have a sprite named explosion and a sound named
explosion. By using a naming convention, you will be able to quickly identify the correct item.
18. Click the Create a Sprite button on the toolbar. The Sprite Properties dialog box is
displayed, Figure 3-4.
19. In the Name: text box, type SPR_Ball to identify this asset as a sprite, or an image, of a
ball.
20. Click the Load Sprite button. A standard Windows “open” dialog box is displayed.
21. Navigate to the Game Maker Sprites folder, if it is not already current. Your instructor may
have you use a different folder location.
22. In the Sprites folder, navigate to the Bouncing Balls subfolder.
23. Select the ball_pinball.png image fi le. A preview of the image appears on the right-hand
side of the dialog box.
23. Click the Open button to assign the image fi le to the sprite.
Create a
Sprite
Click to
assign an
image to
the sprite
Name the sprite
Image assigned
to the sprite
Figure 3-4
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